ご指名型特殊やられ用記述

たるのなかやられ

UNKNOWN本体にある取説に従ってSTファイルに"minaduki"を書き込んでください

グルーミーパペットショーやられ

無断でテストしたためこの記述をいれてバグが出ても責任は取りませんので
リリス製作者に問い合わせたりしないでくださいね（＾＾;

っというか、オート（AirNoだけ）で感知するグルーミーパペットショーを使うリリスはいないのでしょうか？

・リリス（ＭＭＲ氏製作）　～グルーミーパペットショウ

;↓のような命令がシルクハット喰らい側の記述があるので

[State 3320,ChangeState]
type = ChangeState
triggerall = Time = 132
trigger1 = P1Name != ；ここらへんに"Fate_Copy"ッと入れてね

;↑の命令の下に↓の命令を入れてね

[State 3320,ChangeState]
type = ChangeState
triggerall = Time = 132
trigger1 = P1Name = "Fate_Copy"
value = xxxx ;空いてる番号を入れてね

; 喰らい側用の命令を書くと頃があるのでそこに↓の命令を書いてね

;--------------フェイト（F2)
[Statedef xxxx] ;上で決めた番号と揃えてね
type = S
movetype = H
physics = S
anim = 9100
velset = 0, 0
ctrl = 0
sprpriority = 1

[State 3500,ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0, 0

[State 3500,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3500,PosFreeze]
type = PosFreeze
trigger1 = Time > 0

[State 3500,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3500,ChangeAnim]
type = ChangeAnim
triggerall = Time = [45,300]
triggerall = AnimExist(9101)
trigger1 = Enemy,Command = "x"
value = 9101

[State 3500,ChangeAnim]
type = ChangeAnim
triggerall = Time = [45,300]
triggerall = AnimExist(9103)
trigger1 = Enemy,Command = "y"
value = 9103

[State 3500,ChangeAnim]
type = ChangeAnim
triggerall = Time = [45,300]
triggerall = AnimExist(9105)
trigger1 = Enemy,Command = "z"
value = 9105

[State 3500,ChangeAnim]
type = ChangeAnim
triggerall = Time = [45,300]
triggerall = AnimExist(9102)
trigger1 = Enemy,Command = "a"
value = 9102

[State 3500,ChangeAnim]
type = ChangeAnim
triggerall = Time = [45,300]
triggerall = AnimExist(9104)
trigger1 = Enemy,Command = "b"
value = 9104

[State 3500,ChangeAnim]
type = ChangeAnim
triggerall = Time = [45,300]
triggerall = AnimExist(9106)
trigger1 = Enemy,Command = "c"
value = 9106

;声があったほうが良い方は下の『；』の部分を消してお使いください

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,300]
;trigger1 = Enemy,Command = "x"
;value = S1,13
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,300]
;trigger1 = Enemy,Command = "y"
;value = S1,10
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,300]
;trigger1 = Enemy,Command = "z"
;value = S1,8
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,300]
;trigger1 = Enemy,Command = "a"
;value = S1,0
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,300]
;trigger1 = Enemy,Command = "b"
;value = S1,10
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,300]
;trigger1 = Enemy,Command = "c"
;value = S1,9
;channel = 0

[State 3500,ChangeAnim]
type = ChangeAnim
triggerall = Anim != 3650
triggerall = Time < 300
trigger1 = AnimTime = 0
trigger2 = AnimElem = 10
trigger2 = Anim = 1300
value = 9100

[State 3500,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 300
value = 9107


・リリス（Rajaaboy氏製作）　～グルーミーパペットショウ

“RajaaHypers.cns”内の下記の記述箇所

[Statedef 3591]内
～

[state 810,backtoownstate]
type=selfstate
trigger1=!gethitvar(isbound)
trigger1=time>600
value=0
ctrl=1

↑
という所（Statedef 3591の一番下）がありますので、この記述の上に下記のステート記述を“ここまで”追記してください。

↓ここから

;-----------------------フェイト--------------------------------------------

[state 800,anim]
type=changeanim
triggerall=name= "Fate_Copy" && authorname = "minaduki"
trigger1=time=[45,356]
trigger1=anim!=[9100,9107]
value=9100

