これで引っ込みつかなくなった
1.0とWin版のコンパチ用ファイルについて
今回用意したのはこんな感じのファイル。5900番を上書きします。コレのおかげで本体変数23個消費しました (ついでにsysfvarを全部なので合計28個)
; vim: set ts=4 sw=4 sts=4 expandtab: =========================================; ; [ シェリスエルネス・ザーバッハ from 魔が堕ちる夜 -デーモニックプリンセス- ] ; ;==============================================================================; ;------------------------------------------------------------------------------; ; Initialize (at the start of the round) ;------------------------------------------------------------------------------; [Statedef 5900] type = S movetype = I physics = N velset = 0, 0 ctrl = 0 sprpriority = 0 movehitpersist = 0 hitdefpersist = 0 hitcountpersist = 0 ;-------[ Variables ]-------; [State 5900: Var, 1, Clear all int variables] type = VarRangeSet trigger1 = !RoundsExisted value = 0 [State 5900: Var, 2, Clear all float variables] type = VarRangeSet trigger1 = !RoundsExisted fvalue = 0 ;-------[ Palettes ]-------; [State 5900: Remap Pal, 1, Set Palette of selection palette number] type = RemapPal trigger1 = 1 source = 1, 1 dest = 1, PalNo ;-------[ Scale Compatibilities ]-------; [State 5900: SysFVar, 0, Game Window Width] type = VarSet trigger1 = Time >= 0 sysfvar(0) = GameWidth [State 5900: SysFVar, 1, Game Window Height] type = VarSet trigger1 = Time >= 0 sysfvar(1) = GameHeight [State 5900: SysFVar, 2, QVGA Pixel Ratio] type = VarSet trigger1 = Time >= 0 sysfvar(2) = Const240p(1) [State 5900: SysFVar, 3, VGA Pixel Ratio] type = VarSet trigger1 = Time >= 0 sysfvar(3) = Const480p(1) [State 5900: SysFVar, 4, HDTV Pixel Ratio] type = VarSet trigger1 = Time >= 0 sysfvar(4) = Const720p(1) ;-------[ Constant Compatibilities ]-------; [State 5900: FVar, 10, X-Velocity of ground-recover] type = VarSet trigger1 = Time >= 0 fv = 10 value = const(velocity.air.gethit.groundrecover.x) [State 5900: FVar, 11, Y-Velocity of ground-recover] type = VarSet trigger1 = Time >= 0 fv = 11 value = const(velocity.air.gethit.groundrecover.y) [State 5900: FVar, 12, X-Velocity of air-recover for multiply] type = VarSet trigger1 = Time >= 0 fv = 12 value = const(velocity.air.gethit.airrecover.mul.x) [State 5900: FVar, 13, Y-Velocity of air-recover for multiply] type = VarSet trigger1 = Time >= 0 fv = 13 value = const(velocity.air.gethit.airrecover.mul.y) [State 5900: FVar, 14, X-Velocity of air-recover for adding] type = VarSet trigger1 = Time >= 0 fv = 14 value = const(velocity.air.gethit.airrecover.add.x) [State 5900: FVar, 15, Y-Velocity of air-recover for adding] type = VarSet trigger1 = Time >= 0 fv = 15 value = const(velocity.air.gethit.airrecover.add.y) [State 5900: FVar, 16, Y-Velocity for Upward-air-recover] type = VarSet trigger1 = Time >= 0 fv = 16 value = const(velocity.air.gethit.airrecover.up) [State 5900: FVar, 17, Y-Velocity for Downward-air-recover] type = VarSet trigger1 = Time >= 0 fv = 17 value = const(velocity.air.gethit.airrecover.down) [State 5900: FVar, 18, X-Velocity for Forward-air-recover] type = VarSet trigger1 = Time >= 0 fv = 18 value = const(velocity.air.gethit.airrecover.fwd) [State 5900: FVar, 19, X-Velocity for Backward-air-recover] type = VarSet trigger1 = Time >= 0 fv = 19 value = const(velocity.air.gethit.airrecover.back) [State 5900: FVar, 20, Reseting velocity threshold of stand friction] type = VarSet trigger1 = Time >= 0 fv = 20 value = const(movement.stand.friction.threshold) [State 5900: FVar, 21, Reseting velocity threshold of crouch friction] type = VarSet trigger1 = Time >= 0 fv = 21 value = const(movement.crouch.friction.threshold) [State 5900: FVar, 22, Y-position at which a falling player is considered to hit the ground] type = VarSet trigger1 = Time >= 0 fv = 22 value = const(movement.air.gethit.groundlevel) [State 5900: FVar, 23, Y-position below which falling player can use the recovery command] type = VarSet trigger1 = Time >= 0 fv = 23 value = const(movement.air.gethit.groundrecover.ground.threshold) [State 5900: FVar, 24, Y-position at which player in the ground recovery state touches the ground] type = VarSet trigger1 = Time >= 0 fv = 24 value = const(movement.air.gethit.groundrecover.groundlevel) [State 5900: FVar, 25, Y-velocity above which player may use the air recovery command] type = VarSet trigger1 = Time >= 0 fv = 25 value = const(movement.air.gethit.airrecover.threshold) [State 5900: FVar, 26, Vertical acceleration for player in the air recovery state] type = VarSet trigger1 = Time >= 0 fv = 26 value = const(movement.air.gethit.airrecover.yaccel) [State 5900: FVar, 27, Y-position at which player in the tripped state touches the ground] type = VarSet trigger1 = Time >= 0 fv = 27 value = const(movement.air.gethit.trip.groundlevel) [State 5900: FVar, 28, Offset for player bouncing off the ground (X)] type = VarSet trigger1 = Time >= 0 fv = 28 value = const(movement.down.bounce.offset.x) [State 5900: FVar, 29, Offset for player bouncing off the ground (Y)] type = VarSet trigger1 = Time >= 0 fv = 29 value = const(movement.down.bounce.offset.y) [State 5900: FVar, 30, Vertical acceleration for player bouncing off the ground] type = VarSet trigger1 = Time >= 0 fv = 30 value = const(movement.down.bounce.yaccel) [State 5900: FVar, 31, Y-position at which player bouncing off the ground touches the ground again] type = VarSet trigger1 = Time >= 0 fv = 31 value = const(movement.down.bounce.groundlevel) [State 5900: FVar, 32, Reseting velocity threshold of down friction] type = VarSet trigger1 = Time >= 0 fv = 32 value = const(movement.down.friction.threshold) ;-------[ States ]-------; [State 5900: State, 1, Intro for Round 1] type = ChangeState trigger1 = RoundNo = 1 value = 190 [State 5900: State, 2, All other rounds] type = ChangeState trigger1 = 1 value = 0 ;==============================================================================; ; Last Revision : $Rev$ ; Last Modified : $Date$ ;==============================================================================;