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local functions = {} --可变参数函数 function functions.func(...) for k,v in ipairs{...} do print(k .. "->" .. v) end --通过下标获取指定参数 local a = select (3,...) print(a) --获取参数长度 print(select('#',...)) end --多重返回值函数 function functions.foo() return "a","b" end --内嵌函数 function functions.newCounter() local i = 0 return function () i = i + 1 return i end end --[[ Upvalue:一个函数所使用的定义在它的函数体之外的局部变量(external localvariable)称为这个函数的upvalue。 min是timer的upvalue 而只是newTimer的一个局部变量 --]] function functions.newTimer(seconds) local min = seconds * 60 local timer = function() min = min - 1 return min end return timer end return functions
local p = peripheral.find("variableStore") test.assert(p, "store not found") test.assert(p.list(), "nothing to read") test.eq({ dynamic = false, id = 0, type = "string", value = "test1" }, p.read(1), "first variable error") test.eq({ dynamic = false, id = 1, type = "string", value = "test2" }, p.read(2), "second variable error") test.eq({ dynamic = true, id = 2, type = "string", value = "test1test2" }, p.read(3), "product variable error")
---@class CS.FairyEditor.Framework.Gears.FGearFontSize : CS.FairyEditor.Framework.Gears.FGearBase_CS.System.Int32 ---@type CS.FairyEditor.Framework.Gears.FGearFontSize CS.FairyEditor.Framework.Gears.FGearFontSize = { } ---@return CS.FairyEditor.Framework.Gears.FGearFontSize ---@param owner CS.FairyEditor.FObject function CS.FairyEditor.Framework.Gears.FGearFontSize.New(owner) end function CS.FairyEditor.Framework.Gears.FGearFontSize:Apply() end function CS.FairyEditor.Framework.Gears.FGearFontSize:UpdateState() end return CS.FairyEditor.Framework.Gears.FGearFontSize
local matBulge = Material("Effects/strider_bulge_dudv") local matBlueBeam = Material("Effects/blueblacklargebeam") function EFFECT:Init(data) self.Shooter = data:GetEntity():GetOwner() self.EndPos = data:GetOrigin() self.Attachment = data:GetAttachment() self.WeaponEnt = self.Shooter:GetLPSWeaponEntity() self.KillTime = 0 self.ShouldRender = false if not self.Shooter or not self.Shooter:IsValid() then return end if not self.WeaponEnt or not self.WeaponEnt:IsValid() then return end self.BeamWidth = 25 if not self.WeaponEnt:IsValid() then return end local Muzzle = self.WeaponEnt:GetAttachment(self.Attachment) self.RenderAng = Muzzle.Pos - self.EndPos self.RenderDist = self.RenderAng:Length() self.RenderAng = self.RenderAng/self.RenderDist self.Duration = self.RenderDist/8000 self.KillTime = CurTime() + self.Duration self:SetRenderBoundsWS(Muzzle.Pos + Vector()*280, self.EndPos - Vector()*280) self.ShouldRender = true end function EFFECT:Think() if CurTime() > self.KillTime then return false end return true end function EFFECT:Render() if not self.ShouldRender then return end local invintrplt = (self.KillTime - CurTime())/self.Duration local intrplt = 1 - invintrplt local RenderPos = self.EndPos + self.RenderAng*(self.RenderDist*invintrplt) self:SetRenderBoundsWS(RenderPos + Vector()*280,self.EndPos - Vector()*280) matBulge:SetFloat("$refractamount", 0.16) render.SetMaterial(matBulge) render.UpdateRefractTexture() render.DrawSprite(RenderPos,280,280,Color(255,255,255,150)) render.SetMaterial(matBlueBeam) render.DrawBeam(RenderPos,self.EndPos,self.BeamWidth,0,0,Color(255, 255, 255, 160)) end
-- license:BSD-3-Clause -- copyright-holders:MAMEdev Team defines { "OSD_UWP=1", "USE_QTDEBUG=0", "SDLMAME_NOASM=1", "USE_OPENGL=0", "NO_USE_MIDI=1", "WINVER=0x0603", "_WIN32_WINNT=0x0603", "NTDDI_VERSION=0x06030000", "MODERN_WIN_API", "WIN32_LEAN_AND_MEAN", "NOMINMAX", } flags { "Unicode", }
-- -- Created by IntelliJ IDEA. -- User: chen0 -- Date: 20/8/2017 -- Time: 3:02 PM -- To change this template use File | Settings | File Templates. -- local network = {} network.__index = network network.FlowEdge = {} network.FlowEdge.__index = network.FlowEdge network.FlowNetwork = {} network.FlowNetwork.__index = network.FlowNetwork function network.FlowEdge.create(v, w, capacity) local s = {} setmetatable(s, network.FlowEdge) s.v = v s.w = w s.capacity = capacity s.flow = 0 return s end function network.FlowNetwork.create(V) local s = {} setmetatable(s, network.FlowNetwork) s.vertexList = require('luagraphs.data.list').create() s.adjList = {} for v = 0,V-1 do s.vertexList:add(v) s.adjList[v] = require('luagraphs.data.list').create() end return s end function network.FlowNetwork:vertexCount() return self.vertexList:size() end function network.FlowNetwork:vertexAt(i) return self.vertexList:get(i) end function network.FlowNetwork:addVertexIfNotExists(v) if self.vertexList:contains(v) then return false else self.vertexList:add(v) self.adjList[v] = require('luagraphs.data.list').create() return true end end function network.FlowNetwork:removeVertex(v) if self.vertexList:contains(v) then self.vertexList:remove(v) self.adjList[v] = nil end end function network.FlowNetwork:containsVertex(v) return self.vertexList:contains(v) end function network.FlowNetwork:vertices() return self.vertexList end function network.FlowNetwork:addEdge(v, w, capacity) local e = network.FlowEdge.create(v, w, capacity) self.adjList[e.v]:add(e) self.adjList[e.w]:add(e) end function network.FlowNetwork:adj(v) return self.adjList[v] end function network.FlowEdge:residualCapacityTo(x) if x == self.v then return self.flow else return self.capacity - self.flow end end function network.FlowEdge:other(x) if x == self.v then return self.w else return self.v end end function network.FlowEdge:toString() return self.v .. ' to ' .. self.w .. ' with capacity ' .. self.capacity end function network.FlowEdge:addResidualFlowTo(x, inc) if x == self.v then self.flow = self.flow - inc else self.flow = self.flow + inc end end return network
local xmlns_last = "jabber:iq:last"; local function set_uptime(self, uptime_info) self.starttime = uptime_info.starttime; end function verse.plugins.uptime(stream) stream.uptime = { set = set_uptime }; stream:hook("iq/"..xmlns_last, function (stanza) if stanza.attr.type ~= "get" then return; end local reply = verse.reply(stanza) :tag("query", { seconds = tostring(os.difftime(os.time(), stream.uptime.starttime)), xmlns = xmlns_last }); stream:send(reply); return true; end); function stream:query_uptime(target_jid, callback) callback = callback or function (uptime) return stream:event("uptime/response", uptime); end stream:send_iq(verse.iq({ type = "get", to = target_jid }) :tag("query", { xmlns = xmlns_last }), function (reply) local query = reply:get_child("query", xmlns_last); if reply.attr.type == "result" then local seconds = query.attr.seconds; callback({ seconds = seconds or nil; }); else local type, condition, text = reply:get_error(); callback({ error = true; condition = condition; text = text; type = type; }); end end); end return true; end
-- LoveMenu/PageObject.lua module("LoveMenu.PageObject", package.seeall) require "Tools/Object" require "Tools/String" require "Math/Position" require "LoveHud/HudObject" -- Extends HudObject class local PageObject = LoveHud.HudObject.getClass() function PageObject.initialize(id, page) local obj = LoveHud.HudObject.getObj(id, page) -- Extends HudObject attributes obj.linkedPage = nil obj.linkedPageObjects = {} return Ncr7.tObject.New._object(PageObject, obj) end function new(id, page) return PageObject.initialize(id, page) end function PageObject:clone() local newPageObject = LoveMenu.PageObject.new(); newPageObject.id=self.id newPageObject.pos=self.pos:clone() newPageObject.height=self.height newPageObject.width=self.width newPageObject.background.color=self.background.color newPageObject.font.file=self.font.file newPageObject.font.size=self.font.size newPageObject.font.fileContent=self.font.fileContent newPageObject.font.type=self.font.type newPageObject.text.value=self.text.value newPageObject.text.pos=self.text.pos:clone() newPageObject.text.color=self.text.color newPageObject.object=self.object newPageObject.hidden=self.hidden newPageObject.parent=self.parent newPageObject.linkedPage=self.parent newPageObject.linkedPageObjects = {} return newPageObject end function PageObject:setTogglePage(linkedPage) self.linkedPage = linkedPage return self end function PageObject:togglePage() if(nil~=self.linkedPage) then if(true==self.linkedPage:isVisible()) then self.linkedPage:setVisible(false) self.parent:setVisible(true) else self.parent:setVisible(false) self.linkedPage:setVisible(true) end end end function PageObject:toggleObjects() for key,pageObject in self.linkedPageObjects do if(pageObject:isVisible()) then pageObject:setVisible(false) else pageObject:setVisible(true) end end end function PageObject:onMouseClick(event) if(event.button=='l') then self:togglePage() end return true end function PageObject:onMouseOver(event) self:toggleObjects() return true end
-------------------------------------------------------------------------------- local _ = require 'cherry.libs.underscore' -------------------------------------------------------------------------------- local ProgressionRecorder = {} -------------------------------------------------------------------------------- -- options: -- game: string [spaceship|forest] -- content: json function ProgressionRecorder:create(options) local recorder = _.extend({}, options) setmetatable(recorder, {__index = ProgressionRecorder}) recorder:createProgression() return recorder end -------------------------------------------------------------------------------- function ProgressionRecorder:createProgression() self.progression = { userId = 'todo-plug-me', engine = { ref = self.progressionData.engine, version = 1 }, actions = {}, content = self.progressionData.content } end -------------------------------------------------------------------------------- function ProgressionRecorder:addAnswer(data) local isCorrect = data.isCorrect local slide = data.slide local nextSlide = data.nextSlide local action = { type = 'answer', authors = {App.user:deviceId()}, isCorrect = isCorrect, godMode = _G.SHOW_ANSWERS, content = { ref = slide.universalRef, type = 'slide' }, nextContent = { ref = nextSlide.universalRef, type = 'slide' } } return self:addAction(action) end -------------------------------------------------------------------------------- function ProgressionRecorder:addFinalAnswer(data, isSuccess) local isCorrect = data.isCorrect local slide = data.slide local nextContent if (isSuccess) then nextContent = { {ref = 'successExitNode', type = 'success'} } else nextContent = { {ref = 'failureExitNode', type = 'failure'} } end local action = { type = 'answer', authors = {App.user:deviceId()}, isCorrect = isCorrect, content = { ref = slide.universalRef, type = 'slide' }, godMode = _G.SHOW_ANSWERS, nextContent = nextContent } return self:addAction(action) end -------------------------------------------------------------------------------- function ProgressionRecorder:addAction(action) self.progression.actions[#self.progression.actions + 1] = action return action end -------------------------------------------------------------------------------- function ProgressionRecorder:print() _G.log({self.progression}) end -------------------------------------------------------------------------------- -- @TODO /POST to /api-progression function ProgressionRecorder:export() self:print() return self.progression end -------------------------------------------------------------------------------- return ProgressionRecorder
data:extend({ { type = "item-group", name = "defense", order = "gv", inventory_order = "gv", icon = "__5dim_core__/graphics/icon/defense.png", icon_size = 64, }, { type = "item-subgroup", name = "defense-burner", group = "defense", order = "a" }, { type = "item-subgroup", name = "defense-gun", group = "defense", order = "b" }, { type = "item-subgroup", name = "defense-laser", group = "defense", order = "c" }, { type = "item-subgroup", name = "defense-tesla", group = "defense", order = "d" }, { type = "item-subgroup", name = "defense-flame", group = "defense", order = "e" }, { type = "item-subgroup", name = "defense-wall", group = "defense", order = "f" }, { type = "item-subgroup", name = "defense-gate", group = "defense", order = "g" }, { type = "item-subgroup", name = "defense-radar", group = "defense", order = "h" }, })
local reliableEvents = require(script:GetCustomProperty("ReliableEvents")) local tankEquipment = script:GetCustomProperty("TankEquipment"):WaitForObject() local tankSettings = script:GetCustomProperty("TankSettings"):WaitForObject() local tankProjectile = script:GetCustomProperty("TankProjectile01") local explosionVFX = script:GetCustomProperty("ExplosionVFX") local turretTraverseMarker = script:GetCustomProperty("TurretTraverseMarker"):WaitForObject() local turretElevationMarker = script:GetCustomProperty("TurretElevationMarker"):WaitForObject() local muzzleMarker = script:GetCustomProperty("MuzzleMarker"):WaitForObject() local shootAbility = script:GetCustomProperty("ShootAbility"):WaitForObject() local tankAnchor = script:GetCustomProperty("TankAnchor"):WaitForObject() local tankDock = World.FindObjectByName("TANK_TankDock") local topSpeed = tankEquipment:GetCustomProperty("TopSpeed") local acceleration = tankEquipment:GetCustomProperty("Acceleration") local hullTraverseSpeed = tankEquipment:GetCustomProperty("HullTraverseSpeed") local turretTraverseSpeed = tankEquipment:GetCustomProperty("TurretTraverseSpeed") local turretElevationSpeed = tankEquipment:GetCustomProperty("TurretElevationSpeed") local maxElevationAngle = tankEquipment:GetCustomProperty("MaxElevationAngle") local maxDepressionAngle = tankEquipment:GetCustomProperty("MaxDepressionAngle") local reloadSpeed = tankEquipment:GetCustomProperty("ReloadSpeed") local hitbox = tankEquipment:FindDescendantsByName("ServerCollisionTrigger") local tankOwner = nil local controlTracker = {false, false, false, false} local leftTrackTotal = 0 local rightTrackTotal = 0 local totalDt = 0 local cameraRotation = nil local currentRotation = nil local elevationDifference = nil local elevationTarget = nil local abilityListener = nil local reloading = false -- ability_extra_21 = W = forward = controlTracker[1] -- ability_extra_30 = A = left = controlTracker[2] -- ability_extra_31 = S = back = controlTracker[3] -- ability_extra_32 = D = right = controlTracker[4] function StartTank(equipment, player) tankSettings:ApplyToPlayer(player) player:SetVisibility(false, false) player:ResetVelocity() player.canMount = false player.animationStance = "unarmed_sit_car_low" player.maxWalkSpeed = topSpeed player.maxAcceleration = acceleration player.maxJumpCount = 0 player.bindingPressedEvent:Connect(BindingPressed) player.bindingReleasedEvent:Connect(BindingReleased) tankAnchor:Detach() tankAnchor.parent = tankDock tankOwner = player script:SetNetworkedCustomProperty("TankReady", true) abilityListener = shootAbility.executeEvent:Connect(ShootProjectile) for x, t in pairs(hitbox) do t.beginOverlapEvent:Connect(CheckDamage) end end function RemoveTank(equipment, player) tankAnchor:Destroy() end function BindingPressed(player, action) if action == "ability_extra_21" then -- forward controlTracker[1] = true elseif action == "ability_extra_30" then -- left controlTracker[2] = true elseif action == "ability_extra_31" then -- back controlTracker[3] = true elseif action == "ability_extra_32" then -- right controlTracker[4] = true end end function BindingReleased(player, action) if action == "ability_extra_21" then -- forward controlTracker[1] = false elseif action == "ability_extra_30" then -- left controlTracker[2] = false elseif action == "ability_extra_31" then -- back controlTracker[3] = false elseif action == "ability_extra_32" then -- right controlTracker[4] = false end end function AdjustSpeed(tracker) -- start with neutral leftTrackTotal = 0 rightTrackTotal = 0 movingSpeed = 0 rotationSpeed = 0 if tracker[1] then -- forward leftTrackTotal = leftTrackTotal + 2 rightTrackTotal = rightTrackTotal + 2 end if tracker[2] and not tracker[3] then -- left leftTrackTotal = leftTrackTotal - 1 rightTrackTotal = rightTrackTotal + 1 elseif tracker[2] and not tracker[1] then -- reversed for going backward leftTrackTotal = leftTrackTotal + 1 rightTrackTotal = rightTrackTotal - 1 end if tracker[3] then -- backward leftTrackTotal = leftTrackTotal - 2 rightTrackTotal = rightTrackTotal - 2 end if tracker[4] and not tracker[3] then -- right leftTrackTotal = leftTrackTotal + 1 rightTrackTotal = rightTrackTotal - 1 elseif tracker[4] and not tracker[1] then -- reversed for going backward leftTrackTotal = leftTrackTotal - 1 rightTrackTotal = rightTrackTotal + 1 end script:SetNetworkedCustomProperty("LeftTrackSpeed", leftTrackTotal) script:SetNetworkedCustomProperty("RightTrackSpeed", rightTrackTotal) end function AdjustTurretRotation() cameraRotation = tankOwner:GetViewWorldRotation() currentRotation = turretTraverseMarker:GetWorldRotation() if turretTraverseSpeed > 0 then turretTraverseMarker:RotateTo(Rotation.New(0, 0, turretTraverseMarker:GetRotation().z + (cameraRotation.z - currentRotation.z)), 0.01 * turretTraverseSpeed, true) end --print("current y: " .. tostring(currentRotation.y) .. " camera y: " .. cameraRotation.y) if cameraRotation.y > 180 and currentRotation.y > 0 then elevationDifference = currentRotation.y - (360 - cameraRotation.y) elseif cameraRotation.y > 180 and currentRotation.y < 0 then elevationDifference = (cameraRotation.y - 360) - currentRotation.y else elevationDifference = cameraRotation.y - currentRotation.y end if elevationDifference < maxDepressionAngle then elevationTarget = maxDepressionAngle elseif elevationDifference > maxElevationAngle then elevationTarget = maxElevationAngle else elevationTarget = cameraRotation.y - currentRotation.y end turretElevationMarker:RotateTo(Rotation.New(0, elevationTarget, 0), 0.05 * turretElevationSpeed, true) end function CheckAimAndTurret() local ownerView = tankOwner:GetViewWorldRotation() local currentRotation = turretElevationMarker:GetWorldRotation() if ownerView.y + 5 > currentRotation.y and ownerView.y - 5 < currentRotation.y then if ownerView.z + 5 > currentRotation.z and ownerView.z - 5 < currentRotation.z then if not reloading then return true end end end return false end function ShootProjectile(ability) if reloading or not CheckAimAndTurret then return end reloading = true local targetRotation = muzzleMarker:GetRotation() * Vector3.FORWARD local targetData = ability:GetTargetData() if targetData then targetRotation = targetData:GetHitPosition() - muzzleMarker:GetWorldPosition() end local spawnedProjectile = Projectile.Spawn(tankProjectile, muzzleMarker:GetWorldPosition(), targetRotation) spawnedProjectile.owner = tankOwner spawnedProjectile.speed = 10000 spawnedProjectile.gravityScale = 0 spawnedProjectile.lifeSpan = 10 spawnedProjectile.shouldDieOnImpact = true spawnedProjectile.impactEvent:Connect(OnProjectileImpact) reliableEvents.BroadcastToAllPlayers("ANIMATEFIRING", tankOwner) Task.Wait(reloadSpeed + 0.01) reloading = false end function OnProjectileImpact(projectile, other, hitresult) local explosion = World.SpawnAsset(explosionVFX, {position = hitresult:GetImpactPosition()}) explosion.lifeSpan = 2 end function CheckDamage(trigger, object) if object:IsA("Projectile") then if object.owner ~= tankOwner then local explosion = World.SpawnAsset(explosionVFX, {position = object:GetWorldPosition()}) explosion.lifeSpan = 2 local damage = Damage.New(20) damage.sourcePlayer = object.owner tankOwner:ApplyDamage(damage) object:Destroy() end end end function Tick(dt) totalDt = totalDt + dt if not Object.IsValid(tankOwner) then return end CheckAimAndTurret() AdjustTurretRotation() if totalDt < 0.01 then return end totalDt = 0 AdjustSpeed(controlTracker) if leftTrackTotal > rightTrackTotal then tankOwner:SetWorldRotation(tankOwner:GetWorldRotation() + Rotation.New(0, 0, hullTraverseSpeed * 0.05)) elseif leftTrackTotal < rightTrackTotal then tankOwner:SetWorldRotation(tankOwner:GetWorldRotation() - Rotation.New(0, 0, hullTraverseSpeed * 0.05)) end end tankEquipment.equippedEvent:Connect(StartTank) tankEquipment.unequippedEvent:Connect(RemoveTank)
--string purifier library local purify = {} purify.purify_pings = function(msg,input) local text = input while text:match("<@(%D*)(%d*)>") do local obj,id = text:match("<@(%D*)(%d*)>") local substitution = "" if obj:match("!") then local member = msg.guild:getMember(id) if member then substitution = "@"..member.name end elseif obj:match("&") then local role = msg.guild:getRole(id) if role then substitution = "@"..role.name end end if substitution == "" then substitution = "<\\@"..obj..id..">" end text = text:gsub("<@(%D*)"..id..">",substitution) end return text end purify.purify_escapes = function(text) local match = "([%(%)%.%%%+%-%*%?%[%]%^%$])" return text:gsub(match,"%%%1") end return purify
local Snowflake = require('../Snowflake') local format = string.format local wrap, yield = coroutine.wrap, coroutine.yield local User, property, method = class('User', Snowflake) User.__description = "Represents a Discord user." function User:__init(data, parent) Snowflake.__init(self, data, parent) end function User:__tostring() return format('%s: %s', self.__name, self._username) end local defaultAvatars = { '6debd47ed13483642cf09e832ed0bc1b', '322c936a8c8be1b803cd94861bdfa868', 'dd4dbc0016779df1378e7812eabaa04d', '0e291f67c9274a1abdddeb3fd919cbaa', '1cbd08c76f8af6dddce02c5138971129', } local function getDefaultAvatar(self) return defaultAvatars[self._discriminator % #defaultAvatars + 1] end local function getDefaultAvatarUrl(self) return format('https://discordapp.com/assets/%s.png', getDefaultAvatar(self)) end local function getAvatarUrl(self, size) local avatar = self._avatar if avatar then local ext = avatar:find('a_') == 1 and 'gif' or 'png' local fmt = 'https://cdn.discordapp.com/avatars/%s/%s.%s?size=%i' return format(fmt, self._id, avatar, ext, size or 1024) else return getDefaultAvatarUrl(self) end end local function getMentionString(self) return format('<@%s>', self._id) end local function getMembership(self, guild) if self._discriminator == '0000' then return nil elseif guild._member_count == guild._members.count then return guild:getMember('id', self._id) -- cache only else return guild:getMember(self._id) -- uses HTTP fallback end end local function sendMessage(self, ...) local id = self._id local client = self._parent local channel = client._private_channels:find(function(v) return v._recipient._id == id end) if not channel then local success, data = client._api:createDM({recipient_id = id}) if success then channel = client._private_channels:new(data) end end if channel then return channel:sendMessage(...) end end local function ban(self, guild, days) return guild:banUser(self, days) end local function unban(self, guild) return guild:unbanUser(self) end local function kick(self, guild) return guild:kickUser(self) end local function getMutualGuilds(self) return wrap(function() local id = self._id for guild in self._parent._guilds:iter() do if guild._members:get(id) then yield(guild) end end end) end property('avatar', '_avatar', nil, 'string?', "Hash representing the user's avatar") property('avatarUrl', getAvatarUrl, nil, 'string', "URL that points to the user's avatar") property('defaultAvatar', getDefaultAvatar, nil, 'string', "Hash representing the user's default avatar") property('defaultAvatarUrl', getDefaultAvatarUrl, nil, 'string', "URL that points to the user's default avatar") property('mentionString', getMentionString, nil, 'string', "Raw string that is parsed by Discord into a user mention") property('name', '_username', nil, 'string', "The user's name (alias of username)") property('username', '_username', nil, 'string', "The user's name (alias of name)") property('discriminator', '_discriminator', nil, 'string', "The user's 4-digit discriminator") property('bot', function(self) return self._bot or false end, nil, 'boolean', "Whether the user is a bot account") property('mutualGuilds', getMutualGuilds, nil, 'function', "Iterator for guilds in which both the user and client user share membership") method('ban', ban, 'guild[, days]', "Bans the user from a guild and optionally deletes their messages from 1-7 days.", 'HTTP') method('unban', unban, 'guild', "Unbans the user from the provided guild.", 'HTTP') method('kick', kick, 'guild', "Kicks the user from the provided guild.", 'HTTP') method('sendMessage', sendMessage, 'content', "Sends a private message to the user.", 'HTTP') method('getMembership', getMembership, 'guild', "Returns the user's Member object for the provided guild.", 'Local or HTTP') return User
local version = "1.26" whatis("Name: Gotoblas") whatis("Version: " .. version) whatis("Category: library, mathematics") whatis("Description: Blas Level 1, 2, 3 routines") whatis("URL: http://www.tacc.utexas.edu") local pkgRoot = "/vol/pkg" local pkgName = pathJoin("gotoblas",version) local base = pathJoin(pkgRoot, pkgName) setenv("TACC_GOTOBLAS_DIR",base) setenv("TACC_GOTOBLAS_LIB",base) if (os.getenv("LMOD_sys") ~= "Darwin") then prepend_path("LD_LIBRARY_PATH",base) end
local awful = require('awful') local beautiful = require('beautiful') local wibox = require('wibox') local xresources = require('beautiful.xresources') local dpi = xresources.apply_dpi require('widgets.decoration') local top_left = {} awful.screen.connect_for_each_screen(function(s) s.top_left = awful.wibar( { position = 'left', screen = s, height = awful.screen.focused().geometry.height * 0.018, width = awful.screen.focused().geometry.width * 0.1912, bg = '#0000', shape = Wdt_shape, } ) s.top_left:setup { { { spacing = 1, layout = wibox.layout.fixed.horizontal, logo, separator, s.mytaglist }, top = awful.screen.focused().geometry.width * 0.0004, bottom = awful.screen.focused().geometry.width * 0.0004, left = awful.screen.focused().geometry.width * 0.001, right = awful.screen.focused().geometry.width * 0.001, widget = wibox.container.margin }, widget = wibox.container.background, shape = bar_wdt_shape, bg = beautiful.bg_normal } end) return top_left
TrialsSearchObjectMenuComponent = {} function TrialsSearchObjectMenuComponent:fillObjectMenuResponse(pSceneObject, pMenuResponse, pPlayer) local menuResponse = LuaObjectMenuResponse(pMenuResponse) local trialOwnerID = readData(SceneObject(pSceneObject):getObjectID() .. ":ownerID") local playerID = SceneObject(pPlayer):getObjectID() if (trialOwnerID == playerID) then menuResponse:addRadialMenuItem(120, 3, "@bestine:search_item") -- Search end end function TrialsSearchObjectMenuComponent:handleObjectMenuSelect(pObject, pPlayer, selectedID) if (pPlayer == nil or pObject == nil) then return 0 end local trialOwnerID = readData(SceneObject(pObject):getObjectID() .. ":ownerID") local playerID = SceneObject(pPlayer):getObjectID() local objectID = SceneObject(pObject):getObjectID() if (trialOwnerID ~= playerID or selectedID ~= 120) then return 0 end if (readData(objectID .. ":JediTrials:objectSearched") == 1) then CreatureObject(pPlayer):sendSystemMessage("@jedi_trials:already_searched") return 0 end CreatureObject(pPlayer):sendSystemMessage("@jedi_trials:successful_search_msg") writeData(objectID .. ":JediTrials:objectSearched", 1) writeData(playerID .. ":JediTrials:spokeToTarget01", 1) PadawanTrials:createMainLocation(pPlayer) return 0 end
require 'torch' require 'cutorch' require 'LSTM' require 'LanguageModel' local wzlstm = require 'test.wojzaremba_lstm' --[[ To make sure our LSTM is correct, we compare directly to Wojciech Zaremba's LSTM implementation found in https://github.com/wojzaremba/lstm. I've modified his implementation to fit in a single file, found in the file wojzaremba_lstm.lua. After constructing a wojzaremba LSTM, we carefully port the weights over to a torch-rnn LanguageModel. We then run several minibatches of random data through both, and ensure that they give the same outputs. --]] local tests = torch.TestSuite() local tester = torch.Tester() function tests.wzForwardTest() local model, paramx, paramdx = wzlstm.setup() local modules = wzlstm.find_modules(model) local rnn_modules = {} for i = 1, #model.rnns do table.insert(rnn_modules, wzlstm.find_named_modules(model.rnns[i])) end -- Make sure that we have found all the paramters local total_params = 0 for name, mod in pairs(modules) do local s = name if mod.weight then local num_w = mod.weight:nElement() total_params = total_params + num_w s = s .. ' ' .. num_w .. ' weights' end if mod.bias then local num_b = mod.bias:nElement() total_params = total_params + num_b s = s .. ' ' .. num_b .. ' biases' end end assert(total_params == paramx:nElement()) local N = wzlstm.getParam('batch_size') local T = wzlstm.getParam('seq_length') local V = wzlstm.getParam('vocab_size') local H = wzlstm.getParam('rnn_size') -- Construct my LanguageModel local idx_to_token = {} for i = 1, V do idx_to_token[i] = i end local lm = nn.LanguageModel{ idx_to_token=idx_to_token, model_type='lstm', wordvec_size=H, rnn_size=H, num_layers=2, dropout=0, batchnorm=0 }:double() -- Copy weights and biases from the wojzaremba LSTM to my language model lm.net:get(1).weight:copy(modules.lookup_table.weight) lm.rnns[1].weight[{{1, H}, {1, H}}]:copy( modules.layer_1_i2h_i.weight:t()) lm.rnns[1].weight[{{1, H}, {H + 1, 2 * H}}]:copy( modules.layer_1_i2h_f.weight:t()) lm.rnns[1].weight[{{1, H}, {2 * H + 1, 3 * H}}]:copy(modules.layer_1_i2h_o.weight:t()) lm.rnns[1].weight[{{1, H}, {3 * H + 1, 4 * H}}]:copy(modules.layer_1_i2h_g.weight:t()) lm.rnns[1].weight[{{H + 1, 2 * H}, {1, H}}]:copy( modules.layer_1_h2h_i.weight:t()) lm.rnns[1].weight[{{H + 1, 2 * H}, {H + 1, 2 * H}}]:copy( modules.layer_1_h2h_f.weight:t()) lm.rnns[1].weight[{{H + 1, 2 * H}, {2 * H + 1, 3 * H}}]:copy(modules.layer_1_h2h_o.weight:t()) lm.rnns[1].weight[{{H + 1, 2 * H}, {3 * H + 1, 4 * H}}]:copy(modules.layer_1_h2h_g.weight:t()) lm.rnns[1].bias[{{1, H}}]:copy(modules.layer_1_i2h_i.bias) lm.rnns[1].bias[{{1, H}}]:add( modules.layer_1_h2h_i.bias) lm.rnns[1].bias[{{H + 1, 2 * H}}]:copy(modules.layer_1_i2h_f.bias) lm.rnns[1].bias[{{H + 1, 2 * H}}]:add( modules.layer_1_h2h_f.bias) lm.rnns[1].bias[{{2 * H + 1, 3 * H}}]:copy(modules.layer_1_i2h_o.bias) lm.rnns[1].bias[{{2 * H + 1, 3 * H}}]:add( modules.layer_1_h2h_o.bias) lm.rnns[1].bias[{{3 * H + 1, 4 * H}}]:copy(modules.layer_1_i2h_g.bias) lm.rnns[1].bias[{{3 * H + 1, 4 * H}}]:add( modules.layer_1_h2h_g.bias) local w1 = {} w1.Wxi = lm.rnns[1].weight[{{1, H}, {1, H}}]:clone() w1.Wxf = lm.rnns[1].weight[{{1, H}, {1, H}}]:clone() w1.Wxo = lm.rnns[1].weight[{{1, H}, {1, H}}]:clone() w1.Wxg = lm.rnns[1].weight[{{1, H}, {1, H}}]:clone() lm.rnns[2].weight[{{1, H}, {1, H}}]:copy( modules.layer_2_i2h_i.weight:t()) lm.rnns[2].weight[{{1, H}, {H + 1, 2 * H}}]:copy( modules.layer_2_i2h_f.weight:t()) lm.rnns[2].weight[{{1, H}, {2 * H + 1, 3 * H}}]:copy(modules.layer_2_i2h_o.weight:t()) lm.rnns[2].weight[{{1, H}, {3 * H + 1, 4 * H}}]:copy(modules.layer_2_i2h_g.weight:t()) lm.rnns[2].weight[{{H + 1, 2 * H}, {1, H}}]:copy( modules.layer_2_h2h_i.weight:t()) lm.rnns[2].weight[{{H + 1, 2 * H}, {H + 1, 2 * H}}]:copy( modules.layer_2_h2h_f.weight:t()) lm.rnns[2].weight[{{H + 1, 2 * H}, {2 * H + 1, 3 * H}}]:copy(modules.layer_2_h2h_o.weight:t()) lm.rnns[2].weight[{{H + 1, 2 * H}, {3 * H + 1, 4 * H}}]:copy(modules.layer_2_h2h_g.weight:t()) lm.rnns[2].bias[{{1, H}}]:copy(modules.layer_2_i2h_i.bias) lm.rnns[2].bias[{{1, H}}]:add(modules.layer_2_h2h_i.bias) lm.rnns[2].bias[{{H + 1, 2 * H}}]:copy(modules.layer_2_i2h_f.bias) lm.rnns[2].bias[{{H + 1, 2 * H}}]:add(modules.layer_2_h2h_f.bias) lm.rnns[2].bias[{{2 * H + 1, 3 * H}}]:copy(modules.layer_2_i2h_o.bias) lm.rnns[2].bias[{{2 * H + 1, 3 * H}}]:add(modules.layer_2_h2h_o.bias) lm.rnns[2].bias[{{3 * H + 1, 4 * H}}]:copy(modules.layer_2_i2h_g.bias) lm.rnns[2].bias[{{3 * H + 1, 4 * H}}]:add(modules.layer_2_h2h_g.bias) local lm_vocab_linear = lm.net:get(#lm.net - 1) lm_vocab_linear.weight:copy(modules.h2y.weight) lm_vocab_linear.bias:copy(modules.h2y.bias) local data = torch.LongTensor(100, N):random(V) local state = {data=data} wzlstm.reset_state(model, state) local crit = nn.CrossEntropyCriterion() for i = 1, 4 do -- Run Zaremba LSTM forward local wz_err = wzlstm.fp(model, state) -- Run my LSTM forward local t0 = (i - 1) * T + 1 local t1 = i * T local x = data[{{t0, t1}}]:transpose(1, 2):clone() local y_gt = data[{{t0 + 1, t1 + 1}}]:transpose(1, 2):clone() local y_pred = lm:forward(x) local jj_err = crit:forward(y_pred:view(N * T, -1), y_gt:view(N * T, -1)) -- The outputs should match almost exactly local diff = math.abs(wz_err - jj_err) tester:assert(diff < 1e-12) end end tester:add(tests) tester:run()
--- Responsive layout. -- @module crit.layout -- @todo -- luacheck: globals safearea local M = {} local h_window_change_size = hash("window_change_size") local h_size = hash("size") local design_width = tonumber(sys.get_config("display.width", "960")) local design_height = tonumber(sys.get_config("display.height", "640")) M.design_width = design_width M.design_height = design_height M.design_gui_left = 0.0 M.design_gui_bottom = 0.0 M.design_gui_right = design_width M.design_gui_top = design_height M.design_go_left = 0.0 M.design_go_bottom = 0.0 M.design_go_right = design_width M.design_go_top = design_height --[[ Coordinate spaces: * Window space: Raw screen coordinates inside the window. Origin is bottom left. Corresponds to action.screen_x/screen_y * Viewport space: The visible rectangle inside the window space (defined by viewport_width, viewport_height, viewport_origin_x, viewport_origin_y). Origin is bottom left. * Camera space: This is where game objects live, as seen from the position and direction of the camera. Mapped over the viewport. Its bounds are defined by projection_left/right/top/bottom or a projection matrix. * Design space: Window space scaled to the design resolution (which corresponds to action.x/action.y). * Offset design space: Window space scaled to the design resolution (which corresponds to action.x/action.y), then offset so that its origin matches the viewport origin, so that gui.pick_node() works correctly if you have an offset viewport. * Safe area: UI-safe region of the viewport (for devices with notches or curved screen corners). Defined by safe_left / safe_right / safe_top / safe_bottom in viewport coordinates. ]] local window_width, window_height local camera_width, camera_height local viewport_width, viewport_height local viewport_origin_x, viewport_origin_y local design_offset_x, design_offset_y local projection, gui_projection local projection_left, projection_right local projection_top, projection_bottom local safe_left, safe_right, safe_top, safe_bottom local projection_safe_left, projection_safe_right, projection_safe_top, projection_safe_bottom local viewport_to_camera_scale_x, viewport_to_camera_scale_y local camera_to_viewport_scale_x, camera_to_viewport_scale_y local design_to_window_scale_x, design_to_window_scale_y function M.set_metrics(metrics) window_width = metrics.window_width window_height = metrics.window_height if window_width == nil or window_height == nil then error("metrics.window_width and metrics.window_height are required") end projection = nil gui_projection = nil M.window_width = window_width M.window_height = window_height viewport_width = metrics.viewport_width or window_width viewport_height = metrics.viewport_height or window_height viewport_origin_x = metrics.viewport_origin_x or math.ceil((window_width - viewport_width) * (metrics.viewport_grav_x or 0.5)) viewport_origin_y = metrics.viewport_origin_y or math.ceil((window_height - viewport_height) * (metrics.viewport_grav_y or 0.5)) M.viewport_width = viewport_width M.viewport_height = viewport_height M.viewport_origin_x = viewport_origin_x M.viewport_origin_y = viewport_origin_y projection_left = metrics.projection_left projection_right = metrics.projection_right projection_bottom = metrics.projection_bottom projection_top = metrics.projection_top if not projection_left and not projection_right and not projection_bottom and not projection_top then local projection_matrix = metrics.projection if projection_matrix then local inv_projection = vmath.inv(projection_matrix) local bottom_left = inv_projection * vmath.vector4(-1, -1, 0, 1) local top_right = inv_projection * vmath.vector4(1, 1, 0, 1) projection_left = bottom_left.x projection_bottom = bottom_left.y projection_right = top_right.x projection_top = top_right.y projection = projection_matrix else projection_left = 0 projection_bottom = 0 projection_right = design_width projection_top = design_height end end camera_width = projection_right - projection_left camera_height = projection_top - projection_bottom M.camera_width = camera_width M.camera_height = camera_height M.projection_left = projection_left M.projection_right = projection_right M.projection_top = projection_top M.projection_bottom = projection_bottom viewport_to_camera_scale_x = camera_width / viewport_width viewport_to_camera_scale_y = camera_height / viewport_height camera_to_viewport_scale_x = viewport_width / camera_width camera_to_viewport_scale_y = viewport_height / camera_height design_to_window_scale_x = window_width / design_width design_to_window_scale_y = window_height / design_height M.viewport_to_camera_scale_x = viewport_to_camera_scale_x M.viewport_to_camera_scale_y = viewport_to_camera_scale_y M.camera_to_viewport_scale_x = camera_to_viewport_scale_x M.camera_to_viewport_scale_y = camera_to_viewport_scale_y design_offset_x = -viewport_origin_x * (design_width / window_width) design_offset_y = -viewport_origin_y * (design_height / window_height) if metrics.safe_left or metrics.safe_right or metrics.safe_top or metrics.safe_bottom then safe_left = metrics.safe_left or 0 safe_right = metrics.safe_right or 0 safe_top = metrics.safe_top or 0 safe_bottom = metrics.safe_bottom or 0 else local safe_area = safearea and safearea.get_insets() or {} safe_left = math.max(0, (safe_area.left or 0) - viewport_origin_x) safe_bottom = math.max(0, (safe_area.bottom or 0) - viewport_origin_y) safe_right = math.min(viewport_width, window_width - viewport_origin_x - (safe_area.right or 0)) safe_top = math.min(viewport_height, window_height - viewport_origin_y - (safe_area.top or 0)) end projection_safe_left = projection_left + camera_to_viewport_scale_x * safe_left projection_safe_right = projection_left + camera_to_viewport_scale_x * safe_right projection_safe_top = projection_bottom + camera_to_viewport_scale_y * safe_top projection_safe_bottom = projection_bottom + camera_to_viewport_scale_y * safe_bottom M.safe_left = safe_left M.safe_right = safe_right M.safe_top = safe_top M.safe_bottom = safe_bottom M.projection_safe_left = projection_safe_left M.projection_safe_right = projection_safe_right M.projection_safe_top = projection_safe_top M.projection_safe_bottom = projection_safe_bottom end M.set_metrics({ window_width = design_width, window_height = design_height, }) function M.get_projection_matrix() if not projection then projection = vmath.matrix4_orthographic( projection_left, projection_right, projection_bottom, projection_top, -1, 1 ) end return projection end function M.get_gui_projection_matrix() if not gui_projection then gui_projection = vmath.matrix4_orthographic(0, viewport_width, 0, viewport_height, -1, 1) end return gui_projection end -- Conversion functions local function window_to_viewport(x, y) return x - viewport_origin_x, y - viewport_origin_y end M.window_to_viewport = window_to_viewport local function viewport_to_window(x, y) return x + viewport_origin_x, y + viewport_origin_y end M.viewport_to_window = viewport_to_window local function viewport_to_camera(x, y) local new_x = x * viewport_to_camera_scale_x + projection_left local new_y = y * viewport_to_camera_scale_y + projection_bottom return new_x, new_y end M.viewport_to_camera = viewport_to_camera local function camera_to_viewport(x, y) local new_x = (x - projection_left) * camera_to_viewport_scale_x local new_y = (y - projection_bottom) * camera_to_viewport_scale_y return new_x, new_y end M.camera_to_viewport = camera_to_viewport local function design_to_window(x, y) return x * design_to_window_scale_x, y * design_to_window_scale_y end M.design_to_window = design_to_window local function design_to_viewport(x, y) return window_to_viewport(design_to_window(x, y)) end M.design_to_viewport = design_to_viewport local function design_to_camera(x, y) return viewport_to_camera(design_to_viewport(x, y)) end M.design_to_camera = design_to_camera local function window_to_camera(x, y) return viewport_to_camera(window_to_viewport(x, y)) end M.window_to_camera = window_to_camera local function camera_to_window(x, y) return viewport_to_window(camera_to_viewport(x, y)) end M.camera_to_window = camera_to_window function M.action_to_viewport(action) return window_to_viewport(action.screen_x, action.screen_y) end function M.action_to_camera(action) return window_to_camera(action.screen_x, action.screen_y) end local function action_to_offset_design(action) return action.x + design_offset_x, action.y + design_offset_y end M.action_to_offset_design = action_to_offset_design function M.pick_node(node, action) return gui.pick_node(node, action_to_offset_design(action)) end -- Layout instances function M.default_get_gui_metrics() return 0, 0, viewport_width, viewport_height end function M.default_get_go_metrics() return projection_left, projection_bottom, projection_right, projection_top end function M.default_get_gui_safe_metrics() return safe_left, safe_bottom, safe_right, safe_top end function M.default_get_go_safe_metrics() return projection_safe_left, projection_safe_bottom, projection_safe_right, projection_safe_top end local scale_func = {} function scale_func.x(width, height, design_width_, design_height_, scale_x) return scale_x end function scale_func.y(width, height, design_width_, design_height_, scale_x, scale_y) return scale_y end function scale_func.fit(width, height, design_width_, design_height_, scale_x, scale_y) return math.min(scale_x, scale_y) end function scale_func.cover(width, height, design_width_, design_height_, scale_x, scale_y) return math.max(scale_x, scale_y) end function scale_func.none() return 1 end M.default_scale_by = "fit" local empty = {} function M.new(opts) local self = {} local is_go = opts and opts.is_go or false local safe_area = opts and opts.safe_area if safe_area == nil then safe_area = true end self.get_metrics = opts and opts.get_metrics or ( safe_area and (is_go and M.default_get_go_safe_metrics or M.default_get_gui_safe_metrics) or (is_go and M.default_get_go_metrics or M.default_get_gui_metrics) ) local i_left, i_bottom, i_right, i_top if is_go then i_left = (opts and opts.design_left) or M.design_go_left i_bottom = (opts and opts.design_bottom) or M.design_go_bottom i_right = (opts and opts.design_right) or M.design_go_right i_top = (opts and opts.design_top) or M.design_go_top else i_left = (opts and opts.design_left) or M.design_gui_left i_bottom = (opts and opts.design_bottom) or M.design_gui_bottom i_right = (opts and opts.design_right) or M.design_gui_right i_top = (opts and opts.design_top) or M.design_gui_top end local initial_width = i_right - i_left local initial_height = i_top - i_bottom local initial_grav_x = -i_left / initial_width local initial_grav_y = -i_bottom / initial_height local len = 0 local nodes = {} -- trigger the initial layout if not (opts and opts.no_initial_place) then msg.post("#", h_window_change_size, { width = 0, height = 0 }) end function self.add_node(node, node_options) node_options = node_options or empty len = len + 1 local scale_by = node_options.scale_by or M.default_scale_by if type(scale_by) == "number" then local const = scale_by scale_by = function () return const end elseif type(scale_by) == "string" then scale_by = scale_func[scale_by] end local resize = node_options.resize_x or node_options.resize_y or false local grav_x = node_options.grav_x or 0.5 local grav_y = node_options.grav_y or 0.5 local design_grav_x = grav_x - initial_grav_x local design_grav_y = grav_y - initial_grav_y local pivot = vmath.vector3(initial_width * design_grav_x, initial_height * design_grav_y, 0.0) local node_spec = { node = node, position = node_options.position or (is_go and go.get_position(node) or gui.get_position(node)), scale = is_go and go.get_scale(node) or gui.get_scale(node), size = resize and (is_go and go.get(node, h_size) or gui.get_size(node)), grav_x = grav_x, grav_y = grav_y, pivot = pivot, scale_by = scale_by, resize_x = node_options.resize_x or false, resize_y = node_options.resize_y or false, } nodes[len] = node_spec return node_spec end function self.place() local left, bottom, right, top = self.get_metrics() local width = right - left local height = top - bottom local design_width_ = initial_width local design_height_ = initial_height local scale_x = width / design_width_ local scale_y = height / design_height_ local global_grav_x = -left / width local global_grav_y = -bottom / height for i, node in ipairs(nodes) do local grav_x = node.grav_x - global_grav_x local grav_y = node.grav_y - global_grav_y local scale = node.scale_by(width, height, design_width_, design_height_, scale_x, scale_y) local pivot = vmath.vector3(width * grav_x, height * grav_y, 0.0) local new_pos = scale * (node.position - node.pivot) + pivot local new_scale = node.scale * scale local node_id = node.node if is_go then go.set_position(new_pos, node_id) go.set_scale(new_scale, node_id) else gui.set_position(node_id, new_pos) gui.set_scale(node_id, new_scale) end local resize_x = node.resize_x local resize_y = node.resize_y if resize_x or resize_y then local size_x = node.size.x local size_y = node.size.y if resize_x then size_x = size_x + width / scale - design_width_ end if resize_y then size_y = size_y + height / scale - design_height_ end local new_size = vmath.vector3(size_x, size_y, node.size.z) if is_go then go.set(node_id, h_size, new_size) else gui.set_size(node_id, new_size) end end end end return self end return M
--- StateBreakable is the @{Entity} definition for a scriptable @{Breakable} object. -- Subclass of @{Breakable}. -- @entity StateBreakable --- On returns true if the breakable is triggered. -- @return A boolean indicating if the breakable is triggered. function StateBreakable:On() end