[state 3500,anim]
type=changeanim
triggerall=time=[45,356]
trigger1=enemy,command="x"
value=9101

[state 3500,anim]
type=changeanim
triggerall=time=[45,356]
trigger1=enemy,command="y"
value=9103

[state 3500,anim]
type=changeanim
triggerall=time=[45,356]
trigger1=enemy,command="z"
value=9105

[state 3500,anim]
type=changeanim
triggerall=time=[45,356]
trigger1=enemy,command="a"
value=9102

[state 3500,anim]
type=changeanim
triggerall=time=[45,356]
trigger1=enemy,command="b"
value=9104

[state 3500,anim]
type=changeanim
triggerall=time=[45,356]
trigger1=enemy,command="c"
value=9106

;声があったほうが良い方は下の『；』の部分を消してお使いください

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,356]
;trigger1 = Enemy,Command = "x"
;value = S1,13
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,356]
;trigger1 = Enemy,Command = "y"
;value = S1,10
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,356]
;trigger1 = Enemy,Command = "z"
;value = S1,8
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,356]
;trigger1 = Enemy,Command = "a"
;value = S1,0
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,356]
;trigger1 = Enemy,Command = "b"
;value = S1,10
;channel = 0

;[State 3500, Voice]
;type = PlaySnd
;triggerall = Time = [45,356]
;trigger1 = Enemy,Command = "c"
;value = S1,9
;channel = 0

[State 3500, Stop]
type = ChangeAnim
trigger1 = Time = 356
value = 9107

;↑ここまで

Mith氏アナカリス王家の裁きやられ対応用の記述です（無断でテストしたためこの記述をいれてバグが出ても責任は取りませんのでMith氏に問い合わせないでください(＾＾;
anakaris_3.cnsの
;王家の裁き
[Statedef 1300]・・・
の下のほうにある
[State 1300, 1]
type = VarSet
trigger1 = P2Name = "ｘｘｘｘｘｘ"
v = 5
Value = ｘ
っと言う記述がたくさんあるので
[State 1300, 1]
type = VarSet
trigger1 = P2Name = "Fate_Copy"
v = 5
Value = 19（多分いないと思うのでこのままで大丈夫だと思います

次にanakaris.airに
;------------------- 
;19フェイト　コピー
[Begin Action 9190];立ち_前
Clsn2: 1
 Clsn2[0] = -17,-53, 16,  3
9030, 0, 0, 0, 9
Clsn2: 1
 Clsn2[0] = -15,-49, 18,  2
9030, 1, 0, 0, 2
Clsn2: 1
 Clsn2[0] = -17,-49, 17,  3
9030, 0, 0, 0, 2
Clsn2: 1
 Clsn2[0] = -16,-48, 16,  3
9030, 2, 0, 0, 2

[Begin Action 9191];立ち_後ろ
Clsn2: 1
 Clsn2[0] = -17,-53, 16,  3
9030, 0, 0, 0, 9,H
Clsn2: 1
 Clsn2[0] = -15,-49, 18,  2
9030, 1, 0, 0, 2,H
Clsn2: 1
 Clsn2[0] = -17,-49, 17,  3
9030, 0, 0, 0, 2,H
Clsn2: 1
 Clsn2[0] = -16,-48, 16,  3
9030, 2, 0, 0, 2,H

[Begin Action 9192];歩き_前
Clsn2: 1
 Clsn2[0] = -12,-46, 12, -1
9034, 0, 0, 0, 3
Clsn2: 1
 Clsn2[0] = -12,-49, 12, -1
9034, 1, 0, 0, 3

[Begin Action 9193];歩き_後ろ
Clsn2: 1
 Clsn2[0] = -13,-48, 12, -1
9034, 0, 0, 0, 3, H
Clsn2: 1
 Clsn2[0] = -12,-48, 12, -2
9034, 1, 0, 0, 3, H

[Begin Action 9194];しゃがみ_前
Clsn2: 1
 Clsn2[0] = -18,-30, 38, -1
9032, 0, 0, 0, 9,H
Clsn2: 1
 Clsn2[0] = -19,-31, 36, -1
9032, 1, 0, 0, 2,H
Clsn2: 1
 Clsn2[0] = -19,-31, 35, -2
9032, 0, 0, 0, 2,H
Clsn2: 1
 Clsn2[0] = -19,-31, 34, -1
9032, 1, 0, 0, 2,H
Clsn2: 1
 Clsn2[0] = -19,-30, 35, -1
9032, 0, 0, 0, 2,H
Clsn2: 1
 Clsn2[0] = -18,-32, 35, -1
9032, 1, 0, 0, 2,H

[Begin Action 9195];しゃがみ_後ろ
Clsn2: 1
 Clsn2[0] = -18,-30, 38, -1
9032, 0, 0, 0, 9
Clsn2: 1
 Clsn2[0] = -19,-31, 36, -1
9032, 1, 0, 0, 2
Clsn2: 1
 Clsn2[0] = -19,-31, 35, -2
9032, 0, 0, 0, 2
Clsn2: 1
 Clsn2[0] = -19,-31, 34, -1
9032, 1, 0, 0, 2
Clsn2: 1
 Clsn2[0] = -19,-30, 35, -1
9032, 0, 0, 0, 2
Clsn2: 1
 Clsn2[0] = -18,-32, 35, -1
9032, 1, 0, 0, 2

[Begin Action 9196];ジャンプ_真上・前
Clsn2: 1
 Clsn2[0] = -11,-50, 12, -1
9036, 0, 0, 0, 3
Clsn2: 2
 Clsn2[0] =  -8,-31,  6, -2
 Clsn2[1] =  -2,-58, 18,-30
9036, 1, 0, 0, -1

[Begin Action 9197];ジャンプ_後ろ
Clsn2: 1
 Clsn2[0] = -11,-50, 12, -1
9036, 0, 0, 0, 3,H
Clsn2: 2
 Clsn2[0] =  -8,-31,  6, -2
 Clsn2[1] =  -2,-58, 18,-30
9036, 1, 0, 0, -1,H
ッと入れてください

マイケルジャクソンダンスやられ
MJJcnsの[Statedef 3000]の下にある
[State 3000, VarRandom]
type = VarRandom
trigger1 = time = 0 && enemy,name = "MJJ"
v = 10
range = 1,12
とあるので
triggerｘ = time = 0 && enemy,name = "Fate_Copy"
と追加してください
さらにその下に
[State 3000, VarRandom]
type = VarRandom
trigger1 = time = 0 && enemy,name != "MJJ" && var(10) = 0
v = 11
range = 1,4
ｯとあるので
trigger2 = time = 0 && enemy,name != "Fate_Copy" && var(10) = 0
ｯと追加してください
さらに
;ﾀ釥ﾇ ﾃ・3301
[Statedef 3301]のすぐ下に
[State 0, ChangeAnim]
type = ChangeAnim2
と
[State 0, ChangeAnim]
type = ChangeAnim
がたくさんあるので
[State 0, ChangeAnim]
type = ChangeAnim2には
Trigger1 = name != "MJJ" && time = 15 && enemy,var(10) = ｘのすぐ下に
Triggerｘ = name != "Fate_Copy" && time = 15 && enemy,var(10) = ｘ
[State 0, ChangeAnim]
type = ChangeAnim
Trigger1 = name = "MJJ" && time = 15 && enemy,var(10) = ｘ
Triggerｘ = name = "Fate_Copy" && time = 15 && enemy,var(10) = ｘ
と付けてください（変数で制御しているためパターンが１２種類あるのでenemy,var(10) = ｘのｘの数字を間違えないようにしてください

タツオしりもちやられtatsuo-S.cns内の
[Statedef 1500]と[Statedef 1501]と[Statedef 1502]と[Statedef 1510]と[Statedef 1511]と[Statedef 1512]にある

type = ChangeAnim
triggerall = anim != xxxx
trigger1 = authorname = "ouchi" && name = "tatsuo"のすぐ下に
triggerｘ（ｘ＝トリガーの番号なので一番下のtriggerが1だったら2にしてくださいね） = authorname = "minaduki" && name = "Fate_Copy"と記入してください