local path = select(1, ...) local success, reason = require("archive").unpack(path, require("filesystem").path(path)) if not success then require("GUI").alert(reason) end require("computer").pushSignal("MineOSCore", "updateFileList")
function GM:GetActivePlayers() local players = { } for _, v in pairs(player.GetAll()) do if IsValid(v) and v:Alive() then table.insert(players, v) end end return players end function GM:CheckForWinner() if self:GetGameState() == 3 then local count = 0 local winner = nil for _, v in pairs(self:GetActivePlayers()) do if v:Alive() and IsValid(v) then count = count + 1 winner = v end end if count == 1 and winner != nil then self:DeclareWinner(1, winner) self:SetGameState(4) self:LowerAllWaterControllers() elseif count == 0 and winner == nil then self:DeclareWinner(2, winner) self:SetGameState(4) self:LowerAllWaterControllers() end end end function GM:DeclareWinner(case, ply) if case == 1 and IsValid(ply) then if ply:Alive() and IsValid(ply) and self:GetGameState() == 3 then local cash = GetConVar("flood_bonus_cash"):GetInt() ply:AddCash(cash) local ct = ChatText() ct:AddText("[洪水2.0] ", Color(132, 199, 29, 255)) ct:AddText(ply:Nick(), self:FormatColor(ply:GetPlayerColor())) ct:AddText(" 你获胜了! 赐你 $"..cash.."!") ct:SendAll() end elseif case == 2 then local ct = ChatText() ct:AddText("[洪水2.0] ", Color(132, 199, 29, 255)) ct:AddText("究竟是菜鸡互啄还是大神互殴?没有获胜者!") ct:SendAll() elseif case == 3 then local ct = ChatText() ct:AddText("[洪水2.0] ", Color(132, 199, 29, 255)) ct:AddText("究竟是菜鸡互啄还是大神互殴?没有获胜者!") ct:SendAll() end end local pNextBonus = 0 function GM:ParticipationBonus() if self:GetGameState() == 3 and pNextBonus <= CurTime() then for _, v in pairs(self:GetActivePlayers()) do local cash = GetConVar("flood_participation_cash"):GetInt() v:AddCash(cash) end pNextBonus = CurTime() + 5 end end function GM:RefundAllProps() for k, v in pairs(ents.GetAll()) do if v:GetClass() == "prop_physics" then if v:CPPIGetOwner() ~= nil and v:CPPIGetOwner() ~= NULL and v:CPPIGetOwner() ~= "" then local Currenthealth = tonumber(v:GetNWInt("CurrentPropHealth")) local Basehealth = tonumber(v:GetNWInt("BasePropHealth")) local Currentcash = tonumber(v:CPPIGetOwner():GetNWInt("flood_cash")) local Recieve = (Currenthealth / Basehealth) * Basehealth if Recieve > 0 then v:Remove() if v:CPPIGetOwner():IsValid() then v:CPPIGetOwner():AddCash(Recieve) end else v:Remove() end else v:Remove() end end end end
_hx_bind = function(o,m) if m == nil then return nil end; local f; if o._hx__closures == nil then _G.rawset(o, '_hx__closures', {}); else f = o._hx__closures[m]; end if (f == nil) then f = function(...) return m(o, ...) end; o._hx__closures[m] = f; end return f; end
vim.bo.tabstop = 2 vim.bo.expandtab = true
--MIT License -- --Copyright (c) 2019 @ym2601 (https://github.com/sanwabear) -- --Permission is hereby granted, free of charge, to any person obtaining a copy --of this software and associated documentation files (the "Software"), to deal --in the Software without restriction, including without limitation the rights --to use, copy, modify, merge, publish, distribute, sublicense, and/or sell --copies of the Software, and to permit persons to whom the Software is --furnished to do so, subject to the following conditions: -- --The above copyright notice and this permission notice shall be included in all --copies or substantial portions of the Software. -- --THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR --IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, --FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE --AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER --LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, --OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE --SOFTWARE. local exports = {} require('lfs') require('utf8_filenames') local convert_lib = require("data/button_char") local convert = function(str) return str and convert_lib(str) or str end exports.name = "rbff2training" exports.version = "0.0.1" exports.description = "RBFF2 Training" exports.license = "MIT License" exports.author = { name = "Sanwabear" } local rbff2 = exports local main_or_menu_state, prev_main_or_menu_state local menu_cur, main_menu, tra_menu, rec_menu, play_menu, menu, tra_main, menu_exit, bs_menus, rvs_menus, bar_menu, disp_menu, ex_menu, col_menu, auto_menu local update_menu_pos, reset_menu_pos local mem_last_time = 0 -- 最終読込フレーム(キャッシュ用) local mem_0x100701 = 0 -- 場面判定用 local mem_0x107C22 = 0 -- 場面判定用 local mem_0x10B862 = 0 -- ガードヒット=FF local mem_0x100F56 = 0 -- 潜在発動時の停止時間 local mem_0x10FD82 = 0 -- console 0x00, mvs 0x01 local mem_0x10FDAF = 0 -- 場面判定用 local mem_0x10FDB6 = 0 -- P1 P2 開始判定用 local mem_0x10E043 = 0 -- 手動でポーズしたときに00以外になる local mem_biostest = false -- 初期化中のときtrue local match_active = false -- 対戦画面のときtrue local player_select_active = false -- プレイヤー選択画面のときtrue local mem_0x10CDD0 = 0x10CDD0 -- プレイヤー選択のハック用 local p_space = 0 -- 1Pと2Pの間隔 local prev_p_space = 0 -- 1Pと2Pの間隔(前フレーム) local stage_base_addr = 0x100E00 local close_far_offset = 0x02AE08 -- 近距離技と遠距離技判断用のデータの開始位置 local close_far_offset_d = 0x02DDAA -- 対ラインの近距離技と遠距離技判断用のデータの開始位置 local offset_pos_x = 0x20 local offset_pos_z = 0x24 local offset_pos_y = 0x28 local screen_left = 0 local screen_top = 0 local bios_test = function() local cpu = manager.machine.devices[":maincpu"] local pgm = cpu.spaces["program"] for _, addr in ipairs({0x100400, 0x100500}) do local ram_value = pgm:read_u8(addr) for _, test_value in ipairs({0x5555, 0xAAAA, (0xFFFF & addr)}) do if ram_value == test_value then return true end end end end local fix_scr_tops = { "OFF" } for i = -20, 70 do table.insert(fix_scr_tops, "1P " .. i) end for i = -20, 70 do table.insert(fix_scr_tops, "2P " .. i) end local global = { frame_number = 0, -- 当たり判定用 axis_color = 0xFF797979, axis_air_color = 0xFFCC00CC, axis_internal_color = 0xFF00FFFF, axis_size = 12, axis_size2 = 5, no_alpha = true, --fill = 0x00, outline = 0xFF for all box types throwbox_height = 200, --default for ground throws no_background = false, no_background_addr = 0x10DDF0, fix_pos = false, fix_pos_bps = nil, no_bars = false, sync_pos_x = 1, -- 1: OFF, 2:1Pと同期, 3:2Pと同期 disp_pos = true, -- 1P 2P 距離表示 disp_effect = true, -- ヒットマークなど画面表示するときtrue disp_effect_bps = nil, disp_frmgap = 3, -- フレーム差表示 disp_input_sts = 1, -- コマンド入力状態表示 1:OFF 2:1P 3:2P pause_hit = 1, -- 1:OFF, 2:ON, 3:ON:やられのみ 4:ON:投げやられのみ 5:ON:打撃やられのみ 6:ON:ガードのみ pause_hitbox = 1, -- 判定発生時にポーズ pause = false, replay_stop_on_dmg = false, -- ダメージでリプレイ中段 -- リバーサルとブレイクショットの設定 dummy_bs_cnt = 1, -- ブレイクショットのカウンタ dummy_rvs_cnt = 1, -- リバーサルのカウンタ auto_input = { otg_thw = false, -- ダウン投げ 2 otg_atk = false, -- ダウン攻撃 3 thw_otg = false, -- 通常投げの派生技 4 rave = 1, -- デッドリーレイブ 5 desire = 1, -- アンリミテッドデザイア 6 drill = 5, -- ドリル 7 pairon = 1, -- 超白龍 8 real_counter= 1, -- M.リアルカウンター 9 -- 入力設定 esaka_check = false, -- 詠酒距離チェック 11 }, frzc = 1, frz = {0x1, 0x0}, -- DIPによる停止操作用の値とカウンタ dummy_mode = 1, old_dummy_mode = 1, rec_main = nil, input_accepted = 0, next_block_grace = 0, -- 1ガードでの持続フレーム数 infinity_life2 = true, pow_mode = 2, -- POWモード 1:自動回復 2:固定 3:通常動作 disp_gauge = true, repeat_interval = 0, await_neutral = false, replay_fix_pos = 1, -- 開始間合い固定 1:OFF 2:位置記憶 3:1Pと2P 4:1P 5:2P replay_reset = 2, -- 状態リセット 1:OFF 2:1Pと2P 3:1P 4:2P mame_debug_wnd = false, -- MAMEデバッグウィンドウ表示のときtrue damaged_move = 1, disp_replay = true, -- レコードリプレイガイド表示 save_snapshot = 1, -- 技画像保存 1:OFF 2:新規 3:上書き -- log log = { poslog = false, -- 位置ログ atklog = false, -- 攻撃情報ログ baselog = false, -- フレーム事の処理アドレスログ keylog = false, -- 入力ログ rvslog = false, -- リバサログ }, new_hook_holder = function() return { bps = {}, wps = {}, on = true, } end, set_bps = function(disable, holder) local cpu = manager.machine.devices[":maincpu"] if disable == true and holder.on == true then for _, bp in ipairs(holder.bps) do cpu.debug:bpdisable(bp) end holder.on = false elseif disable ~= true and holder.on ~= true then for _, bp in ipairs(holder.bps) do cpu.debug:bpenable(bp) end holder.on = true end end, set_wps = function(disable, holder) local cpu = manager.machine.devices[":maincpu"] if disable == true and holder.on == true then local cpu = manager.machine.devices[":maincpu"] for _, wp in ipairs(holder.wps) do cpu.debug:wpdisable(wp) end holder.on = false elseif disable ~= true and holder.on ~= true then for _, wp in ipairs(holder.wps) do cpu.debug:wpenable(wp) end holder.on = true end end, } local damaged_moves = { 0x00000, 0x58C84, 0x58DCC, 0x58DBC, 0x58DDC, 0x58FDE, 0x58DEC, 0x590EA, 0x59D70, 0x59FFA, 0x5A178, 0x5A410, 0x591DA, 0x592F6, 0x593EE, 0x593DA, 0x59508, 0x59708, 0x596FC, 0x30618, 0x2FFE8, 0x30130, 0x3051C, 0x307B4, 0x30AC0, 0x5980E, 0x58E52, 0x306DE, 0x595CE, 0x58E08, 0x30F0E, 0x30D74, 0x30E08, 0x316F8, 0x31794, 0x31986, 0x31826, 0x315E6, 0x324C0, 0x32C42, 0x331CE, 0x336B8, 0x33CC2, 0x33ED6, 0x58C84, 0x325E8, 0x58C84, 0x341AC, 0x31394, 0x58FC6, 0x590D6, 0x592DA, 0x593C6, 0x593B2, 0x594E0, 0x596F0, 0x596E4, 0x3060C, 0x30128, 0x30516, 0x3075C, 0x30A68, 0x58C84, 0x3256A, 0x58D8A, 0x58DA0, 0x58DAE, 0x59090, 0x346E0, 0x3278E, 0x3294C, 0x332E0, 0x349F2, 0x34CF4, 0x34ACC, 0x31AC6, 0x34E40, 0x31CA8, 0x30612, 0x33AC2, 0x301FC, 0x301F4, 0x3031A, 0x30312, } local hit_effects = { { "のけぞり", "吹き飛び" }, { "のけぞり", "吹き飛び" }, { "のけぞり", "吹き飛び" }, { "のけぞり", "吹き飛び" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "強制立ちのけぞり", "吹き飛び" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "のけぞり", "吹き飛び" }, { "のけぞり", "吹き飛び" }, { "ライン送り", "ライン送りダウン(ダ)" }, { "ライン送りダウン(ダ)", "ライン送りダウン(ダ)" }, { "吹き飛び", "吹き飛び" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "のけぞり", "ダウン(ダ)" }, { "のけぞり", "ダウン(ダ)" }, { "のけぞり", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "吹き飛び", "吹き飛び" }, { "ダウン", "ダウン" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン", "ダウン" }, { "ダウン", "ダウン" }, { "ダウン", "ダウン" }, { "後ろ向きのけぞり", "吹き飛び" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "のけぞり", "ダウン" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "のけぞり", "ダウン" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "強制立ちのけぞり", "強制立ちのけぞり" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "特殊", "特殊" }, { "特殊(空)", "ダウン(空,ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "のけぞり", "吹き飛び" }, { "強制気絶", "強制気絶(ダ)" }, { "のけぞり", "吹き飛び" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "特殊", "特殊(ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "のけぞり", "ダウン(ダ)" }, { "のけぞり", "ダウン(ダ)" }, { "のけぞり", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "のけぞり", "吹き飛び" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "のけぞり(空)", "ダウン(空,ダ)" }, { "のけぞり(空)", "ダウン(空,ダ)" }, { "後ろ向きのけぞり(空)", "ダウン(空,ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "特殊", "特殊" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "浮のけぞり~ダウン(空,ダ)", "浮のけぞり~ダウン(空,ダ)" }, { "ダウン", "ダウン" }, { "ダウン(空)", "ダウン(空)" }, { "特殊", "特殊" }, { "ダウン(空)", "ダウン(空)" }, { "特殊", "特殊" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン", "ダウン" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, { "ダウン(ダ)", "ダウン(ダ)" }, { "ダウン(空,ダ)", "ダウン(空,ダ)" }, } local damaged_move_keys = {} for i = 1, #damaged_moves do local k = i == 1 and "通常" or string.format("%2s %s", i - 2, hit_effects[i - 1][1]) table.insert(damaged_move_keys, k) end -- DIPスイッチ local dip_config ={ show_hitbox = false, infinity_life = false, easy_super = false, infinity_time = true, fix_time = 0x99, stage_select = false, alfred = false, watch_states = false, cpu_cant_move = false, } -- 最大気絶値の初期値 -- 配列のインデックス=キャラID local init_stuns = { 32 --[[ TERRY ]] ,31 --[[ ANDY ]] ,32 --[[ JOE ]], 29 --[[ MAI ]], 33 --[[ GEESE ]], 32 --[[ SOKAKU ]], 31 --[[ BOB ]] ,31 --[[ HON-FU ]] ,29 --[[ MARY ]] ,35 --[[ BASH ]] ,38 --[[ YAMAZAKI ]] ,29 --[[ CHONSHU ]], 29 --[[ CHONREI ]] ,32 --[[ DUCK ]] ,32 --[[ KIM ]] ,32 --[[ BILLY ]] ,31 --[[ CHENG ]] ,31 --[[ TUNG ]], 35 --[[ LAURENCE ]] ,35 --[[ KRAUSER ]] ,32 --[[ RICK ]] ,29 --[[ XIANGFEI ]] ,32 --[[ ALFRED ]] } -- 起き上がりフレーム数 local wakeup_frms = { 20 --[[ TERRY ]] ,20 --[[ ANDY ]] ,20 --[[ JOE ]], 17 --[[ MAI ]], 20 --[[ GEESE ]], 20 --[[ SOKAKU ]], 20 --[[ BOB ]] ,20 --[[ HON-FU ]] ,20 --[[ MARY ]] ,20 --[[ BASH ]] ,20 --[[ YAMAZAKI ]] ,20 --[[ CHONSHU ]], 20 --[[ CHONREI ]] ,20 --[[ DUCK ]] ,20 --[[ KIM ]] ,20 --[[ BILLY ]] ,20 --[[ CHENG ]] ,20 --[[ TUNG ]], 20 --[[ LAURENCE ]] ,20 --[[ KRAUSER ]] ,20 --[[ RICK ]] ,14 --[[ XIANGFEI ]] ,20 --[[ ALFRED ]] } -- 行動の種類 local act_types = { free = -1, attack = 0, low_attack = 1, provoke = 2, any = 3, overhead = 4, guard = 5, hit = 6, } --- グランドスウェーリバサ行動 local sway_act_counts = { 3 --[[ TERRY ]] ,2 --[[ ANDY ]] ,4 --[[ JOE ]], 3 --[[ MAI ]], 3 --[[ GEESE ]], 2 --[[ SOKAKU ]], 2 --[[ BOB ]] ,3 --[[ HON-FU ]] ,3 --[[ MARY ]] ,3 --[[ BASH ]] ,2 --[[ YAMAZAKI ]] ,0xC --[[ CHONSHU ]], 0xC --[[ CHONREI ]] ,2 --[[ DUCK ]] ,4 --[[ KIM ]] ,4 --[[ BILLY ]] ,2 --[[ CHENG ]] ,4 --[[ TUNG ]], 4 --[[ LAURENCE ]] ,3 --[[ KRAUSER ]] ,7 --[[ RICK ]] ,3 --[[ XIANGFEI ]] ,0 --[[ ALFRED ]] } local char_names = { "テリー・ボガード", "アンディ・ボガード", "東丈", "不知火舞", "ギース・ハワード", "望月双角", "ボブ・ウィルソン", "ホンフゥ", "ブルー・マリー", "フランコ・バッシュ", "山崎竜二", "秦崇秀", "秦崇雷", "ダック・キング", "キム・カッファン", "ビリー・カーン", "チン・シンザン", "タン・フー・ルー", "ローレンス・ブラッド", "ヴォルフガング・クラウザー", "リック・ストラウド", "李香緋", "アルフレッド", } local char_names2 = { "TERRY" ,"ANDY" ,"JOE", "MAI", "GEESE", "SOKAKU", "BOB" ,"HON-FU" ,"MARY" ,"BASH" ,"YAMAZAKI" ,"CHONSHU", "CHONREI" ,"DUCK" ,"KIM" ,"BILLY" ,"CHENG" ,"TUNG", "LAURENCE" ,"KRAUSER" ,"RICK" ,"XIANGFEI" ,"ALFRED", } local bgms = { { id = 0x01, name = "クリといつまでも" , }, --テリー・ボガード { id = 0x02, name = "雷波濤外伝" , }, --アンディ・ボガード { id = 0x03, name = "タイ南部に伝わったSPの詩" , }, --東丈 { id = 0x04, name = "まいまいきゅーん" , }, --不知火舞 { id = 0x05, name = "ギースにしょうゆとオケヒット" , }, --ギース・ハワード { id = 0x06, name = "TAKU-HATSU-Rock" , }, --望月双角, { id = 0x07, name = "蜜の味" , }, --ボブ・ウィルソン { id = 0x08, name = "ドンチカ!!チ!!チ!!" , }, --ホンフゥ { id = 0x09, name = "Blue Mary's BLUES" , }, --ブルー・マリー { id = 0x0A, name = "GOLI-Rock" , }, --フランコ・バッシュ { id = 0x0B, name = "C62 -シロクニ- Ver.2" , }, --山崎竜二 { id = 0x0C, name = "パンドラの箱より 第3番「決断」", }, --秦崇秀 { id = 0x0D, name = "パンドラの箱より 第3番「決断」 ", }, --秦崇雷 崇秀と崇雷が同じBGMなので名前にスペースいれて排他かける { id = 0x0E, name = "Duck! Duck! Duck!" , }, --ダック・キング { id = 0x0F, name = "ソウルっす♪" , }, --キム・カッファン { id = 0x10, name = "ロンドンマーチ" , }, --ビリー・カーン { id = 0x11, name = "ハプシュ!フゥゥゥ" , }, --チン・シンザン { id = 0x12, name = "中国四千年の歴史とはいかにII" , }, --タン・フー・ルー, { id = 0x13, name = "牛とお戯れ" , }, --ローレンス・ブラッド { id = 0x14, name = "REQUIEM K.626 [Lacrimosa]" , }, --ヴォルフガング・クラウザー { id = 0x15, name = "Exceed The Limit" , }, --リック・ストラウド { id = 0x16, name = "雄々盛嬢後援 ~競場詩~" , }, --李香緋 { id = 0x17, name = "Get The Sky -With Your Dream-" , }, --アルフレッド { id = 0x00, name = "なし" , }, -- なし { id = 0x1C, name = "4 HITs Ⅱ" , }, -- キャラクターセレクト { id = 0x1E, name = "Gain a victory" , }, -- 勝利デモ { id = 0x26, name = "NEOGEO SOUND LOGO" , }, -- ネオジオデモ } local bgm_names = {} for _, bgm in ipairs(bgms) do local exists = false for _, name in pairs(bgm_names) do if name == bgm.name then exists = true bgm.name_idx = #bgm_names break end end if not exists then table.insert(bgm_names, bgm.name) bgm.name_idx = #bgm_names end end local stgs = { { stg1 = 0x01, stg2 = 0x00, stg3 = 0x01, name = "日本 [1]" , no_background = false, }, -- 不知火舞 { stg1 = 0x01, stg2 = 0x01, stg3 = 0x01, name = "日本 [2]" , no_background = false, }, -- 望月双角, { stg1 = 0x01, stg2 = 0x01, stg3 = 0x0F, name = "日本 [2] 雨" , no_background = false, }, -- 望月双角, { stg1 = 0x01, stg2 = 0x02, stg3 = 0x01, name = "日本 [3]" , no_background = false, }, -- アンディ・ボガード { stg1 = 0x02, stg2 = 0x00, stg3 = 0x01, name = "香港1 [1]" , no_background = false, }, -- チン・シンザン { stg1 = 0x02, stg2 = 0x01, stg3 = 0x01, name = "香港1 [2]" , no_background = false, }, -- 山崎竜二 { stg1 = 0x03, stg2 = 0x00, stg3 = 0x01, name = "韓国 [1]" , no_background = false, }, -- キム・カッファン { stg1 = 0x03, stg2 = 0x01, stg3 = 0x01, name = "韓国 [2]" , no_background = false, }, -- タン・フー・ルー, { stg1 = 0x04, stg2 = 0x00, stg3 = 0x01, name = "サウスタウン [1]" , no_background = false, }, -- ギース・ハワード { stg1 = 0x04, stg2 = 0x01, stg3 = 0x01, name = "サウスタウン [2]" , no_background = false, }, -- ビリー・カーン { stg1 = 0x05, stg2 = 0x00, stg3 = 0x01, name = "ドイツ [1]" , no_background = false, }, -- ヴォルフガング・クラウザー { stg1 = 0x05, stg2 = 0x01, stg3 = 0x01, name = "ドイツ [2]" , no_background = false, }, -- ローレンス・ブラッド { stg1 = 0x06, stg2 = 0x00, stg3 = 0x01, name = "アメリカ1 [1]" , no_background = false, }, -- ダック・キング { stg1 = 0x06, stg2 = 0x01, stg3 = 0x01, name = "アメリカ1 [2]" , no_background = false, }, -- ブルー・マリー { stg1 = 0x07, stg2 = 0x00, stg3 = 0x01, name = "アメリカ2 [1]" , no_background = false, }, -- テリー・ボガード { stg1 = 0x07, stg2 = 0x01, stg3 = 0x01, name = "アメリカ2 [2]" , no_background = false, }, -- リック・ストラウド { stg1 = 0x07, stg2 = 0x02, stg3 = 0x01, name = "アメリカ2 [3]" , no_background = false, }, -- アルフレッド { stg1 = 0x08, stg2 = 0x00, stg3 = 0x01, name = "タイ [1]" , no_background = false, }, -- ボブ・ウィルソン { stg1 = 0x08, stg2 = 0x01, stg3 = 0x01, name = "タイ [2]" , no_background = false, }, -- フランコ・バッシュ { stg1 = 0x08, stg2 = 0x02, stg3 = 0x01, name = "タイ [3]" , no_background = false, }, -- 東丈 { stg1 = 0x09, stg2 = 0x00, stg3 = 0x01, name = "香港2 [1]" , no_background = false, }, -- 秦崇秀 { stg1 = 0x09, stg2 = 0x01, stg3 = 0x01, name = "香港2 [2]" , no_background = false, }, -- 秦崇雷, { stg1 = 0x0A, stg2 = 0x00, stg3 = 0x01, name = "NEW CHALLENGERS[1]", no_background = false, }, -- 李香緋 { stg1 = 0x0A, stg2 = 0x01, stg3 = 0x01, name = "NEW CHALLENGERS[2]", no_background = false, }, -- ホンフゥ { stg1 = 0x04, stg2 = 0x01, stg3 = 0x01, name = "背景なし" , no_background = true , }, -- 背景なし { stg1 = 0x07, stg2 = 0x02, stg3 = 0x01, name = "背景なし(1LINE)" , no_background = true , }, -- 背景なし(1LINE) } local names = {} for _, stg in ipairs(stgs) do table.insert(names, stg.name) end local sts_flg_names = { "01:J振向", -- 01 "02:ダウン", -- 02 "03:屈途中", -- 03 "04:奥後退", -- 04 "05:奥前進", -- 05 "06:奥振向", -- 06 "07:屈振向", -- 07 "08:立振向", -- 08 "09:奥後ダッシュ~戻り", -- 09 "10:奥前ダッシュ~戻り", -- 10 "11:奥→メイン", -- 11 "12:奥立", -- 12 "13:メイン→奥移動中", -- 13 "14:奥維持", -- 14 "15:未確認", -- 15 "16:未確認", -- 16 "17:着地", -- 17 "18:J移行", -- 18 "19:後小J", -- 19 "20:前小J", -- 20 "21:垂小J", -- 21 "22:後J", -- 22 "23:前J", -- 23 "24:垂J", -- 24 "25:ダッシュ", -- 25 "26:バックステップ", -- 26 "27:屈前進", -- 27 "28:立途中", -- 28 "29:屈", -- 29 "30:後退", -- 30 "31:前進", -- 31 "32:立", -- 32 } local char_acts_base = { -- テリー・ボガード { { f = 28, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 31, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 29, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 25, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 30, name = "スウェー戻り", type = act_types.any, ids = { 0x36, }, }, { f = 37, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 23+28, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 28+28, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 39, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 41, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 23, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", }, type = act_types.any, ids = { 0x9, }, }, { f = 33, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 38, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 20, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 32, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 25, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 37, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 35, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 33, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 24, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 37, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 37, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 37, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 37, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 37, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 37, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 37, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 71, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 18, disp_name = "フェイント", name = "フェイント パワーゲイザー", type = act_types.any, ids = { 0x113, }, }, { f = 18, disp_name = "フェイント", name = "フェイント バーンナックル", type = act_types.any, ids = { 0x112, }, }, { f = 37, name = "バスタースルー", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 36, name = "ワイルドアッパー", type = act_types.attack, ids = { 0x69, }, }, { f = 37, name = "バックスピンキック", type = act_types.attack, ids = { 0x68, }, }, { f = 40, name = "チャージキック", type = act_types.overhead, ids = { 0x6A, }, }, { f = 43, disp_name = "バーンナックル", name = "小バーンナックル", type = act_types.attack, ids = { 0x86, 0x87, 0x88, }, }, { f = 71, disp_name = "バーンナックル", name = "大バーンナックル", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, }, { f = 56, name = "パワーウェイブ", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, firing = true, }, { f = 55, name = "ラウンドウェイブ", type = act_types.low_attack, ids = { 0xA4, 0xA5, 0xA6, }, firing = true, }, { f = 44, disp_name = "ファイヤーキック", name = "ファイヤーキック突進", type = act_types.low_attack, ids = { 0xB8, 0xB9, }, }, { f = 30, disp_name = "ファイヤーキック", name = "ファイヤーキック突進隙", type = act_types.low_attack, ids = { 0xBC, }, }, { f = 30, name = "ファイヤーキック蹴り上げ", type = act_types.low_attack, ids = { 0xBA, 0xBB, }, }, { f = 43, name = "クラックシュート", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, }, }, { f = 77, name = "ライジングタックル", type = act_types.attack, ids = { 0xCC, 0xCD, 0xCE, 0xCF, 0xD0, }, }, { f = 37, name = "パッシングスウェー", type = act_types.attack, ids = { 0xC2, 0xC3, 0xC4, }, }, { f = 73, name = "パワーゲイザー", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, }, firing = true, }, { f = 139, name = "トリプルゲイザー", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, 0x10D, 0x10E, }, firing = true, }, { f = 20, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x241, }, }, { f = 20, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x242, }, }, { f = 34, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x244, }, }, { f = 33, disp_name = "CA _6C", name = "CA 5C(3段目)", type = act_types.attack, ids = { 0x245, }, }, { f = 36, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x246, }, }, { f = 33, disp_name = "CA 下C", name = "CA 下C(2段目or3段目)", type = act_types.low_attack, ids = { 0x247, }, }, { f = 33, disp_name = "CA 下C", name = "CA 下C(2段目or3段目)", type = act_types.low_attack, ids = { 0x247, }, }, { f = 33, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 33, disp_name = "CA 立C", name = "CA B後の近立C(2段目)", type = act_types.attack, ids = { 0x24C, }, }, { f = 33, disp_name = "CA 下C", name = "CA 下C(2段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 49, disp_name = "パワーチャージ", name = "CA パワーチャージ", type = act_types.attack, ids = { 0x24D, }, }, { f = 33, disp_name = "CA 対スウェーライン攻撃", name = "CA 立D(2段目)", type = act_types.attack, ids = { 0x24A, }, }, { f = 33, disp_name = "CA 対スウェーライン攻撃", name = "CA 下D(2段目)", type = act_types.low_attack, ids = { 0x24B, }, }, { f = 56, disp_name = "パワーダンク", name = "CA パワーダンク", type = act_types.attack, ids = { 0xE0, 0xE1, 0xE2, }, }, { f = 28, disp_name = "CA 立C", name = "CA 近立C(2段目)", type = act_types.attack, ids = { 0x248, }, }, { f = 29, disp_name = "CA 立C", name = "CA 近立C(3段目)", type = act_types.attack, ids = { 0x249, }, }, }, -- アンディ・ボガード { { f = 26, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 32, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 28, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 26, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 38, name = "スウェー戻り", type = act_types.any, ids = { 0x36, }, }, { f = 36, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 25+27, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 29+27, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 36, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 36, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 37, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 38, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 38, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 39, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 32, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 38, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 20, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 32, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 21, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 33, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 33, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 33, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 33, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 38, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 38, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 38, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 38, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 38, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 38, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 38, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 31, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 31, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 31, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 31, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 31, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 31, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 63, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 18, disp_name = "フェイント", name = "フェイント 残影拳", type = act_types.any, ids = { 0x112, }, }, { f = 18, disp_name = "フェイント", name = "フェイント 飛翔拳", type = act_types.any, ids = { 0x113, }, }, { f = 32, disp_name = "フェイント", name = "フェイント 超裂破弾", type = act_types.any, ids = { 0x114, }, }, { f = 39, name = "内股", type = act_types.attack, ids = { 0x6D, 0x6E, }, }, { f = 37, name = "上げ面", type = act_types.attack, ids = { 0x69, }, }, { f = 36, name = "浴びせ蹴り", type = act_types.attack, ids = { 0x68, }, }, { f = 34, name = "小残影拳", type = act_types.attack, ids = { 0x86, 0x87, 0x8A, }, }, { f = 27, name = "小残影拳ヒット硬直", type = act_types.attack, ids = { 0x88, 0x89, }, }, { f = 37, name = "大残影拳", type = act_types.attack, ids = { 0x90, 0x91, 0x94, }, }, { f = 30, name = "大残影拳ヒット硬直", type = act_types.attack, ids = { 0x92, }, }, { f = 40, name = "疾風裏拳", type = act_types.attack, ids = { 0x95, }, }, { f = 0, names = { "大残影拳ヒット硬直", "疾風裏拳", }, type = act_types.attack, ids = { 0x93, }, }, { f = 49, name = "飛翔拳", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, firing = true }, { f = 77, name = "激飛翔拳", type = act_types.attack, ids = { 0xA7, 0xA4, 0xA5, 0xA6, }, firing = true, }, { f = 64, name = "昇龍弾", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, }, }, { f = 62, name = "空破弾", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBA, 0xBB, }, }, { f = 50, name = "幻影不知火", type = act_types.attack, ids = { 0xC8, 0xC2, 0xC3, 0xC4, }, }, { f = 40, disp_name = "幻影不知火", name = "幻影不知火 ライン移動攻撃", type = act_types.attack, ids = { 0xC5, 0xC6, 0xC7, }, }, { f = 76, name = "超裂破弾", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, 0x101, }, }, { f = 62, name = "男打弾", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, }, firing = true, }, { f = 8, disp_name = "男打弾", name = "男打弾2", type = act_types.attack, ids = { 0x10B, }, firing = true, }, { f = 8, disp_name = "男打弾", name = "男打弾3", type = act_types.attack, ids = { 0x10C, }, firing = true, }, { f = 8, disp_name = "男打弾", name = "男打弾4", type = act_types.attack, ids = { 0x10D, }, firing = true, }, { f = 46, disp_name = "男打弾", name = "男打弾5", type = act_types.attack, ids = { 0x10E, 0x10F, }, firing = true, }, { f = 20, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 20, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x241, }, }, { f = 33, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 33, disp_name = "CA _6C", name = "CA 6C(3段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 33, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x245, }, }, { f = 33, disp_name = "CA 下C", name = "CA 下C(3段目)", type = act_types.low_attack, ids = { 0x246, }, }, { f = 33, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x244, }, }, { f = 55, disp_name = "浴びせ蹴り 追撃", name = "CA 浴びせ蹴り追撃", type = act_types.attack, ids = { 0xF4, 0xF5, 0xF6, }, }, { f = 47, disp_name = "上げ面追加 B", name = "CA 上げ面追加B(2段目)", type = act_types.attack, ids = { 0x24A, 0x24B, 0x24C, }, }, { f = 46, disp_name = "上げ面追加 C", name = "CA 上げ面追加C(3段目)", type = act_types.overhead, ids = { 0x24D, 0x24E, }, }, { f = 26, disp_name = "上げ面追加 立C", name = "CA 上げ面追加近C(2段目)", type = act_types.attack, ids = { 0x247, }, }, { f = 27, disp_name = "上げ面追加 立C", name = "CA 上げ面追加近C(3段目)", type = act_types.attack, ids = { 0x248, }, }, }, -- 東丈 { { f = 28, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 35, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 29, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 27, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 39, name = "スウェー戻り", type = act_types.any, ids = { 0x36, }, }, { f = 37, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 23+28, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 28+28, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 38, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 40, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 23, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 33, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 38, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 20, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 33, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 20, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 32, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 34, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 30, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 31, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 38, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 38, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 38, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 38, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 38, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 38, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 38, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 71, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 18, disp_name = "フェイント", name = "フェイント スラッシュキック", type = act_types.any, ids = { 0x113, }, }, { f = 18, disp_name = "フェイント", name = "フェイント ハリケーンアッパー", type = act_types.any, ids = { 0x112, }, }, { f = 58, name = "ジョースペシャル", type = act_types.any, ids = { 0x6D, 0x6E, 0x6F, 0x70, 0x71, }, }, { f = 42, name = "夏のおもひで", type = act_types.any, ids = { 0x24E, 0x24F, }, }, { f = 176, name = "膝地獄", type = act_types.any, ids = { 0x81, 0x82, 0x83, 0x84, }, }, { f = 41, name = "スライディング", type = act_types.low_attack, ids = { 0x68, 0xF4, 0xF5, }, }, { f = 30, name = "ハイキック", type = act_types.attack, ids = { 0x69, }, }, { f = 52, name = "炎の指先", type = act_types.attack, ids = { 0x6A, }, }, { f = 40, disp_name = "スラッシュキック", name = "小スラッシュキック", type = act_types.attack, ids = { 0x86, 0x87, 0x88, 0x89, }, }, { f = 63, disp_name = "スラッシュキック", name = "大スラッシュキック", type = act_types.attack, ids = { 0x90, 0x91, }, }, { f = 26, name = "大スラッシュキック2段目", type = act_types.attack, ids = { 0x92, }, }, { names = { "大スラッシュキック", "大スラッシュキックHit", }, type = act_types.attack, ids = { 0x90, 0x91, 0x93, 0x94, }, }, { f = 54, name = "黄金のカカト", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, }, { f = 65, name = "タイガーキック", type = act_types.attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, }, }, { f = 30, name = "爆裂拳", type = act_types.attack, ids = { 0xAE, 0xB0, 0xB1, }, }, { f = 6, disp_name = "爆裂拳", name = "爆裂拳2", type = act_types.attack, ids = { 0xAF, }, }, { f = 15, disp_name = "爆裂拳", name = "爆裂拳3", type = act_types.attack, ids = { 0xB2, }, }, { f = 44, name = "爆裂フック", type = act_types.attack, ids = { 0xB3, 0xB4, 0xB5, }, }, { f = 43, name = "爆裂アッパー", type = act_types.attack, ids = { 0xF8, 0xF9, 0xFA, 0xFB, }, }, { f = 58, name = "ハリケーンアッパー", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBA, }, firing = true, }, { f = 80, name = "爆裂ハリケーン", type = act_types.attack, ids = { 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, }, }, { f = 114, name = "スクリューアッパー", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, }, firing = true, }, { f = 182, disp_name = "サンダーファイヤー", name = "サンダーファイヤー(C)", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, 0x10D, 0x10E, 0x10F, 0x110, 0x111, }, }, { f = 188, disp_name = "サンダーファイヤー", name = "サンダーファイヤー(D)", type = act_types.attack, ids = { 0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, }, }, { f = 21, disp_name = "CA 立A", name = "CA 立A(2段目)", type = act_types.attack, ids = { 0x24B, }, }, { f = 20, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x42, }, }, { f = 31, disp_name = "CA 立B", name = "CA 遠立B(2段目)", type = act_types.attack, ids = { 0x244, }, }, { f = 31, disp_name = "CA 立C", name = "CA 遠立C(3段目)", type = act_types.attack, ids = { 0x245, }, }, { f = 20, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x48, }, }, { f = 22, disp_name = "CA 立A", name = "CA 立A(3段目)", type = act_types.attack, ids = { 0x24C, }, }, { f = 20, disp_name = "CA 立B", name = "CA 立B(3段目)", type = act_types.attack, ids = { 0x45, }, }, { f = 35, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x246, }, }, { f = 37, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 38, disp_name = "CA _8C", name = "CA 8C(3段目)", type = act_types.overhead, ids = { 0x251, 0x252, 0x253, }, }, { f = 32, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x46, }, }, { f = 51, disp_name = "CA _2_3_6+C", name = "CA 236C(3段目)", type = act_types.attack, ids = { 0x24A, }, }, }, -- 不知火舞 { { f = 30, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 31, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 27, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 25, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 37, name = "スウェー戻り", type = act_types.any, ids = { 0x36, }, }, { f = 35, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 24+26, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 28+26, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 37, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 37, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 31, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 39, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 19, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 23, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 32, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 18, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 28, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 32, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 2+2+11+13, disp_name = "立C", name = "立C2", type = act_types.attack, ids = { 0xF4, }, }, { f = 32, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 19, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 33, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 25, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 40, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 40, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 40, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 40, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 40, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 40, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 40, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 31, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 31, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 31, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 31, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 31, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 31, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 104, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 17, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 18, disp_name = "フェイント", name = "フェイント 花蝶扇", type = act_types.attack, ids = { 0x112, }, }, { f = 19, disp_name = "フェイント", name = "フェイント 花嵐", type = act_types.attack, ids = { 0x113, }, }, { f = 47, name = "風車崩し・改", type = act_types.attack, ids = { 0x6D, 0x6E, }, }, { f = 65, name = "夢桜・改", type = act_types.attack, ids = { 0x72, 0x73, }, }, { f = 32, name = "跳ね蹴り", type = act_types.attack, ids = { 0x68, }, }, { f = 7, name = "三角跳び", type = act_types.attack, ids = { 0x69, }, }, { f = 31, name = "龍の舞", type = act_types.attack, ids = { 0x6A, }, }, { f = 54, name = "花蝶扇", type = act_types.attack, ids = { 0x86, 0x87, 0x88, }, firing = true, }, { f = 52, name = "龍炎舞", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, firing = true, }, { f = 40, name = "小夜千鳥", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, }, { f = 78, name = "必殺忍蜂", type = act_types.attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, }, }, { f = 52, name = "ムササビの舞", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, }, }, { f = 100, name = "超必殺忍蜂", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, 0x101, 0x102, 0x103, }, }, { f = 136, name = "花嵐", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, 0x10D, 0x10E, 0x10F, }, }, { f = 23, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x42, }, }, { f = 32, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x43, }, }, { f = 19, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x242, }, }, { f = 26, disp_name = "CA 下C", name = "CA 下C(2段目)下Aルート", type = act_types.attack, ids = { 0x243, }, }, { f = 34, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x244, }, }, { f = 36, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x246, }, }, { f = 33, disp_name = "龍の舞追撃 立D", name = "龍の舞追撃立D", type = act_types.attack, ids = { 0x249, }, }, { f = 51, disp_name = "CA C", name = "CA C(4段目)", type = act_types.attack, ids = { 0x24A, 0x24B, 0x24C, }, }, { f = 36, disp_name = "CA B", name = "CA B(5段目)", type = act_types.overhead, ids = { 0x24D, 0x24E, }, }, { f = 40, disp_name = "CA C", name = "CA C(5段目)", type = act_types.overhead, ids = { 0x24F, 0x250, }, }, { f = 35, disp_name = "CA 下C", name = "CA 下C(2段目)下Bルート", type = act_types.attack, ids = { 0x247, }, }, }, -- ギース・ハワード { { f = 26, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 37, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 30, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 28, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 40, name = "スウェー戻り", type = act_types.any, ids = { 0x36, }, }, { f = 38, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 23+29, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 28+29, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 38, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 38, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 40, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 40, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 40, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 42, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 23, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 24, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 34, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 21, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 30, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 22, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 36, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 22, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 49, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 24, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 21, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 37, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 24, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 42, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 42, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 42, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 42, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 42, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 42, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 42, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 36, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 22, disp_name = "フェイント", name = "フェイント 烈風拳", type = act_types.any, ids = { 0x112, }, }, { f = 19, disp_name = "フェイント", name = "フェイント レイジングストーム", type = act_types.any, ids = { 0x113, }, }, { f = 88, name = "虎殺投げ", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 69, name = "絶命人中打ち", type = act_types.any, ids = { 0x7C, 0x7D, 0x7E, 0x7F, }, }, { f = 90, name = "虎殺掌", type = act_types.any, ids = { 0x81, 0x82, 0x83, 0x84, }, }, { f = 29, name = "昇天明星打ち", type = act_types.attack, ids = { 0x69, }, }, { f = 56, name = "飛燕失脚", type = act_types.overhead, ids = { 0x68, 0x6B, 0x6C, }, }, { f = 34, name = "雷光回し蹴り", type = act_types.attack, ids = { 0x6A, }, }, { f = 57, name = "烈風拳", type = act_types.attack, ids = { 0x86, 0x87, 0x88, }, firing = true, }, { f = 81, name = "ダブル烈風拳", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, firing = true, }, { f = 34, name = "下段当て身打ち", type = act_types.attack, ids = { 0xAE, }, }, { f = 49, name = "下段当て身打ちキャッチ", type = act_types.attack, ids = { 0xAF, 0xB0, 0xB1, }, }, { f = 34, name = "裏雲隠し", type = act_types.attack, ids = { 0xA4, }, }, { f = 23, name = "裏雲隠しキャッチ", type = act_types.attack, ids = { 0xA5, 0xA6, 0xA7, }, }, { f = 34, name = "上段当て身投げ", type = act_types.attack, ids = { 0x9A }, }, { f = 60, name = "上段当て身投げキャッチ", type = act_types.attack, ids = { 0x9B, 0x9C, 0x9D, }, }, { f = 180, name = "雷鳴豪波投げ", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBA, }, }, { f = 130, name = "真空投げ", type = act_types.attack, ids = { 0xC2, 0xC3, }, }, { f = 94, name = "レイジングストーム", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, }, firing = true, }, { f = 233, name = "羅生門", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, }, }, { f = 63, name = "デッドリーレイブ", type = act_types.attack, ids = { 0xE0, 0xE1, 0xE2, }, }, { f = 32, name = "デッドリーレイブ2段目", type = act_types.attack, ids = { 0xE3, }, }, { f = 34, name = "デッドリーレイブ3段目", type = act_types.attack, ids = { 0xE4, }, }, { f = 39, name = "デッドリーレイブ4段目", type = act_types.attack, ids = { 0xE5, }, }, { f = 43, name = "デッドリーレイブ5段目", type = act_types.attack, ids = { 0xE6, }, }, { f = 34, name = "デッドリーレイブ6段目", type = act_types.attack, ids = { 0xE7, }, }, { f = 25, name = "デッドリーレイブ7段目", type = act_types.attack, ids = { 0xE8, }, }, { f = 35, name = "デッドリーレイブ8段目", type = act_types.attack, ids = { 0xE9, }, }, { f = 35, name = "デッドリーレイブ9段目", type = act_types.attack, ids = { 0xEA, }, }, { f = 52, name = "デッドリーレイブ10段目", type = act_types.attack, ids = { 0xEB, 0xEC, }, }, { f = 21, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x241, }, }, { f = 21, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x242, }, }, { f = 8+7+20, disp_name = "CA 下C", name = "CA 下C(立から3段目)", type = act_types.low_attack, ids = { 0x243, }, }, { f = 8+7+20, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x245, }, }, { f = 8+7+20, disp_name = "CA 下C", name = "CA 下C(3段目)", type = act_types.low_attack, ids = { 0x247, }, }, { f = 32, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x246, }, }, { f = 12+3+20, disp_name = "CA 立C", name = "CA 近C(2段目)", type = act_types.attack, ids = { 0x244, }, }, { f = 8+7+20, disp_name = "CA 下C", name = "CA 下C(2段目)昇天明星打ちルート", type = act_types.low_attack, ids = { 0x247, }, }, { f = 12+6+34, disp_name = "CA 立C", name = "CA 立C(2段目)昇天明星打ちルート", type = act_types.attack, ids = { 0x249, }, }, { f = 3+8+3+28+13, disp_name = "CA _8C", name = "CA 8C(3段目)昇天明星打ちルート", type = act_types.attack, ids = { 0x24E, 0x24F, 0x250, }, }, { f = 8+4+3+7+20, disp_name = "CA 立C", name = "CA 立C(2段目)近立Bルート", type = act_types.attack, ids = { 0x24D, }, }, { f = 4+1+7+20, disp_name = "CA 立C", name = "CA 立C(2段目)下Aルート", type = act_types.attack, ids = { 0x240, }, }, { f = 8+7+20, disp_name = "CA 下C", name = "CA 下C(2段目)下Aルート", type = act_types.attack, ids = { 0x24B, }, }, { f = 4+6+14, disp_name = "CA 対スウェーライン攻撃", name = "CA 立D(2段目)", type = act_types.attack, ids = { 0x248, }, }, { f = 4+6+14, disp_name = "CA 対スウェーライン攻撃", name = "CA 下D(2段目)", type = act_types.low_attack, ids = { 0x24A, }, }, }, -- 望月双角, { { f = 21, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 31, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 30, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 28, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 40, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 38, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 23+29, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 28+29, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 38, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 38, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 40, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 40, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 40, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 42, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 34, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 33, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 22, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 33, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 22, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 33, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 21, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 35, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 24, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 46, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 46, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 46, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 46, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 46, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 46, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 46, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 29, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 29, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 29, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 29, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 29, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 29, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 94, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 19, disp_name = "フェイント", name = "フェイント まきびし", type = act_types.any, ids = { 0x112, }, }, { f = 18, disp_name = "フェイント", name = "フェイント いかづち", type = act_types.any, ids = { 0x113, }, }, { f = 58, name = "無道縛り投げ", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 48, name = "地獄門", type = act_types.any, ids = { 0x7C, 0x7D, 0x7E, 0x7F, }, }, { f = 91, name = "昇天殺", type = act_types.attack, ids = { 0x72, 0x73, }, }, { f = 56, name = "雷撃棍", type = act_types.attack, ids = { 0x69, 0x6A, 0x6B, }, }, { f = 36, name = "錫杖上段打ち", type = act_types.attack, ids = { 0x68, }, }, { f = 106, name = "野猿狩り", type = act_types.attack, ids = { 0x86, 0x87, 0x88, 0x89, }, }, { f = 54, name = "まきびし", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, firing = true, }, { f = 138, name = "憑依弾", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, 0x9D, }, firing = true, }, { f = 152, name = "鬼門陣", type = act_types.attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, }, }, { f = 8, name = "邪棍舞", type = act_types.low_attack, ids = { 0xAE, }, firing = true, }, { f = 56, name = "邪棍舞持続", type = act_types.low_attack, ids = { 0xAF, }, firing = true, }, { f = 7, name = "邪棍舞隙", type = act_types.low_attack, ids = { 0xB0, }, firing = true, }, { f = 48, name = "喝", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBA, 0xBB, }, firing = true, }, { f = 45, name = "渦炎陣", type = act_types.attack, ids = { 0xC2, 0xC3, 0xC4, 0xC5, }, }, { f = 157, name = "いかづち", type = act_types.attack, ids = { 0xFE, 0xFF, 0x103, 0x100, 0x101, }, firing = true, }, { f = 102, name = "無惨弾", type = act_types.overhead, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, }, }, { f = 32, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x241, }, }, { f = 35, disp_name = "CA 立C", name = "CA 近立C(2段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 8+7+20, disp_name = "CA _6C", name = "CA 6C(2段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 48, disp_name = "CA _2_2C", name = "CA 雷撃棍(3段目)", type = act_types.low_attack, ids = { 0x24B, }, firing = true, }, { f = 26+7+15, disp_name = "CA 6B", name = "CA 6B(2段目)", type = act_types.attack, ids = { 0x247, }, }, { f = 8+7+24, disp_name = "CA _6_2_3+A", name = "CA 623A(3段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 35, disp_name = "CA 下C", name = "CA 下C(2段目)立Aルート", type = act_types.low_attack, ids = { 0x244, }, }, { f = 43, disp_name = "CA 下C", name = "CA 下C(2段目)下Aルート", type = act_types.low_attack, ids = { 0x24D, }, }, { f = 3+13+20, disp_name = "CA 立C", name = "CA C(2段目)喝ルート", type = act_types.attack, ids = { 0xBC, }, }, }, -- ボブ・ウィルソン { { f = 28, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 41, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 29, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 27, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 39, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 37, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 51, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 66, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 38, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 40, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 33, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 24, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 7+6+20, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 20, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 33, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 22, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 31, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 29, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 30, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 25, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 38, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 38, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 38, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 38, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 38, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 38, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 38, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 109, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 19, disp_name = "フェイント", name = "フェイント ダンシングバイソン", type = act_types.any, ids = { 0x112, }, }, { f = 50, name = "ファルコン", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 53, name = "ホーネットアタック", type = act_types.any, ids = { 0x7C, 0x7D, 0x7E, }, }, { f = 53, name = "イーグルキャッチ", type = act_types.any, ids = { 0x72, 0x73, 0x74, }, }, { f = 76, name = "フライングフィッシュ", type = act_types.attack, ids = { 0x68, 0x77, 0x78, }, }, { f = 37, name = "イーグルステップ", type = act_types.attack, ids = { 0x69, }, }, { f = 49, name = "リンクスファング", type = act_types.attack, ids = { 0x6A, 0x7A, 0x7B, }, }, { f = 36, name = "エレファントタスク", type = act_types.attack, ids = { 0x6B, }, }, { f = 42, name = "H・ヘッジホック", type = act_types.attack, ids = { 0x6C, }, }, { f = 70, name = "ローリングタートル", type = act_types.attack, ids = { 0x86, 0x87, 0x88, 0x89, }, }, { f = 87, name = "サイドワインダー", type = act_types.low_attack, ids = { 0x90, 0x91, 0x92, 0x93, }, }, { f = 81, name = "モンキーダンス", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, }, }, { f = 64, name = "ワイルドウルフ", type = act_types.overhead, ids = { 0xA4, 0xA5, 0xA6, }, }, { f = 73, name = "バイソンホーン", type = act_types.low_attack, ids = { 0x9A, 0x9B, 0x9C, 0x9D, }, }, { f = 47, name = "フロッグハンティング", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBD, 0xBE, 0xBA, 0xBB, 0xBC, }, }, { f = 142, name = "デンジャラスウルフ", type = act_types.overhead, ids = { 0xFE, 0xFF, 0x100, 0x101, 0x102, 0x103, 0x104, }, }, { f = 124, name = "ダンシングバイソン", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, 0x10D, }, }, { f = 20, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 33, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 33, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 27, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x245, }, }, { f = 32, disp_name = "CA _6C", name = "CA 6C(3段目)", type = act_types.attack, ids = { 0x247, }, }, { f = 42, disp_name = "CA _8C", name = "CA 8C(3段目)", type = act_types.overhead, ids = { 0x24A, 0x24B, 0x24C, }, }, { f = 20, disp_name = "CA 下B", name = "CA CA 下B(2段目)3Aルート", type = act_types.attack, ids = { 0x249, }, }, { f = 31, disp_name = "CA 下C", name = "CA CA 下C(3段目)3Aルート", type = act_types.low_attack, ids = { 0x248, }, }, }, -- ホンフゥ { { f = 28, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 30, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 28, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 26, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 38, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 36, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 51, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 55, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 36, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 38, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 37, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 38, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 38, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 39, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 32, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 30, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 22, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 32, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 23, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 38, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 23, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 30, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 27, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 34, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 34, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 34, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 34, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 34, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 34, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 34, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 31, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 31, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 31, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 31, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 31, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 31, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 83, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 16, disp_name = "フェイント", name = "フェイント 制空烈火棍", type = act_types.any, ids = { 0x112, }, }, { f = 36, name = "バックフリップ", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 106, name = "経絡乱打", type = act_types.any, ids = { 0x81, 0x82, 0x83, 0x84, }, }, { f = 36, name = "ハエタタキ", type = act_types.attack, ids = { 0x69, }, }, { f = 36, name = "踏み込み側蹴り", type = act_types.attack, ids = { 0x68, }, }, { f = 10+6+4+16, name = "トドメヌンチャク", type = act_types.attack, ids = { 0x6A, }, }, { f = 30, name = "九龍の読み", type = act_types.attack, ids = { 0x86, 0x86, }, }, { f = 143, name = "九龍の読み反撃", type = act_types.attack, ids = { 0x87, 0x88, 0x89, }, }, { f = 116, name = "黒龍", type = act_types.attack, ids = { 0xD7, 0xD8, 0xD9, 0xDA, }, }, { f = 38, disp_name = "制空烈火棍", name = "小 制空烈火棍", type = act_types.attack, ids = { 0x90, 0x91, 0x92, 0x93, }, }, { f = 59, disp_name = "制空烈火棍", name = "大 制空烈火棍", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9D, }, }, { name = "大 制空烈火棍", names = { "大 制空烈火棍", "爆発ゴロー" }, type = act_types.attack, ids = { 0x9C, }, }, { f = 55, name = "電光石火の天", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, }, }, { f = 68, name = "電光石火の地", type = act_types.low_attack, ids = { 0xA4, 0xA5, 0xA6, }, }, { f = 42, name = "電光パチキ", type = act_types.attack, ids = { 0xA7, 0xA8, }, }, { f = 87, name = "炎の種馬", type = act_types.attack, ids = { 0xB8, }, }, { f = 87, name = "炎の種馬 持続", type = act_types.attack, ids = { 0xB9, 0xBA, 0xBB, }, }, { f = 41, name = "炎の種馬 最終段", type = act_types.attack, ids = { 0xBC, 0xBD, }, }, { f = 49, name = "炎の種馬 失敗", type = act_types.attack, ids = { 0xBE, 0xBF, 0xC0, }, }, { f = 81, name = "必勝!逆襲拳", type = act_types.any, ids = { 0xC2, }, }, { f = 45, name = "必勝!逆襲拳 1回目", type = act_types.any, ids = { 0xC3, 0xC4, 0xC5, }, }, { f = 57, name = "必勝!逆襲拳 2回目", type = act_types.any, ids = { 0xC6, 0xC7, 0xC8, }, }, { f = 59, name = "必勝!逆襲拳 1段目", type = act_types.attack, ids = { 0xC9, 0xCA, 0xCB, }, }, { f = 19, name = "必勝!逆襲拳 2~5段目", type = act_types.low_attack, ids = { 0xCC, }, }, { f = 19, name = "必勝!逆襲拳 6~7段目", type = act_types.overhead, ids = { 0xCD, }, }, { f = 18, name = "必勝!逆襲拳 8~10段目", type = act_types.overhead, ids = { 0xCE, }, }, { f = 74, name = "必勝!逆襲拳 11~12段目", type = act_types.attack, ids = { 0xCF, 0xD0, 0xD1, }, }, { f = 129, name = "爆発ゴロー", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, 0x101, 0x102, }, firing = true, }, { f = 184, name = "よかトンハンマー", type = act_types.overhead, ids = { 0x108, 0x109, 0x10A, 0x10B, }, }, { f = 20, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x245, }, }, { f = 37, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 34, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 20, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x246, }, }, { f = 26, disp_name = "CA 立C", name = "CA 近立C(2段目)近立Aルート", type = act_types.attack, ids = { 0x247, }, }, { f = 28, disp_name = "CA 立C", name = "CA 近立C(3段目)近立Aルート", type = act_types.attack, ids = { 0x248, }, }, { f = 35, disp_name = "CA 立C", name = "CA 立C(2段目)立Aルート", type = act_types.attack, ids = { 0x252, }, }, { f = 37, disp_name = "CA 立B", name = "CA 立B(2段目) 立Bルート", type = act_types.attack, ids = { 0x24C, 0x24D, 0x24E, }, }, { f = 31, disp_name = "CA 立C", name = "CA 立C(3段目) 立Bルート", type = act_types.overhead, ids = { 0x24F, 0x250, }, }, { f = 35, disp_name = "CA 立C", name = "CA 立C(2段目)3Aルート", type = act_types.attack, ids = { 0x243, }, }, { f = 41, disp_name = "CA 立C", name = "CA 立C(3段目)3Aルート", type = act_types.attack, ids = { 0x244, }, }, { f = 30, disp_name = "CA 下C", name = "CA 下C(2段目)3Aルート", type = act_types.low_attack, ids = { 0x24B, }, }, { f = 53, disp_name = "CA _3C ", name = "CA 3C(2段目)6Bルート", type = act_types.low_attack, ids = { 0x251, }, }, }, -- ブルー・マリー { { f = 31, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 31, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 27, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 25, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 37, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 35, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 49, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 54, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 37, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 37, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 25, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 32, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 19, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 22, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 41, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 20, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 24, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 39, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 29, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 24, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 26, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 31, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 25, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 36, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 36, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 36, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 36, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 36, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 36, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 36, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 31, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 31, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 31, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 31, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 31, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 31, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 76, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 41, disp_name = "フェイント", name = "フェイント M.スナッチャー", type = act_types.any, ids = { 0x112, }, }, { f = 60, name = "ヘッドスロー", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 63, name = "アキレスホールド", type = act_types.any, ids = { 0x7C, 0x7E, 0x7F, }, }, { f = 44, name = "ヒールフォール", type = act_types.overhead, ids = { 0x69, }, }, { f = 49, name = "ダブルローリング", type = act_types.low_attack, ids = { 0x68, 0x6C, }, }, { f = 8+18, name = "レッグプレス", type = act_types.attack, ids = { 0x6A, }, }, { f = 29, name = "M.リアルカウンター", type = act_types.attack, ids = { 0xA4, 0xA5, }, }, { f = 1, name = "CAジャーマンスープレックス", names = { "CAジャーマンスープレックス", "M.リアルカウンター" }, type = act_types.attack, ids = { 0xA6, }, }, { f = 6, name = "M.リアルカウンター投げ移行", type = act_types.attack, ids = { 0xAC, }, }, { f = 87, names = { "ジャーマンスープレックス", "CAジャーマンスープレックス", }, type = act_types.attack, ids = { 0xA7, 0xA8, 0xA9, 0xAA, 0xAB, }, }, { f = 60+13+20, disp_name = "フェイスロック", name = "M.リアルカウンターB投げ", type = act_types.attack, ids = { 0xE0, 0xE1, 0xE2, 0xE3, 0xE4, }, }, { f = 87, disp_name = "投げっぱなしジャーマンスープレックス", name = "M.リアルカウンターC投げ", type = act_types.attack, ids = { 0xE5, 0xE6, 0xE7, }, }, { f = 70, name = "ヤングダイブ", type = act_types.overhead, ids = { 0xEA, 0xEB, 0xEC, 0xED, }, }, { f = 39, name = "リバースキック", type = act_types.overhead, ids = { 0xEE, 0xEF, }, }, { f = 47, name = "M.スパイダー", type = act_types.attack, ids = { 0x8C, 0x86, }, }, { f = 33, name = "デンジャラススパイダー", type = act_types.attack, ids = { 0xF0, }, }, { f = 51, name = "スピンフォール", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, }, }, { f = 91, name = "ダブルスパイダー", names = { "M.スパイダー", "デンジャラススパイダー", "ダブルスパイダー" }, type = act_types.attack, ids = { 0x87, 0x88, 0x89, 0x8A, 0x8B, }, }, { f = 64, name = "M.スナッチャー", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, }, { f = 64, name = "バーチカルアロー", type = act_types.overhead, ids = { 0xB8, 0xB9, 0xBA, 0xBB, }, }, { f = 44, name = "ダブルスナッチャー", names = { "M.スナッチャー", "ダブルスナッチャー" }, type = act_types.attack, ids = { 0x93, 0x94, 0x95, 0x96, }, }, { f = 63, name = "M.クラブクラッチ", type = act_types.low_attack, ids = { 0x9A, 0x9B, }, }, { f = 61, name = "ストレートスライサー", type = act_types.low_attack, ids = { 0xC2, 0xC3, }, }, { name = "ストレートスライサー", names = { "M.クラブクラッチ", "ストレートスライサー" }, type = act_types.low_attack, ids = { 0xC4, 0xC5, }, }, { f = 88, name = "ダブルクラッチ", names = { "M.クラブクラッチ", "ダブルクラッチ" }, type = act_types.attack, ids = { 0x9D, 0x9E, 0x9F, 0xA0, 0xA1, }, }, { f = 136, name = "M.ダイナマイトスウィング", type = act_types.attack, ids = { 0xCC, 0xCD, 0xCE, 0xCF, 0xD0, 0xD1, }, }, { f = 50, name = "M.タイフーン", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, }, }, { f = 10+19+5+6+77, names = { "M.タイフーン", }, type = act_types.any, ids = { 0x101, 0x102, 0x103, 0x104, 0x105, 0x106, 0x107, 0x116, }, }, { f = 43, name = "M.エスカレーション", type = act_types.attack, ids = { 0x10B, }, }, { f = 175+41, name = "M.トリプルエクスタシー", type = act_types.attack, ids = { 0xD6, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF, }, }, { name = "立ち", type = act_types.free, ids = { 0x109, 0x10A, 0x108, }, }, { f = 26, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x24C, }, }, { f = 25, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x251, }, }, { f = 37, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x246, }, }, { f = 41, disp_name = "CA _6C", name = "CA 6C(3段目)", type = act_types.attack, ids = { 0x250, }, }, { f = 33, disp_name = "CA 下C", name = "CA 下C(3段目)", type = act_types.low_attack, ids = { 0x247, }, }, { f = 30, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x24E, 0x24F, 0x242, }, }, { f = 35, disp_name = "CA 立C", name = "CA 立C(2段目)下Aルート", type = act_types.attack, ids = { 0x241, }, }, { f = 35, disp_name = "CA 立C", name = "CA 立C(2段目)立Aルート", type = act_types.attack, ids = { 0x240, }, }, { f = 42, disp_name = "CA 立C", name = "CA 立C(2段目)立Cルート", type = act_types.attack, ids = { 0x243, 0x244, 0x245, }, }, { f = 38, disp_name = "CA 立C", name = "CA 立C(3段目)立Cルート", type = act_types.attack, ids = { 0x252, 0x253, }, }, { f = 33, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x24D, }, }, { f = 49, disp_name = "CA _6C", name = "CA 6C(2段目)避け攻撃ルート", type = act_types.attack, ids = { 0x249, 0x24A, 0x24B, }, }, }, -- フランコ・バッシュ { { f = 25, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 32, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 31, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 29, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 41, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 39, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 54, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 52, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 42, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 41, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 35, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 29, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 17, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 24, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 35, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 26, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 28, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 42, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 31, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 17, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 23, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 36, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 30, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 36, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 36, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 36, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 36, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 36, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 36, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 36, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 25, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 25, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 25, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 25, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 25, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 25, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 51, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 15, disp_name = "フェイント", name = "フェイント ガッツダンク", type = act_types.any, ids = { 0x113, }, }, { f = 53, disp_name = "フェイント", name = "フェイント ハルマゲドンバスター", type = act_types.any, ids = { 0x112, }, }, { f = 71, name = "ゴリラッシュ", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 33, name = "スマッシュ", type = act_types.attack, ids = { 0x68, }, }, { f = 43, name = "バッシュトルネード", type = act_types.attack, ids = { 0x6A, }, }, { f = 33, name = "バロムパンチ", type = act_types.attack, ids = { 0x69, }, }, { f = 54, name = "ダブルコング", type = act_types.overhead, ids = { 0x86, 0x87, 0x88, 0x89, }, }, { f = 61, name = "ザッパー", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, firing = true, }, { f = 46, name = "ウェービングブロー", type = act_types.attack, ids = { 0x9A, 0x9B, }, }, { f = 80, name = "ガッツダンク", type = act_types.attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xAC, }, }, { f = 62, name = "ゴールデンボンバー", type = act_types.attack, ids = { 0xAD, 0xAE, 0xAF, 0xB0, 0xB1, }, }, { f = 78, name = "ファイナルオメガショット", type = act_types.overhead, ids = { 0xFE, 0xFF, 0x100, }, firing = true, }, { f = 92, name = "メガトンスクリュー", type = act_types.attack, ids = { 0xF4, 0xF5, 0xF6, 0xF7, 0xFC, 0xF8, }, }, { f = 1+32+8+4+38, name = "ハルマゲドンバスター", type = act_types.attack, ids = { 0x108, 0x109, }, }, { f = 19+6+33, names = { "ハルマゲドンバスター" }, type = act_types.attack, ids = { 0x10A, 0x10B, }, }, { f = 24, disp_name = "CA 立A", name = "CA 立A(3段目)", type = act_types.attack, ids = { 0x248, }, }, { f = 32, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x247, }, }, { f = 29, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x242, }, }, { f = 34, disp_name = "CA 立D", name = "CA 立D(2段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 34, disp_name = "CA 立B", name = "CA 立B(3段目)", type = act_types.low_attack, ids = { 0x246, }, }, { f = 37, disp_name = "CA 下C", name = "CA 下C(3段目)", type = act_types.low_attack, ids = { 0x249, }, }, { disp_name = "CA _6C", name = "CA 6C(3段目)", type = act_types.attack, ids = { 0x24A, 0x24B, }, }, { f = 32, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.overhead, ids = { 0x24C, }, }, { f = 48, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x24D, }, }, }, -- 山崎竜二 { { f = 24, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 29, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 30, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 28, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 40, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 38, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 52, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 57, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 36, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 36, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 40, disp_name = "スウェーC", name = "近スウェーC", type = act_types.low_attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 38, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 42, disp_name = "スウェーC", name = "スウェーC", type = act_types.low_attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 34, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 35, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 15, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 19, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 32, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 17, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 22, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 37, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 32, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 22, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 35, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 34, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 36, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 36, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 36, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 36, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 36, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 36, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 36, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 92, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 18, disp_name = "フェイント", name = "フェイント 裁きの匕首", type = act_types.any, ids = { 0x112, }, }, { f = 55+18+44, name = "ブン投げ", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 71, name = "目ツブシ", type = act_types.attack, ids = { 0x68, 0x6C, }, }, { f = 36, name = "カチ上げ", type = act_types.attack, ids = { 0x69, }, }, { f = 40, name = "ブッ刺し", type = act_types.overhead, ids = { 0x6A, }, }, { f = 22, name = "昇天", type = act_types.attack, ids = { 0x6B, }, }, { f = 4, name = "蛇使い・上段かまえ", type = act_types.attack, ids = { 0x86, 0x87, }, }, { f = 39, name = "蛇使い・上段", type = act_types.attack, ids = { 0x88, }, }, { f = 12, name = "蛇だまし・上段", type = act_types.attack, ids = { 0x89, }, }, { f = 4, name = "蛇使い・中段かまえ", type = act_types.attack, ids = { 0x90, 0x91, }, }, { f = 39, name = "蛇使い・中段", type = act_types.attack, ids = { 0x92, }, }, { f = 5, name = "蛇だまし・中段", type = act_types.attack, ids = { 0x93, }, }, { f = 7, name = "蛇使い・下段かまえ", type = act_types.low_attack, ids = { 0x9A, 0x9B, }, }, { f = 41, name = "蛇使い・下段", type = act_types.low_attack, ids = { 0x9C, }, }, { f = 12, name = "蛇だまし・下段", type = act_types.low_attack, ids = { 0x9D, }, }, { f = 58, name = "大蛇", type = act_types.low_attack, ids = { 0x94, }, }, { f = 78, name = "サドマゾ", type = act_types.attack, ids = { 0xA4, }, }, { f = 53, name = "サドマゾ攻撃", type = act_types.low_attack, ids = { 0xA5, 0xA6, }, }, { f = 47, name = "裁きの匕首", type = act_types.attack, ids = { 0xC2, 0xC3, 0xC4, }, }, { f = 2+2+2+9+22, name = "裁きの匕首hit", type = act_types.attack, ids = { 0xC5, }, }, { f = 60, name = "ヤキ入れ", type = act_types.overhead, ids = { 0xAE, 0xAF, 0xB0, 0xB4, }, }, { f = 45, name = "倍返し", type = act_types.attack, ids = { 0xB8, 0xBA, 0xB9, 0xBB, 0xBC, }, firing = true, }, { f = 125, name = "爆弾パチキ", type = act_types.attack, ids = { 0xCC, 0xCD, 0xCE, 0xCF, }, }, { f = 26, name = "トドメ", type = act_types.attack, ids = { 0xD6, 0xD7, }, }, { f = 18+23+15, name = "トドメヒット", type = act_types.attack, ids = { 0xDA, 0xD8, 0xDB, 0xD9, }, }, { f = 76, name = "ギロチン", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, 0x101, }, }, { f = 24+82, names = { "ギロチンhit", }, type = act_types.attack, ids = { 0x102, 0x103, }, }, { f = 0, name = "ドリル", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, 0x10D, 0x10E, 0xE0, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, }, }, { f = 69, name = "ドリルFinish", type = act_types.attack, ids = { 0x10F, 0x110, }, }, { f = 27, disp_name = "CA 立C", name = "CA 立C(2段目)3Aルート", type = act_types.attack, ids = { 0x245, }, }, { f = 3+4+5+17+10, disp_name = "CA 立C", name = "CA 立C(3段目)3Aルート", type = act_types.attack, ids = { 0x247, 0x248, 0x249, }, }, { f = 4+2+21, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x244, }, }, { f = 8+3+3+20, disp_name = "CA 立C", name = "CA 避け立C(2段目)", type = act_types.attack, ids = { 0x24D, }, }, { f = 36, disp_name = "CA _3C", name = "CA 3C(2段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 39, disp_name = "CA _6C", name = "CA 6C(2段目)", type = act_types.attack, ids = { 0x241, }, }, }, -- 秦崇秀 { { f = 20, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 27, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 26, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 23, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 36, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 34, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 45, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 64, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 36, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 36, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 36, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 38, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 38, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 36, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 31, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 18, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 32, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 15, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 19, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 32, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 15, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 19, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 32, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 24, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 15, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 32, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 29, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 39, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 39, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 39, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 39, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 39, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 39, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 39, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 32, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 32, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 32, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 32, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 32, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 32, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 90, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 57, disp_name = "フェイント", name = "フェイント 海龍照臨", type = act_types.any, ids = { 0x112, }, }, { f = 41, name = "発勁龍", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 41, name = "光輪殺", type = act_types.overhead, ids = { 0x68, }, }, { f = 35, name = "帝王神足拳", type = act_types.attack, ids = { 0x86, 0x87, 0x88, }, }, { f = 52, name = "帝王神足拳Hit", type = act_types.attack, ids = { 0x89, 0x8A, }, }, { f = 53, name = "小 帝王天眼拳", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, firing = true, }, { f = 54, name = "大 帝王天眼拳", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, firing = true, }, { f = 65, name = "小 帝王天耳拳", type = act_types.attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, }, }, { f = 79, name = "大 帝王天耳拳", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, }, }, { f = 47, name = "帝王神眼拳(その場)", type = act_types.attack, ids = { 0xC2, 0xC3, }, }, { f = 83, name = "帝王神眼拳(空中)", type = act_types.attack, ids = { 0xCC, 0xCD, 0xCF, }, }, { f = 83, name = "帝王神眼拳(空中攻撃)", type = act_types.attack, ids = { 0xCE, }, }, { f = 47, name = "帝王神眼拳(背後)", type = act_types.attack, ids = { 0xD6, 0xD7, }, }, { f = 74, name = "帝王空殺神眼拳", type = act_types.attack, ids = { 0xE0, 0xE1, }, }, { f = 48, name = "竜灯掌", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE, }, }, { f = 110, name = "竜灯掌・幻殺", type = act_types.attack, ids = { 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, }, }, { f = 87, name = "帝王漏尽拳", type = act_types.attack, ids = { 0xFE, 0xFF, }, firing = true, }, { f = 7, names = { "帝王漏尽拳", }, name = "帝王漏尽拳2", type = act_types.any, ids = { 0x100, }, firing = true, }, { f = 62, names = { "帝王漏尽拳", }, name = "帝王漏尽拳3", type = act_types.any, ids = { 0x101, }, firing = true, }, { f = 109, name = "帝王空殺漏尽拳", type = act_types.attack, ids = { 0xEA, 0xEB, 0xEC, 0xEE, 0xEF, 0xED, }, firing = true, }, { f = 117, name = "海龍照臨", type = act_types.attack, ids = { 0x108, 0x109, 0x109, 0x10A, 0x10B, }, firing = true, }, { f = 0, name = "立ち", type = act_types.free, ids = { 0x6C, }, }, { f = 19, disp_name = "CA 立A", name = "CA 立A(2段目)", type = act_types.attack, ids = { 0x247, }, }, { f = 17, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x246, }, }, { f = 20, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x24B, }, }, { f = 30, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 33, disp_name = "CA 下C", name = "CA 下C(3段目)", type = act_types.low_attack, ids = { 0x24C, }, }, { f = 32, disp_name = "CA _6C", name = "CA 6C(3段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 32, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x241, }, }, { f = 36, disp_name = "龍回頭", name = "CA 下C(2段目) 龍回頭", type = act_types.low_attack, ids = { 0x248, }, }, { f = 6+6+23, disp_name = "CA 立C", name = "CA 立C(2段目)Cルート", type = act_types.attack, ids = { 0x245, }, }, { f = 6+16+14, disp_name = "CA 立C", name = "CA C(3段目)Cルート", type = act_types.attack, ids = { 0x243, }, }, { f = 12+9+5, disp_name = "CA _6_4C", name = "CA 立C(4段目)Cルート", type = act_types.attack, ids = { 0x244, }, }, }, -- 秦崇雷, { { f = 23, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 25, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 26, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 23, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 36, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 34, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 45, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 46, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 36, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 36, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 37, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 38, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 38, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 37, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 31, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 18, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 31, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 20, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 33, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 20, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 33, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 29, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 30, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 29, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 38, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 38, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 38, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 38, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 38, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 38, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 38, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 32, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 32, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 32, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 32, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 32, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 32, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 85, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 27, disp_name = "フェイント", name = "フェイント 帝王宿命拳", type = act_types.any, ids = { 0x112, }, }, { f = 65, name = "発勁龍", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 46, name = "龍脚殺", type = act_types.overhead, ids = { 0x68, }, }, { f = 43, name = "帝王神足拳", type = act_types.attack, ids = { 0x86, 0x87, 0x89, }, }, { f = 1+18+29, names = { "帝王神足拳", }, type = act_types.attack, ids = { 0x88, }, }, -- TODO 真と帝王神足拳の差がわかるもの { f = 52, name = "大 帝王天眼拳", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, firing = true, }, { f = 55, name = "小 帝王天眼拳", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, firing = true, }, { f = 56, name = "小 帝王天耳拳", type = act_types.attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, }, }, { f = 73, name = "大 帝王天耳拳", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, }, }, { f = 122, name = "帝王漏尽拳", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBB, 0xBA, 0xBC, }, firing = true, }, { f = 41, name = "龍転身(前方)", type = act_types.any, ids = { 0xC2, 0xC3, 0xC4, }, firing = true, }, { f = 41, name = "龍転身(後方)", type = act_types.any, ids = { 0xCC, 0xCD, 0xCE, }, }, { f = 85, name = "帝王宿命拳", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, }, firing = true, }, { f = 56, name = "帝王宿命拳2", type = act_types.attack, ids = { 0x101, 0x102, 0x103, }, firing = true, }, { f = 52, name = "帝王宿命拳3", type = act_types.attack, ids = { 0x104, 0x105, 0x106, }, firing = true, }, { f = 55, name = "帝王宿命拳4", type = act_types.attack, ids = { 0x107, 0x115, 0x116, }, firing = true, }, { f = 89, name = "帝王龍声拳", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, }, firing = true, }, { f = 6+3+22, disp_name = "CA _6C", name = "CA 6C(3段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 59, disp_name = "CA 立C", name = "CA 立C(2段目)立Bルート", type = act_types.attack, ids = { 0x242, }, }, { f = 6+14+10+6+10, disp_name = "CA _8C", name = "CA 8C(3段目)立Bルート", type = act_types.overhead, ids = { 0x244, 0x245, 0x246, }, }, { f = 32, disp_name = "CA _3C", name = "CA 3C(3段目)立Bルート", type = act_types.attack, ids = { 0x240, }, }, }, -- ダック・キング { { f = 24, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 31, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 28, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 26, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 38, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 36, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 50, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 56, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 36, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 36, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 36, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 38, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 38, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 38, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 32, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 38, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 15, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 19, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 32, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 15, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 36, name = "立B", type = act_types.overhead, ids = { 0x45, 0x73, 0x74, }, }, { f = 36, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 33, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 15, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 19, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 39, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 30, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 40, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 40, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 40, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 40, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 40, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 40, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 40, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 95, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 47, disp_name = "フェイント", name = "フェイント ダックダンス", type = act_types.any, ids = { 0x112, }, }, { f = 74, name = "ローリングネックスルー", type = act_types.attack, ids = { 0x6D, 0x6E, 0x6F, 0x70, 0x71, }, }, { f = 21, name = "ニードルロー", type = act_types.low_attack, ids = { 0x68, 0x72, }, }, { f = 43, name = "マッドスピンハンマー", type = act_types.overhead, ids = { 0x69, }, }, { f = 7+31+20, name = "ショッキングボール", type = act_types.attack, ids = { 0x6A, 0x6B, 0x6C, }, }, { f = 41, name = "小ヘッドスピンアタック", type = act_types.attack, ids = { 0x86, 0x87, 0x8A, }, }, { f = 5+23, name = "小ヘッドスピンアタックHit", type = act_types.attack, ids = { 0x88, 0x89, }, }, { f = 62, name = "大ヘッドスピンアタック", type = act_types.attack, ids = { 0x90, 0x91, }, }, { f = 27+6, name = "大ヘッドスピンアタックはねかえり", type = act_types.attack, ids = { 0x92, 0x93, 0x94, }, }, { f = 2+6+46+13, name = "オーバーヘッドキック", type = act_types.attack, ids = { 0x95, 0x96, }, }, { f = 0, name = "地上振り向き", names = { "小ヘッドスピンアタック", "大ヘッドスピンアタック", "地上振り向き" }, type = act_types.any, ids = { 0x3D, }, }, { f = 56, name = "フライングスピンアタック", type = act_types.attack, ids = { 0x9A, 0x9B, }, }, { f = 28, name = "フライングスピンアタックHit", type = act_types.any, ids = { 0x9C, }, }, { f = 30, name = "フライングスピンアタック空振り", type = act_types.any, ids = { 0x9D, 0x9E, }, }, { f = 61, name = "ダンシングダイブ", type = act_types.attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, }, }, { f = 60, name = "ブレイクストーム", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, }, }, { f = 64, name = "ブレイクストーム2", type = act_types.attack, ids = { 0xB2, 0xB6, }, }, { f = 80, name = "ブレイクストーム3", type = act_types.attack, ids = { 0xB3, 0xB7, }, }, { names = { "ブレイクストーム", "ブレイクストーム2", "ブレイクストーム3", }, type = act_types.attack, ids = { 0xB4, 0xB5, }, }, { f = 34, name = "ダックフェイント・地", type = act_types.any, ids = { 0xC2, 0xC3, 0xC4, }, }, { f = 40, name = "ダックフェイント・空", type = act_types.any, ids = { 0xB8, 0xB9, 0xBA, }, }, { f = 37, name = "クロスヘッドスピン", type = act_types.attack, ids = { 0xD6, 0xD7, 0xD8, 0xD9, }, }, { f = 43, name = "ダイビングパニッシャー", type = act_types.attack, ids = { 0xE0, 0xE1, 0xE2, 0xE3, }, }, { f = 60, name = "ローリングパニッシャー", type = act_types.attack, ids = { 0xE4, 0xE5, 0xE8, }, }, { f = 48+23, name = "ローリングパニッシャーはねかえり", type = act_types.any, ids = { 0xE6, 0xE7, }, }, { f = 92, name = "ダンシングキャリバー", type = act_types.low_attack, ids = { 0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0x115, }, }, { f = 128, name = "ブレイクハリケーン", type = act_types.low_attack, ids = { 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0x116, 0xF4, }, }, { f = 230, name = "ブレイクスパイラル", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, 0x102, }, }, { f = 0, disp_name = "ブレイクスパイラルBR", name = "ブレイクスパイラルBR/クレイジーBR", type = act_types.attack, ids = { 0xF8, 0xF9, }, }, { f = 146, name = "ブレイクスパイラルBR攻撃", type = act_types.attack, ids = { 0xFA, 0xFB, 0xFC, 0xFD, }, }, { f = 112, name = "ダックダンス", type = act_types.attack, ids = { 0x108, 0x109, 0x1c0A, 0x10B, 0x10C, 0x10D, 0x10E, 0x10F, }, }, { f = 70, name = "スーパーポンピングマシーン", type = act_types.low_attack, ids = { 0x77, 0x78, 0x79, }, }, { f = 293, name = "スーパーポンピングマシーンHit", type = act_types.low_attack, ids = { 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F, 0x82, 0x80, 0x81, }, }, { f = 19, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x24E, }, }, { f = 19, disp_name = "CA 下B", name = "CA 下B(2段目)", type = act_types.low_attack, ids = { 0x24F, }, }, { f = 32, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 39, disp_name = "CA 下C", name = "CA 下C(3段目)", type = act_types.low_attack, ids = { 0x24D, }, }, { f = 33, disp_name = "CA _6C", name = "CA 6C(3段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 35, disp_name = "CA _3C", name = "CA 3C(3段目)", type = act_types.attack, ids = { 0x244, }, }, { f = 30, disp_name = "CA 下C", name = "CA 下C(2段目)", type = act_types.attack, ids = { 0x24C, }, }, { f = 7+3+10+3+6+3+12, disp_name = "CA 下C", name = "CA 下C(2段目)下Cルート", type = act_types.low_attack, ids = { 0x245, }, }, { f = 2+8+2+2+2+2+35+35, disp_name = "旧ブレイクストーム", name = "CA ブレイクストーム", type = act_types.attack, ids = { 0x247, 0x248, 0x249, 0x24A, }, }, }, -- キム・カッファン { { f = 29, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 32, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 29, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 27, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 39, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 37, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 52, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 56, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 38, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 36, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 40, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 33, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 32, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 15, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 20, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 33, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 23, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 54, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 22, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.low_attack, ids = { 0x47, }, }, { f = 22, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 33, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 19, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 38, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 38, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 38, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 38, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 38, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 38, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 38, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 80, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 19, disp_name = "フェイント", name = "フェイント 鳳凰脚", type = act_types.any, ids = { 0x112, }, }, { f = 57, name = "体落とし", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 44, name = "ネリチャギ", type = act_types.overhead, ids = { 0x68, 0x69, 0x6A, }, }, { f = 60, name = "飛燕斬", type = act_types.attack, ids = { 0x86, 0x87, 0x88, 0x89, }, }, { f = 42, name = "小 半月斬", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, }, { f = 57, name = "大 半月斬", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, }, { f = 0, name = "飛翔脚", type = act_types.attack, ids = { 0xA4, 0xA5, }, }, { f = 7+26+12, name = "戒脚", type = act_types.low_attack, ids = { 0xA7, 0xA8, 0xA9, }, }, { f = 22, name = "飛翔脚着地", type = act_types.any, ids = { 0xA6, }, }, { f = 72, name = "空砂塵", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, }, }, { f = 5+3+15+23, name = "天昇斬", type = act_types.attack, ids = { 0xB2, 0xB3, 0xB4, }, }, { f = 28, name = "覇気脚", type = act_types.low_attack, ids = { 0xB8, }, }, { f = 0, name = "鳳凰天舞脚", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, 0x101, 0x102, 0x103, 0x104, 0x105, 0x106, }, }, { f = 7, name = "鳳凰天舞脚着地", type = act_types.any, ids = { 0x107, }, }, { f = 16, name = "鳳凰天舞脚空振り着地", type = act_types.any, ids = { 0x100, }, }, { f = 62, name = "鳳凰脚", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, }, }, { f = 245, name = "鳳凰脚Hit", type = act_types.attack, ids = { 0x10B, 0x10C, 0x10D, 0x10E, 0x10F, 0x110, 0x115, }, }, { f = 8+18+3+1+23, name = "CA ネリチャギ", type = act_types.overhead, ids = { 0x24A, 0x24B, 0x24C, }, }, { f = 7+6+21, disp_name = "CA 立A", name = "CA 立A(2段目)立Cルート", type = act_types.attack, ids = { 0x241, }, }, { f = 5+6+25, disp_name = "CA 立B", name = "CA 立B(3段目)立Cルート", type = act_types.attack, ids = { 0x244, }, }, { f = 42, disp_name = "CA 立C", name = "CA 立C(4段目)立Cルート", type = act_types.attack, ids = { 0x246, 0x247, 0x248, }, }, { f = 5+3+17, disp_name = "CA 立A", name = "CA 立A(2段目)", type = act_types.attack, ids = { 0x240, }, }, { f = 33, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 5+3+17, disp_name = "CA 立B", name = "CA 立B(3段目)", type = act_types.attack, ids = { 0x249, }, }, { f = 7+3+3+28, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x242, }, }, }, -- ビリー・カーン { { f = 21, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 29, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 29, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 27, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 39, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 37, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 51, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 56, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 39, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 40, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 41, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 33, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 40, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 24, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 38, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 28, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 61, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 41, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 35, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 19, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 21, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 46, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 35, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 44, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 44, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 44, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 44, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 44, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 44, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 44, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 29, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 29, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 29, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 29, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 29, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 29, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 78, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 42, disp_name = "フェイント", name = "フェイント 強襲飛翔棍", type = act_types.any, ids = { 0x112, }, }, { f = 64, name = "一本釣り投げ", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 73, name = "地獄落とし", type = act_types.any, ids = { 0x81, 0x82, 0x83, 0x84, }, }, { f = 55, name = "三節棍中段打ち", type = act_types.attack, ids = { 0x86, 0x87, 0x88, 0x89, }, firing = true, }, { f = 42, name = "火炎三節棍中段打ち", type = act_types.attack, ids = { 0x90, 0x91, 0x92, 0x93, }, firing = true, }, { f = 46, name = "燕落とし", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, }, { f = 48, name = "火龍追撃棍", type = act_types.attack, ids = { 0xB8, 0xB9, }, }, { f = 17, name = "旋風棍", type = act_types.attack, ids = { 0xA4, }, }, { f = 71, names = { "旋風棍", }, type = act_types.attack, ids = { 0xA5, }, }, { f = 13, names = { "旋風棍", }, type = act_types.any, ids = { 0xA6, }, }, { f = 80, name = "強襲飛翔棍", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, }, }, { f = 130, name = "超火炎旋風棍", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, }, firing = true, }, { f = 89, name = "紅蓮殺棍", type = act_types.attack, ids = { 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, }, }, { f = 123, name = "サラマンダーストリーム", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, }, firing = true, }, { f = 41, name = "立C", type = act_types.attack, ids = { 0x46, 0x6C, }, }, { f = 10+5+28, disp_name = "CA 立C", name = "CA 遠A立C(2段目)", type = act_types.low_attack, ids = { 0x241, }, }, { f = 7+6+20, disp_name = "CA 立C", name = "CA 近A立C(2段目)", type = act_types.low_attack, ids = { 0x248, }, }, { f = 8+3+6+7+22, disp_name = "CA 立C _6C", name = "CA 近A_6C(2段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 8+7+22, disp_name = "CA 下C", name = "CA 下A下C(2段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 9+3+4+22, disp_name = "CA 立C", name = "CA 立C(2段目)下Cルート", type = act_types.attack, ids = { 0x245, }, }, { f = 7+2+2+2+2+2+2+2+20, disp_name = "集点連破棍", name = "CA 236C(2段目)下Cルート", type = act_types.attack, ids = { 0x246, }, }, }, -- チン・シンザン { { f = 31, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 31, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 30, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 28, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 40, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 40, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 52, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 57, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 38, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 38, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 40, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 41, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 40, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 42, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 34, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 35, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 17, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 22, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 39, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 22, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 36, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 40, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 26, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 17, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 22, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 51, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 24, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 40, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 40, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 40, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 40, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 40, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 40, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 40, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 45, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 23, disp_name = "フェイント", name = "フェイント 破岩撃", type = act_types.any, ids = { 0x112, }, }, { f = 28, disp_name = "フェイント", name = "フェイント クッサメ砲", type = act_types.any, ids = { 0x113, }, }, { f = 59, name = "合気投げ", type = act_types.attack, ids = { 0x6D, 0x6E, }, }, { f = 116, name = "頭突殺", type = act_types.attack, ids = { 0x81, 0x83, 0x84, }, }, { f = 39, name = "発勁裏拳", type = act_types.attack, ids = { 0x68, }, }, { f = 55, name = "落撃双拳", type = act_types.overhead, ids = { 0x69, }, }, { f = 60, name = "気雷砲(前方)", type = act_types.attack, ids = { 0x86, 0x87, 0x88, }, firing = true, }, { f = 57, name = "気雷砲(対空)", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, firing = true, }, { f = 31, name = "小 破岩撃", type = act_types.low_attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, }, }, { f = 58, name = "大 破岩撃", type = act_types.low_attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, }, }, { f = 67, name = "超太鼓腹打ち", type = act_types.attack, ids = { 0x9A, 0x9B, }, }, { f = 39, name = "満腹滞空", type = act_types.attack, ids = { 0x9F, 0xA0, }, }, { f = 29, names = { "超太鼓腹打ち", "滞空滞空" }, type = act_types.any, ids = { 0x9D, 0x9E, 0x9C, }, }, { f = 11, name = "軟体オヤジ", type = act_types.attack, ids = { 0xB8, 0xBA, }, }, { f = 144, name = "軟体オヤジ持続", type = act_types.attack, ids = { 0xB9, 0xBA, }, }, { f = 9, name = "軟体オヤジ隙", type = act_types.attack, ids = { 0xBB, }, }, { f = 70, name = "クッサメ砲", type = act_types.attack, ids = { 0xC2, 0xC3, 0xC4, 0xC5, }, }, { f = 95, name = "爆雷砲", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, }, firing = true, }, { f = 0, name = "ホエホエ弾", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10C, 0x10D, 0x114, 0x115, 0x10E, 0x10F, }, firing = true, }, { f = 10, name = "ホエホエ弾着地1", type = act_types.attack, ids = { 0x10B, }, firing = true, }, { f = 10, name = "ホエホエ弾着地2", type = act_types.attack, ids = { 0x110, }, firing = true, }, { f = 26, name = "ホエホエ弾着地3", type = act_types.attack, ids = { 0x116, }, firing = true, }, { f = 39, disp_name = "CA 立C", name = "CA 立C(2段目)近立Aルート", type = act_types.low_attack, ids = { 0x24A, }, }, { f = 37, disp_name = "CA _3C(近)", name = "CA 3C(2段目)近立Aルート", type = act_types.attack, ids = { 0x242, }, }, { f = 35, disp_name = "CA 立C", name = "CA 立C(2段目)立Aルート", type = act_types.attack, ids = { 0x240, }, }, { f = 59, disp_name = "CA _3C(遠)", name = "CA 3C(2段目)立Aルート", type = act_types.attack, ids = { 0x249, }, }, { f = 46, disp_name = "CA 立C", name = "CA 立C(2段目)立Cルート", type = act_types.attack, ids = { 0x241, }, }, { f = 51, disp_name = "CA 下C", name = "CA 下C(2段目)ライン攻撃ルート", type = act_types.low_attack, ids = { 0x246, }, }, { f = 61, disp_name = "CA 立C2", name = "CA 立C(2段目)ライン攻撃ルート", type = act_types.attack, ids = { 0x24B, 0x24C, 0x24D, }, }, { f = 33, disp_name = "CA 立C3", name = "CA 立C(3段目)ライン攻撃ルート", type = act_types.low_attack, ids = { 0x247, }, }, { f = 34, disp_name = "CA _6_6+B", name = "CA 66B(3段目)ライン攻撃ルート", type = act_types.any, ids = { 0x248, }, }, { f = 6+2+3+15, disp_name = "CA D", name = "CA D(2段目)", type = act_types.overhead, ids = { 0x243, }, }, { f = 39, disp_name = "CA _3C", name = "CA 3C(2段目)6Aルート", type = act_types.any, ids = { 0x244, }, }, { f = 39, disp_name = "CA _1C", name = "CA 1C(2段目)6Aルート", type = act_types.any, ids = { 0x245, }, }, }, -- タン・フー・ルー, { { f = 28, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 31, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 28, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 26, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 28, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 36, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 46, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 51, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 38, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 38, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 38, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 40, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 40, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 38, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 32, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 34, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 13, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 16, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 30, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 15, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 21, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 34, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 37, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 13, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 15, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 33, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 24, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 40, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 40, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 40, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 40, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 40, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 40, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 40, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 31, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 31, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 31, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 31, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 31, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 31, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 175, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 19, disp_name = "フェイント", name = "フェイント 旋風剛拳", type = act_types.any, ids = { 0x112, }, }, { f = 91, name = "裂千掌", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 41, name = "右降龍", type = act_types.attack, ids = { 0x68, }, }, { f = 58, name = "衝波", type = act_types.attack, ids = { 0x86, 0x87, 0x88, }, firing = true, }, { f = 43, name = "小 箭疾歩", type = act_types.attack, ids = { 0x90, 0x91, 0x92, }, }, { f = 60, name = "大 箭疾歩", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, }, { f = 67, name = "裂千脚", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, }, }, { f = 24, name = "撃放", type = act_types.attack, ids = { 0xA4, }, }, { f = 180, name = "撃放タメ", type = act_types.attack, ids = { 0xA5, }, }, { f = 74, name = "撃放タメ開放", type = act_types.attack, ids = { 0xA7, 0xA8, 0xA9, }, }, { f = 25, name = "撃放隙", type = act_types.attack, ids = { 0xA6, }, }, { f = 180, name = "旋風剛拳", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, 0x101, 0x102, }, }, { f = 139, name = "大撃放", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, }, }, { f = 30, disp_name = "CA 立C", name = "CA 立C(2段目)避け攻撃ルート", type = act_types.overhead, ids = { 0x247, 0x248, 0x249, }, }, { f = 81, name = "挑発1", type = act_types.provoke, ids = { 0x24A, }, }, { f = 195, name = "挑発2", type = act_types.provoke, ids = { 0x24B, }, }, }, -- ローレンス・ブラッド { { f = 25, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 29, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 30, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 40, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 28, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 38, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 54, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 57, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 38, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 38, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 40, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 40, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 40, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 42, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 34, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 35, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 22, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 34, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 25, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 27, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 38, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 28, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 17, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 17, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 35, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 25, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 7, disp_name = "着地", name = "ジャンプ着地(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 44, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 44, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 44, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 44, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 44, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 44, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 44, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 29, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 29, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 29, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 29, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 29, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 29, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 89, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 91, name = "マタドールバスター", type = act_types.any, ids = { 0x6D, 0x6E, 0x6F, }, }, { f = 35, name = "トルネードキック", type = act_types.attack, ids = { 0x68, }, }, { f = 40, name = "オーレィ", type = act_types.any, ids = { 0x69, }, }, { f = 58, name = "小ブラッディスピン", type = act_types.attack, ids = { 0x86, 0x87, 0x88, 0x89, }, }, { f = 59, name = "大ブラッディスピン", type = act_types.attack, ids = { 0x90, 0x91, }, }, { f = 36, name = "大ブラッディスピンHit", type = act_types.attack, ids = { 0x92, }, }, { f = 19, name = "大ブラッディスピン着地", type = act_types.attack, ids = { 0x93, 0x94, }, }, { names = { "小ブラッディスピン", "大ブラッディスピン", "地上振り向き" }, type = act_types.attack, ids = { 0x3D, }, }, { f = 58, name = "ブラッディサーベル", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, firing = true, }, { f = 60, name = "ブラッディカッター", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, }, }, { f = 67, name = "ブラッディミキサー", type = act_types.attack, ids = { 0xA4, }, firing = true, }, { f = 67, name = "ブラッディミキサー持続", type = act_types.attack, ids = { 0xA5, }, firing = true, }, { f = 0, name = "ブラッディミキサー隙", type = act_types.attack, ids = { 0xA6, }, firing = true, }, { f = 116, name = "ブラッディフラッシュ", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, 0x101, }, }, { f = 116, name = "ブラッディフラッシュFinish", type = act_types.attack, ids = { 0x102, }, }, { f = 74, name = "ブラッディシャドー", type = act_types.attack, ids = { 0x108, }, }, { f = 0, name = "ブラッディシャドーHit", type = act_types.attack, ids = { 0x109, 0x10E, 0x10D, 0x10B, 0x10C, }, }, { f = 7+3+1+23, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x245, }, }, { f = 7+3+1+32, disp_name = "CA 立C", name = "CA 立C(3段目)", type = act_types.attack, ids = { 0x246, }, }, { f = 6+5+22, disp_name = "CA 立D", name = "CA 立D(2段目)", type = act_types.attack, ids = { 0x24C, }, }, { f = 38, disp_name = "CA 立C", name = "CA 立C(2段目)オーレィ", type = act_types.attack, ids = { 0x248, }, }, { f = 42, disp_name = "CA _6_3_2+C", name = "CA 632C(3段目)オーレィ", type = act_types.overhead, ids = { 0x249, 0x24A, 0x24B, }, }, }, -- ヴォルフガング・クラウザー { { f = 29, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 32, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 31, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 29, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 41, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 39, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 54, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 59, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 43, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 45, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 35, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 32, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 17, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 23, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 40, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 24, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 28, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 38, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 23, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 17, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 24, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 32, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 31, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 38, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 38, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 38, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 38, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 38, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 38, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 38, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 29, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 29, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 29, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 29, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 29, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 29, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 188, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 17, disp_name = "フェイント", name = "フェイント ブリッツボール", type = act_types.any, ids = { 0x112, }, }, { f = 30, disp_name = "フェイント", name = "フェイント カイザーウェイブ", type = act_types.any, ids = { 0x113, }, }, { f = 71, name = "ニースマッシャー", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 45, name = "デスハンマー", type = act_types.overhead, ids = { 0x68, }, }, { f = 21, name = "カイザーボディプレス", type = act_types.attack, ids = { 0x69, }, }, { f = 12, disp_name = "着地", name = "ジャンプ着地(カイザーボディプレス)", type = act_types.attack, ids = { 0x72, }, }, { f = 6+20+8+7+27, name = "ダイビングエルボー", type = act_types.attack, ids = { 0x6A, 0x73, 0x74, 0x75, }, }, { f = 55, disp_name = "ブリッツボール", name = "ブリッツボール・上段", type = act_types.attack, ids = { 0x86, 0x87, 0x88, }, firing = true, }, { f = 55, disp_name = "ブリッツボール", name = "ブリッツボール・下段", type = act_types.low_attack, ids = { 0x90, 0x91, 0x92, }, firing = true, }, { f = 50, name = "レッグトマホーク", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, }, }, { f = 1+33, name = "デンジャラススルー", type = act_types.attack, ids = { 0xAE, 0xAF, }, }, { f = 13+2+1+5+25+13, name = "グリフォンアッパー", type = act_types.attack, ids = { 0x248, }, }, { f = 55, name = "リフトアップブロー", type = act_types.attack, ids = { 0xC2, 0xC3, }, }, { f = 55, name = "フェニックススルー", type = act_types.attack, ids = { 0xA4, 0xA5, 0xA6, 0xA7, }, }, { f = 41, name = "カイザークロー", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBA, }, }, { f = 6, name = "カイザーウェイブ", type = act_types.attack, ids = { 0xFE, }, }, { f = 144, names = { "カイザーウェイブため" }, type = act_types.attack, ids = { 0xFF, }, }, { f = 47, name = "カイザーウェイブ発射", type = act_types.attack, ids = { 0x100, 0x101, 0x102, }, firing = true, }, { f = 206, name = "ギガティックサイクロン", names = { "アンリミテッドデザイア2", "ギガティックサイクロン", "ジャンプ" }, type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0xC, 0x10C, 0x10D, 0x10C, 0x10E, }, }, { f = 67, name = "アンリミテッドデザイア", type = act_types.attack, ids = { 0xE0, 0xE1, 0xE2, }, }, { f = 6+2+21, name = "アンリミテッドデザイア(2)", type = act_types.attack, ids = { 0xE3, }, }, { f = 7+2+8+3+7, name = "アンリミテッドデザイア(3)", type = act_types.attack, ids = { 0xE4, }, }, { f = 6+2+9+4+17, name = "アンリミテッドデザイア(4)", type = act_types.attack, ids = { 0xE5, }, }, { f = 9+3+10, name = "アンリミテッドデザイア(5)", type = act_types.attack, ids = { 0xE6, }, }, { f = 9+3+16, name = "アンリミテッドデザイア(6)", type = act_types.attack, ids = { 0xE7, }, }, { f = 9+6+3+10, name = "アンリミテッドデザイア(7)", type = act_types.attack, ids = { 0xE8, }, }, { f = 9+3+10, name = "アンリミテッドデザイア(8)", type = act_types.attack, ids = { 0xE9, }, }, { f = 9+3+3+3+20, name = "アンリミテッドデザイア(9)", type = act_types.attack, ids = { 0xEA, }, }, { f = 9+2+6+17, name = "アンリミテッドデザイア(10)", type = act_types.attack, ids = { 0xEB, }, }, { f = 9+3+3+16, disp_name = "CA 立C", name = "CA 立C(2段目)近立Aルート", type = act_types.attack, ids = { 0x240, }, }, { f = 9+7+5+15, disp_name = "CA 立C", name = "CA 立C(2段目)立Aルート", type = act_types.attack, ids = { 0x24E, }, }, { f = 9+7+20, disp_name = "CA 立C", name = "CA 立C(2段目)立Bルート", type = act_types.attack, ids = { 0x242, }, }, { f = 9+7+20, disp_name = "CA 立C", name = "CA 立C(2段目)下Aルート", type = act_types.attack, ids = { 0x241, }, }, { f = 11+5+16, disp_name = "CA 下C", name = "CA 下C(2段目)", type = act_types.low_attack, ids = { 0x244, }, }, { f = 9+7+20, disp_name = "CA 立C", name = "CA 立C(2段目)近立Cルート", type = act_types.attack, ids = { 0x243, }, }, { f = 11+3+2+3+2+3+2+3+2+3+25, disp_name = "CA _2_3_6+C", name = "CA 236C(2段目)近立Cルート", type = act_types.attack, ids = { 0x245, }, }, { f = 9+7+20, disp_name = "CA _3C", name = "CA 3C(2段目)近立Cルート", type = act_types.attack, ids = { 0x247, }, }, }, -- リック・ストラウド { { f = 27, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 32, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 29, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 26, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 39, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 37, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 53, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 57, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 37, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 37, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 38, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 39, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 39, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 40, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 24, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 4, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 33, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 42, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 16, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 19, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 35, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 16, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 26, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 37, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 30, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 16, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 22, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 37, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 33, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 6, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 37, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 37, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 37, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 37, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 37, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 37, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 37, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 170, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 18, disp_name = "フェイント", name = "フェイント シューティングスター", type = act_types.any, ids = { 0x112, }, }, { f = 75, name = "ガング・ホー", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 60, name = "チョッピングライト", type = act_types.overhead, ids = { 0x68, 0x69, }, }, { f = 33, name = "スマッシュソード", type = act_types.attack, ids = { 0x6A, }, }, { f = 41, name = "パニッシャー", type = act_types.attack, ids = { 0x6B, }, }, { f = 29, disp_name = "シューティングスター", name = "小 シューティングスター", type = act_types.attack, ids = { 0x86, 0x87, 0x8C, }, }, { f = 50, disp_name = "シューティングスターHit", name = "小 シューティングスター", type = act_types.attack, ids = { 0x88, 0x89, 0x8A, 0x8B, }, }, { f = 97, disp_name = "シューティングスター", name = "大 シューティングスター", type = act_types.attack, ids = { 0x90, 0x91, 0x92, 0x93, 0x94, }, }, { f = 105, name = "シューティングスターEX", type = act_types.attack, ids = { 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9, 0xCA, 0x3D, }, }, { f = 76, name = "ブレイジングサンバースト", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBA, }, }, { f = 62, name = "ヘリオン", type = act_types.attack, ids = { 0xAE, 0xAF, 0xB1, 0xB0, }, }, { f = 3, name = "フルムーンフィーバー", type = act_types.any, ids = { 0xA4, }, }, { f = 0, name = "フルムーンフィーバー持続", type = act_types.any, ids = { 0xA5, }, }, { f = 6, name = "フルムーンフィーバー隙", type = act_types.any, ids = { 0xA6, }, }, { f = 75, name = "ディバインブラスト", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, }, }, { f = 18, name = "フェイクブラスト", type = act_types.attack, ids = { 0x9F, }, }, { f = 81, name = "ガイアブレス", type = act_types.attack, ids = { 0xFE, 0xFF, 0x100, }, firing = true, }, { f = 179, name = "ハウリング・ブル", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, }, firing = true, }, { f = 25, disp_name = "CA 立B", name = "CA 立B(2段目)近立Aルート", type = act_types.attack, ids = { 0x240, }, }, { f = 31, disp_name = "CA 立C", name = "CA 立C(2段目)近立A Cルート", type = act_types.attack, ids = { 0x243, }, }, { f = 31, disp_name = "CA 立B", name = "CA 立B(2段目)立A Bルート", type = act_types.attack, ids = { 0x241, }, }, { f = 5+10+20, disp_name = "CA 立C", name = "CA 立C(3段目)近立Aルート", type = act_types.attack, ids = { 0x24D, }, }, { f = 31, disp_name = "CA 立C", name = "CA 立C(2段目)立Aルート", type = act_types.attack, ids = { 0x244, }, }, { f = 30, disp_name = "CA 立C", name = "CA 立C(3段目)立Aルート", type = act_types.attack, ids = { 0x246, }, }, { f = 35, disp_name = "CA 立C", name = "CA 立C(2段目)近立Bルート", type = act_types.attack, ids = { 0x253, }, }, { f = 31, disp_name = "CA 立C", name = "CA 立C(3段目)近立Bルート 遠Bルート", type = act_types.attack, ids = { 0x251, }, }, { f = 5+3+3+20, disp_name = "CA 3C(", name = "CA 3C(3段目)近立Bルート", type = act_types.attack, ids = { 0x248, }, }, { f = 19, disp_name = "CA 下B", name = "CA 下B(2段目)近立Bルート 下Aルート", type = act_types.attack, ids = { 0x242, }, }, { f = 32, disp_name = "CA 下C", name = "CA 下C(3段目)近立Bルート 下Aルート", type = act_types.low_attack, ids = { 0x247, }, }, { f = 32, disp_name = "CA 立C", name = "CA 立C(2段目)下Aルート", type = act_types.attack, ids = { 0x245, }, }, { f = 34, disp_name = "CA 立B", name = "CA 立B(2段目)下Bルート", type = act_types.attack, ids = { 0x24C, }, }, { f = 32, disp_name = "CA 下C", name = "CA 下C(2段目)下Bルート", type = act_types.low_attack, ids = { 0x24A, }, }, { f = 44, disp_name = "CA C", name = "CA C(3段目)遠立Bルート", type = act_types.attack, ids = { 0x24E, 0x24F, 0x250, }, }, { f = 4+5+16, disp_name = "CA _2_2+C", name = "CA 22C(3段目)遠立Bルート", type = act_types.overhead, ids = { 0xE6, }, }, { f = 17, disp_name = "CA _2_2+C", name = "CA 22C(3段目)遠立Bルート着地", type = act_types.overhead, ids = { 0xE7, }, }, { f = 37, disp_name = "CA _3_3+B", name = "CA 33B(2段目)", type = act_types.overhead, ids = { 0xE0, 0xE1, }, }, { f = 37, disp_name = "CA _3_3+B", name = "CA 33B(2段目)着地", type = act_types.overhead, ids = { 0xE2, }, }, { f = 50, disp_name = "CA _4C", name = "CA 4C(2段目)", type = act_types.attack, ids = { 0x249, }, }, { f = 40, disp_name = "CA 立B", name = "CA 立C(3段目)下B 下Cルート", type = act_types.attack, ids = { 0x24B, }, }, }, -- 李香緋 { { f = 25, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 32, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 27, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 25, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 37, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 30, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 52, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 52, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 35, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 36, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 36, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 37, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 37, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 38, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 0, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 5, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 31, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 38, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 17, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 26, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 33, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 17, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 27, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 37, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 30, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 17, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 21, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 42, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 32, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 5, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 5, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 8, disp_name = "着地", name = "ジャンプ着地(大攻撃後)", type = act_types.attack, ids = { 0x57, 0x5A, }, }, { f = 5, disp_name = "着地", name = "小ジャンプ着地(大攻撃後)", type = act_types.attack, ids = { 0x57, 0x5A, }, }, { f = 37, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 37, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 37, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 37, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 37, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 37, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 37, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 30, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 30, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 30, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 30, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 30, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 30, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 83, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 14, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 22, disp_name = "フェイント", name = "フェイント 天崩山", type = act_types.any, ids = { 0x113, }, }, { f = 24, disp_name = "フェイント", name = "フェイント 大鉄神", type = act_types.any, ids = { 0x112, }, }, { f = 103, name = "力千後宴", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 27, name = "裡門頂肘", type = act_types.attack, ids = { 0x68, 0x69, 0x6A, }, }, { f = 44, name = "後捜腿", type = act_types.attack, ids = { 0x6B, }, }, { f = 46, name = "小 那夢波", type = act_types.attack, ids = { 0x86, 0x87, 0x88, }, firing = true, }, { f = 49, name = "大 那夢波", type = act_types.attack, ids = { 0x90, 0x91, 0x92, 0x93, }, firing = true, }, --[[ f = , 0x9E, 0x9F, 閃里肘皇移動 f = , 0xA2, 閃里肘皇スカり f = , 0xA1, 0xA7, 閃里肘皇ヒット f = , 0xAD, 閃里肘皇・心砕把スカり f = , 0xA3, 0xA4, 0xA5, 0xA6, 閃里肘皇・貫空 f = , 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, 閃里肘皇・心砕把 ]] { f = 47, name = "閃里肘皇", type = act_types.attack, ids = { 0x9E, 0x9F, 0xA2, }, }, { f = 65, name = "閃里肘皇Hit", type = act_types.attack, ids = { 0xA1, 0xA7, }, }, { f = 64, name = "閃里肘皇・貫空", type = act_types.attack, ids = { 0xA3, 0xA4, 0xA5, 0xA6, }, }, { f = 27, name = "閃里肘皇・心砕把", type = act_types.attack, ids = { 0xAD, }, }, { f = 1+34+1+4+17+20+14, name = "閃里肘皇・心砕把Hit", type = act_types.attack, ids = { 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, }, }, { f = 70, name = "天崩山", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, 0x9D, }, }, { f = 9+4+37, name = "詠酒・対ジャンプ攻撃", type = act_types.attack, ids = { 0xB8, }, }, { f = 12+7+62, name = "詠酒・対立ち攻撃", type = act_types.attack, ids = { 0xAE, }, }, { f = 12+7+62, name = "詠酒・対しゃがみ攻撃", type = act_types.attack, ids = { 0xC2, }, }, { f = 65, name = "大鉄神", type = act_types.attack, ids = { 0xF4, 0xF5, 0xF7, }, }, { f = 26, name = "大鉄神Hit", type = act_types.attack, ids = { 0xF6, }, }, { f = 2+1+2+27, name = "超白龍", type = act_types.attack, ids = { 0xFE, 0xFF, }, }, { f = 7+1+1+163, name = "超白龍", type = act_types.attack, ids = { 0x100, 0x101, 0x102, 0x103, }, }, { f = 120, name = "真心牙", type = act_types.attack, ids = { 0x108, 0x109, 0x10D, 0x10E, 0x10F, 0x110, }, firing = true, }, { f = 158, name = "真心牙Hit", type = act_types.any, ids = { 0x10A, 0x10B, 0x10C, }, }, { f = 24, disp_name = "CA 立A", name = "CA 立A(2段目)", type = act_types.attack, ids = { 0x241, }, }, { f = 24, disp_name = "CA 立A", name = "CA 立A(3段目)", type = act_types.attack, ids = { 0x242, }, }, { f = 24, disp_name = "CA 立A", name = "CA 立A(4段目)", type = act_types.attack, ids = { 0x243, }, }, { f = 21, disp_name = "CA 下A", name = "CA 下A(2段目)", type = act_types.attack, ids = { 0x244, }, }, { f = 22, disp_name = "CA 下A", name = "CA 下A(3段目)", type = act_types.attack, ids = { 0x245, }, }, { f = 22, disp_name = "CA 下A", name = "CA 下A(4段目)", type = act_types.attack, ids = { 0x247, }, }, { f = 6+2+25, disp_name = "CA 立C", name = "CA 立C(3段目、4段目)", type = act_types.attack, ids = { 0x24C, }, }, { f = 39, disp_name = "CA 立B", name = "CA 立B(4段目)", type = act_types.attack, ids = { 0x24D, }, }, { f = 33, disp_name = "CA 立C", name = "CA 立C(2段目)", type = act_types.attack, ids = { 0x24A, }, }, { f = 31, disp_name = "CA 立A", name = "CA 立A(3段目)Cのあと", type = act_types.attack, ids = { 0x24B, }, }, { f = 83, disp_name = "挑発", name = "アッチョンブリケ", type = act_types.provoke, ids = { 0x283, }, }, { f = 26, disp_name = "CA 立B", name = "CA 立B(2段目)", type = act_types.attack, ids = { 0x246, }, }, { f = 31, disp_name = "CA 下B", name = "CA 下B(2段目)下Bルート", type = act_types.low_attack, ids = { 0x24E, }, }, { f = 54, disp_name = "CA 立C", name = "CA 立C(3段目)Bルート", type = act_types.overhead, ids = { 0x249, }, }, { f = 36, disp_name = "CA _3C", name = "CA 3C(3段目)Bルート", type = act_types.provoke, ids = { 0x250, 0x251, 0x252, }, }, { f = 8+8+26, disp_name = "CA 下C", name = "CA 下C(3段目)Bルート", type = act_types.low_attack, ids = { 0x287, }, }, { f = 32, disp_name = "CA _6_6+A", name = "CA 66A", type = act_types.attack, ids = { 0x24F, }, }, }, -- アルフレッド { { f = 19, name = "ダッシュ", type = act_types.any, ids = { 0x17, 0x18, 0x19, }, }, { f = 17, name = "バックステップ", type = act_types.any, ids = { 0x1A, 0x1B, 0x1C, }, }, { f = 28, name = "立スウェー移動", type = act_types.any, ids = { 0x26, 0x27, 0x28, }, }, { f = 25, name = "下スウェー移動", type = act_types.any, ids = { 0x29, 0x2A, 0x2B, }, }, { f = 32, name = "スウェー戻り", type = act_types.any, ids = { 0x36, 0x37, 0x38, }, }, { f = 30, name = "クイックロール", type = act_types.any, ids = { 0x39, 0x3A, 0x3B, }, }, { f = 56, disp_name = "ダッシュ", name = "スウェーライン上 ダッシュ", type = act_types.any, ids = { 0x30, 0x31, 0x32, }, }, { f = 53, disp_name = "バックステップ", name = "スウェーライン上 バックステップ", type = act_types.any, ids = { 0x33, 0x34, 0x35, }, }, { names = { "スウェー戻り", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x37, 0x38, }, }, { names = { "スウェー振り向き移動", "ダッシュ", "スウェーライン上 ダッシュ", "バックステップ", "スウェーライン上 バックステップ", }, type = act_types.any, ids = { 0x2BC, 0x2BD, }, }, { f = 31, disp_name = "スウェーA", name = "近スウェーA", type = act_types.overhead, ids = { 0x5C, 0x5D, 0x5E, }, }, { f = 25, disp_name = "スウェーB", name = "近スウェーB", type = act_types.low_attack, ids = { 0x5F, 0x60, 0x61, }, }, { f = 33, disp_name = "スウェーC", name = "近スウェーC", type = act_types.attack, ids = { 0x62, 0x63, 0x64, }, }, { f = 27, disp_name = "スウェーA", name = "スウェーA", type = act_types.overhead, ids = { 0x254, 0x255, 0x256, }, }, { f = 27, disp_name = "スウェーB", name = "スウェーB", type = act_types.low_attack, ids = { 0x257, 0x258, 0x259, }, }, { f = 29, disp_name = "スウェーC", name = "スウェーC", type = act_types.attack, ids = { 0x25A, 0x25B, 0x25C, }, }, { f = 0, names = { "スウェーC", "近スウェーC", }, type = act_types.any, ids = { 0x25D, }, }, { f = 3, name = "ジャンプ移行", type = act_types.any, ids = { 0x8, }, }, { f = 5, names = { "着地", "やられ", } , type = act_types.any, ids = { 0x9, }, }, { f = 18, name = "グランドスウェー", type = act_types.any, ids = { 0x13C, 0x13D, 0x13E, }, }, { f = 20, name = "テクニカルライズ", type = act_types.any, ids = { 0x2CA, 0x2C8, 0x2C9, }, }, { f = 30, name = "避け攻撃", type = act_types.attack, ids = { 0x67, }, }, { f = 12, name = "近立A", type = act_types.attack, ids = { 0x41, }, }, { f = 20, name = "近立B", type = act_types.attack, ids = { 0x42, }, }, { f = 28, name = "近立C", type = act_types.attack, ids = { 0x43, }, }, { f = 12, name = "立A", type = act_types.attack, ids = { 0x44, }, }, { f = 20, name = "立B", type = act_types.attack, ids = { 0x45, }, }, { f = 28, name = "立C", type = act_types.attack, ids = { 0x46, }, }, { f = 10, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(上)", type = act_types.attack, ids = { 0x65, }, }, { f = 12, name = "下A", type = act_types.attack, ids = { 0x47, }, }, { f = 20, name = "下B", type = act_types.low_attack, ids = { 0x48, }, }, { f = 33, name = "下C", type = act_types.low_attack, ids = { 0x49, }, }, { f = 10, disp_name = "対スウェーライン攻撃", name = "対スウェーライン攻撃(下)", type = act_types.low_attack, ids = { 0x66, }, }, { f = 7, disp_name = "着地", name = "ジャンプ着地1(小攻撃後)", type = act_types.attack, ids = { 0x56, }, }, { f = 7, disp_name = "着地", name = "ジャンプ着地2(小攻撃後)", type = act_types.attack, ids = { 0x59, }, }, { f = 7, disp_name = "着地", name = "ジャンプ着地3(大攻撃後)", type = act_types.attack, ids = { 0x57, }, }, { f = 7, disp_name = "着地", name = "ジャンプ着地4(大攻撃後)", type = act_types.attack, ids = { 0x5A, }, }, { f = 38, disp_name = "ジャンプA", name = "垂直ジャンプA", type = act_types.attack, ids = { 0x4A, }, }, { f = 38, disp_name = "ジャンプB", name = "垂直ジャンプB", type = act_types.attack, ids = { 0x4B, }, }, { f = 38, disp_name = "ジャンプC", name = "垂直ジャンプC", type = act_types.attack, ids = { 0x4C, }, }, { f = 38, name = "ジャンプ振り向き", type = act_types.any, ids = { 0x1F, }, }, { f = 38, name = "ジャンプA", type = act_types.overhead, ids = { 0x4D, }, }, { f = 38, name = "ジャンプB", type = act_types.overhead, ids = { 0x4E, }, }, { f = 38, name = "ジャンプC", type = act_types.overhead, ids = { 0x4F, }, }, { f = 31, disp_name = "小ジャンプA", name = "垂直小ジャンプA", type = act_types.overhead, ids = { 0x50, }, }, { f = 31, disp_name = "小ジャンプB", name = "垂直小ジャンプB", type = act_types.overhead, ids = { 0x51, }, }, { f = 31, disp_name = "小ジャンプC", name = "垂直小ジャンプC", type = act_types.overhead, ids = { 0x52, }, }, { f = 31, name = "小ジャンプA", type = act_types.overhead, ids = { 0x53, }, }, { f = 31, name = "小ジャンプB", type = act_types.overhead, ids = { 0x54, }, }, { f = 31, name = "小ジャンプC", type = act_types.overhead, ids = { 0x55, }, }, { f = 70, name = "挑発", type = act_types.provoke, ids = { 0x196, }, }, { f = 20, disp_name = "おきあがり", name = "ダウンおきあがり", type = act_types.any, ids = { 0x193, 0x13B, 0x2C7, }, }, { f = 13, disp_name = "フェイント", name = "フェイント クリティカルウィング", type = act_types.any, ids = { 0x112, }, }, { f = 63, disp_name = "フェイント", name = "フェイント オーグメンターウィング", type = act_types.any, ids = { 0x113, }, }, { f = 50, name = "バスタソニックウィング", type = act_types.any, ids = { 0x6D, 0x6E, }, }, { f = 26, name = "フロントステップキック", type = act_types.attack, ids = { 0x68, }, }, { f = 30, name = "バックステップキック", type = act_types.attack, ids = { 0x78, }, }, { f = 30, name = "フォッカー", type = act_types.attack, ids = { 0x69, }, }, { f = 5, name = "フォッカー着地", type = act_types.attack, ids = { 0x79, }, }, { f = 32, disp_name = "クリティカルウィング", name = "小 クリティカルウィング", type = act_types.attack, ids = { 0x86, 0x87, 0x88, 0x89, }, }, { f = 43, disp_name = "クリティカルウィング", name = "大 クリティカルウィング", type = act_types.attack, ids = { 0x90, 0x91, 0x92, 0x93, }, }, { f = 50, name = "オーグメンターウィング", type = act_types.attack, ids = { 0x9A, 0x9B, 0x9C, 0x9D, }, }, { f = 47, name = "ダイバージェンス", type = act_types.attack, ids = { 0xA4, 0xA5, }, firing = true, }, { f = 27, name = "メーデーメーデー1", type = act_types.attack, ids = { 0xB1, }, }, { f = 10, name = "メーデーメーデー1Hit", type = act_types.attack, ids = { 0xB2, }, }, { f = 10, name = "メーデーメーデー2", type = act_types.attack, ids = { 0xB3, }, }, { f = 0, name = "メーデーメーデー?", type = act_types.attack, ids = { 0xB4, }, }, { f = 23, name = "メーデーメーデー3", type = act_types.attack, ids = { 0xB5, }, }, { f = 27, name = "メーデーメーデーHit隙", type = act_types.attack, ids = { 0xB6, }, }, { f = 8, name = "メーデーメーデーHit着地", type = act_types.attack, ids = { 0xB7, }, }, { f = 27, name = "メーデーメーデー", type = act_types.attack, ids = { 0xAE, 0xAF, }, }, { f = 21, name = "メーデーメーデー着地", type = act_types.attack, ids = { 0xB0, }, }, { f = 18+19+20, name = "S.TOL", type = act_types.attack, ids = { 0xB8, 0xB9, 0xBA, }, }, { f = 6+41+11, name = "S.TOL Hit", type = act_types.attack, ids = { 0xBB, 0xBC, 0xBD, 0xBE, 0xBF, }, }, { f = 23, name = "ショックストール", type = act_types.attack, ids = { 0xFE, 0xFF, }, }, { f = 32, name = "ショックストール着地", type = act_types.attack, ids = { 0x100, 0x101, }, }, { f = 4+2+23+11+18, name = "ショックストールHit", type = act_types.attack, ids = { 0x102, 0x103, 0x104, 0x105, }, }, { f = 6+2+18+27+13, name = "ショックストール空中Hit", type = act_types.attack, ids = { 0xF4, 0xF5, 0xF6, 0xF7, }, }, { f = 94, name = "ウェーブライダー", type = act_types.attack, ids = { 0x108, 0x109, 0x10A, 0x10B, 0x10C, }, }, }, { -- 共通行動 { name = "立ち", type = act_types.free, ids = { 0x1, 0x0, 0x23, 0x22, 0x3C, }, }, { name = "立ち振り向き", type = act_types.free, ids = { 0x1D, }, }, { name = "しゃがみ振り向き", type = act_types.free, ids = { 0x1E, }, }, { name = "振り向き中", type = act_types.free, ids = { 0x3D, }, }, { name = "しゃがみ振り向き中", type = act_types.free, ids = { 0x3E, }, }, { name = "しゃがみ", type = act_types.free, ids = { 0x4, 0x24, 0x25, }, }, { name = "しゃがみ途中", type = act_types.free, ids = { 0x5, }, }, { name = "立ち途中", type = act_types.free, ids = { 0x6, }, }, { name = "前歩き", type = act_types.free, ids = { 0x2, }, }, { name = "後歩き", type = act_types.free, ids = { 0x3, }, }, { name = "しゃがみ歩き", type = act_types.free, ids = { 0x7, }, }, { disp_name = "立ち", name = "スウェーライン上 立ち", type = act_types.free, ids = { 0x21, 0x40, 0x20, 0x3F, }, }, { disp_name = "前歩き", name = "スウェーライン上 前歩き", type = act_types.free, ids = { 0x2D, 0x2C, }, }, { disp_name = "後歩き", name = "スウェーライン上 後歩き", type = act_types.free, ids = { 0x2E, 0x2F, }, }, { names = { "ジャンプ", "アンリミテッドデザイア", "ギガティックサイクロン", }, type = act_types.any, ids = { 0xB, 0xC, -- 垂直ジャンプ 0xD, 0xE, -- 前ジャンプ 0xF, 0x10, -- 後ジャンプ 0xB, 0x11, 0x12, -- 垂直小ジャンプ 0xD, 0x13, 0x14, -- 前小ジャンプ 0xF, 0x15, 0x16, -- 後小ジャンプ }, }, { name = "空中ガード後", type = act_types.free, ids = { 0x12F, }, }, { name = "ダウン", type = act_types.any, ids = { 0x18E, 0x192, 0x190, }, }, { f = 155, name = "気絶", type = act_types.any, ids = { 0x194, 0x195, }, }, { name = "ガード", type = act_types.guard, ids = { 0x117, 0x118, 0x119, 0x11A, 0x11B, 0x11C, 0x11D, 0x11E, 0x11F, 0x120, 0x121, 0x122, 0x123, 0x124, 0x125, 0x126, 0x127, 0x128, 0x129, 0x12A, 0x12B, 0x12C, 0x12C, 0x12D, 0x12E, 0x131, 0x132, 0x133, 0x134, 0x135, 0x136, 0x137, 0x139, }, }, { name = "やられ", type = act_types.hit, ids = { 0x13F, 0x140, 0x141, 0x142, 0x143, 0x144, 0x145, 0x146, 0x147, 0x148, 0x149, 0x14A, 0x14B, 0x14C, 0x14C, 0x14D, 0x14E, 0x14F, 0x1E9, 0x239 }, }, }, } local char_fireball_base = { -- テリー・ボガード { { name = "パワーウェイブ", type = act_types.attack, ids = { 0x265, 0x266, 0x26A, }, }, { name = "ラウンドウェイブ", type = act_types.low_attack, ids = { 0x260, }, }, { name = "パワーゲイザー", type = act_types.attack, ids = { 0x261, }, }, { name = "トリプルゲイザー", type = act_types.attack, ids = { 0x267, }, }, }, -- アンディ・ボガード { { name = "飛翔拳", type = act_types.attack, ids = { 0x262, 0x263, }, }, { name = "激飛翔拳", type = act_types.attack, ids = { 0x266, 0x267, }, }, }, -- 東丈 { { name = "ハリケーンアッパー", type = act_types.attack, ids = { 0x266, 0x267, 0x269, }, }, -- { name = "爆裂ハリケーン", type = act_types.attack, ids = { 0x266, 0x267, 0x269, }, }, { name = "スクリューアッパー", type = act_types.attack, ids = { 0x269, 0x26A, 0x26B, }, }, }, -- 不知火舞 { { name = "花蝶扇", type = act_types.attack, ids = { 0x261, 0x262, 0x263, }, }, { name = "龍炎舞", type = act_types.attack, ids = { 0x264, }, }, }, -- ギース・ハワード { { name = "烈風拳", type = act_types.attack, ids = { 0x261, 0x260, 0x276, }, }, { name = "ダブル烈風拳", type = act_types.attack, ids = { 0x262, 0x263, 0x264, 0x265, }, }, { name = "レイジングストーム", type = act_types.attack, ids = { 0x269, 0x26B, 0x26A, }, }, }, -- 望月双角, { { name = "雷撃棍", type = act_types.attack, ids = { 0x260, }, }, { name = "野猿狩り/掴み", type = act_types.attack, ids = { 0x277, 0x27C, }, }, { name = "まきびし", type = act_types.low_attack, ids = { 0x274, 0x275, }, }, { name = "憑依弾", type = act_types.attack, ids = { 0x263, 0x266, }, }, { name = "邪棍舞", type = act_types.attack, ids = { 0xF4, 0xF5, }, }, { name = "天破", type = act_types.attack, ids = { 0xF6, }, }, { name = "払破", type = act_types.low_attack, ids = { 0xF7, }, }, { name = "倒破", type = act_types.overhead, ids = { 0xF8, }, }, { name = "降破", type = act_types.overhead, ids = { 0xF9, }, }, { name = "突破", type = act_types.attack, ids = { 0xFA, }, }, { name = "喝", type = act_types.attack, ids = { 0x282, 0x283, }, }, { name = "いかづち", type = act_types.attack, ids = { 0x286, 0x287, }, }, }, -- ボブ・ウィルソン { }, -- ホンフゥ { { name = "よかトンハンマー", type = act_types.attack, ids = { 0x26B, }, }, }, -- ブルー・マリー { }, -- フランコ・バッシュ { { name = "ザッパー", type = act_types.attack, ids = { 0x269, }, }, { name = "ファイナルオメガショット", type = act_types.attack, ids = { 0x26C, }, }, }, -- 山崎竜二 { { name = "目ツブシ", type = act_types.attack, ids = { 0x261, }, }, { name = "倍返し", type = act_types.attack, ids = { 0x262, 0x263, 0x270, 0x26D, }, }, }, -- 秦崇秀 { { name = "帝王天眼拳", type = act_types.attack, ids = { 0x262, 0x263, 0x265, }, }, { name = "海龍照臨", type = act_types.attack, ids = { 0x273, 0x274, }, }, { name = "帝王漏尽拳", type = act_types.attack, ids = { 0x26C, }, }, { name = "帝王空殺漏尽拳", type = act_types.attack, ids = { 0x26F, }, }, }, -- 秦崇雷, { { name = "帝王漏尽拳", type = act_types.attack, ids = { 0x266, }, }, { name = "帝王天眼拳", type = act_types.attack, ids = { 0x26E, }, }, { name = "帝王宿命拳", type = act_types.attack, ids = { 0x268, 0x273, }, }, { name = "帝王龍声拳", type = act_types.attack, ids = { 0x26B, }, }, }, -- ダック・キング { }, -- キム・カッファン { }, -- ビリー・カーン { { name = "三節棍中段打ち", type = act_types.attack, ids = { 0x266, }, }, { name = "火炎三節棍中段打ち", type = act_types.attack, ids = { 0x267, }, }, { name = "旋風棍", type = act_types.attack, ids = { 0x269, }, }, { name = "超火炎旋風棍", type = act_types.attack, ids = { 0x261, 0x263, 0x262, }, }, { name = "サラマンダーストリーム", type = act_types.attack, ids = { 0x27A, 0x278, }, }, }, -- チン・シンザン { { name = "気雷砲", type = act_types.attack, ids = { 0x267, 0x268, 0x26E, }, }, { name = "爆雷砲", type = act_types.attack, ids = { 0x287, 0x272, 0x273, }, }, { name = "ホエホエ弾", type = act_types.attack, ids = { 0x280, 0x281, 0x27E, 0x27F, }, }, { name = "クッサメ砲", type = act_types.attack, ids = { 0x282, }, }, }, -- タン・フー・ルー, { { name = "衝波", type = act_types.attack, ids = { 0x265, }, }, }, -- ローレンス・ブラッド { { name = "ブラッディサーベル", type = act_types.attack, ids = { 0x282, }, }, { name = "ブラッディミキサー", type = act_types.attack, ids = { 0x284, }, }, }, -- ヴォルフガング・クラウザー { { name = "小 ブリッツボール", type = act_types.attack, ids = { 0x263, 0x262, }, }, { name = "大 ブリッツボール", type = act_types.attack, ids = { 0x266, }, }, { name = "カイザーウェイブ1", type = act_types.attack, ids = { 0x26E, 0x26F, }, }, { name = "カイザーウェイブ2", type = act_types.attack, ids = { 0x282, 0x270, }, }, { name = "カイザーウェイブ3", type = act_types.attack, ids = { 0x283, 0x271, }, }, }, -- リック・ストラウド { { name = "ガイアブレス", type = act_types.attack, ids = { 0x261, }, }, { name = "ハウリング・ブル", type = act_types.attack, ids = { 0x26A, 0x26B, 0x267, }, }, }, -- 李香緋 { { name = "小 那夢波", type = act_types.attack, ids = { 0x263, }, }, { name = "大 那夢波", type = act_types.attack, ids = { 0x268, }, }, { name = "真心牙", type = act_types.attack, ids = { 0x270, }, }, }, -- アルフレッド { { name = "ダイバージェンス", type = act_types.attack, ids = { 0x264, }, }, }, } local char_acts, char_1st_acts, char_1st_f = {}, {}, {} for char, acts_base in pairs(char_acts_base) do -- キャラごとのテーブル作成 char_acts[char], char_1st_acts[char], char_1st_f[char] = {}, {}, {} for _, acts in pairs(acts_base) do local id_1st = nil for i, id in ipairs(acts.ids) do -- 補完 acts.f = acts.f or 0 if i == 1 then char_1st_f[char][id] = acts.f id_1st = id if acts.type == act_types.guard or acts.type == act_types.hit then -- char_1st_actsには登録しない elseif acts.name == "振り向き中" or acts.name == "しゃがみ振り向き中" then -- char_1st_actsには登録しない elseif acts.names then -- char_1st_actsには登録しない else char_1st_acts[char][id] = true end else char_1st_f[char][id] = -1 char_1st_acts[char][id] = false end char_acts[char][id] = acts end acts.id_1st = id_1st end end local char_fireballs = { } for char, fireballs_base in pairs(char_fireball_base) do char_fireballs [char] = {} for _, fireball in pairs(fireballs_base) do for _, id in pairs(fireball.ids) do char_fireballs[char][id] = fireball end end end local jump_acts = { [0x9] = true, [0x0B] = true, [0x0C] = true, [0x0D] = true, [0x0E] = true, [0x0F] = true, [0x10] = true, [0x0B] = true, [0x11] = true, [0x12] = true, [0x0D] = true, [0x13] = true, [0x14] = true, [0x0F] = true, [0x15] = true, [0x16] = true, } local wakeup_acts = { [0x193] = true, [0x13B] = true, } local down_acts = { [0x190] = true, [0x191] = true, [0x192] = true, [0x18E] = true, } local get_act_name = function(act_data) if act_data then return act_data.disp_name or (act_data.names and act_data.names[1] or act_data.name) or act_data.name or "" else return "" end ---return a.disp_name or ((a.names and #a.names > 0) and a.names[1] or a.name) end local input_state_types = { step = 1, faint = 2, charge = 3, unknown = 4, followup = 5, shinsoku = 6, todome = 7, } local create_input_states = function() local _1236b = "_1|_2|_3|_6|_B" local _16a = "_1|_6|_A" local _16b = "_1|_6|_B" local _16c = "_1|_6|_C" local _1chg26bc = "_1|^1|_2||_6|_B+_C" local _1chg6b = "_1|^1|_6|_B" local _1chg6c = "_1|^1|_6|_C" local _21416bc = "_2|_1|_4|_1|_6|_B+_C" local _21416c = "_2|_1|_4|_1|_6|_C" local _2146bc = "_2|_1|_4|_6|_B+_C" local _2146c = "_2|_1|_4|_6|_C" local _214a = "_2|_1|_4|_A" local _214b = "_2|_1|_4|_B" local _214bc = "_2|_1|_4|_B+_C" local _214c = "_2|_1|_4|_C" local _214d = "_2|_1|_4|_D" local _22 = "_2|_N|_2" local _22b = "_2|_N|_2|_B" local _22c = "_2|_N|_2|_C" local _2369b = "_2|_3|_6|_9|_B" local _236a = "_2|_3|_6|_A" local _236b = "_2|_3|_6|_B" local _236bc = "_2|_3|_6|_B+_C" local _236c = "_2|_3|_6|_C" local _236d = "_2|_3|_6|_D" local _2486a = "_2|_4|_8|_6|_A" local _2486bc = "_2|_4|_8|_6|_B+_C" local _2486c = "_2|_4|_8|_6|_C" local _2684a = "_2|_6|_8|_4|_A" local _2684bc = "_2|_6|_8|_4|_B+_C" local _2684c = "_2|_6|_8|_4|_C" local _2a = "_2|_A" local _2ab = "_2||_A+_B" local _2ac = "_2|_A+_C" local _2b = "_2||_B" local _2bc = "_2|_B+_C" local _2c = "_2||_C" local _2chg7b = "_2|^2|_7|_B" local _2chg8a = "_2|^2|_8|_A" local _2chg8b = "_2|^2|_8|_B" local _2chg8c = "_2|^2|_8|_C" local _2chg9b = "_2|^2|_9|_B" local _33b = "_3|_N|_3|_B" local _33c = "_3|_N|_3|_C" local _3b = "_3|_B" local _41236a = "_4|_1|_2|_3|_6|_A" local _41236b = "_4|_1|_2|_3|_6|_B" local _41236bc = "_4|_1|_2|_3|_6|_B+_C" local _41236c = "_4|_1|_2|_3|_6|_C" local _421ac = "_4|_2|_1|_A+_C" local _4268a = "_4|_2|_6|_8|_A" local _4268bc = "_4|_2|_6|_8|_B+_C" local _4268c = "_4|_2|_6|_8|_C" local _44 = "_4|_N|_4" local _466bc = "_4|_6|_N|_6|_B+_C" local _46b = "_4|_6|_B" local _46c = "_4|_6|_C" local _4862a = "_4|_8|_6|_2|_A" local _4862bc = "_4|_8|_6|_2|_B+_C" local _4862c = "_4|_8|_6|_2|_C" local _4ac = "_4|_A+_C" local _4chg6a = "_4|^4|_6|_A" local _4chg6b = "_4|^4|_6|_B" local _4chg6bc = "_4|^4|_6|_B+_C" local _4chg6c = "_4|^4|_6|_C" local _616ab = "_6|_1|_6|_A+_B" local _623a = "_6|_2|_3|_A" local _623b = "_6|_2|_3|_B" local _623bc = "_6|_2|_3|_B+_C" local _623c = "_6|_2|_3|_C" local _6248a = "_6|_2|_4|_8|_A" local _6248bc = "_6|_2|_4|_8|_B+_C" local _6248c = "_6|_2|_4|_8|_C" local _632146a = "_6|_3|_2|_1|_4|_6|_A" local _63214a = "_6|_3|_2|_1|_4|_A" local _63214b = "_6|_3|_2|_1|_4|_B" local _63214bc = "_6|_3|_2|_1|_4|_B+_C" local _63214c = "_6|_3|_2|_1|_4|_C" local _632c = "_6|_3|_2|_C" local _64123bc = "_6|_4|_1|_2|_3|_B+_C" local _64123c = "_6|_4|_1|_2|_3|_C" local _64123d = "_6|_4|_1|_2|_3|_D" local _6428c = "_6|_4|_2|_8|_C" local _646c = "_6|_4|_6|_C" local _64c = "_6|_4|_C" local _66 = "_6|_N|_6" local _666a = "_6|_N|_6|_N|_6|_A" local _66a = "_6|_N|_6|_A" local _6842a = "_6|_8|_4|_2|_A" local _6842bc = "_6|_8|_4|_2|_B+_C" local _6842c = "_6|_8|_4|_2|_C" local _698b = "_6|_9|_8|_B" local _6ac = "_6|_A+_C" local _82d = "_8|_2|_D" local _8426a = "_8|_4|_2|_6|_A" local _8426bc = "_8|_4|_2|_6|_B+_C" local _8426c = "_8|_4|_2|_6|_C" local _8624a = "_8|_6|_2|_4|_A" local _8624bc = "_8|_6|_2|_4|_B+_C" local _8624c = "_8|_6|_2|_4|_C" local _8c = "_8||_C" local _a2 = "_A||_2" local _a6 = "_A||_6" local _a8 = "_A||_8" local _aa = "_A|_A" local _aaaa = "_A|_A|_A|_A" local _bbb = "_B|_B|_B" local _bbbb = "_B|_B|_B|_B" local _bbbbbb = "_B|_B|_B|_B|_B|_B" local _bbbbbbbb = "_B|_B|_B|_B|_B|_B|_B|_B" local _cc = "_C|_C|||" local _ccc = "_C|_C|_C" local _cccc = "_C|_C|_C|_C" local input_states = { { --テリー・ボガード { name = "小バーンナックル" , addr = 0x02, cmd = _214a, }, { name = "大バーンナックル" , addr = 0x06, cmd = _214c, }, { name = "パワーウェイブ" , addr = 0x0A, cmd = _236a, }, { name = "ラウンドウェイブ" , addr = 0x0E, cmd = _236c, }, { name = "クラックシュート" , addr = 0x12, cmd = _214b, }, { name = "ファイヤーキック" , addr = 0x16, cmd = _236b, }, { name = "パッシングスウェー" , addr = 0x1A, cmd = _236d, }, { name = "ライジングタックル" , addr = 0x1E, cmd = _2chg8a, type = input_state_types.charge, }, { name = "パワーゲイザー" , addr = 0x22, cmd = _21416bc, }, { name = "トリプルゲイザー" , addr = 0x26, cmd = _21416c, }, { name = "ダッシュ" , addr = 0x2A, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x2E, cmd = _44, type = input_state_types.step, }, { name = "フェイントバーンナックル" , addr = 0x3E, cmd = _6ac, type = input_state_types.faint, }, { name = "フェイントパワーゲイザー" , addr = 0x42, cmd = _2bc, type = input_state_types.faint, }, }, { --アンディ・ボガード { name = "小残影拳" , addr = 0x02, cmd = _16a, }, { name = "大残影拳 or 疾風裏拳" , addr = 0x06, cmd = _16c, }, { name = "飛翔拳" , addr = 0x0A, cmd = _214a, }, { name = "激飛翔拳" , addr = 0x0E, cmd = _214c, }, { name = "昇龍弾" , addr = 0x12, cmd = _623c, }, { name = "空破弾" , addr = 0x16, cmd = _1236b, }, { name = "幻影不知火" , addr = 0x1A, cmd = _214d, }, { name = "超裂破弾" , addr = 0x1E, cmd = _21416bc, }, { name = "男打弾" , addr = 0x22, cmd = _21416c, }, { name = "ダッシュ" , addr = 0x26, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x2A, cmd = _44, type = input_state_types.step, }, { name = "フェイント斬影拳" , addr = 0x3A, cmd = _6ac, type = input_state_types.faint, }, { name = "フェイント飛翔拳" , addr = 0x3E, cmd = _2ac, type = input_state_types.faint, }, { name = "フェイント超裂破弾" , addr = 0x42, cmd = _2bc, type = input_state_types.faint, }, }, { --東丈 { name = "小スラッシュキック" , addr = 0x06, cmd = _16b, }, { name = "大スラッシュキック" , addr = 0x0A, cmd = _16c, }, { name = "黄金のカカト" , addr = 0x0E, cmd = _214b, }, { name = "タイガーキック" , addr = 0x12, cmd = _623b, }, { name = "爆裂拳" , addr = 0x16, cmd = _aaaa, }, { name = "爆裂フック" , addr = 0x1A, cmd = _236a, }, { name = "爆裂アッパー" , addr = 0x1E, cmd = _236c, }, { name = "ハリケーンアッパー" , addr = 0x22, cmd = _41236a, }, { name = "爆裂ハリケーン" , addr = 0x26, cmd = _41236c, }, { name = "スクリューアッパー" , addr = 0x2A, cmd = _64123bc, }, { name = "サンダーファイヤーC" , addr = 0x2E, cmd = _64123c, }, { name = "サンダーファイヤーD" , addr = 0x32, cmd = _64123d, }, { name = "ダッシュ" , addr = 0x36, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x3A, cmd = _44, type = input_state_types.step, }, { name = "炎の指先" , addr = 0x42, cmd = _2c, type = input_state_types.faint, }, { name = "CA _2_3_6+_C" , addr = 0x46, cmd = _236c, type = input_state_types.faint, },--? { name = "フェイントハリケーンアッパー" , addr = 0x4E, cmd = _2ac, type = input_state_types.faint, }, { name = "フェイントスラッシュキック" , addr = 0x52, cmd = _6ac, type = input_state_types.faint, }, }, { --不知火舞 { name = "花蝶扇" , addr = 0x02, cmd = _236a, }, { name = "龍炎舞" , addr = 0x06, cmd = _214a, }, { name = "小夜千鳥" , addr = 0x0A, cmd = _214c, }, { name = "必殺忍蜂" , addr = 0x0E, cmd = _41236c, }, { name = "ムササビの舞" , addr = 0x12, cmd = _2ab, type = input_state_types.faint, }, --? { name = "超必殺忍蜂" , addr = 0x16, cmd = _64123bc }, { name = "花嵐" , addr = 0x1A, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x1E, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x22, cmd = _44, type = input_state_types.step, }, { name = "跳ね蹴り" , addr = 0x2A, cmd = _ccc, }, { name = "フェイント花蝶扇" , addr = 0x36, cmd = _2ac, type = input_state_types.faint, }, { name = "フェイント花嵐" , addr = 0x3A, cmd = _2bc, type = input_state_types.faint, }, }, { --ギース・ハワード { name = "雷鳴豪破投げ" , addr = 0x02, cmd = _2c, type = input_state_types.faint, }, { name = "烈風拳" , addr = 0x06, cmd = _214a, }, { name = "ダブル烈風拳" , addr = 0x0A, cmd = _214c, }, { name = "上段当身投げ" , addr = 0x0E, cmd = _41236b, }, { name = "裏雲隠し" , addr = 0x12, cmd = _41236c, }, { name = "下段当身打ち" , addr = 0x16, cmd = _41236a, }, { name = "デッドリーレイブ" , addr = 0x1E, cmd = _632146a, }, { name = "真空投げ_8_6_2_4 or CA 真空投げ" , addr = 0x22, cmd = _8624a, }, { name = "真空投げ_6_2_4_8 or CA 真空投げ" , addr = 0x26, cmd = _6248a, }, { name = "真空投げ_2_4_8_6 or CA 真空投げ" , addr = 0x2A, cmd = _2486a, }, { name = "真空投げ_4_8_6_2 or CA 真空投げ" , addr = 0x2E, cmd = _4862a, }, { name = "真空投げ_8_4_2_6 or CA 真空投げ" , addr = 0x32, cmd = _8426a, }, { name = "真空投げ_4_2_6_8 or CA 真空投げ" , addr = 0x36, cmd = _4268a, }, { name = "真空投げ_2_6_8_4 or CA 真空投げ" , addr = 0x3A, cmd = _2684a, }, { name = "真空投げ_6_8_4_2 or CA 真空投げ" , addr = 0x3E, cmd = _6842a, }, { name = "羅生門_8_6_2_4" , addr = 0x42, cmd = _8624c, }, { name = "羅生門_6_2_4_8" , addr = 0x42, cmd = _6248c, }, { name = "羅生門_2_4_8_6" , addr = 0x42, cmd = _2486c, }, { name = "羅生門_4_8_6_2" , addr = 0x42, cmd = _4862c, }, { name = "羅生門_8_4_2_6" , addr = 0x52, cmd = _8426c, }, { name = "羅生門_4_2_6_8" , addr = 0x56, cmd = _4268c, }, { name = "羅生門_2_6_8_4" , addr = 0x5A, cmd = _2684c, }, { name = "羅生門_6_8_4_2" , addr = 0x5E, cmd = _6842c, }, { name = "ダッシュ" , addr = 0x62, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x66, cmd = _44, type = input_state_types.step, }, { name = "絶命人中打ち" , addr = 0x76, cmd = _632c, }, { name = "フェイント烈風拳" , addr = 0x7E, cmd = _2ac, type = input_state_types.faint, }, { name = "フェイントレイジングストーム" , addr = 0x82, cmd = _2bc, type = input_state_types.faint, }, }, { --望月双角,  { name = "野猿狩り" , addr = 0x02, cmd = _214a, }, { name = "まきびし" , addr = 0x06, cmd = _236a, }, { name = "憑依弾" , addr = 0x0A, cmd = _646c, }, { name = "邪棍舞" , addr = 0x0E, cmd = _aaaa, }, { name = "喝" , addr = 0x12, cmd = _63214b, }, { name = "禍炎陣" , addr = 0x16, cmd = _82d, }, { name = "いかづち" , addr = 0x1A, cmd = _64123bc, }, { name = "無残弾" , addr = 0x1E, cmd = _64123c, }, { name = "鬼門陣_8_6_2_4 or 喝CAの投げ" , addr = 0x22, cmd = _8624c, }, { name = "鬼門陣_6_2_4_8 or 喝CAの投げ" , addr = 0x26, cmd = _6248c, }, { name = "鬼門陣_2_4_8_6 or 喝CAの投げ" , addr = 0x2A, cmd = _2486c, }, { name = "鬼門陣_4_8_6_2 or 喝CAの投げ" , addr = 0x2E, cmd = _4862c, }, { name = "鬼門陣_8_4_2_6 or 喝CAの投げ" , addr = 0x32, cmd = _8426c, }, { name = "鬼門陣_4_2_6_8 or 喝CAの投げ" , addr = 0x36, cmd = _4268c, }, { name = "鬼門陣_2_6_8_4 or 喝CAの投げ" , addr = 0x3A, cmd = _2684c, }, { name = "鬼門陣_6_8_4_2 or 喝CAの投げ" , addr = 0x3E, cmd = _6842c, }, { name = "ダッシュ" , addr = 0x42, cmd = _66, type = input_state_types.step, }, { name = "バックダッシュ" , addr = 0x46, cmd = _44, type = input_state_types.step, }, { name = "雷撃棍" , addr = 0x4E, cmd = _2c, type = input_state_types.faint, }, { name = "地獄門" , addr = 0x5A, cmd = _632c, }, { name = "CA _6_2_3+_A" , addr = 0x62, cmd = _623a, }, { name = "CA _2_2+_C" , addr = 0x66, cmd = _22c, type = input_state_types.todome, }, { name = "フェイントまきびし" , addr = 0x6A, cmd = _2ac, type = input_state_types.faint, }, { name = "フェイントいかづち" , addr = 0x6E, cmd = _2bc, type = input_state_types.faint, }, }, { --ボブ・ウィルソン { name = "ローリングタートル" , addr = 0x02, cmd = _214b, }, { name = "サイドワインダー" , addr = 0x06, cmd = _214c, }, { name = "バイソンホーン" , addr = 0x0A, cmd = _2chg8c, type = input_state_types.charge, }, { name = "ワイルドウルフ" , addr = 0x0E, cmd = _4chg6b, type = input_state_types.charge, }, { name = "モンキーダンス" , addr = 0x12, cmd = _623b, }, { name = "フロッグハンティング" , addr = 0x16, cmd = _466bc, }, { name = "デンジャラスウルフ" , addr = 0x1A, cmd = _64123bc }, { name = "ダンシングバイソン" , addr = 0x1E, cmd = _64123c, }, { name = "ホーネットアタック" , addr = 0x22, cmd = _33c, type = input_state_types.followup, }, { name = "ダッシュ" , addr = 0x26, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x2A, cmd = _44, type = input_state_types.step, }, { name = "フライングフィッシュ" , addr = 0x32, cmd = _ccc, }, { name = "リンクスファング" , addr = 0x36, cmd = _8c, type = input_state_types.faint, }, { name = "フェイントダンシングバイソン" , addr = 0x42, cmd = _2bc, type = input_state_types.faint, }, }, { --ホンフゥ { name = "九龍の読み/黒龍" , addr = 0x02, cmd = _41236c, }, { name = "小制空烈火棍" , addr = 0x06, cmd = _623a, }, { name = "大制空烈火棍" , addr = 0x0A, cmd = _623c, }, { name = "電光石火の地" , addr = 0x0E, cmd = _1chg6b, type = input_state_types.charge, }, { name = "電光パチキ" , addr = 0x12, cmd = _bbb, }, { name = "電光石火の天" , addr = 0x16, cmd = _214b, }, { name = "炎の種馬" , addr = 0x1A, cmd = _214a, }, { name = "炎の種馬 連打" , addr = 0x1E, cmd = _aaaa, }, { name = "必勝!逆襲拳" , addr = 0x22, cmd = _214c, }, { name = "爆発ゴロー" , addr = 0x26, cmd = _21416bc, }, { name = "よかトンハンマー" , addr = 0x2A, cmd = _21416c, }, { name = "ダッシュ" , addr = 0x2E, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x32, cmd = _44, type = input_state_types.step, }, { name = "トドメヌンチャク" , addr = 0x3A, cmd = _2c, type = input_state_types.followup, }, { name = "フェイント制空烈火棍" , addr = 0x46, cmd = _4ac, type = input_state_types.faint, }, }, { --ブルー・マリー { name = "M.ダイナマイトスイング" , addr = 0x02, cmd = _2c, type = input_state_types.faint, }, { name = "M.スパイダー or スピンフォール or ダブルスパイダー", addr = 0x06, cmd = _236c, }, { name = "M.スナッチャー or ダブルスナッチャー", addr = 0x0A, cmd = _623b, }, { name = "ダブルクラッチ" , addr = 0x0E, cmd = _46b, }, { name = "M.クラブクラッチ" , addr = 0x12, cmd = _4chg6b, type = input_state_types.charge, }, { name = "M.リアルカウンター" , addr = 0x16, cmd = _214a, }, { name = "バーチカルアロー" , addr = 0x1A, cmd = _623a, }, { name = "ストレートスライサー" , addr = 0x1E, cmd = _4chg6a, type = input_state_types.charge, }, { name = "ヤングダイブ" , addr = 0x22, cmd = _2chg8c, type = input_state_types.charge, }, { name = "M.タイフーン" , addr = 0x26, cmd = _64123bc, }, { name = "M.エスカレーション" , addr = 0x2A, cmd = _64123c, }, { name = "CA ジャーマンスープレックス" , addr = 0x2E, cmd = _33c, type = input_state_types.followup, }, { name = "アキレスホールド" , addr = 0x32, cmd = _632c, }, { name = "ダッシュ" , addr = 0x3A, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x3E, cmd = _44, type = input_state_types.step, }, { name = "レッグプレス" , addr = 0x46, cmd = _2b, type = input_state_types.followup, }, { name = "フェイントM.スナッチャー" , addr = 0x52, cmd = _4ac, type = input_state_types.faint, }, }, { --フランコ・バッシュ { name = "ダブルコング" , addr = 0x06, cmd = _214a, }, { name = "ザッパー" , addr = 0x0A, cmd = _236a, }, { name = "ウエービングブロー" , addr = 0x0E, cmd = _236d, }, { name = "ガッツダンク" , addr = 0x12, cmd = _2369b, }, { name = "ゴールデンボンバー" , addr = 0x16, cmd = _1chg6c, type = input_state_types.charge, }, { name = "ファイナルオメガショット" , addr = 0x1A, cmd = _64123bc, }, { name = "メガトンスクリュー" , addr = 0x1E, cmd = _63214bc, }, { name = "ハルマゲドンバスター" , addr = 0x22, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x26, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x2A, cmd = _44, type = input_state_types.step, }, { name = "スマッシュ" , addr = 0x32, cmd = _ccc, }, { name = "フェイントハルマゲドンバスター" , addr = 0x3A, cmd = _2bc, type = input_state_types.faint, }, { name = "フェイントガッツダンク" , addr = 0x3E, cmd = _6ac, type = input_state_types.faint, }, }, { --山崎竜二 { name = "トドメ" , addr = 0x06, cmd = _22c, type = input_state_types.todome, }, { name = "蛇使い・上段 " , addr = 0x0A, cmd = _214a, }, { name = "蛇使い・中段" , addr = 0x0E, cmd = _214b, }, { name = "蛇使い・下段" , addr = 0x12, cmd = _214c, }, { name = "サドマゾ" , addr = 0x16, cmd = _41236b, }, { name = "ヤキ入れ" , addr = 0x1A, cmd = _623b, }, { name = "倍返し" , addr = 0x1E, cmd = _236c, }, { name = "裁きの匕首" , addr = 0x22, cmd = _623a, }, { name = "爆弾パチキ" , addr = 0x26, cmd = _6428c, }, { name = "ギロチン" , addr = 0x2E, cmd = _64123bc, }, { name = "ドリル_8_6_2_4" , addr = 0x32, cmd = _8624c, }, { name = "ドリル_6_2_4_8" , addr = 0x36, cmd = _6248c, }, { name = "ドリル_2_4_8_6" , addr = 0x3A, cmd = _2486c, }, { name = "ドリル_4_8_6_2" , addr = 0x3E, cmd = _4862c, }, { name = "ドリル_8_4_2_6" , addr = 0x42, cmd = _8426c, }, { name = "ドリル_4_2_6_8" , addr = 0x46, cmd = _4268c, }, { name = "ドリル_2_6_8_4" , addr = 0x4A, cmd = _2684c, }, { name = "ドリル_6_8_4_2" , addr = 0x4E, cmd = _6842c, }, { name = "ダッシュ" , addr = 0x52, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x56, cmd = _44, type = input_state_types.step, }, { name = "砂かけ" , addr = 0x5E, cmd = _ccc, }, { name = "フェイント裁きの匕首" , addr = 0x6A, cmd = _6ac, type = input_state_types.faint, }, }, { --秦崇秀 { name = "帝王神足拳" , addr = 0x02, cmd = _66a, type = input_state_types.shinsoku, }, { name = "小帝王天眼拳" , addr = 0x06, cmd = _236a, }, { name = "大帝王天眼拳" , addr = 0x0A, cmd = _236c, }, { name = "小帝王天耳拳" , addr = 0x0E, cmd = _623a, }, { name = "大帝王天耳拳" , addr = 0x12, cmd = _623c, }, { name = "空中 帝王神眼拳" , addr = 0x16, cmd = _214b, }, { name = "竜灯掌" , addr = 0x1A, cmd = _236b, }, { name = "帝王神眼拳A" , addr = 0x1E, cmd = _63214a, }, { name = "帝王神眼拳B or 竜灯掌・幻殺" , addr = 0x22, cmd = _63214b, }, { name = "帝王神眼拳C" , addr = 0x26, cmd = _63214c, }, { name = "帝王漏尽拳" , addr = 0x2A, cmd = _64123bc, }, { name = "帝王空殺漏尽拳" , addr = 0x2E, cmd = _2146bc, }, { name = "海龍照臨" , addr = 0x32, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x36, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x3A, cmd = _44, type = input_state_types.step, }, { name = "CA _6_4+_C" , addr = 0x42, cmd = _64c, }, { name = "フェイント海龍照臨" , addr = 0x4E, cmd = _2bc, type = input_state_types.faint, }, }, { --秦崇雷 { name = "帝王神足拳" , addr = 0x02, cmd = _66a, type = input_state_types.shinsoku, }, { name = "真・帝王神足拳" , addr = 0x06, cmd = _666a, type = input_state_types.shinsoku, }, { name = "小帝王天眼拳" , addr = 0x0A, cmd = _236a, }, { name = "大帝王天眼拳" , addr = 0x0E, cmd = _236c, }, { name = "小帝王天耳拳" , addr = 0x12, cmd = _623a, }, { name = "大帝王天耳拳" , addr = 0x16, cmd = _623c, }, { name = "帝王漏尽拳" , addr = 0x1A, cmd = _2146c, }, { name = "龍転身(前方)" , addr = 0x1E, cmd = _236b, }, { name = "龍転身(後方)" , addr = 0x22, cmd = _214b }, { name = "帝王宿命拳" , addr = 0x26, cmd = _64123bc, }, --{ name = "帝王宿命拳 連射" , addr = 0x2A, cmd = _ccc, }, { name = "帝王龍声拳" , addr = 0x2E, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x32, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x36, cmd = _44, type = input_state_types.step, }, { name = "フェイント帝王宿命拳" , addr = 0x46, cmd = _2bc, type = input_state_types.faint, }, }, { --ダック・キング { name = "小ヘッドスピンアタック" , addr = 0x06, cmd = _236a, }, { name = "大ヘッドスピンアタック" , addr = 0x0A, cmd = _236c, }, { name = "オーバーヘッドキック" , addr = 0x0E, cmd = _cc, }, { name = "フライングスピンアタック" , addr = 0x12, cmd = _214a, }, { name = "ダンシングダイブ" , addr = 0x16, cmd = _214b, }, { name = "リバースダイブ" , addr = 0x1A, cmd = _236b, }, { name = "ブレイクストーム" , addr = 0x1E, cmd = _623b, }, { name = "ブレイクストーム追加1段階" , addr = 0x22, cmd = _bbbb, }, { name = "ブレイクストーム追加2段階" , addr = 0x26, cmd = _bbbbbb, }, { name = "ブレイクストーム追加3段階" , addr = 0x2A, cmd = _bbbbbbbb, }, { name = "ダックフェイント・空" , addr = 0x2E, cmd = _22, type = input_state_types.step, }, { name = "クロスヘッドスピン" , addr = 0x32, cmd = _82d, }, { name = "ダイビングパニッシャー or ダンシングキャリバー", addr = 0x36, cmd = _214bc, }, { name = "ローリングパニッシャー" , addr = 0x3A, cmd = _236bc, }, { name = "ブレイクハリケーン" , addr = 0x3E, cmd = _623bc, }, { name = "ブレイクスパイラル_8_6_2_4" , addr = 0x42, cmd = _8624bc, }, { name = "ブレイクスパイラル_6_2_4_8" , addr = 0x46, cmd = _6248bc, }, { name = "ブレイクスパイラル_2_4_8_6" , addr = 0x4A, cmd = _2486bc, }, { name = "ブレイクスパイラル_4_8_6_2" , addr = 0x4E, cmd = _4862bc, }, { name = "ブレイクスパイラル_8_4_2_6" , addr = 0x52, cmd = _8426bc, }, { name = "ブレイクスパイラル_4_2_6_8" , addr = 0x56, cmd = _4268bc, }, { name = "ブレイクスパイラル_2_6_8_4" , addr = 0x5A, cmd = _2684bc, }, { name = "ブレイクスパイラル_6_8_4_2" , addr = 0x5E, cmd = _6842bc, }, { name = "ブレイクスパイラルブラザー or クレイジーBR" , addr = 0x62, cmd = _41236bc, }, { name = "ダックダンス" , addr = 0x6E, cmd = _64123c, }, { name = "ダックダンスC連打" , addr = 0x72, cmd = _cccc, }, { name = "ダッシュ" , addr = 0x76, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x7A, cmd = _44, type = input_state_types.step, }, { name = "ショッキングボール" , addr = 0x8A, cmd = _2c, type = input_state_types.faint, }, { name = "CA ブレイクストーム" , addr = 0x8E, cmd = _2369b, }, { name = "フェイントダックダンス" , addr = 0x92, cmd = _2bc, type = input_state_types.faint, }, }, { --キム・カッファン { name = "飛燕斬" , addr = 0x02, cmd = _2chg8b, type = input_state_types.charge, }, { name = "飛燕斬" , addr = 0x06, cmd = _2chg9b, type = input_state_types.charge, }, { name = "飛燕斬" , addr = 0x0A, cmd = _2chg7b, type = input_state_types.charge, }, { name = "飛翔脚" , addr = 0x0E, cmd = _2b, type = input_state_types.faint, }, { name = "戒脚" , addr = 0x12, cmd = _3b, type = input_state_types.faint, }, { name = "小半月斬" , addr = 0x16, cmd = _214b, }, { name = "大半月斬" , addr = 0x1A, cmd = _214c, }, { name = "空砂塵" , addr = 0x1E, cmd = _2chg8a, type = input_state_types.charge, }, { name = "天昇斬" , addr = 0x22, cmd = _2a, type = input_state_types.faint, }, { name = "覇気脚" , addr = 0x26, cmd = _22b, type = input_state_types.shinsoku, }, { name = "鳳凰天舞脚" , addr = 0x2A, cmd = _41236bc, }, { name = "鳳凰脚" , addr = 0x2E, cmd = _21416c, }, { name = "ダッシュ" , addr = 0x32, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x36, cmd = _44, type = input_state_types.step, }, { name = "フェイント鳳凰脚" , addr = 0x46, cmd = _2bc, type = input_state_types.faint, }, }, { --ビリー・カーン { name = "三節棍中段打ち" , addr = 0x02, cmd = _4chg6a, type = input_state_types.charge, }, { name = "火炎三節棍中段打ち" , addr = 0x06, cmd = _46c, }, { name = "雀落とし" , addr = 0x0A, cmd = _214a, }, { name = "火龍追撃棍" , addr = 0x16, cmd = _214b, }, { name = "旋風棍" , addr = 0x0E, cmd = _aaaa, }, { name = "強襲飛翔棍" , addr = 0x12, cmd = _1236b, }, { name = "超火炎旋風棍" , addr = 0x1A, cmd = _64123bc, }, { name = "紅蓮殺棍" , addr = 0x1E, cmd = _632c, }, { name = "サラマンダーストーム" , addr = 0x22, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x26, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x2A, cmd = _44, type = input_state_types.step, }, { name = "CA 集点連破棍" , addr = 0x3A, cmd = _236c, }, { name = "フェイント強襲飛翔棍" , addr = 0x3E, cmd = _4ac, type = input_state_types.faint, }, }, { --チン・シンザン { name = "氣雷砲(前方)" , addr = 0x02, cmd = _236a, }, { name = "氣雷砲(対空)" , addr = 0x06, cmd = _623a, }, { name = "超太鼓腹打ち" , addr = 0x0A, cmd = _2chg8a, type = input_state_types.charge, }, { name = "満腹滞空" , addr = 0x0E, cmd = _aa, }, { name = "小破岩撃" , addr = 0x12, cmd = _4chg6b, type = input_state_types.charge, }, { name = "大破岩撃" , addr = 0x16, cmd = _4chg6c, type = input_state_types.charge, }, { name = "軟体オヤジ" , addr = 0x1A, cmd = _214b, }, { name = "クッサメ砲" , addr = 0x1E, cmd = _214c, }, { name = "爆雷砲" , addr = 0x22, cmd = _1chg26bc, }, { name = "ホエホエ弾" , addr = 0x26, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x2A, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x2E, cmd = _44, type = input_state_types.step, }, { name = "フェイント破岩撃" , addr = 0x42, cmd = _6ac, type = input_state_types.faint, }, { name = "フェイントクッサメ砲" , addr = 0x46, cmd = _2ac, type = input_state_types.faint, }, }, { --タン・フー・ルー, { name = "衝波" , addr = 0x02, cmd = _236a, }, { name = "小箭疾歩" , addr = 0x06, cmd = _214a, }, { name = "大箭疾歩" , addr = 0x0A, cmd = _214c, }, { name = "撃放" , addr = 0x0E, cmd = _236c, }, { name = "烈千脚" , addr = 0x12, cmd = _623b, }, { name = "旋風剛拳" , addr = 0x16, cmd = _64123bc, }, { name = "大撃砲" , addr = 0x1A, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x1E, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x22, cmd = _44, type = input_state_types.step, }, { name = "フェイント旋風剛拳" , addr = 0x3A, cmd = _2bc, type = input_state_types.faint, }, }, { --ローレンス・ブラッド { name = "小ブラッディスピン" , addr = 0x02, cmd = _63214a, }, { name = "大ブラッディスピン" , addr = 0x06, cmd = _63214c, }, { name = "ブラッディサーベル" , addr = 0x0A, cmd = _4chg6c, type = input_state_types.charge, }, { name = "ブラッディミキサー" , addr = 0x0E, cmd = _aaaa, }, { name = "ブラッディカッター" , addr = 0x12, cmd = _2chg8c, type = input_state_types.charge, }, { name = "ブラッディフラッシュ" , addr = 0x16, cmd = _64123bc, }, { name = "ブラッディシャドー" , addr = 0x1A, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x1E, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x22, cmd = _44, type = input_state_types.step, }, { name = "CA _6_3_2_C" , addr = 0x32, cmd = _632c, }, }, { --ヴォルフガング・クラウザー { name = "小ブリッツボール" , addr = 0x06, cmd = _214a, }, { name = "大ブリッツボール" , addr = 0x0A, cmd = _214c, }, { name = "レッグトマホーク" , addr = 0x0E, cmd = _236b, }, { name = "フェニックススルー" , addr = 0x12, cmd = _41236c, }, { name = "デンジャラススルー" , addr = 0x16, cmd = _41236a, }, { name = "カイザークロー" , addr = 0x1E, cmd = _623c, }, { name = "リフトアップブロー" , addr = 0x22, cmd = _63214b, }, { name = "カイザーウェーブ" , addr = 0x26, cmd = _4chg6bc, type = input_state_types.charge, }, { name = "ギガティックサイクロン_8_6_2_4" , addr = 0x2A, cmd = _8624c, }, { name = "ギガティックサイクロン_6_2_4_8" , addr = 0x2E, cmd = _6248c, }, { name = "ギガティックサイクロン_2_4_8_6" , addr = 0x32, cmd = _2486c, }, { name = "ギガティックサイクロン_4_8_6_2" , addr = 0x36, cmd = _4862c, }, { name = "ギガティックサイクロン_8_4_2_6" , addr = 0x3A, cmd = _8426c, }, { name = "ギガティックサイクロン_4_2_6_8" , addr = 0x3E, cmd = _4268c, }, { name = "ギガティックサイクロン_2_6_8_4" , addr = 0x42, cmd = _2684c, }, { name = "ギガティックサイクロン_6_8_4_2" , addr = 0x46, cmd = _6842c, }, { name = "アンリミテッドデザイア" , addr = 0x4A, cmd = _632146a, }, { name = "アンリミテッドデザイア2 Finish" , addr = 0x02, cmd = _421ac, }, { name = "ダッシュ" , addr = 0x4E, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x52, cmd = _44, type = input_state_types.step, }, { name = "ダイビングエルボー" , addr = 0x62, cmd = _2c, type = input_state_types.faint, }, { name = "CA _2_3_6_C" , addr = 0x66, cmd = _236c, }, { name = "フェイントブリッツボール" , addr = 0x6A, cmd = _2ac, type = input_state_types.faint, }, { name = "フェイントカイザーウェーブ" , addr = 0x6E, cmd = _2bc, type = input_state_types.faint, }, }, { --リック・ストラウド { name = "小シューティングスター" , addr = 0x02, cmd = _236a, }, { name = "大シューティングスター" , addr = 0x06, cmd = _236c, }, { name = "ディバインブラスト" , addr = 0x0A, cmd = _214c, }, { name = "フルムーンフィーバー" , addr = 0x0E, cmd = _214b, }, { name = "ヘリオン" , addr = 0x12, cmd = _623a, }, { name = "ブレイジングサンバースト" , addr = 0x16, cmd = _214a, }, { name = "ガイアブレス" , addr = 0x1A, cmd = _64123bc, }, { name = "ハウリング・ブル" , addr = 0x1E, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x22, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x26, cmd = _44, type = input_state_types.step, }, { name = "CA _3_3_B" , addr = 0x36, cmd = _33b, }, { name = "CA _2_2_C" , addr = 0x3A, cmd = _22c, }, { name = "フェイントシューティングスター" , addr = 0x3E, cmd = _6ac, type = input_state_types.faint, }, }, { --李香緋 { name = "詠酒・対ジャンプ攻撃" , addr = 0x02, cmd = _a8, }, { name = "詠酒・対立ち攻撃" , addr = 0x06, cmd = _a6, }, { name = "詠酒・対しゃがみ攻撃 " , addr = 0x0A, cmd = _a2, }, { name = "小那夢波" , addr = 0x0E, cmd = _236a, }, { name = "大那夢波" , addr = 0x12, cmd = _236c, }, { name = "閃里肘皇 or 閃里肘皇・貫空" , addr = 0x16, cmd = _236b, }, { name = "閃里肘皇・心砕把" , addr = 0x1A, cmd = _214b, }, { name = "天崩山" , addr = 0x1E, cmd = _623b, }, { name = "大鉄神" , addr = 0x22, cmd = _64123bc, }, { name = "超白龍" , addr = 0x26, cmd = _616ab, }, { name = "真心牙_8_6_2_4" , addr = 0x2E, cmd = _8624c, }, { name = "真心牙_6_2_4_8" , addr = 0x32, cmd = _6248c, }, { name = "真心牙_2_4_8_6" , addr = 0x36, cmd = _2486c, }, { name = "真心牙_4_8_6_2" , addr = 0x3A, cmd = _4862c, }, { name = "真心牙_8_4_2_6" , addr = 0x3E, cmd = _8426c, }, { name = "真心牙_4_2_6_8" , addr = 0x42, cmd = _4268c, }, { name = "真心牙_2_6_8_4" , addr = 0x46, cmd = _2684c, }, { name = "真心牙_6_8_4_2" , addr = 0x4A, cmd = _6842c, }, { name = "ダッシュ" , addr = 0x4E, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x52, cmd = _44, type = input_state_types.step, }, { name = "CA _6_6_A" , addr = 0x62, cmd = _66a, }, { name = "フェイント天崩山" , addr = 0x66, cmd = _4ac, type = input_state_types.faint, }, { name = "フェイント大鉄神" , addr = 0x6A, cmd = _2bc, type = input_state_types.faint, }, }, { --アルフレッド { name = "小クリティカルウィング" , addr = 0x02, cmd = _214a, }, { name = "大クリティカルウィング" , addr = 0x06, cmd = _214c, }, { name = "オーグメンターウィング" , addr = 0x0A, cmd = _236a, }, { name = "ダイバージェンス" , addr = 0x0E, cmd = _236c, }, { name = "メーデーメーデー" , addr = 0x12, cmd = _214b, }, { name = "メーデーメーデー追加" , addr = 0x16, cmd = _bbb, }, { name = "S.TOL" , addr = 0x1A, cmd = _698b, }, { name = "ショックストール" , addr = 0x1E, cmd = _41236bc, }, { name = "ウェーブライダー" , addr = 0x22, cmd = _64123c, }, { name = "ダッシュ" , addr = 0x26, cmd = _66, type = input_state_types.step, }, { name = "バックステップ" , addr = 0x2A, cmd = _44, type = input_state_types.step, }, { name = "フェイントクリティカルウィング" , addr = 0x3A, cmd = _2ac, type = input_state_types.faint, }, { name = "フェイントオーグメンターウィング", addr = 0x3E, cmd = _4ac, type = input_state_types.faint, }, }, { -- all 調査用 }, } for ti = 2, 160, 2 do --for ti = 0x44, 240, 2 do -- 調査用 2~ --for ti = 0x94, 240, 2 do -- 調査用 2~ --for ti = 144, 240, 2 do -- 調査用 2~ table.insert(input_states[#input_states], { name = string.format("%x", ti), addr = ti, cmd = "?", type = input_state_types.unknown, }) end for _, char_tbl in ipairs(input_states) do for _, tbl in ipairs(char_tbl) do -- 左右反転コマンド表示用 tbl.r_cmd = string.gsub(tbl.cmd, "[134679]", { ["1"] = "3", ["3"] = "1", ["4"] = "6", ["6"] = "4", ["7"] = "9", ["9"] = "7", }) local r_cmds, cmds = {}, {} for c in string.gmatch(convert(tbl.r_cmd), "([^|]*)|?") do table.insert(r_cmds, c) end for c in string.gmatch(convert(tbl.cmd), "([^|]*)|?") do table.insert(cmds, c) end -- コマンドの右向き左向きをあらわすデータ値をキーにしたテーブルを用意 tbl.lr_cmds = { [0x00] = cmds, [0x80] = r_cmds, } tbl.cmds = cmds tbl.name = convert(tbl.name) end end return input_states end local input_states = create_input_states() -- キー入力2 local cmd_neutral = function(p, next_joy) next_joy["P" .. p.control .. " Up"] = false next_joy["P" .. p.control .. " Down"] = false next_joy[p.block_side] = false next_joy[p.front_side] = false next_joy["P" .. p.control .. " Button 1"] = false next_joy["P" .. p.control .. " Button 2"] = false next_joy["P" .. p.control .. " Button 3"] = false next_joy["P" .. p.control .. " Button 4"] = false end local cmd_base = { _5 = cmd_neutral, _7 = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Up"] = true next_joy[p.block_side] = true end, _8 = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Up"] = true end, _9 = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Up"] = true next_joy[p.front_side] = true end, _6 = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.front_side] = true end, _3 = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.front_side] = true next_joy["P" .. p.control .. " Down"] = true end, _2 = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Down"] = true end, _1 = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Down"] = true next_joy[p.block_side] = true end, _4 = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.block_side] = true end, _a = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Button 1"] = true end, _b = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Button 2"] = true end, _c = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Button 3"] = true end, _d = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Button 4"] = true end, _ab = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Button 1"] = true next_joy["P" .. p.control .. " Button 2"] = true end, _bc = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Button 2"] = true next_joy["P" .. p.control .. " Button 3"] = true end, _6a = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.front_side] = true next_joy["P" .. p.control .. " Button 1"] = true end, _3a = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.front_side] = true next_joy["P" .. p.control .. " Down"] = true next_joy["P" .. p.control .. " Button 1"] = true end, _2a = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Down"] = true next_joy["P" .. p.control .. " Button 1"] = true end, _4a = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.block_side] = true next_joy["P" .. p.control .. " Button 1"] = true end, _6b = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.front_side] = true next_joy["P" .. p.control .. " Button 2"] = true end, _3b = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.front_side] = true next_joy["P" .. p.control .. " Down"] = true next_joy["P" .. p.control .. " Button 2"] = true end, _2b = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Down"] = true next_joy["P" .. p.control .. " Button 2"] = true end, _4b = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.block_side] = true next_joy["P" .. p.control .. " Button 2"] = true end, _6c = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.front_side] = true next_joy["P" .. p.control .. " Button 3"] = true end, _3c = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.front_side] = true next_joy["P" .. p.control .. " Down"] = true next_joy["P" .. p.control .. " Button 3"] = true end, _2c = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Down"] = true next_joy["P" .. p.control .. " Button 3"] = true end, _4c = function(p, next_joy) cmd_neutral(p, next_joy) next_joy[p.block_side] = true next_joy["P" .. p.control .. " Button 3"] = true end, _8d = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Up"] = true next_joy["P" .. p.control .. " Button 4"] = true end, _2d = function(p, next_joy) cmd_neutral(p, next_joy) next_joy["P" .. p.control .. " Down"] = true next_joy["P" .. p.control .. " Button 4"] = true end, } local rvs_types = { on_wakeup = 1, -- ダウン起き上がりリバーサル入力 jump_landing = 2, -- 着地リバーサル入力(やられの着地) knock_back_landing = 3, -- 着地リバーサル入力(通常ジャンプの着地) knock_back_recovery = 4, -- リバーサルじゃない最速入力 in_knock_back = 5, -- のけぞり中のデータをみてのけぞり修了の_2F前に入力確定する dangerous_through = 6, -- デンジャラススルー用 atemi = 7, -- 当身うち空振りと裏雲隠し用 } local pre_down_acts = { [0x142] = true, [0x145] = true, [0x156] = true, [0x15A] = true, [0x15B] = true, [0x15E] = true, [0x15F] = true, [0x160] = true, [0x162] = true, [0x166] = true, [0x16A] = true, [0x16C] = true, [0x16D] = true, [0x174] = true, [0x175] = true, [0x186] = true, [0x188] = true, [0x189] = true, [0x1E0] = true, [0x1E1] = true, [0x2AE] = true, [0x2BA] = true, } -- コマンドテーブル上の技ID local common_rvs = { { cmd = cmd_base._3 , bs = false, common = true, name = "[共通] 斜め下前入れ", }, { cmd = cmd_base._a , bs = false, common = true, name = "[共通] 立A", }, { cmd = cmd_base._b , bs = false, common = true, name = "[共通] 立B", }, { cmd = cmd_base._c , bs = false, common = true, name = "[共通] 立C", }, { cmd = cmd_base._d , bs = false, common = true, name = "[共通] 立D", }, { cmd = cmd_base._ab , bs = false, common = true, name = "[共通] 避け攻撃", }, { cmd = cmd_base._6c , bs = false, common = true, name = "[共通] 投げ", throw = true, }, { cmd = cmd_base._2a , bs = false, common = true, name = "[共通] 下A", }, { cmd = cmd_base._2b , bs = false, common = true, name = "[共通] 下B", }, { cmd = cmd_base._2c , bs = false, common = true, name = "[共通] 下C", }, { cmd = cmd_base._2d , bs = false, common = true, name = "[共通] 下D", }, { cmd = cmd_base._8 , bs = false, common = true, name = "[共通] 垂直ジャンプ", jump = true, }, { cmd = cmd_base._9 , bs = false, common = true, name = "[共通] 前ジャンプ", jump = true, }, { cmd = cmd_base._7 , bs = false, common = true, name = "[共通] 後ジャンプ", jump = true, }, { id = 0x1E, ver = 0x0600, bs = false, common = true, name = "[共通] ダッシュ", }, { id = 0x1F, ver = 0x0600, bs = false, common = true, name = "[共通] バックステップ", }, } local char_rvs_list = { -- テリー・ボガード { { cmd = cmd_base._3a , bs = false, name = "ワイルドアッパー", }, { cmd = cmd_base._6b , bs = false, name = "バックスピンキック", }, { id = 0x01, ver = 0x0600, bs = true , name = "小バーンナックル", }, { id = 0x02, ver = 0x0600, bs = true , name = "大バーンナックル", }, { id = 0x03, ver = 0x0600, bs = true , name = "パワーウェイブ", }, { id = 0x04, ver = 0x0600, bs = true , name = "ランドウェイブ", }, { id = 0x05, ver = 0x0600, bs = true , name = "クラックシュート", }, { id = 0x06, ver = 0x0600, bs = true , name = "ファイヤーキック", }, { id = 0x07, ver = 0x0600, bs = false, name = "パッシングスウェー", }, { id = 0x08, ver = 0x0600, bs = false, name = "ライジングタックル", }, { id = 0x10, ver = 0x0600, bs = true , name = "パワーゲイザー", }, { id = 0x12, ver = 0x0600, bs = false, name = "トリプルゲイザー", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント バーンナックル", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント パワーゲイザー", }, }, -- アンディ・ボガード { { cmd = cmd_base._3a , bs = false, name = "上げ面", }, { cmd = cmd_base._6b , bs = false, name = "浴びせ蹴り", }, { id = 0x01, ver = 0x0600, bs = false, name = "小残影拳", }, { id = 0x02, ver = 0x06FF, bs = false, name = "大残影拳", }, { id = 0x03, ver = 0x0600, bs = true , name = "飛翔拳", }, { id = 0x04, ver = 0x0600, bs = true , name = "激飛翔拳", }, { id = 0x05, ver = 0x0600, bs = true , name = "昇龍弾", }, { id = 0x06, ver = 0x0600, bs = true , name = "空破弾", }, -- { id = 0x07, ver = 0x1200, bs = false, name = "幻影不知火", }, { id = 0x10, ver = 0x0600, bs = false, name = "超裂破弾", }, { id = 0x12, ver = 0x0600, bs = true , name = "男打弾", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 残影拳", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント 飛翔拳", }, { id = 0x48, ver = 0x0600, bs = false, name = "フェイント 超裂破弾", }, }, -- 東丈 { { cmd = cmd_base._3c , bs = false, name = "膝地獄", }, { cmd = cmd_base._3b , bs = false, name = "上げ面", }, { cmd = cmd_base._4b , bs = false, name = "ハイキック", }, { id = 0x01, ver = 0x0600, bs = false, name = "小スラッシュキック", }, { id = 0x02, ver = 0x0600, bs = false, name = "大スラッシュキック", }, { id = 0x03, ver = 0x0600, bs = true , name = "黄金のカカト", }, { id = 0x04, ver = 0x0600, bs = true , name = "タイガーキック", }, { id = 0x05, ver = 0x0C00, bs = true , name = "爆裂拳", }, -- { id = 0x00, ver = 0x0CFF, bs = false, name = "爆裂フック", }, -- { id = 0x00, ver = 0x0CFE, bs = false, name = "爆裂アッパー", }, { id = 0x06, ver = 0x0600, bs = true , name = "ハリケーンアッパー", }, { id = 0x07, ver = 0x0600, bs = true , name = "爆裂ハリケーン", }, { id = 0x10, ver = 0x0600, bs = false, name = "スクリューアッパー", }, { id = 0x12, ver = 0x0600, bs = false, name = "サンダーファイヤー(C)", }, { id = 0x13, ver = 0x0600, bs = false, name = "サンダーファイヤー(D)", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント ハリケーンアッパー", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント スラッシュキック", }, }, -- 不知火舞 { { cmd = cmd_base._4a , bs = false, name = "龍の舞", }, { id = 0x01, ver = 0x0600, bs = true , name = "花蝶扇", }, { id = 0x02, ver = 0x0600, bs = true , name = "龍炎舞", }, { id = 0x03, ver = 0x0600, bs = true , name = "小夜千鳥", }, { id = 0x04, ver = 0x0600, bs = true , name = "必殺忍蜂", }, -- { id = 0x05, ver = 0x0600, bs = false, name = "ムササビの舞", }, { id = 0x10, ver = 0x0600, bs = false, name = "超必殺忍蜂", }, { id = 0x12, ver = 0x0600, bs = false, name = "花嵐", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 花蝶扇", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント 花嵐", }, }, -- ギース・ハワード { { cmd = cmd_base._3c , bs = false, name = "虎殺掌", }, { cmd = cmd_base._3a , bs = false, name = "昇天明星打ち", }, { cmd = cmd_base._6a , bs = false, name = "飛燕失脚", }, { cmd = cmd_base._4b , bs = false, name = "雷光回し蹴り", }, { id = 0x01, ver = 0x0600, bs = true , name = "烈風拳", }, { id = 0x02, ver = 0x06FF, bs = true , name = "ダブル烈風拳", }, { id = 0x03, ver = 0x0600, bs = false, name = "上段当て身投げ", }, { id = 0x04, ver = 0x06FE, bs = false, name = "裏雲隠し", }, { id = 0x05, ver = 0x0600, bs = false, name = "下段当て身打ち", }, { id = 0x06, ver = 0x0600, bs = false, name = "雷鳴豪波投げ", }, { id = 0x07, ver = 0x06FD, bs = false, name = "真空投げ", throw = true, }, { id = 0x10, ver = 0x0600, bs = false, name = "レイジングストーム", }, { id = 0x12, ver = 0x0600, bs = false, name = "羅生門", throw = true, }, { id = 0x13, ver = 0x0600, bs = true , name = "デッドリーレイブ", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 烈風拳", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント レイジングストーム", }, }, -- 望月双角 { { cmd = cmd_base._3a , bs = false, name = "錫杖上段打ち", }, { id = 0x01, ver = 0x0600, bs = true , name = "野猿狩り", }, { id = 0x02, ver = 0x0600, bs = true , name = "まきびし", }, { id = 0x03, ver = 0x0600, bs = true , name = "憑依弾", }, { id = 0x04, ver = 0x06FE, bs = false, name = "鬼門陣", throw = true, }, { id = 0x05, ver = 0x0CFF, bs = false, name = "邪棍舞", }, { id = 0x06, ver = 0x0600, bs = true , name = "喝", }, { id = 0x07, ver = 0x0600, bs = false, name = "渦炎陣", }, { id = 0x10, ver = 0x0600, bs = false, name = "いかづち", }, { id = 0x12, ver = 0x0600, bs = false, name = "無惨弾", }, { id = 0x21, ver = 0x0600, bs = false, name = "雷撃棍", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント まきびし", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント いかづち", }, }, -- ボブ・ウィルソン { { cmd = cmd_base._3a , bs = false, name = "エレファントタスク", }, { id = 0x01, ver = 0x0600, bs = true , name = "ローリングタートル", }, { id = 0x02, ver = 0x0600, bs = true , name = "サイドワインダー", }, { id = 0x03, ver = 0x0600, bs = false, name = "バイソンホーン", }, { id = 0x04, ver = 0x0602, bs = true , name = "ワイルドウルフ", }, { id = 0x05, ver = 0x0600, bs = true , name = "モンキーダンス", }, { id = 0x06, ver = 0x06FE, bs = false, name = "フロッグハンティング", }, -- { id = 0x00, ver = 0x1EFF, bs = false, name = "ホーネットアタック", }, { id = 0x10, ver = 0x0600, bs = false, name = "デンジャラスウルフ", }, { id = 0x12, ver = 0x0600, bs = false, name = "ダンシングバイソン", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント ダンシングバイソン", }, }, -- ホンフゥ { { cmd = cmd_base._3a , bs = false, name = "ハエタタキ", }, { cmd = cmd_base._6b , bs = false, name = "踏み込み側蹴り", }, { id = 0x01, ver = 0x0600, bs = false, name = "九龍の読み", }, { id = 0x02, ver = 0x0600, bs = true , name = "小 制空烈火棍", }, { id = 0x03, ver = 0x0600, bs = true , name = "大 制空烈火棍", }, { id = 0x04, ver = 0x0600, bs = true , name = "電光石火の地", }, --{ id = 0x00, ver = 0x0CFE, bs = false, name = "電光パチキ", }, { id = 0x05, ver = 0x0600, bs = true , name = "電光石火の天", }, { id = 0x06, ver = 0x0600, bs = false, name = "炎の種馬", }, --{ id = 0x00, ver = 0x0CFF, bs = false, name = "炎の種馬連打", }, { id = 0x07, ver = 0x0600, bs = false, name = "必勝!