レッドアリーマー妖怪KO
ARREMER-N.cns内の[Statedef -3]の下のほうにある
; 妖怪KO相手動作移行[State 182, Helper]と[State -2,TargetState]内にある
triggerｘ = Target,authorname = "ｘｘｘ" ｯというのがたくさんあるので
両方にtriggerｘ = Target,authorname = "minaduki"と追加してください

グロスプーこどものはらわたたべちゃった(2009/5/2？更新版限定？）
グロスプーのブリスやられに不具合があるため対応させるにはスプー自体をいじる必要あり

スプーのH-CNSの中の相手側の投げられモーションブリス

[State 3121, アニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 29971

のChangeAnim2をChangeAnimにしてみてください
これで変わるはずです。

Pocket Fighterさん？作のポケットザンギのちゃぶ台返しやられのAirNoが裁きやられとかぶっていたので半ば強引に氏名式に変更してみました

CNS内の[Statedef 950]内に

[State 950]
type = ChangeAnim
trigger1 = Time = 0
triger1 = (P2Name = "Fate_Copy" || P4Name = "Fate_Copy") && EnemyNear,AuthorName = "minaduki"
value = 9041

を書き込んでください

Pocket Fighterさん？作のポケットいぶきの大回転?やられのAirNoが裁きやられに影響が出てしまうため半ば強引に氏名式に変更してみました

CNS内の[Statedef 921]内に

[State 921]
type = ChangeState
trigger1 = !SelfAnimExist(9031)
trigger1 = Time = 0
value = 922

っと言う記述内に

trigger1 = !(P2Name = "Fate_Copy" || P4Name = "Fate_Copy") && EnemyNear,AuthorName = "minaduki"

を加えてさらにその下に

[State 921, 1]
type = ChangeAnim
trigger1 = Time = 0
triger1 = (P2Name = "Fate_Copy" || P4Name = "Fate_Copy") && EnemyNear,AuthorName = "minaduki"
value = 9042

の記述を書き込んでください

Pocket Fighterさん？作のポケットチュンリーのラブレター?やられのAirNoが裁きやられに影響が出てしまうため半ば強引に氏名式に変更してみました

CNS内の[Statedef 920]内に

[State 920]
type = ChangeState
trigger1 = !SelfAnimExist(9033)
trigger1 = Time = 0
value = 922

っと言う記述内に

trigger1 = !(P2Name = "Fate_Copy" || P4Name = "Fate_Copy") && EnemyNear,AuthorName = "minaduki"

を加えてさらにその下に

[State 920, 1]
type = ChangeAnim
trigger1 = Time = 0
triger1 = (P2Name = "Fate_Copy" || P4Name = "Fate_Copy") && EnemyNear,AuthorName = "minaduki"
value = 9043

の記述を書き込んでください

動物化KO対応法
CNS内の[Statedef -2]内に

;動物KO用
[State 191, Cloth]
type = Helper
triggerall = NumHelper(7965) = 0
triggerall = alive
triggerall = NumTarget
triggerall = Target,NumPartner = 0 && NumPartner = 0
triggerall = Target,StateNo = 5110
triggerall = Target,alive = 0
triggerall = Target,selfAnimExist(5965)
trigger1 = target,authorname = "H”" || target,authorname = "M.M.R." || target,authorname = "Mouser" || target,authorname = "CAMRAT Type KOF"
trigger2 = target,authorname = "Tin" || target,authorname = "Nyankoro" || target,authorname = "ryokucha"
trigger3 = target,authorname = "Third" || target,authorname = "adamskie" || target,authorname = "Bad Darkness" || target,authorname = "Warusaki3"
trigger4 = target,authorname = "Conversion World - J.Lee" || target,authorname = "[Yagami+ihoo1836]" || target,authorname = "Ex-Inferis"
trigger5 = target,authorname = "NHK" || target,authorname = "N64Mario" || target,authorname = "Nyan☆Kiryu"
trigger6 = target,authorname = "aoao" || target,authorname = "keyu" || target,AuthorName = "Mr.X-file"
trigger7 = target,AuthorName = "laiso_7" || target,AuthorName = "yu-go" || target,AuthorName = "MEKA"
trigger8 = target,AuthorName = "Tetchi" || target,AuthorName = "CROSS†CAT" || target,AuthorName = "CrossCat"
ID = 7965
stateno = 7965
postype = P2
pos = 0,0
name = "smoke"
ownpal = 1
ignorehitpause = 1