逆襲拳", }, { id = 0x10, ver = 0x0600, bs = false, name = "爆発ゴロー", }, { id = 0x12, ver = 0x0600, bs = true , name = "よかトンハンマー", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 制空烈火棍", }, }, -- ブルー・マリー { { cmd = cmd_base._6b , bs = false, name = "ヒールフォール", }, { cmd = cmd_base._4b , bs = false, name = "ダブルローリング", }, { id = 0x01, ver = 0x06FF, bs = false, name = "M.スパイダー", }, { id = 0x02, ver = 0x06FE, bs = true , name = "M.スナッチャー", }, { id = 0x03, ver = 0x06FD, bs = false, name = "M.クラブクラッチ", }, --{ id = 0x00, ver = 0x06FD, bs = false, name = "ダブルクラッチ", }, { id = 0x04, ver = 0x0600, bs = false, name = "M.リアルカウンター", }, { id = 0x05, ver = 0x0600, bs = true , name = "スピンフォール", }, { id = 0x06, ver = 0x0600, bs = true , name = "バーチカルアロー", }, { id = 0x07, ver = 0x0600, bs = true , name = "ストレートスライサー", }, { id = 0x09, ver = 0x0600, bs = false, name = "ヤングダイブ", }, { id = 0x08, ver = 0x06F9, bs = false, name = "M.ダイナマイトスウィング", }, { id = 0x10, ver = 0x0600, bs = false, name = "M.タイフーン", }, { id = 0x12, ver = 0x0600, bs = false, name = "M.エスカレーション", }, -- { id = 0x28, ver = 0x0600, bs = false, name = "M.トリプルエクスタシー", }, -- { id = 0x24, ver = 0x0600, bs = false, name = "レッグプレス", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント M.スナッチャー", }, }, -- フランコ・バッシュ { { cmd = cmd_base._6b , bs = false, name = "バッシュトルネード", }, { cmd = cmd_base._bc , bs = false, name = "バロムパンチ", }, { id = 0x01, ver = 0x0600, bs = true , name = "ダブルコング", }, { id = 0x02, ver = 0x0600, bs = true , name = "ザッパー", }, { id = 0x03, ver = 0x0600, bs = false, name = "ウェービングブロー", }, { id = 0x04, ver = 0x0600, bs = true , name = "ガッツダンク", }, { id = 0x05, ver = 0x0600, bs = true , name = "ゴールデンボンバー", }, { id = 0x10, ver = 0x0600, bs = true , name = "ファイナルオメガショット", }, { id = 0x11, ver = 0x0600, bs = false, name = "メガトンスクリュー", }, { id = 0x12, ver = 0x0600, bs = false, name = "ハルマゲドンバスター", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント ハルマゲドンバスター", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント ガッツダンク", }, }, -- 山崎竜二 { { cmd = cmd_base._6a , bs = false, name = "ブッ刺し", }, { cmd = cmd_base._3a , bs = false, name = "昇天", }, { id = 0x01, ver = 0x0600, bs = true , name = "蛇使い・上段", }, { id = 0x02, ver = 0x0600, bs = true , name = "蛇使い・中段", }, { id = 0x03, ver = 0x0600, bs = true , name = "蛇使い・下段", }, { id = 0x04, ver = 0x0600, bs = false, name = "サドマゾ", }, { id = 0x05, ver = 0x0600, bs = false, name = "ヤキ入れ", }, { id = 0x06, ver = 0x0600, bs = false, name = "倍返し", }, { id = 0x07, ver = 0x0600, bs = true , name = "裁きの匕首", }, { id = 0x08, ver = 0x0600, bs = false, name = "爆弾パチキ", throw = true, }, { id = 0x09, ver = 0x0C00, bs = false, name = "トドメ", }, { id = 0x10, ver = 0x0600, bs = false, name = "ギロチン", }, { id = 0x12, ver = 0x0600, bs = false, name = "ドリル", throw = true, }, -- { id = 0x00, ver = 0x06FE, bs = false, name = "ドリル Lv.5", }, -- { id = 0x00, ver = 0x06FF, bs = false, name = "?", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 裁きの匕首", }, }, -- 秦崇秀 { { cmd = cmd_base._6a , bs = false, name = "光輪殺", }, { id = 0x01, ver = 0x0600, bs = false, name = "帝王神足拳", }, { id = 0x02, ver = 0x0600, bs = true , name = "小 帝王天眼拳", }, { id = 0x03, ver = 0x0600, bs = true , name = "大 帝王天眼拳", }, { id = 0x04, ver = 0x0600, bs = true , name = "小 帝王天耳拳", }, { id = 0x05, ver = 0x0600, bs = true , name = "大 帝王天耳拳", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 海龍照臨", }, { id = 0x06, ver = 0x0600, bs = false, name = "竜灯掌", }, { id = 0x07, ver = 0x0600, bs = true , name = "帝王神眼拳(その場)", }, { id = 0x08, ver = 0x06FF, bs = true , name = "帝王神眼拳(空中)", }, { id = 0x09, ver = 0x0600, bs = true , name = "帝王神眼拳(背後)", }, -- { id = 0x0A, ver = 0x0600, bs = false, name = "帝王空殺神眼拳", }, { id = 0x10, ver = 0x0600, bs = true , name = "帝王漏尽拳", }, -- { id = 0x11, ver = 0x0600, bs = false, name = "帝王空殺漏尽拳", }, { id = 0x12, ver = 0x0600, bs = false, name = "海龍照臨", }, }, -- 秦崇雷, { { cmd = cmd_base._6b , bs = false, name = "龍殺脚", }, { id = 0x01, ver = 0x0600, bs = false, name = "帝王神足拳", }, { id = 0x01, ver = 0x06FF, bs = false, name = "真 帝王神足拳", }, { id = 0x02, ver = 0x0600, bs = true , name = "小 帝王天眼拳", }, { id = 0x03, ver = 0x0600, bs = true , name = "大 帝王天眼拳", }, { id = 0x04, ver = 0x0600, bs = true , name = "小 帝王天耳拳", }, { id = 0x05, ver = 0x0600, bs = true , name = "大 帝王天耳拳", }, { id = 0x06, ver = 0x0600, bs = true , name = "帝王漏尽拳", }, { id = 0x07, ver = 0x0600, bs = false, name = "龍転身(前方)", }, { id = 0x08, ver = 0x0600, bs = false, name = "龍転身(後方)", }, { id = 0x10, ver = 0x06FF, bs = false, name = "帝王宿命拳", }, --{ id = 0x00, ver = 0x06FE, bs = false, name = "帝王宿命拳(連射)", }, { id = 0x12, ver = 0x0600, bs = false, name = "帝王龍声拳", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 帝王宿命拳", }, }, -- ダック・キング { { cmd = cmd_base._3b , bs = false, name = "ニードルロー", }, { cmd = cmd_base._4a , bs = false, name = "マッドスピンハンマー", }, { id = 0x01, ver = 0x0600, bs = true , name = "小ヘッドスピンアタック", }, { id = 0x02, ver = 0x0600, bs = true , name = "大ヘッドスピンアタック", }, -- { id = 0x02, ver = 0x06FF, bs = true , name = "大ヘッドスピンアタック", }, -- { id = 0x00, ver = 0x06FF, bs = false, name = "ヘッドスピンアタック追撃", }, { id = 0x03, ver = 0x0600, bs = false, name = "フライングスピンアタック", }, { id = 0x04, ver = 0x0600, bs = true , name = "ダンシングダイブ", }, { id = 0x00, ver = 0x06FE, bs = false, name = "リバースダイブ", }, { id = 0x05, ver = 0x06FE, bs = false, name = "ブレイクストーム", }, -- { id = 0x00, ver = 0x06FD, bs = false, name = "ブレイクストーム追撃1段階目", }, -- { id = 0x00, ver = 0x06FC, bs = false, name = "ブレイクストーム追撃2段階目", }, -- { id = 0x00, ver = 0x06FB, bs = false, name = "ブレイクストーム追撃3段階目", }, -- { id = 0x06, ver = 0x0600, bs = false, name = "ダックフェイント・空", }, -- { id = 0x07, ver = 0x0600, bs = false, name = "ダックフェイント・地", }, { id = 0x08, ver = 0x0600, bs = false, name = "クロスヘッドスピン", }, { id = 0x09, ver = 0x0600, bs = false, name = "ダンシングキャリバー", }, { id = 0x0A, ver = 0x0600, bs = false, name = "ローリングパニッシャー", }, { id = 0x0C, ver = 0x0600, bs = false, name = "ブレイクハリケーン", }, { id = 0x10, ver = 0x0600, bs = false, name = "ブレイクスパイラル", throw = true, }, --{ id = 0x11, ver = 0x06FA, bs = false, name = "ブレイクスパイラルBR", }, { id = 0x12, ver = 0x0600, bs = false, name = "ダックダンス", }, --{ id = 0x00, ver = 0x06F8, bs = false, name = "ダックダンス継続", }, { id = 0x13, ver = 0x0600, bs = false, name = "スーパーポンピングマシーン", }, -- { id = 0x00, ver = 0x06F9, bs = false, name = "ダイビングパニッシャー?", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント ダックダンス", }, -- { id = 0x28, ver = 0x0600, bs = false, name = "旧ブレイクストーム", }, }, -- キム・カッファン { { cmd = cmd_base._6b , bs = false, name = "ネリチャギ", }, { id = 0x01, ver = 0x0600, bs = true , name = "飛燕斬・真上", }, { id = 0x01, ver = 0x0601, bs = true , name = "飛燕斬・前方", }, { id = 0x01, ver = 0x0602, bs = true , name = "飛燕斬・後方", }, { id = 0x02, ver = 0x0600, bs = true , name = "小 半月斬", }, { id = 0x03, ver = 0x0600, bs = true , name = "大 半月斬", }, { id = 0x04, ver = 0x0800, bs = false, name = "飛翔脚", }, -- { id = 0x00, ver = 0x08FF, bs = false, name = "戒脚", }, { id = 0x05, ver = 0x0600, bs = false, name = "空砂塵", }, { id = 0x00, ver = 0x06FE, bs = false, name = "天昇斬", }, { id = 0x06, ver = 0x0600, bs = true , name = "覇気脚", }, -- { id = 0x10, ver = 0x0600, bs = false, name = "鳳凰天舞脚", }, { id = 0x12, ver = 0x0600, bs = false, name = "鳳凰脚", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 鳳凰脚", }, }, -- ビリー・カーン { { cmd = cmd_base._3c , bs = false, name = "地獄落とし", }, { id = 0x01, ver = 0x0600, bs = false, name = "三節棍中段打ち", }, -- { id = 0x00, ver = 0x06FF, bs = false, name = "火炎三節棍中段打ち", }, { id = 0x03, ver = 0x0600, bs = true , name = "雀落とし", }, { id = 0x04, ver = 0x0C00, bs = false, name = "旋風棍", }, { id = 0x05, ver = 0x0600, bs = true , name = "強襲飛翔棍", }, { id = 0x06, ver = 0x0600, bs = true , name = "火龍追撃棍", }, { id = 0x10, ver = 0x0600, bs = false, name = "超火炎旋風棍", }, { id = 0x11, ver = 0x0600, bs = false, name = "紅蓮殺棍", }, { id = 0x12, ver = 0x0600, bs = false, name = "サラマンダーストリーム", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 強襲飛翔棍", }, }, -- チン・シンザン { { cmd = cmd_base._6a , bs = false, name = "落撃双拳", }, { cmd = cmd_base._4a , bs = false, name = "発勁裏拳", }, { id = 0x01, ver = 0x0600, bs = true , name = "気雷砲(前方)", }, { id = 0x02, ver = 0x0600, bs = true , name = "気雷砲(対空)", }, { id = 0x03, ver = 0x0600, bs = false, name = "超太鼓腹打ち", }, -- { id = 0x00, ver = 0x06FF, bs = false, name = "満腹対空", }, { id = 0x04, ver = 0x0600, bs = true , name = "小 破岩撃", }, { id = 0x05, ver = 0x0600, bs = true , name = "大 破岩撃", }, { id = 0x06, ver = 0x0600, bs = false, name = "軟体オヤジ", }, { id = 0x07, ver = 0x0600, bs = false, name = "クッサメ砲", }, { id = 0x10, ver = 0x0600, bs = true , name = "爆雷砲", }, { id = 0x12, ver = 0x0600, bs = false, name = "ホエホエ弾", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 破岩撃", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント クッサメ砲", }, }, -- タン・フー・ルー, { { cmd = cmd_base._3a , bs = false, name = "右降龍", }, { id = 0x01, ver = 0x0600, bs = true , name = "衝波", }, { id = 0x02, ver = 0x0600, bs = true , name = "小 箭疾歩", }, { id = 0x03, ver = 0x0600, bs = true , name = "大 箭疾歩", }, { id = 0x04, ver = 0x0600, bs = false, name = "撃放", }, { id = 0x05, ver = 0x0600, bs = true , name = "裂千脚", }, { id = 0x10, ver = 0x0600, bs = false, name = "旋風剛拳", }, { id = 0x12, ver = 0x0600, bs = false, name = "大撃放", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 旋風剛拳", }, }, -- ローレンス・ブラッド { { cmd = cmd_base._6b , bs = false, name = "トルネードキック", }, { cmd = cmd_base._bc , bs = false, name = "オーレィ", }, { id = 0x01, ver = 0x0600, bs = true , name = "小 ブラッディスピン", }, { id = 0x02, ver = 0x0600, bs = true , name = "大 ブラッディスピン", }, { id = 0x03, ver = 0x0600, bs = false, name = "ブラッディサーベル", }, { id = 0x04, ver = 0x06FF, bs = false, name = "ブラッディミキサー", }, { id = 0x05, ver = 0x0600, bs = true , name = "ブラッディカッター", }, { id = 0x10, ver = 0x0600, bs = false, name = "ブラッディフラッシュ", }, { id = 0x12, ver = 0x0600, bs = false, name = "ブラッディシャドー", }, }, -- ヴォルフガング・クラウザー { { cmd = cmd_base._6a , bs = false, name = "デスハンマー", }, { id = 0x01, ver = 0x0600, bs = false, name = "ブリッツボール・上段", }, { id = 0x02, ver = 0x06FF, bs = false, name = "ブリッツボール・下段", }, { id = 0x03, ver = 0x0600, bs = true , name = "レッグトマホーク", }, { id = 0x04, ver = 0x0600, bs = false, name = "フェニックススルー", throw = true, }, { id = 0x05, ver = 0x0600, bs = false, name = "デンジャラススルー", throw = true, }, -- { id = 0x00, ver = 0x06FD, bs = false, name = "グリフォンアッパー", }, { id = 0x06, ver = 0x06FC, bs = false, name = "カイザークロー", }, { id = 0x07, ver = 0x0600, bs = false, name = "リフトアップブロー", }, { id = 0x10, ver = 0x0600, bs = true , name = "カイザーウェイブ", }, { id = 0x12, ver = 0x0600, bs = false, name = "ギガティックサイクロン", throw = true, }, { id = 0x13, ver = 0x0600, bs = false, name = "アンリミテッドデザイア", }, -- { id = 0x00, ver = 0x06FE, bs = false, name = "アンリミテッドデザイア2", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント ブリッツボール", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント カイザーウェイブ", }, }, -- リック・ストラウド { { cmd = cmd_base._6a , bs = false, name = "チョッピングライト", }, { cmd = cmd_base._3a , bs = false, name = "スマッシュソード", }, --{ id = 0x28, ver = 0x0600, bs = true , name = "?", }, { id = 0x01, ver = 0x0600, bs = true , name = "小 シューティングスター", }, { id = 0x02, ver = 0x06FF, bs = false, name = "大 シューティングスター", }, { id = 0x03, ver = 0x0600, bs = true , name = "ディバインブラスト", }, { id = 0x04, ver = 0x0600, bs = false, name = "フルムーンフィーバー", }, { id = 0x05, ver = 0x0600, bs = true , name = "ヘリオン", }, { id = 0x06, ver = 0x0600, bs = true , name = "ブレイジングサンバースト", }, -- { id = 0x09, ver = 0x0600, bs = false, name = "?", }, { id = 0x10, ver = 0x0600, bs = false, name = "ガイアブレス", }, { id = 0x12, ver = 0x0600, bs = false, name = "ハウリング・ブル", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント シューティングスター", }, }, -- 李香緋 { { cmd = cmd_base._6a , bs = false, name = "裡門頂肘", }, { cmd = cmd_base._4b , bs = false, name = "後捜腿", }, --{ id = 0x28, ver = 0x0600, bs = true , name = "?", }, --{ id = 0x29, ver = 0x0600, bs = true , name = "?", }, { id = 0x01, ver = 0x0600, bs = true , name = "小 那夢波", }, { id = 0x02, ver = 0x0600, bs = true , name = "大 那夢波", }, { id = 0x03, ver = 0x06FF, bs = false, name = "閃里肘皇", }, { id = 0x00, ver = 0x06FE, bs = false, name = "閃里肘皇・心砕把", }, { id = 0x06, ver = 0x0600, bs = true , name = "天崩山", }, { id = 0x07, ver = 0x0600, bs = true , name = "詠酒・対ジャンプ攻撃", }, { id = 0x08, ver = 0x0600, bs = true , name = "詠酒・対立ち攻撃", }, { id = 0x09, ver = 0x0600, bs = true , name = "詠酒・対しゃがみ攻撃", }, { id = 0x10, ver = 0x0600, bs = true , name = "大鉄神", }, { id = 0x11, ver = 0x06FD, bs = false, name = "超白龍", }, -- { id = 0x00, ver = 0x06FD, bs = false, name = "超白龍2", }, { id = 0x12, ver = 0x0600, bs = false, name = "真心牙", throw = true, }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント 天崩山", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント 大鉄神", }, }, -- アルフレッド { { cmd = cmd_base._6b , bs = false, name = "フロントステップキック", }, { cmd = cmd_base._4b , bs = false, name = "バックステップキック", }, { id = 0x01, ver = 0x0600, bs = true , name = "小 クリティカルウィング", }, { id = 0x02, ver = 0x0600, bs = true , name = "大 クリティカルウィング", }, { id = 0x03, ver = 0x0600, bs = true , name = "オーグメンターウィング", }, { id = 0x04, ver = 0x0600, bs = true , name = "ダイバージェンス", }, -- { id = 0x05, ver = 0x0600, bs = false, name = "メーデーメーデー", }, { id = 0x06, ver = 0x0600, bs = false, name = "S.TOL", }, --{ id = 0x10, ver = 0x0600, bs = false, name = "ショックストール", }, { id = 0x12, ver = 0x0600, bs = false, name = "ウェーブライダー", }, { id = 0x46, ver = 0x0600, bs = false, name = "フェイント クリティカルウィング", }, { id = 0x47, ver = 0x0600, bs = false, name = "フェイント オーグメンターウィング", }, }, } -- ブレイクショット対応技のみ local char_bs_list = {} for _, list in pairs(char_rvs_list) do for i, cmd in pairs(common_rvs) do table.insert(list, i, cmd) end local bs_list = {} for _, cmd in pairs(list) do if cmd.bs then table.insert(bs_list, cmd) end end table.insert(char_bs_list, bs_list) end local get_next_counter = function(targets, p, excludes) local ex, list, len = excludes or {}, {}, 0 for _, rvs in ipairs(targets) do if not ex[rvs] then len = len + 1 table.insert(list, rvs) end end if len == 0 then return nil elseif len == 1 then return list[1] else return list[math.random(len)] end end local get_next_rvs = function(p, excludes) local i = p.addr.base == 0x100400 and 1 or 2 local rvs_menu = rvs_menus[i][p.char] if not rvs_menu then return nil end p.dummy_rvs_list = {} for j, rvs in pairs(char_rvs_list[p.char]) do if rvs_menu.pos.col[j+1] == 2 then table.insert(p.dummy_rvs_list, rvs) end end local ret = get_next_counter(p.dummy_rvs_list, p, excludes) --print(string.format("get_next_rvs %x", p.addr.base), ret == nil and "" or ret.name, #p.dummy_rvs_list) return ret end local get_next_bs = function(p, excludes) local i = p.addr.base == 0x100400 and 1 or 2 local bs_menu = bs_menus[i][p.char] if not bs_menu then return nil end p.dummy_bs_list = {} for j, bs in pairs(char_bs_list[p.char]) do if bs_menu.pos.col[j+1] == 2 then table.insert(p.dummy_bs_list, bs) end end local ret = get_next_counter(p.dummy_bs_list, p, excludes) --print(string.format("get_next_bs %x", p.addr.base), ret == nil and "" or ret.name, #p.dummy_bs_list) return ret end -- エミュレータ本体の入力取得 local joyk = { p1 = { dn = "P1 Down" , -- joyk.p1.dn lt = "P1 Left" , -- joyk.p1.lt rt = "P1 Right" , -- joyk.p1.rt up = "P1 Up" , -- joyk.p1.up a = "P1 Button 1" , -- joyk.p1.a b = "P1 Button 2" , -- joyk.p1.b c = "P1 Button 3" , -- joyk.p1.c d = "P1 Button 4" , -- joyk.p1.d st = "1 Player Start", -- joyk.p1.st }, p2 = { dn = "P2 Down" , -- joyk.p2.dn lt = "P2 Left" , -- joyk.p2.lt rt = "P2 Right" , -- joyk.p2.rt up = "P2 Up" , -- joyk.p2.up a = "P2 Button 1" , -- joyk.p2.a b = "P2 Button 2" , -- joyk.p2.b c = "P2 Button 3" , -- joyk.p2.c d = "P2 Button 4" , -- joyk.p2.d st = "2 Players Start", -- joyk.p2.st }, } local use_joy = { { port = ":edge:joy:JOY1" , field = joyk.p1.a , frame = 0, prev = 0, player = 1, get = 0, }, { port = ":edge:joy:JOY1" , field = joyk.p1.b , frame = 0, prev = 0, player = 1, get = 0, }, { port = ":edge:joy:JOY1" , field = joyk.p1.c , frame = 0, prev = 0, player = 1, get = 0, }, { port = ":edge:joy:JOY1" , field = joyk.p1.d , frame = 0, prev = 0, player = 1, get = 0, }, { port = ":edge:joy:JOY1" , field = joyk.p1.dn, frame = 0, prev = 0, player = 1, get = 0, }, { port = ":edge:joy:JOY1" , field = joyk.p1.lt, frame = 0, prev = 0, player = 1, get = 0, }, { port = ":edge:joy:JOY1" , field = joyk.p1.rt, frame = 0, prev = 0, player = 1, get = 0, }, { port = ":edge:joy:JOY1" , field = joyk.p1.up, frame = 0, prev = 0, player = 1, get = 0, }, { port = ":edge:joy:JOY2" , field = joyk.p2.a , frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:JOY2" , field = joyk.p2.b , frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:JOY2" , field = joyk.p2.c , frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:JOY2" , field = joyk.p2.d , frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:JOY2" , field = joyk.p2.dn, frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:JOY2" , field = joyk.p2.lt, frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:JOY2" , field = joyk.p2.rt, frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:JOY2" , field = joyk.p2.up, frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:START", field = joyk.p2.st, frame = 0, prev = 0, player = 2, get = 0, }, { port = ":edge:joy:START", field = joyk.p1.st, frame = 0, prev = 0, player = 1, get = 0, }, } local get_joy_base = function(prev, exclude_player) local scr = manager.machine.screens:at(1) local ec = scr:frame_number() local joy_port = {} local joy_val = {} local prev_joy_val = {} for _, joy in ipairs(use_joy) do local state = 0 if not joy_port[joy.port] then joy_port[joy.port] = manager.machine.ioport.ports[joy.port]:read() end local field = manager.machine.ioport.ports[joy.port].fields[joy.field] state = ((joy_port[joy.port] & field.mask) ~ field.defvalue) if joy.get < ec then joy.prev = joy.frame if state > 0 then -- on if joy.frame > 0 then joy.frame = joy.frame + 1 else joy.frame = 1 end else -- off if joy.frame < 0 then joy.frame = joy.frame - 1 else joy.frame = -1 end end end joy.get = ec if exclude_player ~= joy.player then joy_val[joy.field] = joy.frame prev_joy_val[joy.field] = joy.prev --if "P2 Button 1" == joy.field then -- print(string.format("%s %s %s %s", global.frame_number, joy.field, joy.prev, joy.frame)) --end end end return prev and prev_joy_val or joy_val end local get_joy = function(exclude_player) return get_joy_base(false, exclude_player) end local accept_input = function(btn, joy_val, state_past) if 12 < state_past then local p1 = btn == "Start" and "1 Player Start" or ("P1 " .. btn) local p2 = btn == "Start" and "2 Players Start" or ("P2 " .. btn) local pgm = manager.machine.devices[":maincpu"].spaces["program"] if btn == "Up" or btn == "Down" or btn == "Right" or btn == "Left" then if (0 < joy_val[p1]) or (0 < joy_val[p2]) then pgm:write_u32(0x0010D612, 0x00600004) pgm:write_u8(0x0010D713, 0x01) return true end else if (0 < joy_val[p1] and state_past >= joy_val[p1]) or (0 < joy_val[p2] and state_past >= joy_val[p2]) then if global.disp_replay then pgm:write_u32(0x0010D612, 0x00610004) pgm:write_u8(0x0010D713, 0x01) end return true end end end return false end local is_start_a = function(joy_val, state_past) if 12 < state_past then for i = 1, 2 do local st = i == 1 and "1 Player Start" or "2 Players Start" local pgm = manager.machine.devices[":maincpu"].spaces["program"] if (35 < joy_val[st]) then pgm:write_u32(0x0010D612, 0x00610004) pgm:write_u8(0x0010D713, 0x01) return true end end end return false end local new_next_joy = function() return { [joyk.p1.dn] = false, [joyk.p1.a] = false, [joyk.p2.dn] = false, [joyk.p2.a] = false, [joyk.p1.lt] = false, [joyk.p1.b] = false, [joyk.p2.lt] = false, [joyk.p2.b] = false, [joyk.p1.rt] = false, [joyk.p1.c] = false, [joyk.p2.rt] = false, [joyk.p2.c] = false, [joyk.p1.up] = false, [joyk.p1.d] = false, [joyk.p2.up] = false, [joyk.p2.d] = false, } end -- 入力の1P、2P反転用のテーブル local rev_joy = { [joyk.p1.a ] = joyk.p2.a , [joyk.p2.a ] = joyk.p1.a , [joyk.p1.b ] = joyk.p2.b , [joyk.p2.b ] = joyk.p1.b , [joyk.p1.c ] = joyk.p2.c , [joyk.p2.c ] = joyk.p1.c , [joyk.p1.d ] = joyk.p2.d , [joyk.p2.d ] = joyk.p1.d , [joyk.p1.dn] = joyk.p2.dn, [joyk.p2.dn] = joyk.p1.dn, [joyk.p1.lt] = joyk.p2.lt, [joyk.p2.lt] = joyk.p1.lt, [joyk.p1.rt] = joyk.p2.rt, [joyk.p2.rt] = joyk.p1.rt, [joyk.p1.up] = joyk.p2.up, [joyk.p2.up] = joyk.p1.up, } -- 入力から1P、2Pを判定するテーブル local joy_pside = { [joyk.p1.dn] = 1, [joyk.p1.a] = 1, [joyk.p2.dn] = 2, [joyk.p2.a] = 2, [joyk.p1.lt] = 1, [joyk.p1.b] = 1, [joyk.p2.lt] = 2, [joyk.p2.b] = 2, [joyk.p1.rt] = 1, [joyk.p1.c] = 1, [joyk.p2.rt] = 2, [joyk.p2.c] = 2, [joyk.p1.up] = 1, [joyk.p1.d] = 1, [joyk.p2.up] = 2, [joyk.p2.d] = 2, } -- 入力の左右反転用のテーブル local joy_frontback = { [joyk.p1.lt] = joyk.p1.rt, [joyk.p2.lt] = joyk.p2.rt, [joyk.p1.rt] = joyk.p1.lt, [joyk.p2.rt] = joyk.p2.lt, } -- MAMEへの入力の無効化 local cls_joy = function() for _, joy in ipairs(use_joy) do manager.machine.ioport.ports[joy.port].fields[joy.field]:set_value(0) end end -- キー入力 local kprops = { "d", "c", "b", "a", "rt", "lt", "dn", "up", "sl", "st", } local posi_or_pl1 = function(v) return 0 <= v and v + 1 or 1 end local nega_or_mi1 = function(v) return 0 >= v and v - 1 or -1 end -- ポーズ local set_freeze = function(frz_expected) local dswport = manager.machine.ioport.ports[":DSW"] local fzfld = dswport.fields["Freeze"] local freez = ((dswport:read() & fzfld.mask) ~ fzfld.defvalue) <= 0 if mem_0x10FD82 ~= 0x00 then if freez ~= frz_expected then fzfld:set_value(global.frz[global.frzc]) global.frzc = global.frzc +1 if global.frzc > #global.frz then global.frzc = 1 end end else local pgm = manager.machine.devices[":maincpu"].spaces["program"] pgm:write_u8(0x1041D2, frz_expected and 0x00 or 0xFF) end end local new_ggkey_set = function(p1) local xoffset, yoffset = p1 and 50 or 245, 200 local pt0, pt2, ptS, ptP, ptP1, ptP2 , ptP3, ptP4 = 0, 1, math.sin(1), 9, 8.4, 8.7, 9.3, 9.6 local oct_vt = { { x = pt0, y = pt2, no = 1, op = 5, dg1 = 4, dg2 = 6, }, -- 1:レバー2 { x = ptS, y = ptS, no = 2, op = 6, dg1 = 5, dg2 = 7, }, -- 2:レバー3 { x = pt2, y = pt0, no = 3, op = 7, dg1 = 6, dg2 = 8, }, -- 3:レバー6 { x = ptS, y = -ptS, no = 4, op = 8, dg1 = 1, dg2 = 7, }, -- 4:レバー9 { x = pt0, y = -pt2, no = 5, op = 1, dg1 = 2, dg2 = 8, }, -- 5:レバー8 { x = -ptS, y = -ptS, no = 6, op = 2, dg1 = 1, dg2 = 3, }, -- 6:レバー7 { x = -pt2, y = pt0, no = 7, op = 3, dg1 = 2, dg2 = 4, }, -- 7:レバー4 { x = -ptS, y = ptS, no = 8, op = 4, dg1 = 3, dg2 = 5, }, -- 8:レバー1 { x = pt0, y = pt0, no = 9, op = 9, dg1 = 9, dg2 = 9, }, -- 9:レバー5 } for _, xy in ipairs(oct_vt) do xy.x1, xy.y1 = xy.x * ptP1 + xoffset, xy.y * ptP1 + yoffset xy.x2, xy.y2 = xy.x * ptP2 + xoffset, xy.y * ptP2 + yoffset xy.x3, xy.y3 = xy.x * ptP3 + xoffset, xy.y * ptP3 + yoffset xy.x4, xy.y4 = xy.x * ptP3 + xoffset, xy.y * ptP4 + yoffset xy.x , xy.y = xy.x * ptP + xoffset, xy.y * ptP + yoffset -- 座標の中心 xy.xt, xy.yt = xy.x - 2.5 , xy.y -3 -- レバーの丸表示用 end local key_xy = { oct_vt[8], -- 8:レバー1 oct_vt[1], -- 1:レバー2 oct_vt[2], -- 2:レバー3 oct_vt[7], -- 7:レバー4 oct_vt[9], -- 9:レバー5 oct_vt[3], -- 3:レバー6 oct_vt[6], -- 6:レバー7 oct_vt[5], -- 5:レバー8 oct_vt[4], -- 4:レバー9 } return { xoffset = xoffset, yoffset = yoffset, oct_vt = oct_vt, key_xy = key_xy, } end local ggkey_set = { new_ggkey_set(true), new_ggkey_set(false) } -- 当たり判定 local type_ck_push = function(obj, box) obj.height = obj.height or box.bottom - box.top --used for height of ground throwbox end local type_ck_vuln = function(obj, box) if not obj.vulnerable then return true end end local type_ck_gd = function(obj, box) end local type_ck_atk = function(obj, box) if obj.harmless then return true end end local type_ck_thw = function(obj, box) if obj.harmless then return true end end local type_ck_und = function(obj, box) --print(string.format("%x, unk box id: %x", obj.base, box.id)) --debug end local box_type_base = { a = { id = 0x00, name = "攻撃", enabled = true, type_check = type_ck_atk, type = "attack", sort = 4, color = 0xFF00FF, fill = 0x40, outline = 0xFF }, fa = { id = 0x00, name = "攻撃(嘘)", enabled = false,type_check = type_ck_und, type = "attack", sort = 4, color = 0x00FF00, fill = 0x00, outline = 0xFF }, da = { id = 0x00, name = "攻撃(無効)", enabled = true, type_check = type_ck_und, type = "attack", sort = 4, color = 0xFF00FF, fill = 0x00, outline = 0xFF }, aa = { id = 0x00, name = "攻撃(空中追撃可)", enabled = true, type_check = type_ck_atk, type = "attack", sort = 4, color = 0xFF0033, fill = 0x40, outline = 0xFF }, faa = { id = 0x00, name = "攻撃(嘘、空中追撃可)", enabled = false,type_check = type_ck_und, type = "attack", sort = 4, color = 0x00FF33, fill = 0x00, outline = 0xFF }, daa = { id = 0x00, name = "攻撃(無効、空中追撃可)", enabled = true, type_check = type_ck_und, type = "attack", sort = 4, color = 0xFF0033, fill = 0x00, outline = 0xFF }, t3 = { id = 0x00, name = "未使用", enabled = true, type_check = type_ck_thw, type = "throw", sort = -1, color = 0x8B4513, fill = 0x40, outline = 0xFF }, pa = { id = 0x00, name = "飛び道具", enabled = true, type_check = type_ck_atk, type = "attack", sort = 5, color = 0xFF00FF, fill = 0x40, outline = 0xFF }, pfa = { id = 0x00, name = "飛び道具(嘘)", enabled = true, type_check = type_ck_atk, type = "attack", sort = 5, color = 0x00FF00, fill = 0x00, outline = 0xFF }, pda = { id = 0x00, name = "飛び道具(無効)", enabled = true, type_check = type_ck_atk, type = "attack", sort = 5, color = 0xFF00FF, fill = 0x00, outline = 0xFF }, paa = { id = 0x00, name = "飛び道具(空中追撃可)", enabled = true, type_check = type_ck_atk, type = "attack", sort = 5, color = 0xFF0033, fill = 0x40, outline = 0xFF }, pfaa= { id = 0x00, name = "飛び道具(嘘、空中追撃可)", enabled = true, type_check = type_ck_atk, type = "attack", sort = 5, color = 0x00FF33, fill = 0x00, outline = 0xFF }, pdaa= { id = 0x00, name = "飛び道具(無効、空中追撃可)",enabled = true, type_check = type_ck_atk, type = "attack", sort = 5, color = 0xFF0033, fill = 0x00, outline = 0xFF }, t = { id = 0x00, name = "投げ", enabled = true, type_check = type_ck_thw, type = "throw", sort = 6, color = 0xFFFF00, fill = 0x40, outline = 0xFF }, at = { id = 0x00, name = "必殺技投げ", enabled = true, type_check = type_ck_thw, type = "throw", sort = 6, color = 0xFFFF00, fill = 0x40, outline = 0xFF }, pt = { id = 0x00, name = "空中投げ", enabled = true, type_check = type_ck_thw, type = "throw", sort = 6, color = 0xFFFF00, fill = 0x40, outline = 0xFF }, p = { id = 0x01, name = "押し合い", enabled = true, type_check = type_ck_push, type = "push", sort = 1, color = 0xDDDDDD, fill = 0x00, outline = 0xFF }, v1 = { id = 0x02, name = "食らい1", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x0000FF, fill = 0x40, outline = 0xFF }, v2 = { id = 0x03, name = "食らい2", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x0000FF, fill = 0x40, outline = 0xFF }, v3 = { id = 0x04, name = "食らい(ダウン追撃のみ可)", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x00FFFF, fill = 0x80, outline = 0xFF }, v4 = { id = 0x05, name = "食らい(空中追撃のみ可)", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x00FFFF, fill = 0x80, outline = 0xFF }, v5 = { id = 0x06, name = "食らい5(未使用?)", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x606060, fill = 0x40, outline = 0xFF }, v6 = { id = 0x07, name = "食らい(対ライン上攻撃)", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x00FFFF, fill = 0x80, outline = 0xFF }, x1 = { id = 0x08, name = "食らい(対ライン下攻撃)", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x00FFFF, fill = 0x80, outline = 0xFF }, x2 = { id = 0x09, name = "用途不明2", enabled = true, type_check = type_ck_und, type = "unkown", sort = -1, color = 0x00FF00, fill = 0x40, outline = 0xFF }, x3 = { id = 0x0A, name = "用途不明3", enabled = true, type_check = type_ck_und, type = "unkown", sort = -1, color = 0x00FF00, fill = 0x40, outline = 0xFF }, -- 1311C x4 = { id = 0x0B, name = "用途不明4", enabled = true, type_check = type_ck_und, type = "unkown", sort = -1, color = 0x00FF00, fill = 0x40, outline = 0xFF }, x5 = { id = 0x0C, name = "用途不明5", enabled = true, type_check = type_ck_und, type = "unkown", sort = -1, color = 0x00FF00, fill = 0x40, outline = 0xFF }, x6 = { id = 0x0D, name = "用途不明6", enabled = true, type_check = type_ck_und, type = "unkown", sort = -1, color = 0x00FF00, fill = 0x40, outline = 0xFF }, x7 = { id = 0x0E, name = "用途不明7", enabled = true, type_check = type_ck_und, type = "unkown", sort = -1, color = 0x00FF00, fill = 0x40, outline = 0xFF }, x8 = { id = 0x0F, name = "用途不明8", enabled = true, type_check = type_ck_und, type = "unkown", sort = -1, color = 0x00FF00, fill = 0x40, outline = 0xFF }, x9 = { id = 0x10, name = "用途不明9", enabled = true, type_check = type_ck_und, type = "unkown", sort = -1, color = 0x00FF00, fill = 0x40, outline = 0xFF }, g1 = { id = 0x11, name = "立ガード", enabled = true, type_check = type_ck_gd, type = "guard", sort = 3, color = 0xC0C0C0, fill = 0x40, outline = 0xFF },--rbff2 stand-guard g2 = { id = 0x12, name = "下段ガード", enabled = true, type_check = type_ck_gd, type = "guard", sort = 3, color = 0xC0C0C0, fill = 0x40, outline = 0xFF },--rbff2 counch-guard g3 = { id = 0x13, name = "空中ガード", enabled = true, type_check = type_ck_gd, type = "guard", sort = 3, color = 0xC0C0C0, fill = 0x40, outline = 0xFF },--rbff2 air-guard g4 = { id = 0x14, name = "上段当身投げ", enabled = true, type_check = type_ck_gd, type = "atemi", sort = 3, color = 0xFF7F00, fill = 0x40, outline = 0xFF },--rbff2 j.atemi-nage 012DBC g5 = { id = 0x15, name = "裏雲隠し", enabled = true, type_check = type_ck_gd, type = "atemi", sort = 3, color = 0xFF7F00, fill = 0x40, outline = 0xFF },--rbff2 c.atemi-nage 012DBC g6 = { id = 0x16, name = "下段当身打ち", enabled = true, type_check = type_ck_gd, type = "atemi", sort = 3, color = 0xFF7F00, fill = 0x40, outline = 0xFF },--rbff2 g.ateminage 012DBC g7 = { id = 0x17, name = "必勝逆襲拳", enabled = true, type_check = type_ck_gd, type = "atemi", sort = 3, color = 0xFF7F00, fill = 0x40, outline = 0xFF },--rbff2 h.gyakushu-kyaku 012DBC g8 = { id = 0x18, name = "サドマゾ", enabled = true, type_check = type_ck_gd, type = "atemi", sort = 3, color = 0xFF7F00, fill = 0x40, outline = 0xFF },--rbff2 sadomazo 012DBC g9 = { id = 0x19, name = "倍返し", enabled = true, type_check = type_ck_gd, type = "atemi", sort = 3, color = 0xFF007F, fill = 0x40, outline = 0xFF },--rbff2 bai-gaeshi 012DBC g12 = { id = 0x1A, name = "ガード?1", enabled = true, type_check = type_ck_und, type = "guard", sort = -1, color = 0x006400, fill = 0x40, outline = 0xFF },--? g11 = { id = 0x1B, name = "ガード?2", enabled = true, type_check = type_ck_und, type = "guard", sort = -1, color = 0x006400, fill = 0x40, outline = 0xFF },--? g10 = { id = 0x1C, name = "フェニックススルー", enabled = true, type_check = type_ck_gd, type = "atemi", sort = 3, color = 0xFF7F00, fill = 0x40, outline = 0xFF },--rbff2 p.throw? 012DBC g13 = { id = 0x1D, name = "ガード?4", enabled = true, type_check = type_ck_und, type = "guard", sort = -1, color = 0x006400, fill = 0x40, outline = 0xFF },--? g14 = { id = 0x1E, name = "ガード?5", enabled = true, type_check = type_ck_gd, type = "guard", sort = -1, color = 0x006400, fill = 0x40, outline = 0xFF },--? g15 = { id = 0x1F, name = "ガード?6", enabled = true, type_check = type_ck_und, type = "guard", sort = -1, color = 0x006400, fill = 0x40, outline = 0xFF },--? g16 = { id = 0x20, name = "ガード?7", enabled = true, type_check = type_ck_und, type = "guard", sort = -1, color = 0x006400, fill = 0x40, outline = 0xFF },--? sv1 = { id = 0x02, name = "食らい1(スウェー中)", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x7FFF00, fill = 0x40, outline = 0xFF, sway = true }, sv2 = { id = 0x03, name = "食らい2(スウェー中)", enabled = true, type_check = type_ck_vuln, type = "vuln", sort = 2, color = 0x7FFF00, fill = 0x40, outline = 0xFF, sway = true, }, } local box_types, sway_box_types = {}, {} for _, boxtype in pairs(box_type_base) do if 0 < boxtype.id then if boxtype.sway then sway_box_types[boxtype.id - 1] = boxtype else box_types[boxtype.id - 1] = boxtype end end boxtype.fill = (0xFFFFFFFF & (boxtype.fill << 24)) | boxtype.color boxtype.outline = (0xFFFFFFFF & (boxtype.outline << 24)) | boxtype.color end -- ボタンの色テーブル local btn_col = { [convert("_A")] = 0xFFCC0000, [convert("_B")] = 0xFFCC8800, [convert("_C")] = 0xFF3333CC, [convert("_D")] = 0xFF336600, } local text_col, shadow_col = 0xFFFFFFFF, 0xFF000000 local is_file = function(name) if type(name)~="string" then return false end local f = io.open(name,"r") if f then f:close() return true end return false end local base_path = function() local base = emu.subst_env(manager.options.entries.homepath:value():match('([^;]+)')) .. '/plugins/' .. exports.name local dir = lfs.currentdir() return dir .. "/" .. base end local rom_patch_path = function(filename) local base = base_path() .. '/rom-patch/' local patch = base .. emu.romname() .. '/' .. filename if is_file(patch) then return patch else print(patch .. " NOT found") end return base .. 'rbff2/' .. filename end local ram_patch_path = function(filename) local base = base_path() .. '/ram-patch/' local patch = base .. emu.romname() .. '/' .. filename if is_file(patch) then return patch end return base .. 'rbff2/' .. filename end local tohex = function(num) local hexstr = '0123456789abcdef' local s = '' while num > 0 do local mod = math.fmod(num, 16) s = string.sub(hexstr, mod+1, mod+1) .. s num = math.floor(num / 16) end if s == '' then s = '0' end return s end local tohexnum = function(num) return tonumber(tohex(num)) end -- tableで返す local tobits = function(num) -- returns a table of bits, least significant first. local t, rest = {}, 0 -- will contain the bits while num > 0 do rest = math.fmod(num, 2) table.insert(t, rest) num = (num - rest) / 2 end return t end local testbit = function(target, hex) local ret = (target & hex) ~= 0 return ret end local get_digit = function(num) return string.len(tostring(num)) end -- 16ビット値を0.999上限の数値に変える local int16tofloat = function(int16v) if int16v and type(int16v) == "number" then return int16v / 0x10000 end return 0 end local draw_rtext = function(x, y, str, fgcol, bgcol) if not str then return end if type(str) ~= "string" then str = string.format("%s", str) end local scr = manager.machine.screens:at(1) local xx = - manager.ui:get_string_width(str, scr.xscale * scr.height) scr:draw_text(x + xx, y, str, fgcol or 0xFFFFFFFF, bgcol or 0x00000000) return xx end local draw_text_with_shadow = function(x, y, str, fgcol, bgcol) local scr = manager.machine.screens:at(1) if type(str) ~= "string" then str = string.format("%s", str) end scr:draw_text(x + 0.5, y + 0.5, str, shadow_col, bgcol or 0x00000000) scr:draw_text(x, y, str, fgcol or 0xFFFFFFFF, bgcol or 0x00000000) return manager.ui:get_string_width(str, scr.xscale * scr.height) end local draw_rtext_with_shadow = function(x, y, str, fgcol, bgcol) draw_rtext(x + 0.5, y + 0.5, str, shadow_col, bgcol) return draw_rtext(x, y, str, fgcol, bgcol) end local draw_fmt_rtext = function(x, y, fmt, dec) return draw_rtext_with_shadow(x, y, string.format(fmt, dec)) end -- コマンド文字列表示 local draw_cmd_text_with_shadow = function(x, y, str, fgcol, bgcol) local scr = manager.machine.screens:at(1) -- 変換しつつUnicodeの文字配列に落とし込む local cstr, xx = convert(str), x for c in string.gmatch(cstr, "([%z\1-\127\194-\244][\128-\191]*)") do -- 文字の影 scr:draw_text(xx + 0.5, y + 0.5, c, 0xFF000000) if btn_col[c] then -- ABCDボタンの場合は黒の●を表示した後ABCDを書いて文字の部分を黒く見えるようにする scr:draw_text(xx, y, convert("_("), text_col) scr:draw_text(xx, y, c, fgcol or btn_col[c]) else scr:draw_text(xx, y, c, fgcol or text_col) end xx = xx + 5 -- フォントの大きさ問わず5pxずつ表示する end end -- コマンド入力表示 local draw_cmd = function(p, line, frame, str) local scr = manager.machine.screens:at(1) local p1 = p == 1 local xx = p1 and 12 or 294 -- 1Pと2Pで左右に表示し分ける local yy = (line + 10 - 1) * 8 -- +8はオフセット位置 if 0 < frame then local cframe = 999 < frame and "LOT" or frame draw_rtext_with_shadow(p1 and 10 or 292 , yy, cframe, text_col) end local col = 0xFAFFFFFF if p1 then for i = 1, 50 do scr:draw_line(i, yy, i+1, yy, col) col = col - 0x05000000 end else for i = 320, 270, -1 do scr:draw_line(i, yy, i-1, yy, col) col = col - 0x05000000 end end draw_cmd_text_with_shadow(xx, yy, str) end -- 処理アドレス表示 local draw_base = function(p, line, frame, addr, act_name, xmov) local scr = manager.machine.screens:at(1) local p1 = p == 1 local xx = p1 and 60 or 195 -- 1Pと2Pで左右に表示し分ける local yy = (line + 10 - 1) * 8 -- +8はオフセット位置 local cframe if 0 < frame then cframe = 999 < frame and "LOT" or frame else cframe = "0" end local sline = string.format("%3s %8x %0.03f %s", cframe, addr, xmov, act_name) scr:draw_text(xx + 0.5, yy + 0.5, sline, 0xFF000000) -- 文字の影 scr:draw_text(xx, yy, sline, text_col) end -- 当たり判定のオフセット local bp_offset = { [0x012C42] = { ["rbff2k"] = 0x28, ["rbff2h"] = 0x00 }, [0x012C88] = { ["rbff2k"] = 0x28, ["rbff2h"] = 0x00 }, [0x012D4C] = { ["rbff2k"] = 0x28, ["rbff2h"] = 0x00 }, --p1 push [0x012D92] = { ["rbff2k"] = 0x28, ["rbff2h"] = 0x00 }, --p2 push [0x039F2A] = { ["rbff2k"] = 0x0C, ["rbff2h"] = 0x20 }, --special throws [0x017300] = { ["rbff2k"] = 0x28, ["rbff2h"] = 0x00 }, --solid shadows } local bp_clone = { ["rbff2k"] = -0x104, ["rbff2h"] = 0x20 } local fix_bp_addr = function(addr) local fix1 = bp_clone[emu.romname()] or 0 local fix2 = bp_offset[addr] and (bp_offset[addr][emu.romname()] or fix1) or fix1 return addr + fix2 end -- 削りダメージ補正 local chip_dmg_types = { zero = { -- ゼロ name = "0", calc = function(pure_dmg) return 0 end, }, rshift4 = { -- 1/16 name = "1/16", calc = function(pure_dmg) return math.max(1, 0xFFFF & (pure_dmg >> 4)) end, }, rshift5 = { -- 1/32 name = "1/32", calc = function(pure_dmg) return math.max(1, 0xFFFF & (pure_dmg >> 5)) end, }, } -- 削りダメージ計算種別 補正処理の分岐先の種類分用意する local chip_dmg_type_tbl = { chip_dmg_types.zero, -- 0 ダメージ無し chip_dmg_types.zero, -- 1 ダメージ無し chip_dmg_types.rshift4, -- 2 1/16 chip_dmg_types.rshift4, -- 3 1/16 chip_dmg_types.zero, -- 4 ダメージ無し chip_dmg_types.zero, -- 5 ダメージ無し chip_dmg_types.rshift4, -- 6 1/16 chip_dmg_types.rshift5, -- 7 1/32 chip_dmg_types.rshift5, -- 8 1/32 chip_dmg_types.zero, -- 9 ダメージ無し chip_dmg_types.zero, -- 10 ダメージ無し chip_dmg_types.rshift4, -- 11 1/16 chip_dmg_types.rshift4, -- 12 1/16 chip_dmg_types.rshift4, -- 13 1/16 chip_dmg_types.rshift4, -- 14 1/16 chip_dmg_types.rshift4, -- 15 1/16 chip_dmg_types.zero, -- 16 ダメージ無し } -- 削りダメージ計算種別取得 local get_chip_dmg_type = function(id) local pgm = manager.machine.devices[":maincpu"].spaces["program"] local a0 = fix_bp_addr(0x95CCC) local d0 = 0xF & pgm:read_u8(a0 + id) local func = chip_dmg_type_tbl[d0 + 1] return func end -- ヒット処理の飛び先 家庭用版 0x13120 からのデータテーブル 5種類 local hit_proc_types = { none = nil, -- 常に判定しない same_line = "メインライン", -- 同一ライン同士なら判定する diff_line = "メインライン,スウェーライン", -- 異なるライン同士でも判定する unknown = "", -- 不明 air_onry = "空中のみ", -- 相手が空中にいれば判定する } local hit_sub_procs = { [0x01311C] = hit_proc_types.none, -- 常に判定しない [0x012FF0] = hit_proc_types.same_line, -- → 013038 同一ライン同士なら判定する [0x012FFE] = hit_proc_types.diff_line, -- → 013054 異なるライン同士でも判定する [0x01300A] = hit_proc_types.unknown, -- → 013018 不明 [0x012FE2] = hit_proc_types.air_onry, -- → 012ff0 → 013038 相手が空中にいれば判定する } -- 判定枠のチェック処理種類 local hit_box_proc = function(id, addr) -- 家庭用版 012DBC~012F04のデータ取得処理をベースに判定&属性チェック -- 家庭用版 012F30~012F96のデータ取得処理をベースに判定&属性チェック local pgm = manager.machine.devices[":maincpu"].spaces["program"] local d2 = id - 0x20 if d2 >= 0 then d2 = pgm:read_u8(addr + d2) d2 = 0xFFFF & (d2 + d2) d2 = 0xFFFF & (d2 + d2) local a0 = pgm:read_u32(0x13120 + d2) --print(string.format(" ext attack %x %x %s", id, addr, hit_sub_procs[a0] or "none")) return hit_sub_procs[a0] end return hit_proc_types.none end local hit_box_procs = { normal_hit = function(id) return hit_box_proc(id, 0x94D2C) end, -- 012DBC: 012DC8: 通常状態へのヒット判定処理 down_hit = function(id) return hit_box_proc(id, 0x94E0C) end, -- 012DE4: 012DF0: ダウン状態へのヒット判定処理 air_hit = function(id) return hit_box_proc(id, 0x94EEC) end, -- 012E0E: 012E1A: 空中追撃可能状態へのヒット判定処理 up_guard = function(id) return hit_box_proc(id, 0x950AC) end, -- 012EAC: 012EB8: 上段ガード判定処理 low_guard = function(id) return hit_box_proc(id, 0x9518C) end, -- 012ED8: 012EE4: 下段ガード判定処理 air_guard = function(id) return hit_box_proc(id, 0x9526C) end, -- 012F04: 012F16: 空中ガード判定処理 sway_up_gd = function(id) return hit_box_proc(id, 0x95A4C) end, -- 012E60: 012E6C: 対ライン上段の謎処理 sway_low_gd= function(id) return hit_box_proc(id, 0x95B2C) end, -- 012F3A: 012E90: 対ライン下段の謎処理 j_atm_nage = function(id) return hit_box_proc(id, 0x9534C) end, -- 012F30: 012F82: 上段当身投げの処理 urakumo = function(id) return hit_box_proc(id, 0x9542C) end, -- 012F30: 012F82: 裏雲隠しの処理 g_atm_uchi = function(id) return hit_box_proc(id, 0x9550C) end, -- 012F44: 012F82: 下段当身打ちの処理 gyakushu = function(id) return hit_box_proc(id, 0x955EC) end, -- 012F4E: 012F82: 必勝逆襲拳の処理 sadomazo = function(id) return hit_box_proc(id, 0x956CC) end, -- 012F58: 012F82: サドマゾの処理 phx_tw = function(id) return hit_box_proc(id, 0x9588C) end, -- 012F6C: 012F82: フェニックススルーの処理 baigaeshi = function(id) return hit_box_proc(id, 0x957AC) end, -- 012F62: 012F82: 倍返しの処理 unknown1 = function(id) return hit_box_proc(id, 0x94FCC) end, -- 012E38: 012E44: 不明処理、未使用? } local new_hitbox1 = function(p, id, pos_x, pos_y, top, bottom, left, right, is_fireball) local box = {id = id, p = p,} box.type = nil if (box.id >= #box_types) then box.atk = true local air = hit_box_procs.air_hit(box.id) ~= nil if is_fireball then p.has_atk_box = true if air then if p.hit.fake_hit then box.type = box_type_base.pfaa -- 飛び道具(空中追撃可、嘘) elseif p.hit.harmless then box.type = box_type_base.pdaa -- 飛び道具(空中追撃可、無効) else box.type = box_type_base.paa -- 飛び道具(空中追撃可) end else if p.hit.fake_hit then box.type = box_type_base.pfa -- 飛び道具(嘘) elseif p.hit.harmless then box.type = box_type_base.pda -- 飛び道具(無効) else box.type = box_type_base.pa -- 飛び道具 end end else if air then if p.hit.fake_hit then box.type = box_type_base.faa -- 攻撃(嘘) elseif p.hit.harmless then box.type = box_type_base.daa -- 攻撃(無効、空中追撃可) else box.type = box_type_base.aa -- 攻撃(空中追撃可) end else if p.hit.fake_hit then box.type = box_type_base.fa -- 攻撃(嘘) elseif p.hit.harmless then box.type = box_type_base.da -- 攻撃(無効) else box.type = box_type_base.a -- 攻撃(空中追撃可) end end end else if p.in_sway_line and sway_box_types[box.id] then box.type = sway_box_types[box.id] else box.type = box_types[box.id] end end box.type = box.type or box_type_base.x1 if box.type.type == "push" then if is_fireball then -- 飛び道具の押し合い判定は無視する return nil elseif left == 0 and right == 0 then -- 投げ中などに出る前後0の判定は無視する return nil end end local orig_posy = pos_y pos_y = pos_y - p.hit.pos_z top = pos_y - (0xFFFF & ((top * p.hit.scale) >> 6)) bottom = pos_y - (0xFFFF & ((bottom * p.hit.scale) >> 6)) top = top & 0xFFFF bottom = bottom & 0xFFFF left = 0xFFFF & (pos_x - (0xFFFF & ((left * p.hit.scale) >> 6)) * p.hit.flip_x) right = 0xFFFF & (pos_x - (0xFFFF & ((right * p.hit.scale) >> 6)) * p.hit.flip_x) box.top , box.bottom = bottom, top box.left, box.right = left, right box.asis_top , box.asis_bottom = bottom, top box.asis_left, box.asis_right = left, right if ((box.top <= 0 and box.bottom <=0) or (box.top >= 224 and box.bottom >=224) or (box.left <= 0 and box.right <= 0) or (box.left >= 320 and box.right >= 320)) then --print("OVERFLOW " .. (key or "")) --debug return nil end -- はみ出し補正 if p.hit.flip_x == 1 then if box.right > 320 and box.right > box.left then box.right = 0 box.over_right = true end else if box.left > 320 and box.left > box.right then box.left = 0 box.over_left = true end end if box.top > box.bottom then if box.top > 224 then box.top = 224 box.over_top = true end else if box.bottom > 224 then box.bottom = 0 box.over_bottom = true end end if box.top == box.bottom and box.left == box.right then box.visible = false --print("FLAT " .. (key or "")) --debug return nil elseif box.type.type_check(p.hit, box) then -- ビリーの旋風棍がヒット、ガードされると判定表示が消えてしまうので飛び道具は状態判断の対象から外す -- ここの判断処理を省いても飛び道具が最大ヒットして無効になった時点で判定が消えるので悪影響はない if is_fireball then box.visible = true else -- フレーム表示や自動ガードで使うため無効状態の判定を返す box.visible = false --print("IGNORE " .. (key or "")) --debug return nil end else box.visible = true --print("LIVE " .. (key or "")) --debug end if box.atk then p.attack_id = box.id end if (box.type == box_type_base.a or box.type == box_type_base.aa) and (is_fireball == true or (p.hit.harmless == false and p.hit.obsl_hit == false)) then -- 攻撃中のフラグをたてる p.attacking = true end if box.type == box_type_base.da or box.type == box_type_base.daa or box.type == box_type_base.pda or box.type == box_type_base.pdaa then p.dmmy_attacking = true end if box.type == box_type_base.aa or box.type == box_type_base.daa or box.type == box_type_base.paa or box.type == box_type_base.pdaa then p.juggling = true end if box.type == box_type_base.v3 then p.can_juggle = true end if box.type == box_type_base.v4 then p.can_otg = true end box.fb_pos_x, box.fb_pos_y = pos_x, orig_posy box.pos_x = p.is_fireball and math.floor(p.parent.pos - screen_left) or pos_x box.pos_y = p.is_fireball and math.floor(p.parent.pos_y) or orig_posy return box end local get_reach = function(p, box, pos_x, pos_y) local top_reach = pos_y - math.min(box.top, box.bottom) local bottom_reach = pos_y - math.max(box.top, box.bottom) local front_reach, back_reach if p.hit.flip_x == 1 then front_reach = math.max(box.left, box.right) - pos_x back_reach = math.min(box.left, box.right) - pos_x else front_reach = pos_x - math.min(box.left, box.right) back_reach = pos_x - math.max(box.left, box.right) end local x, y if p.is_fireball then x, y = p.pos, p.pos_y else x, y = box.pos_x, box.pos_y end local asis_top_reach = y - math.min(box.asis_top, box.asis_bottom) local asis_bottom_reach = y - math.max(box.asis_top, box.asis_bottom) local asis_front_reach, asis_back_reach if p.hit.flip_x == 1 then asis_front_reach = math.max(box.asis_left, box.asis_right) - x asis_back_reach = math.min(box.asis_left, box.asis_right) - x else asis_front_reach = x - math.min(box.asis_left, box.asis_right) asis_back_reach = x - math.max(box.asis_left, box.asis_right) end local reach_data = { front = math.floor(front_reach), -- キャラ本体座標からの前のリーチ back = math.floor(back_reach), -- キャラ本体座標からの後のリーチ top = math.floor(top_reach) - 24, -- キャラ本体座標からの上のリーチ bottom = math.floor(bottom_reach) - 24, -- キャラ本体座標からの下のリーチ asis_front = math.floor(asis_front_reach), asis_back = math.floor(asis_back_reach), asis_top = math.floor(asis_top_reach) - 24, asis_bottom = math.floor(asis_bottom_reach) - 24, } return reach_data end local in_range = function(top, bottom, atop, abottom) if abottom <= top and top <= atop then return true elseif abottom <= bottom and bottom <= atop then return true end return false end local update_summary = function(p, box) -- 判定ができてからのログ情報の作成 if box then if p.is_fireball then box.reach = get_reach(p, box, box.pos_x, box.fb_pos_y) else box.reach = get_reach(p, box, box.pos_x, box.pos_y) end local summary, edge = p.hit_summary, nil if box.atk then summary.normal_hit = summary.normal_hit or hit_box_procs.normal_hit(box.id) summary.down_hit = summary.down_hit or hit_box_procs.down_hit(box.id) summary.air_hit = summary.air_hit or hit_box_procs.air_hit(box.id) summary.up_guard = summary.up_guard or hit_box_procs.up_guard(box.id) summary.low_guard = summary.low_guard or hit_box_procs.low_guard(box.id) summary.air_guard = summary.air_guard or hit_box_procs.air_guard(box.id) summary.sway_up_gd = summary.sway_up_gd or hit_box_procs.sway_up_gd(box.id) summary.sway_low_gd = summary.sway_low_gd or hit_box_procs.sway_low_gd(box.id) summary.j_atm_nage = summary.j_atm_nage or hit_box_procs.j_atm_nage(box.id) summary.urakumo = summary.urakumo or hit_box_procs.urakumo(box.id) summary.g_atm_uchi = summary.g_atm_uchi or hit_box_procs.g_atm_uchi(box.id) summary.gyakushu = summary.gyakushu or hit_box_procs.gyakushu(box.id) summary.sadomazo = summary.sadomazo or hit_box_procs.sadomazo(box.id) summary.phx_tw = summary.phx_tw or hit_box_procs.phx_tw(box.id) summary.baigaeshi = summary.baigaeshi or hit_box_procs.baigaeshi(box.id) summary.unknown1 = summary.unknown1 or hit_box_procs.unknown1(box.id) summary.bai_catch = summary.bai_catch or p.bai_catch == true and "v" or nil summary.pure_dmg = summary.pure_dmg or p.pure_dmg -- 補正前攻撃力 summary.pure_st = summary.pure_st or p.pure_st -- 気絶値 summary.pure_st_tm = summary.pure_st_tm or p.pure_st_tm -- 気絶タイマー summary.chip_dmg = summary.chip_dmg or p.chip_dmg_type.calc(p.pure_dmg) -- 削りダメージ summary.effect = summary.effect or p.effect -- ヒット効果 summary.can_techrise= summary.can_techrise or p.can_techrise -- 受け身行動可否 summary.gd_strength = summary.gd_strength or p.gd_strength -- 相手のガード持続の種類 summary.max_hit_nm = summary.max_hit_nm or p.hit.max_hit_nm -- p.act_frame中の行動最大ヒット 分子 summary.max_hit_dn = summary.max_hit_dn or p.hit.max_hit_dn -- p.act_frame中の行動最大ヒット 分母 summary.cancelable = summary.cancelable or p.cancelable -- キャンセル可否 summary.slide_atk = summary.slide_atk or p.slide_atk -- ダッシュ滑り攻撃 summary.bs_atk = summary.bs_atk or p.bs_atk -- ブレイクショット summary.hitstun = summary.hitstun or p.hitstun -- ヒット硬直 summary.blockstun = summary.blockstun or p.blockstun -- ガード硬直 summary.hitstop = summary.hitstop or p.hitstop -- ヒットストップ summary.hitstop_gd = summary.hitstop_gd or p.hitstop_gd -- ガード時ヒットストップ if p.is_fireball == true then summary.prj_rank = summary.prj_rank or p.prj_rank -- 飛び道具の強さ else summary.prj_rank = nil -- 飛び道具の強さ end end if box.type == box_type_base.a or -- 攻撃 box.type == box_type_base.pa then -- 飛び道具 summary.hit = true edge = summary.edge.hit elseif box.type == box_type_base.da or -- 攻撃(無効) box.type == box_type_base.pfa or -- 飛び道具(嘘) box.type == box_type_base.pda then -- 飛び道具(無効) edge = summary.edge.hit elseif box.type == box_type_base.aa or -- 攻撃(空中追撃可) box.type == box_type_base.paa then -- 飛び道具(空中追撃可) summary.hit = true summary.juggle = true edge = summary.edge.hit elseif box.type == box_type_base.daa or -- 攻撃(無効、空中追撃可) box.type == box_type_base.pfaa or -- 飛び道具(嘘、空中追撃可) box.type == box_type_base.pdaa then -- 飛び道具(無効、空中追撃可) edge = summary.edge.hit elseif box.type == box_type_base.t then -- 通常投げ summary.n_throw = true summary.tw_threshold = p.tw_threshold edge = summary.edge.throw elseif box.type == box_type_base.at then -- 空中投げ summary.air_throw = true summary.tw_threshold = p.tw_threshold edge = summary.edge.throw elseif box.type == box_type_base.pt then -- 必殺技投げ summary.sp_throw = true summary.sp_throw_id = p.sp_throw_id summary.tw_threshold = p.tw_threshold edge = summary.edge.throw elseif box.type == box_type_base.v1 or -- 食らい1 box.type == box_type_base.v2 then -- 食らい2 summary.hurt = true edge = summary.edge.hurt elseif box.type == box_type_base.v3 then -- 食らい(ダウン追撃のみ可) summary.hurt_otg = true --edge = summary.edge.hurt 部分無敵チェックに不要なのでコメントアウト elseif box.type == box_type_base.v4 then -- 食らい(空中追撃のみ可) summary.hurt_juggle = true edge = summary.edge.hurt elseif box.type == box_type_base.v6 then -- 食らい(対ライン上攻撃) summary.hurt = true summary.line_shift_lo_inv = true edge = summary.edge.hurt elseif box.type == box_type_base.x1 then -- 食らい(対ライン下攻撃) summary.hurt = true summary.line_shift_oh_inv = true edge = summary.edge.hurt elseif box.type == box_type_base.sv1 or -- 食らい1(スウェー中) box.type == box_type_base.sv2 then -- 食らい2(スウェー中) summary.main_inv = true edge = summary.edge.hurt elseif box.type == box_type_base.g1 or -- 立ガード box.type == box_type_base.g2 or -- 下段ガード box.type == box_type_base.g3 then -- 空中ガード summary.block = true edge = summary.edge.block elseif box.type == box_type_base.g4 or -- 上段当身投げ box.type == box_type_base.g5 or -- 裏雲隠し box.type == box_type_base.g6 or -- 下段当身打ち box.type == box_type_base.g7 or -- 必勝逆襲拳 box.type == box_type_base.g8 or -- サドマゾ box.type == box_type_base.g9 or -- 倍返し box.type == box_type_base.g10 then -- フェニックススルー summary.parry = true edge = summary.edge.parry end -- 各判定の最大数値の保存 if edge then edge.front = math.max(box.reach.front , edge.front or 0) edge.back = math.min(box.reach.back , edge.back or 999) edge.top = math.max(box.reach.top , edge.top or 0) edge.bottom = math.min(box.reach.bottom, edge.bottom or 999) -- boxごとに評価 if edge == summary.edge.hit then local real_top, real_bottom = box.reach.top + p.pos_y, box.reach.bottom + p.pos_y box.info = box.info or { pos_low1 = false, -- 判定位置下段 pos_low2 = false, -- 判定位置下段 タン用] unblock_pot = false, -- タン以外ガード不能可能性あり sway_pos_low1 = false, -- 対スウェー判定位置下段 sway_pos_low2 = false, -- 対スウェー判定位置下段 タン用 punish_away = 0, -- 1:避けつぶし -- 2:ウェービングブロー,龍転身,ダブルローリングつぶし -- 3:避けつぶし ローレンス用 -- 4:60 屈 アンディ,東,舞,ホンフゥ,マリー,山崎,崇秀,崇雷,キム,ビリー,チン,タン -- 5:64 屈 テリー,ギース,双角,ボブ,ダック,リック,シャンフェイ,アルフレッド -- 6:68 屈 ローレンス asis_punish_away = 0, range_j_atm_nage = true, range_urakumo = true, range_g_atm_uchi = true, range_gyakushu = true, range_sadomazo = true, range_baigaeshi = true, range_phx_tw = true, } local info = box.info if real_top <= 48 then info.pos_low1 = true -- 判定位置下段 end if real_top <= 36 then info.pos_low2 = true -- 判定位置下段 タン用 end if box.reach.top <= 48 then info.unblock_pot = true -- タン以外ガード不能可能性あり end if summary.normal_hit == hit_proc_types.diff_line then if real_top <= 59 then info.sway_pos_low1 = true -- 対スウェー判定位置下段 end if real_top <= 48 then info.sway_pos_low2 = true -- 対スウェー判定位置下段 タン用 end end if real_bottom < 32 then info.punish_away = 1 -- 避けつぶし elseif real_bottom < 40 then info.punish_away = 2 -- ウェービングブロー,龍転身,ダブルローリングつぶし elseif real_bottom < 48 then info.punish_away = 3 -- 避けつぶし ローレンス用 elseif real_bottom < 60 then info.punish_away = 4 -- 60 屈 アンディ,東,舞,ホンフゥ,マリー,山崎,崇秀,崇雷,キム,ビリー,チン,タン elseif real_bottom < 64 then info.punish_away = 5 -- 64 屈 テリー,ギース,双角,ボブ,ダック,リック,シャンフェイ,アルフレッド elseif real_bottom < 68 then info.punish_away = 6 -- 68 屈 ローレンス end if box.reach.bottom < 32 then info.asis_punish_away = 1 -- 避けつぶし elseif box.reach.bottom < 40 then info.asis_punish_away = 2 -- ウェービングブロー,龍転身,ダブルローリングつぶし elseif box.reach.bottom < 48 then info.asis_punish_away = 3 -- 避けつぶし ローレンス用 elseif box.reach.bottom < 60 then info.asis_punish_away = 4 -- 60 屈 アンディ,東,舞,ホンフゥ,マリー,山崎,崇秀,崇雷,キム,ビリー,チン,タン elseif box.reach.bottom < 64 then info.asis_punish_away = 5 -- 64 屈 テリー,ギース,双角,ボブ,ダック,リック,シャンフェイ,アルフレッド elseif box.reach.bottom < 68 then info.asis_punish_away = 6 -- 68 屈 ローレンス end -- 76 屈 フランコ -- 80 屈 クラウザー -- 上段当身投げ info.range_j_atm_nage = summary.j_atm_nage and in_range(real_top, real_bottom, 112, 40) -- 裏雲隠し info.range_urakumo = summary.urakumo and in_range(real_top, real_bottom, 104, 40) -- 下段当身打ち info.range_g_atm_uchi = summary.g_atm_uchi and in_range(real_top, real_bottom, 44, 0) -- 必勝逆襲拳 info.range_gyakushu = summary.gyakushu and in_range(real_top,real_bottom, 72, 32) -- サドマゾ info.range_sadomazo = summary.sadomazo and in_range(real_top, real_bottom, 96, 36) -- 倍返し info.range_baigaeshi = summary.baigaeshi and in_range(real_top, real_bottom, 84, 0) -- フェニックススルー info.range_phx_tw = summary.phx_tw and in_range(real_top, real_bottom, 120, 56) elseif edge == summary.edge.hurt then local real_top, real_bottom = edge.top + p.pos_y, edge.bottom + p.pos_y summary.head_inv1 = false summary.head_inv2 = false summary.head_inv3 = false summary.head_inv4 = false summary.head_inv5 = false summary.head_inv6 = false summary.head_inv7 = false summary.head_inv8 = false summary.low_inv1 = false summary.low_inv2 = false summary.low_inv3 = false if real_top <= 32 then summary.head_inv1 = true -- 32 上半身無敵 避け end if real_top <= 40 then summary.head_inv2 = true -- 40 上半身無敵 ウェービングブロー,龍転身,ダブルローリング end if real_top <= 48 then summary.head_inv3 = true -- 48 上半身無敵 ローレンス避け end if real_top <= 60 then summary.head_inv4 = true -- 60 屈 アンディ,東,舞,ホンフゥ,マリー,山崎,崇秀,崇雷,キム,ビリー,チン,タン end if real_top <= 64 then summary.head_inv5 = true -- 64 屈 テリー,ギース,双角,ボブ,ダック,リック,シャンフェイ,アルフレッド end if real_top <= 68 then summary.head_inv6 = true -- 68 屈 ローレンス end if real_top <= 76 then summary.head_inv7 = true -- 76 屈 フランコ end if real_top <= 80 then summary.head_inv8 = true -- 80 屈 クラウザー end if real_bottom >= 40 then summary.low_inv1 = true -- 足元無敵 end if real_bottom >= 32 then summary.low_inv2 = true -- 足元無敵 end if real_bottom >= 24 then summary.low_inv3 = true -- 足元無敵 end end end if box.atk then local memo = "" memo = memo .. " nml=" .. (summary.normal_hit or "-") memo = memo .. " dwn=" .. (summary.down_hit or "-") memo = memo .. " air=" .. (summary.air_hit or "-") memo = memo .. " ugd=" .. (summary.up_guard or "-") memo = memo .. " lgd=" .. (summary.low_guard or "-") memo = memo .. " agd=" .. (summary.air_guard or "-") memo = memo .. " sugd=".. (summary.sway_up_gd or "-") memo = memo .. " slgd=".. (summary.sway_low_gd or "-") memo = memo .. " jatm=".. (summary.j_atm_nage or"-") memo = memo .. " urkm=".. (summary.urakumo or"-") memo = memo .. " gatm=".. (summary.g_atm_uchi or"-") memo = memo .. " gsyu=".. (summary.gyakushu or"-") memo = memo .. " sdmz=".. (summary.sadomazo or"-") memo = memo .. " phx=" .. (summary.phx_tw or"-") memo = memo .. " bai=" .. (summary.baigaeshi or"-") memo = memo .. " ?1=" .. (summary.unknown1 or "-") memo = memo .. " catch="..(summary.bai_catch or "-") -- ログ用 box.log_txt = string.format( "hit %6x %3x %3x %2s %3s %2x %2x %2x %s %x %2s %4s %4s %4s %2s %2s/%2s %3s %s %2s %2s %2s %2s %2s %2s %2s %2s %2x %3s "..memo, p.addr.base, -- 1P:100400 2P:100500 1P弾:100600 2P弾:100700 1P弾:100800 2P弾:100900 1P弾:100A00 2P弾:100B00 p.act, -- p.acta, -- p.act_count, -- p.act_frame, -- p.act_contact, -- p.attack, -- p.hitstop_id, -- ガード硬直のID p.gd_strength, -- 相手のガード持続の種類 box.id, -- 判定のID p.hit.harmless and "hm" or "", -- 無害化 p.hit.fake_hit and "fake" or "", -- 嘘判定 p.hit.obsl_hit and "obsl" or "", -- 嘘判定 p.hit.full_hit and "full" or "", -- 最大ヒット p.hit.harmless2 and "h2" or "", -- 無害化 p.hit.max_hit_nm, -- p.act_frame中の行動最大ヒット 分子 p.hit.max_hit_dn, -- p.act_frame中の行動最大ヒット 分母 p.pure_dmg, -- 補正前攻撃力 %3s p.chip_dmg_type.calc(p.pure_dmg), -- 補正前削りダメージ %s p.chip_dmg_type.name, -- 削り補正値 %4s p.hitstop, -- ヒットストップ %2s p.hitstop_gd, -- ガード時ヒットストップ %2s p.hitstun, -- ヒット後硬直F %2s p.blockstun, -- ガード後硬直F %2s p.effect, -- ヒット効果 %2s p.pure_st, -- 気絶値 %2s p.pure_st_tm, -- 気絶タイマー %2s p.prj_rank, -- 飛び道具の強さ p.esaka_range -- 詠酒範囲 ) elseif box.type.type_check == type_ck_gd then box.log_txt = string.format("guard %6x %x", p.addr.base, box.id) end if box.log_txt then box.log_txt = box.log_txt end end return box end local new_throwbox = function(p, box) local scr = manager.machine.screens:at(1) local height = scr.height * scr.yscale --print("a", box.opp_id, box.top, box.bottom, p.hit.flip_x) p.throwing = true box.flat_throw = box.top == nil box.top = box.top or box.pos_y - global.throwbox_height box.left = box.pos_x + (box.left or 0) box.right = box.pos_x + (box.right or 0) box.top = box.top and box.pos_y - box.top --air throw box.bottom = box.bottom and (box.pos_y - box.bottom) or height + screen_top - p.hit.pos_z box.type = box.type or box_type_base.t box.visible = true --print("b", box.opp_id, box.top, box.bottom, p.hit.flip_x) box.asis_top , box.asis_bottom = box.bottom, box.top box.asis_left, box.asis_right = box.left, box.right return box end -- 1:右向き -1:左向き local get_flip_x = function(p) local obj_base = p.addr.base local pgm = manager.machine.devices[":maincpu"].spaces["program"] local flip_x = pgm:read_i16(obj_base + 0x6A) < 0 and 1 or 0 flip_x = flip_x ~ (pgm:read_u8(obj_base + 0x71) & 1) flip_x = flip_x > 0 and 1 or -1 return flip_x end -- 当たり判定用のキャラ情報更新と判定表示用の情報作成 local update_object = function(p) local pgm = manager.machine.devices[":maincpu"].spaces["program"] local scr = manager.machine.screens:at(1) local height = scr.height * scr.yscale local obj_base = p.addr.base p.hit.pos_x = p.pos - screen_left if p.min_pos then p.hit.min_pos_x = p.min_pos - screen_left else p.hit.min_pos_x = nil end if p.max_pos then p.hit.max_pos_x = p.max_pos - screen_left else p.hit.max_pos_x = nil end p.hit.pos_z = p.pos_z p.hit.old_pos_y = p.hit.pos_y p.hit.pos_y = height - p.pos_y - p.hit.pos_z p.hit.pos_y = screen_top + p.hit.pos_y p.hit.on = pgm:read_u32(obj_base) p.hit.flip_x = get_flip_x(p) p.hit.scale = pgm:read_u8(obj_base + 0x73) + 1 p.hit.char_id = pgm:read_u16(obj_base + 0x10) p.hit.base = obj_base p.attacking = false p.dmmy_attacking = false p.juggling = false p.can_juggle = false p.can_otg = false p.attack_id = 0 p.throwing = false -- ヒットするかどうか if p.is_fireball then p.hit.harmless = p.obsl_hit or p.full_hit or p.harmless2 p.hit.fake_hit = p.fake_hit else p.hit.harmless = p.obsl_hit or p.full_hit p.hit.fake_hit = p.fake_hit or p.harmless2 end p.hit.obsl_hit = p.obsl_hit p.hit.full_hit = p.full_hit p.hit.max_hit_dn = p.max_hit_dn p.hit.max_hit_nm = p.max_hit_nm p.hit.harmless2 = p.harmless2 -- 食らい判定かどうか p.hit.vulnerable = false if p.hit.vulnerable1 == 1 then p.hit.vulnerable = true elseif p.hit.vulnerable21 == 1 then p.hit.vulnerable = p.hit.vulnerable22 end -- 判定データ排他用のテーブル for _, box in ipairs(p.buffer) do local hitbox = new_hitbox1(p, box.id, box.pos_x, box.pos_y, box.top, box.bottom, box.left, box.right, box.is_fireball) if hitbox then p.uniq_hitboxes[box.key] = hitbox.type update_summary(p, hitbox) table.insert(p.hitboxes, hitbox) -- 攻撃情報ログ if global.log.atklog == true and hitbox.log_txt ~= nil then print(hitbox.log_txt) end end end -- 空投げ, 必殺投げ if p.n_throw and p.n_throw.on == 0x1 then table.insert(p.hitboxes, update_summary(p, new_throwbox(p, p.n_throw))) --print("n throw " .. string.format("%x", p.addr.base) .. " " .. p.n_throw.type.name .. " " .. " " .. p.n_throw.left .. " " .. p.n_throw.right .. " " .. p.n_throw.top .. " " .. p.n_throw.bottom) end if p.air_throw and p.air_throw.on == 0x1 then table.insert(p.hitboxes, update_summary(p, new_throwbox(p, p.air_throw))) end if p.sp_throw and p.sp_throw.on == 0x1 then table.insert(p.hitboxes, update_summary(p,new_throwbox(p, p.sp_throw))) end end local dummy_gd_type = { none = 1, -- なし auto = 2, -- オート bs = 3, -- ブレイクショット hit1 = 4, -- 1ヒットガード guard1 = 5, -- 1ガード fixed = 6, -- 常時 random = 7, -- ランダム force = 8, -- 強制 } local wakeup_type = { none = 1, -- なし rvs = 2, -- リバーサル tech = 3, -- テクニカルライズ sway = 4, -- グランドスウェー atk = 5, -- 起き上がり攻撃 } function rbff2.startplugin() -- プレイヤーの状態など local players = {} for p = 1, 2 do local p1 = (p == 1) players[p] = { base = 0x0, bases = {}, dummy_act = 1, -- 立ち, しゃがみ, ジャンプ, 小ジャンプ, スウェー待機 dummy_gd = dummy_gd_type.none, -- なし, オート, ブレイクショット, 1ヒットガード, 1ガード, 常時, ランダム, 強制 dummy_wakeup = wakeup_type.none, -- なし, リバーサル, テクニカルライズ, グランドスウェー, 起き上がり攻撃 dummy_bs = nil, -- ランダムで選択されたブレイクショット dummy_bs_list = {}, -- ブレイクショットのコマンドテーブル上の技ID dummy_bs_chr = 0, -- ブレイクショットの設定をした時のキャラID bs_count = -1, -- ブレイクショットの実施カウント dummy_rvs = nil, -- ランダムで選択されたリバーサル dummy_rvs_list = {}, -- リバーサルのコマンドテーブル上の技ID dummy_rvs_chr = 0, -- リバーサルの設定をした時のキャラID rvs_count = -1, -- リバーサルの実施カウント gd_rvs_enabled = false, -- ガードリバーサルの実行可否 life_rec = true, -- 自動で体力回復させるときtrue red = 2, -- 体力設定 --"最大", "赤", "ゼロ" ... max = 1, -- パワー設定 --"最大", "半分", "ゼロ" ... disp_hitbox = 2, -- 判定表示 disp_range = 2, -- 間合い表示 disp_base = false, -- 処理のアドレスを表示するときtrue disp_char = true, -- キャラを画面表示するときtrue disp_char_bps = nil, disp_dmg = true, -- ダメージ表示するときtrue disp_cmd = 2, -- 入力表示 1:OFF 2:ON 3:ログのみ 4:キーディスのみ disp_frm = 4, -- フレーム数表示するときtrue disp_stun = true, -- 気絶表示 disp_sts = 3, -- 状態表示 "OFF", "ON", "ON:小表示", "ON:大表示" no_hit = 0, -- Nヒット目に空ぶるカウントのカウンタ no_hit_limit = 0, -- Nヒット目に空ぶるカウントの上限 combo = 0, -- 最近のコンボ数 last_combo = 0, last_dmg = 0, -- ダメージ last_pow = 0, -- コンボ表示用POWゲージ増加量 tmp_pow = 0, -- コンボ表示用POWゲージ増加量 tmp_pow_rsv = 0, -- コンボ表示用POWゲージ増加量(予約値) tmp_pow_atc = 0, -- コンボ表示用POWゲージ増加量(予約時の行動) tmp_stun = 0, tmp_st_timer = 0, dmg_scaling = 1, dmg_scl7 = 0, dmg_scl6 = 0, dmg_scl5 = 0, dmg_scl4 = 0, last_pure_dmg = 0, last_stun = 0, last_st_timer = 0, last_normal_state = true, last_effects = {}, life = 0, -- いまの体力 max_combo = 0, -- 最大コンボ数 max_dmg = 0, max_combo_pow = 0, max_disp_stun = 0, max_st_timer = 0, mv_state = 0, -- 動作 old_combo = 0, -- 前フレームのコンボ数 last_combo_dmg = 0, last_combo_pow = 0, last_dmg_scaling = 1, last_combo_stun = 0, last_combo_st_timer = 0, old_state = 0, -- 前フレームのやられ状態 char = 0, close_far = { a = { x1 = 0, x2 = 0 }, b = { x1 = 0, x2 = 0 }, c = { x1 = 0, x2 = 0 }, d = { x1 = 0, x2 = 0 }, }, close_far_lma = { ["1"] = { x1 = 0, x2 = 0 }, ["2"] = { x1 = 0, x2 = 0 }, ["M"] = { x1 = 0, x2 = 0 }, ["C"] = { x1 = 0, x2 = 0 }, }, act = 0, acta = 0, atk_count = 0, attack = 0, -- 攻撃中のみ変化 old_attack = 0, hitstop_id = 0, -- ヒット/ガードしている相手側のattackと同値 attack_id = 0, -- 当たり判定ごとに設定されているID attacking = false, -- 攻撃判定発生中の場合true dmmy_attacking = false, -- ヒットしない攻撃判定発生中の場合true(嘘判定のぞく) juggling = false, -- 空中追撃判定発生中の場合true throwing = false, -- 投げ判定発生中の場合true can_techrise = false, -- 受け身行動可否 pow_up = 0, -- 状態表示用パワー増加量空振り pow_up_hit = 0, -- 状態表示用パワー増加量ヒット pow_up_gd = 0, -- 状態表示用パワー増加量ガード pow_revenge = 0, -- 状態表示用パワー増加量倍返し反射 pow_absorb = 0, -- 状態表示用パワー増加量倍返し吸収 hitstop = 0, -- 攻撃側のガード硬直 old_pos = 0, -- X位置 old_pos_frc = 0, -- X位置少数部 pos = 0, -- X位置 pos_frc = 0, -- X位置少数部 old_posd = 0, -- X位置 posd = 0, -- X位置 poslr = "L", -- 右側か左側か max_pos = 0, -- X位置最大 min_pos = 0, -- X位置最小 pos_y = 0, -- Y位置 pos_frc_y = 0, -- Y位置少数部 old_pos_y = 0, -- Y位置 old_pos_frc_y = 0, -- Y位置少数部 old_in_air = false, in_air = false, chg_air_state = 0, -- ジャンプの遷移ポイントかどうか force_y_pos = 1, -- Y位置強制 pos_z = 0, -- Z位置 old_pos_z = 0, -- Z位置 on_main_line = 0, -- Z位置メインに移動した瞬間フレーム on_sway_line = 0, -- Z位置スウェイに移動した瞬間フレーム in_sway_line = false, -- Z位置 sway_status = 0, -- side = 0, -- 向き state = 0, -- いまのやられ状態 state_flags = 0, -- 処理で使われているフラグ群 old_state_flags = 0, -- 処理で使われているフラグ群 state_flags2 = 0, -- 処理で使われているフラグ群 old_state_flags2 = 0, -- 処理で使われているフラグ群 state_flags3 = 0, -- 処理で使われているフラグ群 blkstn_flags = 0, -- 処理で使われているフラグ(硬直の判断用) old_blkstn_flags = 0, -- 処理で使われているフラグ(硬直の判断用) tmp_combo = 0, -- 一次的なコンボ数 tmp_combo_dmg = 0, tmp_combo_pow = 0, last_combo_stun_offset = 0, last_combo_st_timer_offset = 0, tmp_dmg = 0, -- ダメージが入ったフレーム color = 0, -- カラー A=0x00 D=0x01 frame_gap = 0, last_frame_gap = 0, hist_frame_gap = { 0 }, act_contact = 0, guard1 = 0, -- ガード時(硬直前後)フレームの判断用 on_guard = 0, -- ガード時(硬直前)フレーム on_guard1 = 0, -- ガード時(硬直後)フレーム hit1 = 0, -- ヒット時(硬直前後)フレームの判断用 on_hit = 0, -- ヒット時(硬直前)フレーム on_hit1 = 0, -- ヒット時(硬直後)フレーム on_wakeup = 0, on_down = 0, hit_skip = 0, old_skip_frame = false, skip_frame = false, last_blockstun = 0, last_hitstop = 0, knock_back1 = 0, -- のけぞり確認用1(色々) knock_back2 = 0, -- のけぞり確認用2(裏雲隠し) knock_back3 = 0, -- のけぞり確認用3(フェニックススルー) old_knock_back1 = 0, -- のけぞり確認用1(色々) old_knock_back2 = 0, -- のけぞり確認用2(裏雲隠し) old_knock_back3 = 0, -- のけぞり確認用3(フェニックススルー) fake_hit = false, obsl_hit = false, -- 嘘判定チェック用 full_hit = false, -- 判定チェック用1 harmless2 = false, -- 判定チェック用2 飛び道具専用 prj_rank = 0, -- 飛び道具の強さ esaka_range = 0, -- 詠酒の間合いチェック用 key_now = {}, -- 個別キー入力フレーム key_pre = {}, -- 前フレームまでの個別キー入力フレーム key_hist = {}, ggkey_hist = {}, key_frames = {}, act_frame = 0, act_frames = {}, act_frames2 = {}, act_frames_total = 0, muteki = { type = 0, act_frames = {}, act_frames2 = {}, }, frm_gap = { act_frames = {}, act_frames2 = {}, }, reg_pcnt = 0, -- キー入力 REG_P1CNT or REG_P2CNT reg_st_b = 0, -- キー入力 REG_STATUS_B update_sts = 0, update_dmg = 0, update_act = 0, random_boolean = math.random(255) % 2 == 0, backstep_killer = false, need_block = false, need_low_block = false, hitboxes = {}, buffer = {}, uniq_hitboxes = {}, -- key + boolean hitbox_txt = "", hurtbox_txt = "", chg_hitbox_frm = 0, chg_hurtbox_frm = 0, type_boxes = {}, -- key + count fireball_bases = p1 and { [0x100600] = true, [0x100800] = true, [0x100A00] = true, } or { [0x100700] = true, [0x100900] = true, [0x100B00] = true, }, fake_hits = p1 and { [0x100600] = 0x10DDF5, [0x100800] = 0x10DDF7, [0x100A00] = 0x10DDF9, } or { [0x100700] = 0x10DDF6, [0x100900] = 0x10DDF8, [0x100B00] = 0x10DDFA, }, fireball = {}, bs_hooked = 0, -- BSモードのフック処理フレーム数。 all_summary = {}, -- 大状態表示のデータ構造 atk_summary = {}, -- 大状態表示のデータ構造の一部 hit_summary = {}, -- 大状態表示のデータ構造の一部 old_hit_summary = {}, -- 大状態表示のデータ構造の一部 fix_scr_top = 0xFF, -- screen_topの強制フック用 hit = { pos_x = 0, pos_z = 0, pos_y = 0, on = 0, flip_x = 0, scale = 0, char_id = 0, vulnerable = 0, harmless = false, obsl_hit = false, full_hit = false, harmless2 = false, vulnerable1 = 0, vulnerable21 = 0, vulnerable22 = 0, -- 0の時vulnerable=true }, throw = { x1 = 0, x2 = 0, half_range = 0, full_range = 0, in_range = false, }, n_throw = { on = 0, right = 0, base = 0, opp_base = 0, opp_id = 0, char_id = 0, side = 0, range1 = 0, range2 = 0, range3 = 0, range41 = 0, range42 = 0, range5 = 0, id = 0, pos_x = 0, pos_y = 0, addr = { on = p1 and 0x10CD90 or 0x10CDB0, base = p1 and 0x10CD91 or 0x10CDB1, opp_base = p1 and 0x10CD95 or 0x10CDB5, opp_id = p1 and 0x10CD9A or 0x10CDBA, char_id = p1 and 0x10CD9C or 0x10CDBC, side = p1 and 0x10CDA0 or 0x10CDC0, range1 = p1 and 0x10CDA1 or 0x10CDC1, range2 = p1 and 0x10CDA2 or 0x10CDC2, range3 = p1 and 0x10CDA3 or 0x10CDC3, range41 = p1 and 0x10CDA4 or 0x10CDC4, range42 = p1 and 0x10CDA5 or 0x10CDC5, range5 = p1 and 0x10CDA6 or 0x10CDC6, id = p1 and 0x10CDA7 or 0x10CDC7, pos_x = p1 and 0x10CDA8 or 0x10CDC8, pos_y = p1 and 0x100DAA or 0x10CDCA, }, }, air_throw = { on = 0, range_x = 0, range_y = 0, base = 0, opp_base = 0, opp_id = 0, side = 0, id = 0, pos_x = 0, pos_y = 0, addr = { on = p1 and 0x10CD00 or 0x10CD20, range_x = p1 and 0x10CD01 or 0x10CD21, range_y = p1 and 0x10CD03 or 0x10CD23, base = p1 and 0x10CD05 or 0x10CD25, opp_base = p1 and 0x10CD09 or 0x10CD29, opp_id = p1 and 0x10CD0D or 0x10CD2D, side = p1 and 0x10CD11 or 0x10CD31, id = p1 and 0x10CD12 or 0x10CD32, pos_x = p1 and 0x10CD13 or 0x10CD33, pos_y = p1 and 0x10CD15 or 0x10CD35, }, }, sp_throw = { on = 0, front = 0, top = 0, base = 0, opp_base = 0, opp_id = 0, side = 0, bottom = 0, id = 0, pos_x = 0, pos_y = 0, addr = { on = p1 and 0x10CD40 or 0x10CD60, front = p1 and 0x10CD41 or 0x10CD61, top = p1 and 0x10CD43 or 0x10CD63, base = p1 and 0x10CD45 or 0x10CD65, opp_base = p1 and 0x10CD49 or 0x10CD69, opp_id = p1 and 0x10CD4D or 0x10CD6D, side = p1 and 0x10CD51 or 0x10CD71, bottom = p1 and 0x10CD52 or 0x10CD72, id = p1 and 0x10CD54 or 0x10CD74, pos_x = p1 and 0x10CD55 or 0x10CD75, pos_y = p1 and 0x10CD57 or 0x10CD77, }, }, addr = { base = p1 and 0x100400 or 0x100500, -- キャラ状態とかのベースのアドレス act = p1 and 0x100460 or 0x100560, -- 行動ID デバッグディップステータス表示のPと同じ acta = p1 and 0x100462 or 0x100562, -- 行動ID デバッグディップステータス表示のAと同じ act_count = p1 and 0x100466 or 0x100566, -- 現在の行動のカウンタ act_frame = p1 and 0x10046F or 0x10056F, -- 現在の行動の残フレーム、ゼロになると次の行動へ act_contact = p1 and 0x100401 or 0x100501, -- 通常=2、必殺技中=3 ガードヒット=5 潜在ガード=6 attack = p1 and 0x1004B6 or 0x1005B6, -- 攻撃中のみ変化 hitstop_id = p1 and 0x1004EB or 0x1005EB, -- 被害中のみ変化 can_techrise = p1 and 0x100492 or 0x100592, -- 受け身行動可否チェック用 ophit_base = p1 and 0x10049E or 0x10059E, -- ヒットさせた相手側のベースアドレス char = p1 and 0x107BA5 or 0x107BA7, -- キャラ() color = p1 and 0x107BAC or 0x107BAD, -- カラー A=0x00 D=0x01 combo = p1 and 0x10B4E4 or 0x10B4E5, -- コンボ combo2 = p1 and 0x10B4E5 or 0x10B4E4, -- 最近のコンボ数のアドレス dmg_id = p1 and 0x1004E9 or 0x1005E9, -- ダメージ算出の技ID(最後にヒット/ガードした技のID) tmp_combo2 = p1 and 0x10B4E1 or 0x10B4E0, -- 一次的なコンボ数のアドレス max_combo2 = p1 and 0x10B4F0 or 0x10B4EF, -- 最大コンボ数のアドレス dmg_scl7 = p1 and 0x10DE50 or 0x10DE51, -- 補正 7/8 の回数 dmg_scl6 = p1 and 0x10DE52 or 0x10DE53, -- 補正 6/8 の回数 dmg_scl5 = p1 and 0x10DE54 or 0x10DE55, -- 補正 5/8 の回数 dmg_scl4 = p1 and 0x10DE56 or 0x10DE57, -- 補正 4/8 の回数 last_dmg = p1 and 0x10048F or 0x10058F, -- 最終ダメージ tmp_dmg = p1 and 0x10CA10 or 0x10CA11, -- 最終ダメージの更新フック pure_dmg = p1 and 0x10DDFB or 0x10DDFC, -- 最終ダメージ(補正前) tmp_pow = p1 and 0x10DE59 or 0x10DE58, -- POWゲージ増加量 tmp_pow_rsv = p1 and 0x10DE5B or 0x10DE5A, -- POWゲージ増加量(予約値) tmp_stun = p1 and 0x10DDFD or 0x10DDFF, -- 最終気絶値 tmp_st_timer = p1 and 0x10DDFE or 0x10DE00, -- 最終気絶タイマー life = p1 and 0x10048B or 0x10058B, -- 体力 max_combo = p1 and 0x10B4EF or 0x10B4F0, -- 最大コンボ max_stun = p1 and 0x10B84E or 0x10B856, -- 最大気絶値 corner = p1 and 0x1004B7 or 0x1005B7, -- 画面端状態 0:端以外 1:画面端 3:端押し付け pos = p1 and 0x100420 or 0x100520, -- X位置 pos_frc = p1 and 0x100422 or 0x100522, -- X位置 少数部 max_pos = p1 and 0x10DDE6 or 0x10DDE8, -- X位置最大 min_pos = p1 and 0x10DDEA or 0x10DDEC, -- X位置最小 pos_y = p1 and 0x100428 or 0x100528, -- Y位置 pos_frc_y = p1 and 0x10042A or 0x10052A, -- Y位置 少数部 pos_z = p1 and 0x100424 or 0x100524, -- Z位置 sway_status = p1 and 0x100489 or 0x100589, -- 80:奥ライン 1:奥へ移動中 82:手前へ移動中 0:手前 side = p1 and 0x100458 or 0x100558, -- 向き input_side = p1 and 0x100486 or 0x100586, -- コマンド入力でのキャラ向きチェック用 00:左側 80:右側 input1 = p1 and 0x100482 or 0x100582, -- キー入力 直近Fの入力 input2 = p1 and 0x100483 or 0x100583, -- キー入力 1F前の入力 state = p1 and 0x10048E or 0x10058E, -- 状態 state_flags = p1 and 0x1004C0 or 0x1005C0, -- フラグ群 state_flags2 = p1 and 0x1004CC or 0x1005CC, -- フラグ群2 state_flags3 = p1 and 0x1004C8 or 0x1005C8, -- 必殺技等のフラグ群2 blkstn_flags = p1 and 0x1004D0 or 0x1005D0, -- フラグ群3 stop = p1 and 0x10048D or 0x10058D, -- ヒットストップ knock_back1 = p1 and 0x100469 or 0x100569, -- のけぞり確認用1(色々) knock_back2 = p1 and 0x100416 or 0x100516, -- のけぞり確認用2(裏雲隠し) knock_back3 = p1 and 0x10047E or 0x10057E, -- のけぞり確認用3(フェニックススルー) sp_throw_id = p1 and 0x1004A3 or 0x1005A3, -- 投げ必殺のID sp_throw_act = p1 and 0x1004A4 or 0x1005A4, -- 投げ必殺の持続残F additional = p1 and 0x1004A5 or 0x1005A5, -- 追加入力のデータ prj_rank = p1 and 0x1004B5 or 0x1005B5, -- 飛び道具の強さ esaka_range = p1 and 0x1004B6 or 0x1005B6, -- 詠酒の間合いチェック用 input_offset = p1 and 0x0394C4 or 0x0394C8, -- コマンド入力状態のオフセットアドレス no_hit = p1 and 0x10DDF2 or 0x10DDF1, -- ヒットしないフック -- 0x1004E2 or 0x1005E2 -- 距離 0近距離 1中距離 2遠距離 cancelable = p1 and 0x1004AF or 0x1005AF, -- キャンセル可否 00不可 C0可 D0可 box_base1 = p1 and 0x100476 or 0x100576, box_base2 = p1 and 0x10047A or 0x10057A, stun = p1 and 0x10B850 or 0x10B858, -- 現在気絶値 stun_timer = p1 and 0x10B854 or 0x10B85C, -- 気絶値ゼロ化までの残フレーム数 tmp_combo = p1 and 0x10B4E0 or 0x10B4E1, -- コンボテンポラリ -- bs_id = p1 and 0x1004B9 or 0x1005B9, -- BSの技ID pow = p1 and 0x1004BC or 0x1005BC, -- パワーアドレス reg_pcnt = p1 and 0x300000 or 0x340000, -- キー入力 REG_P1CNT or REG_P2CNT アドレス reg_st_b = 0x380000, -- キー入力 REG_STATUS_B アドレス control1 = p1 and 0x100412 or 0x100512, -- Human 1 or 2, CPU 3 control2 = p1 and 0x100413 or 0x100513, -- Human 1 or 2, CPU 3 select_hook = p1 and 0x10CDD1 or 0x10CDD5, -- プレイヤーセレクト画面のフック処理用アドレス bs_hook1 = p1 and 0x10DDDA or 0x10DDDE, -- BSモードのフック処理用アドレス。技のID。 bs_hook2 = p1 and 0x10DDDB or 0x10DDDF, -- BSモードのフック処理用アドレス。技のバリエーション。 bs_hook3 = p1 and 0x10DDDD or 0x10DDE1, -- BSモードのフック処理用アドレス。技発動。 tw_threshold = p1 and 0x10DDE2 or 0x10DDE3, -- 投げ可能かどうかのフレーム判定のしきい値 tw_frame = p1 and 0x100490 or 0x100590, -- 投げ可能かどうかのフレーム経過 tw_accepted = p1 and 0x10DDE4 or 0x10DDE5, -- 投げ確定時のフレーム経過 tw_muteki = p1 and 0x1004F6 or 0x1005F6, -- 投げ無敵の残フレーム数 -- フックできないかわり用 state2 = p1 and 0x10CA0E or 0x10CA0F, -- 状態 act2 = p1 and 0x10CA12 or 0x10CA14, -- 行動ID デバッグディップステータス表示のPと同じ -- フックできないかわり用-当たり判定 vulnerable1 = p1 and 0x10CB30 or 0x10CB31, vulnerable21 = p1 and 0x10CB32 or 0x10CB33, vulnerable22 = p1 and 0x10CB34 or 0x10CB35, -- 0の時vulnerable=true -- ヒットするかどうか fake_hit = p1 and 0x10DDF3 or 0x10DDF4, -- 出だしから嘘判定のフック obsl_hit = p1 and 0x10046A or 0x10056A, -- 嘘判定チェック用 3ビット目が立っていると嘘判定 full_hit = p1 and 0x1004AA or 0x1005AA, -- 判定チェック用1 0じゃないとき全段攻撃ヒット/ガード harmless2 = p1 and 0x1004B6 or 0x1005B6, -- 判定チェック用2 0のときは何もしていない 同一技の連続ヒット数加算 max_hit_nm = p1 and 0x1004AB or 0x1005AB, -- 同一技行動での最大ヒット数 分子 -- スクショ用 fix_scr_top = p1 and 0x10DE5C or 0x10DE5D, -- screen_topの強制フック用 force_block = p1 and 0x10DE5E or 0x10DE5F, -- 強制ガード用 }, } for i = 1, #kprops do players[p].key_now[kprops[i]] = 0 players[p].key_pre[kprops[i]] = 0 end for i = 1, 16 do players[p].key_hist[i] = "" players[p].key_frames[i] = 0 players[p].act_frames[i] = {0,0} players[p].bases[i] = { count = 0, addr = 0x0, act_data = nil, name = "", pos1 = 0, pos2 = 0, xmov = 0, } end end players[1].op = players[2] players[2].op = players[1] -- 飛び道具領域の作成 for i, p in ipairs(players) do for base, _ in pairs(p.fireball_bases) do p.fireball[base] = { parent = p, is_fireball = true, act = 0, acta = 0, atk_count = 0, act_count = 0, -- 現在の行動のカウンタ act_frame = 0, -- 現在の行動の残フレーム、ゼロになると次の行動へ act_contact = 0, -- 通常=2、必殺技中=3 ガードヒット=5 潜在ガード=6 asm = 0, pos = 0, -- X位置 pos_y = 0, -- Y位置 pos_z = 0, -- Z位置 attack = 0, -- 攻撃中のみ変化 cancelable = 0, -- キャンセル可否 hitstop_id = 0, -- ガード硬直のID attack_id = 0, -- 当たり判定ごとに設定されているID attacking = false, -- 攻撃判定発生中の場合true dmmy_attacking = false, -- ヒットしない攻撃判定発生中の場合true(嘘判定のぞく) juggling = false, -- 空中追撃判定発生中の場合true can_techrise = false, -- 受け身行動可否 hitstop = 0, -- ガード硬直 fake_hit = false, obsl_hit = false, -- 嘘判定チェック用 full_hit = false, -- 判定チェック用1 harmless2 = false, -- 判定チェック用2 飛び道具専用 prj_rank = 0, -- 飛び道具の強さ bai_chk1 = 0, -- 倍返しチェック1 bai_chk2 = 0, -- 倍返しチェック2 max_hit_dn = 0, -- 同一技行動での最大ヒット数 分母 max_hit_nm = 0, -- 同一技行動での最大ヒット数 分子 hitboxes = {}, buffer = {}, uniq_hitboxes = {}, -- key + boolean hitbox_txt = "", hurtbox_txt = "", chg_hitbox_frm = 0, chg_hurtbox_frm= 0, hit_summary = {}, -- 大状態表示のデータ構造の一部 hit = { pos_x = 0, pos_z = 0, pos_y = 0, on = 0, flip_x = 0, scale = 0, char_id = 0, vulnerable = 0, harmless = false, fake_hit = false, obsl_hit = false, full_hit = false, harmless2 = false, max_hit_dn = 0, max_hit_nm = 0, }, addr = { base = base, -- キャラ状態とかのベースのアドレス char = base + 0x10, -- 技のキャラID act = base + 0x60, -- 技のID デバッグのP acta = base + 0x62, -- 技のID デバッグのA actb = base + 0x64, -- 技のID? act_count = base + 0x66, -- 現在の行動のカウンタ act_frame = base + 0x6F, -- 現在の行動の残フレーム、ゼロになると次の行動へ act_contact= base + 0x01, -- 通常=2、必殺技中=3 ガードヒット=5 潜在ガード=6 dmg_id = base + 0xE9, -- ダメージ算出の技ID pos = base + 0x20, -- X位置 pos_y = base + 0x28, -- Y位置 pos_z = base + 0x24, -- Z位置 attack = base + 0xBF, -- デバッグのNO hitstop_id = base + 0xBE, -- ヒット硬直用ID can_techrise = base + 0x92, -- 受け身行動可否チェック用 -- ヒットするかどうか fake_hit = p.fake_hits[base], obsl_hit = base + 0x6A, -- 嘘判定チェック用 3ビット目が立っていると嘘判定 full_hit = base + 0xAA, -- 判定チェック用1 0じゃないとき全段攻撃ヒット/ガード harmless2 = base + 0xE7, -- 判定チェック用2 0じゃないときヒット/ガード max_hit_nm = base + 0xAB, -- 同一技行動での最大ヒット数 分子 prj_rank = base + 0xB5, -- 飛び道具の強さ bai_chk1 = base + 0x8A, -- 倍返しチェック1 bai_chk2 = base + 0xBE, -- 倍返しチェック2 }, } end end -- Fireflower形式のパッチファイルの読込とメモリへの書込 local pached = false local ffptn = "%s*(%w+):%s+(%w+)%s+(%w+)%s*[\r\n]*" local fixaddr = function(saddr, offset) local addr = tonumber(saddr, 16) + offset if (addr % 2 == 0) then return addr + 1 else return addr - 1 end end local apply_patch = function(pgm, s_patch, offset, force) if force ~= true then for saddr, v1, v2 in string.gmatch(s_patch, ffptn) do local before = pgm:read_u8(fixaddr(saddr, offset)) if before ~= tonumber(v1, 16) then if before == tonumber(v2, 16) then -- already patched else print("patch failure in 0x" .. saddr) return false end end end end for saddr, v1, v2 in string.gmatch(s_patch, ffptn) do pgm:write_direct_u8(fixaddr(saddr, offset), tonumber(v2, 16)) end return true end local apply_patch_file = function(pgm, patch, force) local ret = false if pgm then local path = rom_patch_path(patch) print(path .. " patch " .. (force and "force" or "")) local f = io.open(path, "r") for line in f:lines() do ret = apply_patch(pgm, line, 0x000000, force) if not ret then print("patch failure in [" .. line .. "]") end end f:close() end print(ret and "patch finish" or "patch NOT finish") return ret end -- 場面変更 local apply_1p2p_active = function() local pgm = manager.machine.devices[":maincpu"].spaces["program"] pgm:write_direct_u8(0x100024, 0x03) -- 1P or 2P pgm:write_direct_u8(0x100027, 0x03) -- 1P or 2P end local apply_vs_mode = function(continue) local pgm = manager.machine.devices[":maincpu"].spaces["program"] apply_1p2p_active() if not continue then pgm:write_direct_u8(0x107BB5, 0x01) -- vs 1st CPU mode end end local goto_player_select = function() local pgm = manager.machine.devices[":maincpu"].spaces["program"] dofile(ram_patch_path("player-select.lua")) apply_vs_mode(false) end local restart_fight = function(param) local pgm = manager.machine.devices[":maincpu"].spaces["program"] param = param or {} local stg1 = param.next_stage.stg1 or stgs[1].stg1 local stg2 = param.next_stage.stg2 or stgs[1].stg2 local stg3 = param.next_stage.stg3 or stgs[1].stg3 global.no_background = (param.next_stage or stgs[1]).no_background local p1 = param.next_p1 or 1 local p2 = param.next_p2 or 21 local p1col = param.next_p1col or 0x00 local p2col = param.next_p2col or 0x01 local bgm = param.next_bgm or 21 dofile(ram_patch_path("vs-restart.lua")) apply_vs_mode(true) local p = players pgm:write_u8(0x107BB1, stg1) pgm:write_u8(0x107BB7, stg2) pgm:write_u8(0x107BB9, stg3) -- フックさせて無理やり実現するために0xD0を足す(0xD1~0xD5にする) pgm:write_u8(p[1].addr.char , p1) pgm:write_u8(p[1].addr.color, p1col) pgm:write_u8(p[2].addr.char , p2) if p1 == p2 then pgm:write_u8(p[2].addr.color, p1col == 0x00 and 0x01 or 0x00) else pgm:write_u8(p[2].addr.color, p2col) end pgm:write_u8(0x10A8D5, bgm) --BGM -- メニュー用にキャラの番号だけ差し替える players[1].char = p1 players[2].char = p2 end -- -- ブレイクポイント発動時のデバッグ画面表示と停止をさせない local debug_stop = 0 local auto_recovery_debug = function() if manager.machine.debugger then if manager.machine.debugger.execution_state ~= "run" then debug_stop = debug_stop + 1 end if 3 > debug_stop then manager.machine.debugger.execution_state = "run" debug_stop = 0 end end end -- -- ダッシュとバックステップを抑止する local set_step = function(p, enabled) if p.step_bp then global.set_bps(enabled ~= true, p.step_bp) else p.step_bp = global.new_hook_holder() local cpu = manager.machine.devices[":maincpu"] table.insert(p.step_bp.bps, cpu.debug:bpset(0x026216, "(A4)==$" .. string.format("%x", p.addr.base), "PC=$02622A;g")) end end -- 対スウェーライン攻撃の近距離間合い -- 地上通常技の近距離間合い -- char 0=テリー local cache_close_far_pos = {} local get_close_far_pos = function(char) if cache_close_far_pos[char] then return cache_close_far_pos[char] end local org_char = char char = char - 1 local cpu = manager.machine.devices[":maincpu"] local pgm = cpu.spaces["program"] local abc_offset = close_far_offset + (char * 4) -- 家庭用02DD02からの処理 local d_offset = close_far_offset_d + (char * 2) local ret = { a = { x1 = 0, x2 = pgm:read_u8(abc_offset) }, b = { x1 = 0, x2 = pgm:read_u8(abc_offset + 1) }, c = { x1 = 0, x2 = pgm:read_u8(abc_offset + 2) }, d = { x1 = 0, x2 = pgm:read_u16(d_offset) }, } cache_close_far_pos[org_char] = ret return ret end local get_lmo_range_internal = function(ret, name, d0, d1, incl_last) local decd1 = int16tofloat(d1) local intd1 = math.floor(decd1) local x1, x2 = 0, 0 for d = 1, intd1 do x2 = d * d0 ret[name .. d-1] = { x1 = x1, x2 = x2-1} x1 = x2 end if incl_last then ret[name .. intd1] = { x1 = x1, x2 = math.floor(d0 * decd1) } -- 1Fあたりの最大移動量になる距離 end return ret end local cache_close_far_pos_lmo = {} local get_close_far_pos_line_move_attack = function(char, logging) if cache_close_far_pos_lmo[char] then return cache_close_far_pos_lmo[char] end -- 家庭用2EC72,2EDEE,2E1FEからの処理 local cpu = manager.machine.devices[":maincpu"] local pgm = cpu.spaces["program"] local offset = 0x2EE06 local d1 = 0x2A000 -- 整数部上部4バイト、少数部下部4バイト local decd1 = int16tofloat(d1) local ret = {} -- 0:近A 1:遠A 2:近B 3:遠B 4:近C 5:遠C for i, act_name in ipairs({"近A", "遠A", "近B", "遠B", "近C", "遠C"}) do local d0 = pgm:read_u8(pgm:read_u32(offset + (i-1) * 4) + char * 6) -- データが近距離、遠距離の2種類しかないのと実質的に意味があるのが近距離のものなので最初のデータだけ返す if i == 1 then get_lmo_range_internal(ret, "", d0, d1, true) ret["近"] = { x1 = 0, x2 = 72 } -- 近距離攻撃になる距離 if char == 6 then -- 渦炎陣 get_lmo_range_internal(ret, "必", 24, 0x40000) elseif char == 14 then -- クロスヘッドスピン get_lmo_range_internal(ret, "必", 24, 0x80000) end end if logging then print(string.format("%s %s %x %s %x %s",char_names[char], act_name, d0, d0, d1, decd1)) end end cache_close_far_pos_lmo[char] = ret return ret end -- 詠酒の距離チェックを飛ばす local set_skip_esaka_check = function(p, enabled) if p.skip_esaka_check then global.set_bps(enabled ~= true, p.skip_esaka_check) else p.skip_esaka_check = global.new_hook_holder() local cpu = manager.machine.devices[":maincpu"] table.insert(p.skip_esaka_check.bps, cpu.debug:bpset(0x0236F2, "(A4)==$" .. string.format("%x", p.addr.base), "PC=2374C;g")) end end -- 当たり判定と投げ判定用のブレイクポイントとウォッチポイントのセット local set_wps = function(reset) if global.wps then global.set_wps(reset, global.wps) else global.wps = global.new_hook_holder() local wps = global.wps.wps local cpu = manager.machine.devices[":maincpu"] local pgm = cpu.spaces["program"] --debug:wpset(space, type, addr, len, [opt] cond, [opt] act) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x1006BF, 1, "wpdata!=0", "maincpu.pb@10CA00=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x1007BF, 1, "wpdata!=0", "maincpu.pb@10CA01=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100620, 1, "wpdata!=0", "maincpu.pb@10CA02=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10062C, 1, "wpdata!=0", "maincpu.pb@10CA03=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100820, 1, "wpdata!=0", "maincpu.pb@10CA04=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10082C, 1, "wpdata!=0", "maincpu.pb@10CA05=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100A20, 1, "wpdata!=0", "maincpu.pb@10CA06=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100A2C, 1, "wpdata!=0", "maincpu.pb@10CA07=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100720, 1, "wpdata!=0", "maincpu.pb@10CA08=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10072C, 1, "wpdata!=0", "maincpu.pb@10CA09=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100920, 1, "wpdata!=0", "maincpu.pb@10CA0A=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10092C, 1, "wpdata!=0", "maincpu.pb@10CA0B=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100B20, 1, "wpdata!=0", "maincpu.pb@10CA0C=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100B2C, 1, "wpdata!=0", "maincpu.pb@10CA0D=1;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10048E, 1, "wpdata!=0", "maincpu.pb@10CA0E=maincpu.pb@10048E;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10058E, 1, "wpdata!=0", "maincpu.pb@10CA0F=maincpu.pb@10058E;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10048F, 1, "1", "maincpu.pb@10CA10=wpdata;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10058F, 1, "1", "maincpu.pb@10CA11=wpdata;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100460, 1, "wpdata!=0", "maincpu.pw@10CA12=wpdata;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100560, 1, "wpdata!=0", "maincpu.pw@10CA14=wpdata;g")) -- X軸のMAXとMIN table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100420, 2, "wpdata>maincpu.pw@10DDE6", "maincpu.pw@10DDE6=wpdata;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100420, 2, "wpdata<maincpu.pw@10DDEA", "maincpu.pw@10DDEA=wpdata;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100520, 2, "wpdata>maincpu.pw@10DDE8", "maincpu.pw@10DDE8=wpdata;g")) table.insert(wps, cpu.debug:wpset(pgm, "w", 0x100520, 2, "wpdata<maincpu.pw@10DDEC", "maincpu.pw@10DDEC=wpdata;g")) -- コマンド入力状態の記憶場所 A1 -- bp 39488,{(A4)==100400},{printf "PC=%X A4=%X A1=%X",PC,(A4),(A1);g} -- タメ状態の調査用 -- table.insert(wps, cpu.debug:wpset(pgm, "w", 0x10B548, 160, "wpdata!=FF&&wpdata>0&&maincpu.pb@(wpaddr)==0", "printf \"pos=%X addr=%X wpdata=%X\", (wpaddr - $10B548),wpaddr,wpdata;g")) -- 必殺技追加入力の調査用 -- wp 1004A5,1,r,wpdata!=FF,{printf "PC=%X data=%X",PC,wpdata;g} -- 追加入力チェックまたは技処理内での消去 -- wp 1004A5,1,w,wpdata==0,{printf "PC=%X data=%X CLS",PC,wpdata;g} -- 更新 追加技入力時 -- wp 1004A5,1,w,wpdata!=maincpu.pb@(wpaddr),{printf "PC=%X data=%X W",PC,wpdata;g} -- 消去(毎フレーム) for i, p in ipairs(players) do -- コマンド成立の確認用 --[[ table.insert(wps, cpu.debug:wpset(pgm, "w", p.addr.base + 0xA4, 2, "wpdata>0", "printf \"wpdata=%X CH=%X CH4=%D PC=%X PREF_ADDR=%X A4=%X A6=%X D1=%X\",wpdata,maincpu.pw@((A4)+10),maincpu.pw@((A4)+10),PC,PREF_ADDR,(A4),(A6),(D1);g")) ]] -- 投げ持続フレームの解除の確認用 --[[ table.insert(wps, cpu.debug:wpset(pgm, "w", p.addr.base + 0xA4, 2, "wpdata==0&&maincpu.pb@" .. string.format("%x", p.addr.base) .. ">0", "printf \"wpdata=%X CH=%X CH4=%D PC=%X PREF_ADDR=%X A4=%X A6=%X D1=%X\",wpdata,maincpu.pw@((A4)+10),maincpu.pw@((A4)+10),PC,PREF_ADDR,(A4),(A6),(D1);g")) ]] end end end local set_bps = function(reset) if global.bps then global.set_bps(reset, global.bps) else global.bps = global.new_hook_holder() local bps = global.bps local cpu = manager.machine.devices[":maincpu"] if global.infinity_life2 then --bp 05B480,{(maincpu.pw@107C22>0)&&($100400<=((A3)&$FFFFFF))&&(((A3)&$FFFFFF)<=$100500)},{PC=5B48E;g} table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x05B460), "1", string.format("PC=%x;g", fix_bp_addr(0x05B46E)))) table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x05B466), "1", string.format("PC=%x;g", fix_bp_addr(0x05B46E)))) end -- wp CB23E,16,r,{A4==100400},{printf "A4=%X PC=%X A6=%X D1=%X data=%X",A4,PC,A6,D1,wpdata;g} -- リバーサルとBSモードのフック local bp_cond = "(maincpu.pw@107C22>0)&&((($1E> maincpu.pb@10DDDA)&&(maincpu.pb@10DDDD==$1)&&($100400==((A4)&$FFFFFF)))||(($1E> maincpu.pb@10DDDE)&&(maincpu.pb@10DDE1==$1)&&($100500==((A4)&$FFFFFF))))" local bp_cnd2 = "(maincpu.pw@107C22>0)&&((($1E<=maincpu.pb@10DDDA)&&(maincpu.pb@10DDDD==$1)&&($100400==((A4)&$FFFFFF)))||(($1E<=maincpu.pb@10DDDE)&&(maincpu.pb@10DDE1==$1)&&($100500==((A4)&$FFFFFF))))" -- ダッシュとか用 -- BPモードON 未入力で技発動するように table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x039512), "((A6)==CB242)&&"..bp_cnd2, "D1=0;g")) -- 技入力データの読み込み table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x03957E), "((A6)==CB244)&&"..bp_cnd2, "temp1=$10DDDA+((((A4)&$FFFFFF)-$100400)/$40);D1=(maincpu.pb@(temp1));A6=((A6)+1);maincpu.pb@((A4)+$D6)=D1;maincpu.pb@((A4)+$D7)=maincpu.pb@(temp1+1);PC=((PC)+$20);g")) -- 必殺技用 -- BPモードON 未入力で技発動するように table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x039512), "((A6)==CB242)&&"..bp_cond, "D1=0;g")) -- 技入力データの読み込み -- bp 03957E,{((A6)==CB244)&&((A4)==100400)&&(maincpu.pb@10048E==2)},{D1=1;g} -- bp 03957E,{((A6)==CB244)&&((A4)==100500)&&(maincpu.pb@10058E==2)},{D1=1;g} -- 0395B2: 1941 00A3 move.b D1, ($a3,A4) -- 確定した技データ -- 0395B6: 195E 00A4 move.b (A6)+, ($a4,A4) -- 技データ読込 だいたい06 -- 0395BA: 195E 00A5 move.b (A6)+, ($a5,A4) -- 技データ読込 だいたい00、飛燕斬01、02、03 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x03957E), "((A6)==CB244)&&"..bp_cond, "temp1=$10DDDA+((((A4)&$FFFFFF)-$100400)/$40);D1=(maincpu.pb@(temp1));A6=((A6)+2);maincpu.pb@((A4)+$A3)=D1;maincpu.pb@((A4)+$A4)=maincpu.pb@(temp1+1);maincpu.pb@((A4)+$A5)=maincpu.pb@(temp1+2);PC=((PC)+$20);g")) -- ステージ設定用。メニューでFを設定した場合にのみ動作させる -- ラウンド数を1に初期化→スキップ table.insert(bps, cpu.debug:bpset(0x0F368, "maincpu.pw@((A5)-$448)==$F", "PC=F36E;g")) -- ラウンド2以上の場合の初期化処理→無条件で実施 table.insert(bps, cpu.debug:bpset(0x22AD8, "maincpu.pw@((A5)-$448)==$F", "PC=22AF4;g")) -- キャラ読込 ラウンド1の時だけ読み込む→無条件で実施 table.insert(bps, cpu.debug:bpset(0x22D32, "maincpu.pw@((A5)-$448)==$F", "PC=22D3E;g")) -- ラウンド2以上の時の処理→データロード直後の状態なので不要。スキップしないとBGMが変わらない table.insert(bps, cpu.debug:bpset(0x0F6AC, "maincpu.pw@((A5)-$448)==$F", "PC=F6B6;g")) -- ラウンド1じゃないときの処理 →スキップ table.insert(bps, cpu.debug:bpset(0x1E39A, "maincpu.pw@((A5)-$448)==$F", "PC=1E3A4;g")) -- ラウンド1の時だけ読み込む →無条件で実施。データを1ラウンド目の値に戻す table.insert(bps, cpu.debug:bpset(0x17694, "maincpu.pw@((A5)-$448)==$F", "maincpu.pw@((A5)-$448)=1;PC=176A0;g")) -- 当たり判定用 -- 喰らい判定フラグ用 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x5C2DA), "(maincpu.pw@107C22>0)&&($100400<=((A4)&$FFFFFF))&&(((A4)&$FFFFFF)<=$100500)", "temp1=$10CB30+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=$01;g")) -- 喰らい判定用 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x5C2E6), "(maincpu.pw@107C22>0)&&($100400<=((A4)&$FFFFFF))&&(((A4)&$FFFFFF)<=$100500)", "temp1=$10CB32+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=$01;maincpu.pb@(temp1+$2)=(maincpu.pb@(((A4)+$B1)&$FFFFFF));g")) --判定追加1 攻撃判定 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x012C42), "(maincpu.pw@107C22>0)&&($100400<=((A4)&$FFFFFF))&&(((A4)&$FFFFFF)<=$100F00)", --"printf \"PC=%X A4=%X A2=%X D0=%X CT=%X\",PC,A4,A2,D0,($1DC000+((maincpu.pb@10CB40)*$10));".. "temp0=($1DC000+((maincpu.pb@10CB40)*$10));maincpu.pb@(temp0)=1;maincpu.pb@(temp0+1)=maincpu.pb@(A2);maincpu.pb@(temp0+2)=maincpu.pb@((A2)+$1);maincpu.pb@(temp0+3)=maincpu.pb@((A2)+$2);maincpu.pb@(temp0+4)=maincpu.pb@((A2)+$3);maincpu.pb@(temp0+5)=maincpu.pb@((A2)+$4);maincpu.pd@(temp0+6)=((A4)&$FFFFFFFF);maincpu.pb@(temp0+$A)=$FF;maincpu.pd@(temp0+$B)=maincpu.pd@((A2)+$5);maincpu.pw@(temp0+$C)=maincpu.pw@(((A4)&$FFFFFF)+$20);maincpu.pw@(temp0+$E)=maincpu.pw@(((A4)&$FFFFFF)+$28);maincpu.pb@10CB40=((maincpu.pb@10CB40)+1);g")) --[[ 判定データ調査用 bp 0x012C42,1,{printf "0x012C42 %X %X A3=%X A4=%X A1=%X A2=%X 476=%X 47A=%X 576=%X 57A=%X",maincpu.pw@100460,maincpu.pw@10046E,A3,A4,A1,A2,maincpu.pd@100476,maincpu.pd@10047A,maincpu.pd@100576,maincpu.pd@10057A;g} bp 0x012C88,1,{printf "0x012C88 %X %X A3=%X A4=%X A1=%X A2=%X 476=%X 47A=%X 576=%X 57A=%X",maincpu.pw@100460,maincpu.pw@10046E,A3,A4,A1,A2,maincpu.pd@100476,maincpu.pd@10047A,maincpu.pd@100576,maincpu.pd@10057A;g} ]] --判定追加2 攻撃判定 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x012C88), "(maincpu.pw@107C22>0)&&($100400<=((A3)&$FFFFFF))&&(((A3)&$FFFFFF)<=$100F00)", --"printf \"PC=%X A3=%X A1=%X D0=%X CT=%X\",PC,A3,A1,D0,($1DC000+((maincpu.pb@10CB40)*$10));".. "temp0=($1DC000+((maincpu.pb@10CB40)*$10));maincpu.pb@(temp0)=1;maincpu.pb@(temp0+1)=maincpu.pb@(A1);maincpu.pb@(temp0+2)=maincpu.pb@((A1)+$1);maincpu.pb@(temp0+3)=maincpu.pb@((A1)+$2);maincpu.pb@(temp0+4)=maincpu.pb@((A1)+$3);maincpu.pb@(temp0+5)=maincpu.pb@((A1)+$4);maincpu.pd@(temp0+6)=((A3)&$FFFFFFFF);maincpu.pb@(temp0+$A)=$01;maincpu.pd@(temp0+$B)=maincpu.pd@((A1)+$5);maincpu.pw@(temp0+$C)=maincpu.pw@(((A3)&$FFFFFF)+$20);maincpu.pw@(temp0+$E)=maincpu.pw@(((A3)&$FFFFFF)+$28);maincpu.pb@10CB40=((maincpu.pb@10CB40)+1);g")) --判定追加3 1P押し合い判定 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x012D4C), "(maincpu.pw@107C22>0)&&($100400==((A4)&$FFFFFF))", --"printf \"PC=%X A4=%X A2=%X D0=%X CT=%X\",PC,A4,A2,D0,($1DC000+((maincpu.pb@10CB40)*$10));".. "temp0=($1DC000+((maincpu.pb@10CB40)*$10));maincpu.pb@(temp0)=1;maincpu.pb@(temp0+1)=maincpu.pb@(A2);maincpu.pb@(temp0+2)=maincpu.pb@((A2)+$1);maincpu.pb@(temp0+3)=maincpu.pb@((A2)+$2);maincpu.pb@(temp0+4)=maincpu.pb@((A2)+$3);maincpu.pb@(temp0+5)=maincpu.pb@((A2)+$4);maincpu.pd@(temp0+6)=((A4)&$FFFFFFFF);maincpu.pb@(temp0+$A)=$FF;maincpu.pw@(temp0+$C)=maincpu.pw@(((A4)&$FFFFFF)+$20);maincpu.pw@(temp0+$E)=maincpu.pw@(((A4)&$FFFFFF)+$28);maincpu.pb@10CB40=((maincpu.pb@10CB40)+1);g")) --判定追加4 2P押し合い判定 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x012D92), "(maincpu.pw@107C22>0)&&($100500<=((A3)&$FFFFFF))", --"printf \"PC=%X A3=%X A1=%X D0=%X CT=%X\",PC,A3,A1,D0,($1DC000+((maincpu.pb@10CB40)*$10));".. "temp0=($1DC000+((maincpu.pb@10CB40)*$10));maincpu.pb@(temp0)=1;maincpu.pb@(temp0+1)=maincpu.pb@(A1);maincpu.pb@(temp0+2)=maincpu.pb@((A1)+$1);maincpu.pb@(temp0+3)=maincpu.pb@((A1)+$2);maincpu.pb@(temp0+4)=maincpu.pb@((A1)+$3);maincpu.pb@(temp0+5)=maincpu.pb@((A1)+$4);maincpu.pd@(temp0+6)=((A3)&$FFFFFFFF);maincpu.pb@(temp0+$A)=$FF;maincpu.pw@(temp0+$C)=maincpu.pw@(((A3)&$FFFFFF)+$20);maincpu.pw@(temp0+$E)=maincpu.pw@(((A3)&$FFFFFF)+$28);maincpu.pb@10CB40=((maincpu.pb@10CB40)+1);g")) -- 地上通常投げ table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x05D782), "(maincpu.pw@107C22>0)&&((((D7)&$FFFF)!