という記述に
triggerx（ｘ＝トリガーの番号なので一番下のtriggerが8だったら9にしてくださいね） = target,AuthorName = "minaduki"
を書き込んでください

追加したら、そこから少しスクロールした後に同じような記述がありますので、同様に
triggerx = target,AuthorName = "minaduki"
を書き込んでください

アレッシー子供化やられ
プログラムが複雑すぎてわからないので保留
;---------------------------------------------------------------------
; フェイトコピー専用子供化アニメ　
;--------------------------- 立ち
[Begin Action 19004]
19001,0, 0,0, 3
19001,1, 0,0, 3
19001,2, 0,0, 3
19001,3, 0,0, 3
19001,4, 0,0, 3
19001,5, 0,0, 3
19001,6, 0,0, 3
19001,7, 0,0, 3
19001,8, 0,0, 3
19001,9, 0,0, 3
19001,10, 0,0, 3
19001,11, 0,0, 3

;--------------------------- 立ち→しゃがみ
[Begin Action 19034]
19011,0, 0,0, 3
19011,1, 0,0, 3
19011,2, 0,0, 3

;--------------------------- しゃがみ
[Begin Action 19014]
19011,3, 0,0, 3

;--------------------------- しゃがみ→立ち
[Begin Action 19039]
19011,2, 0,0, 3
19011,1, 0,0, 3
19011,0, 0,0, 3

;--------------------------- 前進
[Begin Action 19024]
19021,0, 0,0, 3,H
19021,1, 0,0, 3,H
19021,2, 0,0, 3,H
19021,3, 0,0, 3,H
19021,4, 0,0, 3,H
19021,5, 0,0, 3,H
19021,6, 0,0, 3,H
19021,7, 0,0, 3,H

;--------------------------- 後退
[Begin Action 19029]
19021,0, 0,0, 3
19021,1, 0,0, 3
19021,2, 0,0, 3
19021,3, 0,0, 3
19021,4, 0,0, 3
19021,5, 0,0, 3
19021,6, 0,0, 3
19021,7, 0,0, 3


;--------------------------- ジャンプ開始
[Begin Action 19054]
19041,0, 0,0, 3
19041,1, 0,0, 3
19041,2, 0,0, 3
19041,3, 0,0, 3
19041,4, 0,0, 3
19041,5, 0,0, 3

;--------------------------- ジャンプ
[Begin Action 19044]
19042,0, 0,0, 3
19042,1, 0,0, 3
19042,2, 0,0, 3
19042,3, 0,0, 3
19042,4, 0,0, 3
19042,5, 0,0, 3
19042,6, 0,0, 3

;--------------------------- 立ち攻撃
[Begin Action 19204]
19051,0, 0,0, 3
19051,1, 0,0, 3
19051,2, 0,0, 3
19051,3, 0,0, 3
19051,4, 0,0, 1
19051,5, 0,0, 1
19051,6, 0,0, 1
19051,3, 0,0, 3
19051,2, 0,0, 3
19051,7, 0,0, 3

;--------------------------- しゃがみ攻撃
[Begin Action 19214]
19061,0, 0,0, 3
19061,1, 0,0, 3
19061,2, 0,0, 1
19061,3, 0,0, 1
19061,4, 0,0, 1
19061,1, 0,0, 3
19061,0, 0,0, 3

;--------------------------- ジャンプ攻撃
[Begin Action 19224]
19071,0, 0,0, 3
19071,1, 0,0, 3
19071,2, 0,0, 1
19071,3, 0,0, 1
19071,4, 0,0, 1
19071,5, 0,0, 3
19071,6, 0,0, -1


;--------------------------- やられ
[Begin Action 19504]
19081,0, 0,0, 3
19081,1, 0,0, 3
19081,2, 0,0, 3