=0x65))&&($100400<=((A4)&$FFFFFF))&&(((A4)&$FFFFFF)<=$100500)", "temp1=$10CD90+((((A4)&$FFFFFF)-$100400)/$8);maincpu.pb@(temp1)=$1;maincpu.pd@(temp1+$1)=((A4)&$FFFFFF);maincpu.pd@(temp1+$5)=maincpu.pd@(((A4)&$FFFFFF)+$96);maincpu.pw@(temp1+$A)=maincpu.pw@((maincpu.pd@(((A4)&$FFFFFF)+$96))+$10);maincpu.pw@(temp1+$C)=maincpu.pw@(((A4)&$FFFFFF)+$10);maincpu.pb@(temp1+$10)=maincpu.pb@(((A4)&$FFFFFF)+$96+$58);maincpu.pb@(temp1+$11)=maincpu.pb@(((A4)&$FFFFFF)+$58);maincpu.pb@(temp1+$12)=maincpu.pb@((maincpu.pd@(((A4)&$FFFFFF)+$96))+$58);maincpu.pb@(temp1+$13)=maincpu.pb@(maincpu.pd@((PC)+$2));maincpu.pb@(temp1+$14)=maincpu.pb@((maincpu.pd@((PC)+$02))+((maincpu.pw@((maincpu.pd@(((A4)&$FFFFFF)+$96))+$10))<<3)+$3);maincpu.pb@(temp1+$15)=maincpu.pb@((maincpu.pd@((PC)+$02))+((maincpu.pw@((maincpu.pd@(((A4)&$FFFFFF)+$96))+$10))<<3)+$4);maincpu.pb@(temp1+$16)=maincpu.pb@((maincpu.pd@((PC)+$2))+((maincpu.pw@(((A4)&$FFFFFF)+$10))<<3)+$3);maincpu.pb@(temp1+$17)=maincpu.pb@((PC)+$D2+(maincpu.pw@((A4)&$FFFFFF)+$10)*4+((((D7)&$FFFF)-$60)&$7));maincpu.pw@(temp1+$18)=maincpu.pw@(($FFFFFF&(A4))+$20);maincpu.pw@(temp1+$1A)=maincpu.pw@(($FFFFFF&(A4))+$28);g")) -- 空中投げ table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x060428), "(maincpu.pw@107C22>0)&&($100400<=((A4)&$FFFFFF))&&(((A4)&$FFFFFF)<=$100500)", "temp1=$10CD00+((((A4)&$FFFFFF)-$100400)/$8);maincpu.pb@(temp1)=$1;maincpu.pw@(temp1+$1)=maincpu.pw@(A0);maincpu.pw@(temp1+$3)=maincpu.pw@((A0)+$2);maincpu.pd@(temp1+$5)=$FFFFFF&(A4);maincpu.pd@(temp1+$9)=maincpu.pd@(($FFFFFF&(A4))+$96);maincpu.pw@(temp1+$D)=maincpu.pw@(maincpu.pd@(($FFFFFF&(A4))+$96)+$10);maincpu.pd@(temp1+$11)=maincpu.rb@(($FFFFFF&(A4))+$58);maincpu.pw@(temp1+$13)=maincpu.pw@(($FFFFFF&(A4))+$20);maincpu.pw@(temp1+$15)=maincpu.pw@(($FFFFFF&(A4))+$28);g")) -- 必殺投げ table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x039F2A), "(maincpu.pw@107C22>0)&&($100400<=((A4)&$FFFFFF))&&(((A4)&$FFFFFF)<=$100500)", "temp1=$10CD40+((((A4)&$FFFFFF)-$100400)/$8);maincpu.pb@(temp1)=$1;maincpu.pw@(temp1+$1)=maincpu.pw@(A0);maincpu.pw@(temp1+$3)=maincpu.pw@((A0)+$2);maincpu.pd@(temp1+$5)=$FFFFFF&(A4);maincpu.pd@(temp1+$9)=maincpu.pd@(($FFFFFF&(A4))+$96);maincpu.pw@(temp1+$D)=maincpu.pw@(maincpu.pd@(($FFFFFF&(A4))+$96)+$10);maincpu.pd@(temp1+$11)=maincpu.rb@(($FFFFFF&(A4))+$58);maincpu.pw@(temp1+$12)=maincpu.pw@(A0+$4);maincpu.pw@(temp1+$15)=maincpu.pw@(($FFFFFF&(A4))+$20);maincpu.pw@(temp1+$17)=maincpu.pw@(($FFFFFF&(A4))+$28);g")) -- プレイヤー選択時のカーソル操作表示用データのオフセット -- PC=11EE2のときのA4レジスタのアドレスがプレイヤー選択のアイコンの参照場所 -- データの領域を未使用の別メモリ領域に退避して1P操作で2Pカーソル移動ができるようにする -- maincpu.pw@((A4)+$60)=$00F8を付けたすとカーソルをCPUにできる table.insert(bps, cpu.debug:bpset(0x11EE2, --アドレス修正不要 "(maincpu.pw@((A4)+2)==2D98||maincpu.pw@((A4)+2)==33B8)&&maincpu.pw@100701==10B&&maincpu.pb@10FDAF==2&&maincpu.pw@10FDB6!=0&&maincpu.pb@100026==2", "maincpu.pb@10CDD0=($FF&((maincpu.pb@10CDD0)+1));maincpu.pd@10CDD1=((A4)+$13);g")) table.insert(bps, cpu.debug:bpset(0x11EE2, --アドレス修正不要 "(maincpu.pw@((A4)+2)==2D98||maincpu.pw@((A4)+2)==33B8)&&maincpu.pw@100701==10B&&maincpu.pb@10FDAF==2&&maincpu.pw@10FDB6!=0&&maincpu.pb@100026==1", "maincpu.pb@10CDD0=($FF&((maincpu.pb@10CDD0)+1));maincpu.pd@10CDD5=((A4)+$13);g")) -- プレイヤー選択時に1Pか2Pの選択ボタン押したときに対戦モードに移行する -- PC= C5D0 読取反映先=?? スタートボタンの読取してるけど関係なし -- PC= 12376 読取反映先=D0 スタートボタンの読取してるけど関係なし -- PC=C096A8 読取反映先=D1 スタートボタンの読取してるけど関係なし -- PC=C1B954 読取反映先=D2 スタートボタンの読取してるとこ table.insert(bps, cpu.debug:bpset(0xC1B95A, "(maincpu.pb@100024==1&&maincpu.pw@100701==10B&&maincpu.pb@10FDAF==2&&maincpu.pw@10FDB6!=0)&&((((maincpu.pb@300000)&$10)==0)||(((maincpu.pb@300000)&$80)==0))", "D2=($FF^$04);g")) table.insert(bps, cpu.debug:bpset(0xC1B95A, "(maincpu.pb@100024==2&&maincpu.pw@100701==10B&&maincpu.pb@10FDAF==2&&maincpu.pw@10FDB6!=0)&&((((maincpu.pb@340000)&$10)==0)||(((maincpu.pb@340000)&$80)==0))", "D2=($FF^$01);g")) -- 影表示 --{base = 0x017300, ["rbff2k"] = 0x28, ["rbff2h"] = 0x0, no_background = true, -- func = function() memory.pgm:write_u8(gr("a4") + 0x82, 0) end}, --solid shadows 01 --no shadows FF table.insert(bps, cpu.debug:bpset(0x017300, "maincpu.pw@107C22>0&&maincpu.pb@10DDF0==FF", "maincpu.pb@((A4)+$82)=$FF;g")) -- 潜在ぜったい投げるマン --table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x039F8C), "1", -- "maincpu.pb@((A3)+$90)=$19;g")) -- 投げ可能判定用フレーム table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x039F90), "maincpu.pw@107C22>0", "temp1=$10DDE2+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=D7;g")) -- 投げ確定時の判定用フレーム table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x039F96), "maincpu.pw@107C22>0", "temp1=$10DDE4+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=maincpu.pb@((A3)+$90);g")) -- 判定の接触判定が無視される -- bp 13118,1,{PC=1311C;g} -- 攻撃のヒットをむりやりガードに変更する -- $10DE5E $10DE5Fにフラグたっているかをチェックする table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x0580D4), "maincpu.pw@107C22>0&&((maincpu.pb@10DDF1>0&&(A4)==100500&&maincpu.pb@10DE5F==1&&(maincpu.pb@10058E==0||maincpu.pb@10058E==2))||(maincpu.pb@10DDF1>0&&(A4)==100400&&maincpu.pb@10DE5E==1&&(maincpu.pb@10048E==0||maincpu.pb@10048E==2)))", "PC=" .. string.format("%x", fix_bp_addr(0x0580EA)) .. ";g")) --[[ table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x012FD0), "maincpu.pw@107C22>0&&((maincpu.pb@10DDF1>0&&(A4)==100500)||(maincpu.pb@10DDF1>0&&(A4)==100400))", "temp1=$10DDF1+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=0;PC=" .. string.format("%x", fix_bp_addr(0x012FDA)) .. ";g")) ]] -- N段目で強制空ぶりさせるフック table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x0130F8), "maincpu.pw@107C22>0&&((D7)<$FFFF)&&((maincpu.pb@10DDF1!=$FF&&(A4)==100500&&maincpu.pb@10DDF1<=maincpu.pb@10B4E0)||(maincpu.pb@10DDF2!=$FF&&(A4)==100400&&maincpu.pb@10DDF2<=maincpu.pb@10B4E1))", "maincpu.pb@(temp1)=0;PC=" .. string.format("%x", fix_bp_addr(0x012FDA)) .. ";g")) --[[ 空振りフック時の状態確認用 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x0130F8), "maincpu.pw@107C22>0&&((D7)<$FFFF)&&((A4)==100500||(A4)==100400)", "printf \"A4=%X 1=%X 2=%X E0=%X E1=%X\",(A4),maincpu.pb@10DDF1,maincpu.pb@10DDF2,maincpu.pb@10B4E0,maincpu.pb@10B4E1;g")) ]] -- ヒット後ではなく技の出だしから嘘判定であることの判定用フック table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x011DFE), "maincpu.pw@107C22>0", "temp1=$10DDF3+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=(D5);g")) -- 補正前ダメージ取得用フック table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x05B11A), "maincpu.pw@107C22>0", "temp1=$10DDFB+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=maincpu.pb@((A4)+$8F);g")) -- 気絶値と気絶値タイマー取得用フック table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x05C1E0), "maincpu.pw@107C22>0", "temp1=$10DDFD+((((A4)&$FFFFFF)-$100400)/$80);maincpu.pb@(temp1)=(D0);maincpu.pb@(temp1+$1)=(D1);g")) --ダメージ補正 7/8 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x5B1E0), "maincpu.pw@107C22>0", "temp1=$10DE50+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=maincpu.pb@(temp1)+1;g")) --ダメージ補正 6/8 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x5B1F6), "maincpu.pw@107C22>0", "temp1=$10DE52+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=maincpu.pb@(temp1)+1;g")) --ダメージ補正 5/8 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x5B20C), "maincpu.pw@107C22>0", "temp1=$10DE54+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=maincpu.pb@(temp1)+1;g")) --ダメージ補正 4/8 table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x5B224), "maincpu.pw@107C22>0", "temp1=$10DE56+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=maincpu.pb@(temp1)+1;g")) -- POWゲージ増加量取得用フック 通常技 -- 中間のチェックをスキップして算出処理へ飛ぶ table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x03BEDA), "maincpu.pw@107C22>0", string.format("PC=%x;g", fix_bp_addr(0x03BEEC)))) -- 中間チェックに抵触するパターンは値採取後にRTSへ移動する table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x05B3AC), "maincpu.pw@107C22>0&&(maincpu.pb@((A3)+$BF)!=$0||maincpu.pb@((A3)+$BC)==$3C)", "temp1=$10DE58+((((A3)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=(maincpu.pb@(temp1)+(D0));" .. string.format("PC=%x", fix_bp_addr(0x05B34E)) .. ";g")) -- 中間チェックに抵触しないパターン table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x05B3AC), "maincpu.pw@107C22>0&&maincpu.pb@((A3)+$BF)==$0&&maincpu.pb@((A3)+$BC)!=$3C", "temp1=$10DE58+((((A3)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=(maincpu.pb@(temp1)+(D0));g")) -- POWゲージ増加量取得用フック 必殺技 -- 中間のチェックをスキップして算出処理へ飛ぶ table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x05B34C), "maincpu.pw@107C22>0", string.format("PC=%x;g", fix_bp_addr(0x05B35E)))) -- 中間チェックに抵触するパターンは値採取後にRTSへ移動する table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x03C144), "maincpu.pw@107C22>0&&maincpu.pb@((A4)+$BF)!=$0", "temp1=$10DE5A+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=(maincpu.pb@(temp1)+(D0));" .. string.format("PC=%x", fix_bp_addr(0x03C13A)) .. ";g")) -- 中間チェックに抵触しないパターン table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x03C144), "maincpu.pw@107C22>0&&maincpu.pb@((A4)+$BF)==$0", "temp1=$10DE5A+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=(maincpu.pb@(temp1)+(D0));g")) -- POWゲージ増加量取得用フック 倍返しとか -- 中間のチェック以前に値がD0に入っているのでそれを採取する table.insert(bps, cpu.debug:bpset(fix_bp_addr(0x03BF04), "maincpu.pw@107C22>0", "temp1=$10DE5A+((((A4)&$FFFFFF)-$100400)/$100);maincpu.pb@(temp1)=(maincpu.pb@(temp1)+(D0));g")) -- bp 3B5CE,1,{maincpu.pb@1007B5=0;g} -- 2P 飛び道具の強さ0に -- bp 39db0,1,{PC=39db4;g} -- 必殺投げの高度チェックを無視 --[[ ライン移動攻撃の移動量のしきい値 調査用 table.insert(bps, cpu.debug:bpset(0x029768, "1", "printf \"CH=%D D0=%X D1=%X PREF_ADDR=%X\",maincpu.pw@((A4)+10), D0,D1,PREF_ADDR;g")) ]] --[[ 投げ無敵調査用 for _, addr in ipairs({ 0x00039DAE, -- 投げチェック処理 0x00039D52, -- 爆弾パチキ ドリル M.カウンター投げ M.タイフーン 真心牙 S.TOL 鬼門陣 0x0003A0D4, -- 真空投げ 0x0003A0E6, -- 羅生門 0x0003A266, -- ブレイクスパイラル 0x0003A426, -- リフトアップブロー 0x0003A438, -- デンジャラススルー 0x0003A44A, -- ギガティックサイクロン 0x00039F36, -- 投げ成立 0x00039DFA, -- 無敵Fチェック }) do table.insert(bps, cpu.debug:bpset(addr, "1", "printf \"A4=%X CH=%D PC=%X PREF_ADDR=%X A0=%X D7=%X\",(A4),maincpu.pw@((A4)+10),PC,PREF_ADDR,(A0),(D7);g")) end --]] -- bp 058946,1,{PC=5895A;g} -- BS出ない -- bp 039782,1,{PC=039788;g} -- BS表示でない end end local set_bps_rg = function(reset) if global.bps_rg then global.set_bps(reset, global.bps_rg) else global.bps_rg = global.new_hook_holder() local bps_rg = global.bps_rg.bps local cpu = manager.machine.devices[":maincpu"] local cond1, cond2 if emu.romname() ~= "rbff2" then -- この処理をそのまま有効にすると通常時でも食らい判定が見えるようになるが、MVS版ビリーの本来は攻撃判定無しの垂直ジャンプ攻撃がヒットしてしまう -- ビリーの判定が出ない(maincpu.pb@((A0)+$B6)==0)な垂直小ジャンプAと垂直小ジャンプBと斜め小ジャンプBときはこのワークアラウンドが動作しないようにする cond1 = table.concat({ "(maincpu.pw@107C22>0)", "(maincpu.pb@((A0)+$B6)==0)", "(maincpu.pw@((A0)+$60)!=$50)", "(maincpu.pw@((A0)+$60)!=$51)", "(maincpu.pw@((A0)+$60)!=$54)", }, "&&") else cond1 = "(maincpu.pw@107C22>0)" end cond2 = cond1.."&&(maincpu.pb@((A3)+$B6)==0)" -- 投げの時だけやられ判定表示(ジョー用) local cond3 = "(maincpu.pw@107C22>0)&&((maincpu.pb@($AA+(A3))|D0)!=0)" table.insert(bps_rg, cpu.debug:bpset(fix_bp_addr(0x5C2E2), cond3, "PC=((PC)+$C);g")) -- 投げのときだけやられ判定表示(主にボブ用) local cond4 = "(maincpu.pw@107C22>0)&&(maincpu.pb@($7A+(A3))==0)" table.insert(bps_rg, cpu.debug:bpset(0x12BB0, cond4, "PC=((PC)+$E);g")) --check vuln at all times *** setregister for m68000.pc is broken *** --bp 05C2E8, 1, {PC=((PC)+$6);g} table.insert(bps_rg, cpu.debug:bpset(fix_bp_addr(0x5C2E8), cond2, "PC=((PC)+$6);g")) --この条件で動作させると攻撃判定がでてしまってヒットしてしまうのでダメ --[[ local cond2 = "(maincpu.pw@107C22>0)&&(maincpu.pb@((A0)+$B6)==0)&&((maincpu.pw@((A0)+$60)==$50)||(maincpu.pw@((A0)+$60)==$51)||(maincpu.pw@((A0)+$60)==$54))" table.insert(bps_rg, cpu.debug:bpset(fix_bp_addr(0x5C2E8), cond2, "maincpu.pb@((A3)+$B6)=1;g")) ]] --check vuln at all times *** hackish workaround *** --bp 05C2E8, 1, {A3=((A3)-$B5);g} table.insert(bps_rg, cpu.debug:bpset(fix_bp_addr(0x5C2E8), cond1, "A3=((A3)-$B5);g")) --*** fix for hackish workaround *** --bp 05C2EE, 1, {A3=((A3)+$B5);g} table.insert(bps_rg, cpu.debug:bpset(fix_bp_addr(0x5C2EE), cond1, "A3=((A3)+$B5);g")) -- 無理やり条件スキップしたので当たり処理に入らないようにする table.insert(bps_rg, cpu.debug:bpset(fix_bp_addr(0x5C2F6), "(maincpu.pb@((A3)+$B6)==0)||((maincpu.pb@($AA+(A3))|D0)!=0)", "PC=((PC)+$8);g")) end end local hook_reset = nil local set_hook = function(reset) if reset == true then if hook_reset == true then return end else if hook_reset == false then return end end hook_reset = reset == true set_wps(hook_reset) set_bps(hook_reset) set_bps_rg(hook_reset) end -- 誤動作防止のためフックで使用する領域を初期化する local cls_hook = function() local pgm = manager.machine.devices[":maincpu"].spaces["program"] -- 各種当たり判定のフック -- 0x10CB40 当たり判定の発生個数 -- 0x1DC000 から 0x10 間隔で当たり判定をbpsetのフックで記録する for addr = 0x1DC000, 0x1DC000 + pgm:read_u8(0x10CB40) * 0x11 do pgm:write_u8(addr, 0xFF) end pgm:write_u8(0x10CB40, 0x00) for i, p in ipairs(players) do pgm:write_u8(p.addr.state2, 0x00) -- ステータス更新フック pgm:write_u16(p.addr.act2, 0x00) -- 技ID更新フック pgm:write_u8(p.addr.vulnerable1 , 0xFF) -- 食らい判定のフック pgm:write_u8(p.addr.vulnerable21, 0xFF) -- 食らい判定のフック pgm:write_u8(p.addr.vulnerable22, 0xFF) -- 食らい判定のフック pgm:write_u8(p.n_throw.addr.on, 0xFF) -- 投げのフック pgm:write_u8(p.air_throw.addr.on, 0xFF) -- 空中投げのフック pgm:write_u8(p.sp_throw.addr.on, 0xFF) -- 必殺投げのフック end end -- レコード&リプレイ local recording = { state = 0, -- 0=レコーディング待ち, 1=レコーディング, 2=リプレイ待ち 3=リプレイ開始 cleanup = false, player = nil, temp_player = nil, play_count = 1, last_slot = nil, active_slot = nil, slot = {}, -- スロット live_slots = {}, -- ONにされたスロット fixpos = nil, do_repeat = false, repeat_interval = 0, } for i = 1, 8 do recording.slot[i] = { side = 1, -- レコーディング対象のプレイヤー番号 1=1P, 2=2P store = {}, -- 入力保存先 name = "スロット" .. i, } end -- 調査用自動再生スロットの準備 local research_cmd = function() local make_cmd = function(joykp, ...) local joy = new_next_joy() if ... then for _, k in ipairs({...}) do joy[joykp[k]] = true end end return joy end local _1 = function(joykp) return make_cmd(joykp, "lt", "dn") end local _1a = function(joykp) return make_cmd(joykp, "lt", "dn", "a") end local _1b = function(joykp) return make_cmd(joykp, "lt", "dn", "b") end local _1ab = function(joykp) return make_cmd(joykp, "lt", "dn", "a", "b") end local _1c = function(joykp) return make_cmd(joykp, "lt", "dn", "c") end local _1ac = function(joykp) return make_cmd(joykp, "lt", "dn", "a", "c") end local _1bc = function(joykp) return make_cmd(joykp, "lt", "dn", "b", "c") end local _1abc = function(joykp) return make_cmd(joykp, "lt", "dn", "a", "b", "c") end local _1d = function(joykp) return make_cmd(joykp, "lt", "dn", "d") end local _1ad = function(joykp) return make_cmd(joykp, "lt", "dn", "a", "d") end local _1bd = function(joykp) return make_cmd(joykp, "lt", "dn", "b", "d") end local _1abd = function(joykp) return make_cmd(joykp, "lt", "dn", "a", "b", "d") end local _1cd = function(joykp) return make_cmd(joykp, "lt", "dn", "c", "d") end local _1acd = function(joykp) return make_cmd(joykp, "lt", "dn", "a", "c", "d") end local _1bcd = function(joykp) return make_cmd(joykp, "lt", "dn", "b", "c", "d") end local _1abcd = function(joykp) return make_cmd(joykp, "lt", "dn", "a", "b", "c", "d") end local _2 = function(joykp) return make_cmd(joykp, "dn") end local _2a = function(joykp) return make_cmd(joykp, "dn", "a") end local _2b = function(joykp) return make_cmd(joykp, "dn", "b") end local _2ab = function(joykp) return make_cmd(joykp, "dn", "a", "b") end local _2c = function(joykp) return make_cmd(joykp, "dn", "c") end local _2ac = function(joykp) return make_cmd(joykp, "dn", "a", "c") end local _2bc = function(joykp) return make_cmd(joykp, "dn", "b", "c") end local _2abc = function(joykp) return make_cmd(joykp, "dn", "a", "b", "c") end local _2d = function(joykp) return make_cmd(joykp, "dn", "d") end local _2ad = function(joykp) return make_cmd(joykp, "dn", "a", "d") end local _2bd = function(joykp) return make_cmd(joykp, "dn", "b", "d") end local _2abd = function(joykp) return make_cmd(joykp, "dn", "a", "b", "d") end local _2cd = function(joykp) return make_cmd(joykp, "dn", "c", "d") end local _2acd = function(joykp) return make_cmd(joykp, "dn", "a", "c", "d") end local _2bcd = function(joykp) return make_cmd(joykp, "dn", "b", "c", "d") end local _2abcd = function(joykp) return make_cmd(joykp, "dn", "a", "b", "c", "d") end local _3 = function(joykp) return make_cmd(joykp, "rt", "dn") end local _3a = function(joykp) return make_cmd(joykp, "rt", "dn", "a") end local _3b = function(joykp) return make_cmd(joykp, "rt", "dn", "b") end local _3ab = function(joykp) return make_cmd(joykp, "rt", "dn", "a", "b") end local _3c = function(joykp) return make_cmd(joykp, "rt", "dn", "c") end local _3ac = function(joykp) return make_cmd(joykp, "rt", "dn", "a", "c") end local _3bc = function(joykp) return make_cmd(joykp, "rt", "dn", "b", "c") end local _3abc = function(joykp) return make_cmd(joykp, "rt", "dn", "a", "b", "c") end local _3d = function(joykp) return make_cmd(joykp, "rt", "dn", "d") end local _3ad = function(joykp) return make_cmd(joykp, "rt", "dn", "a", "d") end local _3bd = function(joykp) return make_cmd(joykp, "rt", "dn", "b", "d") end local _3abd = function(joykp) return make_cmd(joykp, "rt", "dn", "a", "b", "d") end local _3cd = function(joykp) return make_cmd(joykp, "rt", "dn", "c", "d") end local _3acd = function(joykp) return make_cmd(joykp, "rt", "dn", "a", "c", "d") end local _3bcd = function(joykp) return make_cmd(joykp, "rt", "dn", "b", "c", "d") end local _3abcd = function(joykp) return make_cmd(joykp, "rt", "dn", "a", "b", "c", "d") end local _4 = function(joykp) return make_cmd(joykp, "lt") end local _4a = function(joykp) return make_cmd(joykp, "lt", "a") end local _4b = function(joykp) return make_cmd(joykp, "lt", "b") end local _4ab = function(joykp) return make_cmd(joykp, "lt", "a", "b") end local _4c = function(joykp) return make_cmd(joykp, "lt", "c") end local _4ac = function(joykp) return make_cmd(joykp, "lt", "a", "c") end local _4bc = function(joykp) return make_cmd(joykp, "lt", "b", "c") end local _4abc = function(joykp) return make_cmd(joykp, "lt", "a", "b", "c") end local _4d = function(joykp) return make_cmd(joykp, "lt", "d") end local _4ad = function(joykp) return make_cmd(joykp, "lt", "a", "d") end local _4bd = function(joykp) return make_cmd(joykp, "lt", "b", "d") end local _4abd = function(joykp) return make_cmd(joykp, "lt", "a", "b", "d") end local _4cd = function(joykp) return make_cmd(joykp, "lt", "c", "d") end local _4acd = function(joykp) return make_cmd(joykp, "lt", "a", "c", "d") end local _4bcd = function(joykp) return make_cmd(joykp, "lt", "b", "c", "d") end local _4abcd = function(joykp) return make_cmd(joykp, "lt", "a", "b", "c", "d") end local _5 = function(joykp) return make_cmd(joykp) end local _5a = function(joykp) return make_cmd(joykp, "a") end local _5b = function(joykp) return make_cmd(joykp, "b") end local _5ab = function(joykp) return make_cmd(joykp, "a", "b") end local _5c = function(joykp) return make_cmd(joykp, "c") end local _5ac = function(joykp) return make_cmd(joykp, "a", "c") end local _5bc = function(joykp) return make_cmd(joykp, "b", "c") end local _5abc = function(joykp) return make_cmd(joykp, "a", "b", "c") end local _5d = function(joykp) return make_cmd(joykp, "d") end local _5ad = function(joykp) return make_cmd(joykp, "a", "d") end local _5bd = function(joykp) return make_cmd(joykp, "b", "d") end local _5abd = function(joykp) return make_cmd(joykp, "a", "b", "d") end local _5cd = function(joykp) return make_cmd(joykp, "c", "d") end local _5acd = function(joykp) return make_cmd(joykp, "a", "c", "d") end local _5bcd = function(joykp) return make_cmd(joykp, "b", "c", "d") end local _5abcd = function(joykp) return make_cmd(joykp, "a", "b", "c", "d") end local _a = _5a local _b = _5b local _ab = _5ab local _c = _5c local _ac = _5ac local _bc = _5bc local _abc = _5abc local _d = _5d local _ad = _5ad local _bd = _5bd local _abd = _5abd local _cd = _5cd local _acd = _5acd local _bcd = _5bcd local _abcd = _5abcd local _6 = function(joykp) return make_cmd(joykp, "rt") end local _6a = function(joykp) return make_cmd(joykp, "rt", "a") end local _6b = function(joykp) return make_cmd(joykp, "rt", "b") end local _6ab = function(joykp) return make_cmd(joykp, "rt", "a", "b") end local _6c = function(joykp) return make_cmd(joykp, "rt", "c") end local _6ac = function(joykp) return make_cmd(joykp, "rt", "a", "c") end local _6bc = function(joykp) return make_cmd(joykp, "rt", "b", "c") end local _6abc = function(joykp) return make_cmd(joykp, "rt", "a", "b", "c") end local _6d = function(joykp) return make_cmd(joykp, "rt", "d") end local _6ad = function(joykp) return make_cmd(joykp, "rt", "a", "d") end local _6bd = function(joykp) return make_cmd(joykp, "rt", "b", "d") end local _6abd = function(joykp) return make_cmd(joykp, "rt", "a", "b", "d") end local _6cd = function(joykp) return make_cmd(joykp, "rt", "c", "d") end local _6acd = function(joykp) return make_cmd(joykp, "rt", "a", "c", "d") end local _6bcd = function(joykp) return make_cmd(joykp, "rt", "b", "c", "d") end local _6abcd = function(joykp) return make_cmd(joykp, "rt", "a", "b", "c", "d") end local _7 = function(joykp) return make_cmd(joykp, "lt", "up") end local _7a = function(joykp) return make_cmd(joykp, "lt", "up", "a") end local _7b = function(joykp) return make_cmd(joykp, "lt", "up", "b") end local _7ab = function(joykp) return make_cmd(joykp, "lt", "up", "a", "b") end local _7c = function(joykp) return make_cmd(joykp, "lt", "up", "c") end local _7ac = function(joykp) return make_cmd(joykp, "lt", "up", "a", "c") end local _7bc = function(joykp) return make_cmd(joykp, "lt", "up", "b", "c") end local _7abc = function(joykp) return make_cmd(joykp, "lt", "up", "a", "b", "c") end local _7d = function(joykp) return make_cmd(joykp, "lt", "up", "d") end local _7ad = function(joykp) return make_cmd(joykp, "lt", "up", "a", "d") end local _7bd = function(joykp) return make_cmd(joykp, "lt", "up", "b", "d") end local _7abd = function(joykp) return make_cmd(joykp, "lt", "up", "a", "b", "d") end local _7cd = function(joykp) return make_cmd(joykp, "lt", "up", "c", "d") end local _7acd = function(joykp) return make_cmd(joykp, "lt", "up", "a", "c", "d") end local _7bcd = function(joykp) return make_cmd(joykp, "lt", "up", "b", "c", "d") end local _7abcd = function(joykp) return make_cmd(joykp, "lt", "up", "a", "b", "c", "d") end local _8 = function(joykp) return make_cmd(joykp, "up") end local _8a = function(joykp) return make_cmd(joykp, "up", "a") end local _8b = function(joykp) return make_cmd(joykp, "up", "b") end local _8ab = function(joykp) return make_cmd(joykp, "up", "a", "b") end local _8c = function(joykp) return make_cmd(joykp, "up", "c") end local _8ac = function(joykp) return make_cmd(joykp, "up", "a", "c") end local _8bc = function(joykp) return make_cmd(joykp, "up", "b", "c") end local _8abc = function(joykp) return make_cmd(joykp, "up", "a", "b", "c") end local _8d = function(joykp) return make_cmd(joykp, "up", "d") end local _8ad = function(joykp) return make_cmd(joykp, "up", "a", "d") end local _8bd = function(joykp) return make_cmd(joykp, "up", "b", "d") end local _8abd = function(joykp) return make_cmd(joykp, "up", "a", "b", "d") end local _8cd = function(joykp) return make_cmd(joykp, "up", "c", "d") end local _8acd = function(joykp) return make_cmd(joykp, "up", "a", "c", "d") end local _8bcd = function(joykp) return make_cmd(joykp, "up", "b", "c", "d") end local _8abcd = function(joykp) return make_cmd(joykp, "up", "a", "b", "c", "d") end local _9 = function(joykp) return make_cmd(joykp, "rt", "up") end local _9a = function(joykp) return make_cmd(joykp, "rt", "up", "a") end local _9b = function(joykp) return make_cmd(joykp, "rt", "up", "b") end local _9ab = function(joykp) return make_cmd(joykp, "rt", "up", "a", "b") end local _9c = function(joykp) return make_cmd(joykp, "rt", "up", "c") end local _9ac = function(joykp) return make_cmd(joykp, "rt", "up", "a", "c") end local _9bc = function(joykp) return make_cmd(joykp, "rt", "up", "b", "c") end local _9abc = function(joykp) return make_cmd(joykp, "rt", "up", "a", "b", "c") end local _9d = function(joykp) return make_cmd(joykp, "rt", "up", "d") end local _9ad = function(joykp) return make_cmd(joykp, "rt", "up", "a", "d") end local _9bd = function(joykp) return make_cmd(joykp, "rt", "up", "b", "d") end local _9abd = function(joykp) return make_cmd(joykp, "rt", "up", "a", "b", "d") end local _9cd = function(joykp) return make_cmd(joykp, "rt", "up", "c", "d") end local _9acd = function(joykp) return make_cmd(joykp, "rt", "up", "a", "c", "d") end local _9bcd = function(joykp) return make_cmd(joykp, "rt", "up", "b", "c", "d") end local _9abcd = function(joykp) return make_cmd(joykp, "rt", "up", "a", "b", "c", "d") end local extract_cmd = function(joyk, cmd_ary) if not cmd_ary then return {} end local ret, prev = {}, _5(joyk) for _, cmd in ipairs(cmd_ary) do local typename = type(cmd) if typename == "number" and cmd > 1 then -- 繰り返し回数1は前のコマンドが含まれるので2以上からカウント for i = 2, cmd do table.insert(ret, prev) end elseif typename == "function" then prev = cmd(joyk) table.insert(ret, prev) end end return ret end local merge_cmd = function(cmd_ary1, cmd_ary2) local keys1, keys2 = extract_cmd(joyk.p1, cmd_ary1), extract_cmd(joyk.p2, cmd_ary2) local ret, max = {}, math.max(#keys1, #keys2) for i = 1, max do local joy = new_next_joy() for _, key in ipairs({keys1[i] or {}, keys2[i] or {}}) do for k, v in pairs(key) do if v then joy[k] = v end end end table.insert(ret, joy) end return ret end local rec1, rec2, rec3, rec4, rec5, rec6, rec7, rec8 = {}, {}, {}, {}, {}, {}, {}, {} --[[ rec1 = merge_cmd( -- ボブ対クラウザー100% ラグがでると落ちる { _4, 4, _5, 4, _4, 6, _7, 17, _5, 8, _5a, 7, _5c, 12, _4, 30, _5c, 3, _5, 5, _5c, 5, _5, 47, _5a, 5, _5b, 5, _5, 25, _1c, 5, _5, 20, _2bc, 4, _5, 2, _2, 5, _3, 5, _6, 5, _5b, 5, _4, 2, _5, 64, _2, 5, _3, 5, _6, 5, _5b, 5, _5, 64, _2, 5, _3, 5, _6, 6, _5b, 5, _4, 2, _5, 64, _2, 5, _3, 5, _6, 5, _5b, 5, _5, 64, _2, 5, _3, 5, _6, 5, _5b, 5, _5, 53, _4, 16, _5, 2, _6, 5, _3, 5, _2, 5, _1, 5, _5c, 5, _5, 180, _8c, 2, _5, 1, }, { _5, } ) ]] --[[ rec1 = merge_cmd( -- 対ビリー 自動ガード+リバサ立A向けの炎の種馬相打ちコンボ { _4, 11, _2a, 7, _2, 1, _3, 2, _6, 7, _6a, 2, _5, 38, _1a, 15, _5, 7, _6ac, 3, _5, 13, _1a, 6, _5, 16, _5c, 7, _5, 12, _5c, 5, _5, 12, _4, 3, _2, 3, _1c, 3, _5, 76, _4, 15, _5, 16, _2, 3, _5c, 2, _5, 1, }, { _5, } ) rec1 = merge_cmd( -- 対アンディ 自動ガード+リバサ立A向けの炎の種馬相打ちコンボ { _4, 11, _2a, 4, _2, 1, _3, 2, _6, 7, _6a, 2, _5, 40, _2a, 6, _2c, 5, _5, 5, _6ac, 3, _5, 28, _1a, 6, _5, 16, _5c, 7, _5, 20, _5c, 5, _5, 23, _4, 6, _2, 4, _1c, 3, _5, 68, _5b, 3, _5, 4, _5b, 4, _5, 33, _2, 3, _5c, 2, _5, 1, }, { _5, } ) rec1 = merge_cmd( -- 対ギース 自動ガード+リバサ下A向けの炎の種馬相打ちコンボ { _4, 11, _2a, 4, _2, 1, _3, 2, _6, 7, _6a, 2, _5, 38, _2b, 6, _2c, 5, _5, 9, _6ac, 3, _5, 28, _1a, 6, _5, 16, _5c, 7, _5, 15, _5c, 5, _5, 15, _4, 6, _2, 4, _1c, 3, _5, 76, _4, 15, _5, 16, _2, 3, _5c, 2, _5, 1, }, { _5, } ) ]] --[[ rec1 = merge_cmd( -- ガード解除直前のNのあと2とNの繰り返しでガード硬直延長,をさらに投げる { _8, _5, 46, _6, 15, _5, 13, _4, _1, 5, _2, 2, _3, 4, _6, 6, _4c, 4, _c, 102, _5, 36, _c, 12, _5, _c, 11, _5, }, { _5, } ) ]] --[[ rec1 = merge_cmd( -- ガード解除直前のNのあと2とNの繰り返しでガード硬直延長,をさらに投げる { _8, _5, 46, _1, 20, _2, 27, _5, 6, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1,}, { _8, _5, 46, _2b, _5, 12, _2b, _5, 50, _4, _5, _4, _5, _7, 6, _7d, _5, 15, _c, _5, } ) rec1 = merge_cmd( -- ガード解除直前のNのあと2とNの繰り返しでガード硬直延長,をさらに投げる { _8, _5, 46, _1, 20, _2, 27, _5, 6, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1,}, { _8, _5, 46, _2b, _5, 12, _2b, _5, 50, _4, _5, _4, _5, _7, 6, _7d, _5, 41, _c, _5, } ) ]] -- 真神足拳調査 --[[ rec8 = merge_cmd( --神足拳 ギリギリ遅らせ入力 { _8, _5, 46, _6, 17, _5, 17, _6, _5, 6, _a, _5, 2, _6, _5, }, { } ) ]] --[[ rec1 = merge_cmd( -- ガード解除直前のNでガード硬直延長 { _8, _5, 46, _1, 20, _2, 27, _5, }, { _8, _5, 46, _2b, _5, 12, _2b, _5, } ) rec1 = merge_cmd( -- ガード解除直前のNのあと2とNの繰り返しでガード硬直延長,をさらに投げる { _8, _5, 46, _1, 20, _2, 27, _5, 6, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1, _5, 2, _2, 1,}, { _8, _5, 46, _2b, _5, 12, _2b, _5, 42, _4, 20, _4c, _5, } ) -- LINNさんネタの確認 ... リバサバクステキャンセルサイクロンで重ね飛燕失脚の迎撃 rec1 = merge_cmd( -- バクステ回避 { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, }) rec2 = merge_cmd( -- サイクロン成立 { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 2, _5c, }) rec3 = merge_cmd( -- サイクロン成立 { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 3, _5c, }) rec4 = merge_cmd( -- サイクロン成立 { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 4, _c, }) rec5 = merge_cmd( -- サイクロン成立 { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 5, _c, }) rec3 = merge_cmd( -- サイクロン不成立 { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, { _8, _5, 46, _2, 15, _2 , _5, 111, _8, _4, _2, _6, _5, _4, _5, _4, _5, 6, _c, }) rec4 = merge_cmd( -- サイクロン不成立 { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, { _8, _5, 46, _2, 15, _2 , _5, 110, _8, _4, _2, _6, _5, _4, _5, _4, _5, 7, _c, }) rec1 = merge_cmd( -- リバサバクステキャンセルアンリミ { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, { _8, _5, 46, _2, 15, _2 , _5, 110, _6, _3, _2, _1, _4, _6, _5, _4, _5, _4, _5, 5, _a, }) rec1 = merge_cmd( -- リバササイクロンが飛燕失脚を投げられない状態でCがでて喰らう { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, -- 通常投げ→飛燕失脚重ね { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 1, _c, }) rec2 = merge_cmd( -- リバササイクロンが飛燕失脚を投げられない状態でバクステがでる { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, -- 通常投げ→飛燕失脚重ね { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 2, _c, }) rec3 = merge_cmd( -- リバサバクステキャンセルサイクロン { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, -- 通常投げ→飛燕失脚重ね { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 3, _c, }) rec4 = merge_cmd( -- リバサバクステキャンセルサイクロン { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, -- 通常投げ→飛燕失脚重ね { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 4, _c, }) rec5 = merge_cmd( -- リバサバクステキャンセルサイクロン { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, -- 通常投げ→飛燕失脚重ね { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 5, _c, }) rec1 = merge_cmd( -- ガー不飛燕失脚 リバサバクステキャンセルサイクロン { _8, _5, 46, _6, 15, _6c, _5, 87, _6, _6a, }, -- 通常投げ→飛燕失脚重ね { _8, _5, 46, _2, 15, _2 , _5, 112, _8, _4, _2, _6, _5, _4, _5, _4, _5, 6, _5c, }) rec2 = merge_cmd( -- ガー不ジャンプB リバサバクステキャンセルレイブ { _8, _5, 46, _2a, _5, 5, _2c, _5, 15, _6, _5, _4, _1, _2, _3, _bc, _5, 155, _9, _5, 29, _b, _1, 81, _5, }, { _8, _5, 46, _2, 15, _2 , _5, 191, _4, _1, _2, _3, _6, _4, _5, _6, _5, _6, _5, 4, _a, }) rec2 = merge_cmd( -- ガー不ジャンプB リバサバクステキャンセルレイブ { _8, _5, 46, _2a, _5, 5, _2c, _5, 15, _6, _5, _4, _1, _2, _3, _bc, _5, 155, _9, _5, 29, _b, _1, 81, _1, 289, _6, _5, _4, _1, _2, _3, _5, _4, _5, _4, _5, 3, _bc, _5, 178, _4, 23, _5, 26, _cd, _5, 51, _2, _1, _4, _5, _4, _5, _4, 3, _c, _5, 40, _cd, _5 }, { _8, _5, 46, _2, 15, _2 , _5, 191, _4, _1, _2, _3, _6, _4, _5, _6, _5, _6, _5, 4, _a, _5, 340, _4a, _5, 270, _6, _2, _3, _6, _c, _5, 76, _cd, _5 }) rec3 = merge_cmd( -- ガー不ジャンプB リバサバクステキャンセル真空投げ { _8, _5, 46, _2a, _5, 5, _2c, _5, 15, _6, _5, _4, _1, _2, _3, _bc, _5, 155, _9, _5, 29, _b, _1, 81, _5, }, { _8, _5, 46, _2, 15, _2 , _5, 191, _2, _4, _8, _6, _2, _4, _5, _6, _5, _6, _5, 4, _5a, }) ]] return { rec1, rec2, rec3, rec4, rec5, rec6, rec7, rec8 } end for i, preset_cmd in ipairs(research_cmd()) do local store = recording.slot[i].store for _, joy in ipairs(preset_cmd) do table.insert(store, { joy = joy, pos = { 1, -1 } }) end end recording.player = 1 recording.active_slot = recording.slot[1] recording.active_slot.side = 1 local rec_await_no_input, rec_await_1st_input, rec_await_play, rec_input, rec_play, rec_repeat_play, rec_play_interval, rec_fixpos local do_recover local menu_to_tra, menu_to_bar, menu_to_disp, menu_to_ex, menu_to_col, menu_to_auto -- 状態クリア local cls_ps = function() for i, p in ipairs(players) do local op = players[3 - i] p.input_states = {} p.init_stun = init_stuns[p.char] do_recover(p, op, true) p.last_pure_dmg = 0 p.last_dmg = 0 p.last_dmg_scaling = 0 p.last_combo_dmg = 0 p.last_dmg = 0 p.last_combo = 0 p.last_combo_stun = 0 p.last_stun = 0 p.last_combo_st_timer = 0 p.last_st_timer = 0 p.last_combo_pow = 0 p.last_pow = 0 p.tmp_combo = 0 p.tmp_dmg = 0 p.tmp_pow = 0 p.tmp_pow_rsv = 0 p.tmp_pow_atc = 0 p.tmp_stun = 0 p.tmp_st_timer = 0 p.tmp_pow = 0 p.tmp_combo_pow = 0 end end local frame_to_time = function(frame_number) local min = math.floor(frame_number / 3600) local sec = math.floor((frame_number % 3600) / 60) local frame = math.floor((frame_number % 3600) % 60) return string.format("%02d:%02d:%02d", min, sec, frame) end -- リプレイ開始位置記憶 rec_fixpos = function() local pos = { players[1].input_side, players[2].input_side } --local pos = { players[1].disp_side, players[2].disp_side } local pgm = manager.machine.devices[":maincpu"].spaces["program"] local fixpos = { pgm:read_i16(players[1].addr.pos) , pgm:read_i16(players[2].addr.pos) } local fixsway = { pgm:read_u8(players[1].addr.sway_status), pgm:read_u8(players[2].addr.sway_status) } local fixscr = { x = pgm:read_u16(stage_base_addr + offset_pos_x), y = pgm:read_u16(stage_base_addr + offset_pos_y), z = pgm:read_u16(stage_base_addr + offset_pos_z), } recording.fixpos = { pos = pos, fixpos = fixpos, fixscr = fixscr, fixsway = fixsway, fixstate = fixstate, } end -- 初回入力まち -- 未入力状態を待ちける→入力開始まで待ち受ける rec_await_no_input = function(to_joy) local joy_val = get_joy() local no_input = true for k, f in pairs(joy_val) do if f > 0 then no_input = false break end end if no_input then -- 状態変更 global.rec_main = rec_await_1st_input print(global.frame_number .. " rec_await_no_input -> rec_await_1st_input") end end rec_await_1st_input = function(to_joy) local joy_val = get_joy(recording.temp_player) local next_val = nil local pos = { players[1].input_side, players[2].input_side } for k, f in pairs(joy_val) do if k ~= "1 Player Start" and k ~= "2 Players Start" and f > 0 then if not next_val then next_val = new_next_joy() recording.player = recording.temp_player recording.active_slot.cleanup = false recording.active_slot.side = joy_pside[rev_joy[k]] -- レコーディング対象のプレイヤー番号 1=1P, 2=2P recording.active_slot.store = {} -- 入力保存先 table.insert(recording.active_slot.store, { joy = next_val , pos = pos }) table.insert(recording.active_slot.store, { joy = new_next_joy(), pos = pos }) -- 状態変更 -- 初回のみ開始記憶 if recording.fixpos == nil then rec_fixpos() end global.rec_main = rec_input print(global.frame_number .. " rec_await_1st_input -> rec_input") end -- レコード中は1Pと2P入力が入れ替わっているので反転させて記憶する next_val[rev_joy[k]] = f > 0 end end end -- 入力中 rec_input = function(to_joy) local joy_val = get_joy(recording.player) -- 入力保存 local next_val = new_next_joy() local pos = { players[1].input_side, players[2].input_side } for k, f in pairs(joy_val) do if k ~= "1 Player Start" and k ~= "2 Players Start" and recording.active_slot.side == joy_pside[rev_joy[k]] then -- レコード中は1Pと2P入力が入れ替わっているので反転させて記憶する next_val[rev_joy[k]] = f > 0 end end table.remove(recording.active_slot.store) table.insert(recording.active_slot.store, { joy = next_val , pos = pos }) table.insert(recording.active_slot.store, { joy = new_next_joy(), pos = pos }) end -- リプレイまち rec_await_play = function(to_joy) local force_start_play = global.rec_force_start_play global.rec_force_start_play = false -- 初期化 local scr = manager.machine.screens:at(1) local ec = scr:frame_number() local state_past = ec - global.input_accepted local tmp_slots = {} for j, slot in ipairs(recording.slot) do -- 冗長な未入力を省く if not slot.cleanup then for i = #slot.store, 1, -1 do local empty = true for k, v in pairs(slot.store[i].joy) do if v then empty = false break end end if empty then slot.store[i] = nil else break end end slot.cleanup = true end -- コマンド登録があってメニューONになっているスロットを一時保存 if #slot.store > 0 and recording.live_slots[j] == true then table.insert(tmp_slots, slot) end end -- ランダムで1つ選定 if #tmp_slots > 0 then recording.active_slot = tmp_slots[math.random(#tmp_slots)] else recording.active_slot = { store = {}, name = "空" } end local joy_val = get_joy() if #recording.active_slot.store > 0 and (accept_input("Start", joy_val, state_past) or force_start_play == true) then recording.force_start_play = false -- 状態変更 recording.play_count = 1 global.rec_main = rec_play global.input_accepted = ec local pgm = manager.machine.devices[":maincpu"].spaces["program"] -- メインラインでニュートラル状態にする for i, p in ipairs(players) do local op = players[3 - i] -- 状態リセット 1:OFF 2:1Pと2P 3:1P 4:2P if global.replay_reset == 2 or (global.replay_reset == 3 and i == 3) or (global.replay_reset == 4 and i == 4) then pgm:write_u8( p.addr.sway_status, 0x00) --fixpos.fixsway[i]) --pgm:write_u32(p.addr.base, 0x000261A0) -- 素立ち処理 pgm:write_u32(p.addr.base, 0x00058D5A) -- やられからの復帰処理 pgm:write_u8( p.addr.base + 0xC0, 0x80) pgm:write_u8( p.addr.base + 0xC2, 0x00) pgm:write_u8( p.addr.base + 0xFC, 0x00) pgm:write_u8( p.addr.base + 0xFD, 0x00) pgm:write_u8( p.addr.base + 0x61, 0x01) pgm:write_u8( p.addr.base + 0x63, 0x02) pgm:write_u8( p.addr.base + 0x65, 0x02) pgm:write_i16(p.addr.pos_y, 0x00) pgm:write_i16(p.addr.pos_z, 0x18) pgm:write_u32(p.addr.base + 0x28, 0x00) pgm:write_u32(p.addr.base + 0x48, 0x00) pgm:write_u32(p.addr.base + 0xDA, 0x00) pgm:write_u32(p.addr.base + 0xDE, 0x00) pgm:write_u32(p.addr.base + 0x34, 0x00) pgm:write_u32(p.addr.base + 0x38, 0x00) pgm:write_u32(p.addr.base + 0x3C, 0x00) pgm:write_u32(p.addr.base + 0x4C, 0x00) pgm:write_u32(p.addr.base + 0x50, 0x00) pgm:write_u32(p.addr.base + 0x44, 0x00) pgm:write_u16(p.addr.base + 0x60, 0x01) pgm:write_u16(p.addr.base + 0x64, 0xFFFF) pgm:write_u8( p.addr.base + 0x66, 0x00) pgm:write_u16(p.addr.base + 0x6E, 0x00) pgm:write_u8( p.addr.base + 0x6A, 0x00) pgm:write_u8( p.addr.base + 0x7E, 0x00) pgm:write_u8( p.addr.base + 0xB0, 0x00) pgm:write_u8( p.addr.base + 0xB1, 0x00) do_recover(p, op, true) p.last_blockstun = 0 p.last_frame_gap = 0 end end local fixpos = recording.fixpos if fixpos then -- 開始間合い固定 1:OFF 2:位置記憶 3:1Pと2P 4:1P 5:2P if fixpos.fixpos then for i, p in ipairs(players) do if global.replay_fix_pos == 3 or (global.replay_fix_pos == 4 and i == 3) or (global.replay_fix_pos == 5 and i == 4) then pgm:write_i16(p.addr.pos, fixpos.fixpos[i]) end end end if fixpos.fixscr and global.replay_fix_pos and global.replay_fix_pos ~= 1 then pgm:write_u16(stage_base_addr + offset_pos_x, fixpos.fixscr.x) pgm:write_u16(stage_base_addr + offset_pos_x + 0x30, fixpos.fixscr.x) pgm:write_u16(stage_base_addr + offset_pos_x + 0x2C, fixpos.fixscr.x) pgm:write_u16(stage_base_addr + offset_pos_x + 0x34, fixpos.fixscr.x) pgm:write_u16(stage_base_addr + offset_pos_y, fixpos.fixscr.y) pgm:write_u16(stage_base_addr + offset_pos_z, fixpos.fixscr.z) end end players[1].input_side = pgm:read_u8(players[1].addr.input_side) players[2].input_side = pgm:read_u8(players[2].addr.input_side) players[1].disp_side = get_flip_x(players[1]) players[2].disp_side = get_flip_x(players[2]) -- 入力リセット local next_joy = new_next_joy() for _, joy in ipairs(use_joy) do to_joy[joy.field] = next_joy[joy.field] or false end return end end -- 繰り返しリプレイ待ち rec_repeat_play= function(to_joy) -- 繰り返し前の行動が完了するまで待つ local p = players[3-recording.player] local op = players[recording.player] local p_ok = true if global.await_neutral == true then p_ok = p.act_normal or (not p.act_normal and p.update_act == global.frame_number and recording.last_act ~= p.act) end if p_ok then if recording.last_pos_y == 0 or (recording.last_pos_y > 0 and p.pos_y == 0) then -- リプレイ側が通常状態まで待つ if op.act_normal and op.state == 0 then -- 状態変更 global.rec_main = rec_await_play global.rec_force_start_play = true -- 一時的な強制初期化フラグをON print(global.frame_number .. " rec_repeat_play -> rec_await_play(force)") return end end end end -- リプレイ中 rec_play = function(to_joy) local scr = manager.machine.screens:at(1) local pgm = manager.machine.devices[":maincpu"].spaces["program"] local ec = scr:frame_number() local state_past = ec - global.input_accepted local joy_val = get_joy() if accept_input("Start", joy_val, state_past) then -- 状態変更 global.rec_main = rec_await_play global.input_accepted = ec print(global.frame_number .. " rec_play -> rec_await_play") return end local stop = false local store = recording.active_slot.store[recording.play_count] if store == nil then stop = true elseif pgm:read_u8(players[recording.player].addr.state) == 1 then if global.replay_stop_on_dmg then stop = true end end if not stop then -- 入力再生 local pos = { players[1].input_side, players[2].input_side } --local pos = { players[1].disp_side, players[2].disp_side } for _, joy in ipairs(use_joy) do local k = joy.field -- 入力時と向きが変わっている場合は左右反転させて反映する local opside = 3 - recording.active_slot.side if recording.active_slot.side == joy_pside[k] then if joy_frontback[k] and joy_pside[k] then local now_side = pos[joy_pside[k]] local next_side = store.pos[joy_pside[k]] if now_side ~= next_side then k = joy_frontback[k] end end elseif opside == joy_pside[k] then if joy_frontback[k] and joy_pside[k] then local now_side = pos[joy_pside[k]] local next_side = store.pos[joy_pside[k]] if now_side ~= next_side then k = joy_frontback[k] end end end to_joy[k] = store.joy[joy.field] or to_joy[k] end recording.play_count = recording.play_count + 1 -- 繰り返し判定 if 0 < #recording.active_slot.store and #recording.active_slot.store < recording.play_count then stop = true end end if stop then global.repeat_interval = recording.repeat_interval -- 状態変更 global.rec_main = rec_play_interval print(global.frame_number .. " rec_play -> rec_play_interval") end end -- -- リプレイまでの待ち時間 rec_play_interval = function(to_joy) local scr = manager.machine.screens:at(1) local ec = scr:frame_number() local state_past = ec - global.input_accepted local joy_val = get_joy() if accept_input("Start", joy_val, state_past) then -- 状態変更 global.rec_main = rec_await_play global.input_accepted = ec print(global.frame_number .. " rec_play_interval -> rec_await_play") return end global.repeat_interval = math.max(0, global.repeat_interval - 1) local stop = global.repeat_interval == 0 if stop then if recording.do_repeat then -- 状態変更 -- 繰り返し前の行動を覚えておいて、行動が完了するまで待機できるようにする recording.last_act = players[3-recording.player].act recording.last_pos_y = players[3-recording.player].pos_y global.rec_main = rec_repeat_play print(global.frame_number .. " rec_play_interval -> rec_repeat_play") return else -- 状態変更 global.rec_main = rec_await_play print(global.frame_number .. " rec_play_interval -> rec_await_play") return end end end -- -- 1Pと2Pともにフレーム数が多すぎる場合は加算をやめる -- グラフの描画最大範囲(画面の横幅)までにとどめる local fix_max_framecount = function() local min_count = 332 for i, p in ipairs(players) do local frame1 = p.act_frames[#p.act_frames] if frame1.count <= 332 then return else min_count = math.min(min_count, frame1.count) end frame1 = p.muteki.act_frames[#p.muteki.act_frames] if frame1.count <= 332 then return else min_count = math.min(min_count, frame1.count) end frame1 = p.frm_gap.act_frames[#p.frm_gap.act_frames] if frame1.count <= 332 then return else min_count = math.min(min_count, frame1.count) end for j, fb in ipairs(p.fireball) do local frame1 = fb.act_frames[#fb.act_frames] if frame1.count <= 332 then return else min_count = math.min(min_count, frame1.count) end end end local fix = min_count - 332 for i, p in ipairs(players) do local frame1 = p.act_frames[#p.act_frames] frame1.count = frame1.count - fix frame1 = p.muteki.act_frames[#p.muteki.act_frames] frame1.count = frame1.count - fix frame1 = p.frm_gap.act_frames[#p.frm_gap.act_frames] frame1.count = frame1.count - fix for j, fb in ipairs(p.fireball) do local frame1 = fb.act_frames[#fb.act_frames] frame1.count = frame1.count - fix end end end -- 技名でグループ化したフレームデータの配列をマージ生成する local frame_groups = function(frame, frames2) local upd = false if #frames2 == 0 then table.insert(frames2, {}) end if frame.count and frame.act then local frame_group = frames2[#frames2] or {} local prev_frame = frame_group ~= nil and frame_group[#frame_group] or nil local prev_name = prev_frame ~= nil and prev_frame.name or nil if prev_name ~= frame.name or (frame.act_1st and frame.count == 1) then upd = true frame_group = {} -- ブレイクしたので新規にグループ作成 table.insert(frames2, frame_group) table.insert(frame_group, frame) if 180 < #frames2 then --バッファ長調整 TODO table.remove(frames2, 1) end -- グループの先頭はフレーム合計ゼロ開始 frame.last_total = 0 else -- 同じグループ if prev_frame == frame then -- 変更なし else table.insert(frame_group, frame) -- 直前までのフレーム合計加算して保存 frame.last_total = prev_frame.last_total + prev_frame.count end end end return frames2, upd end -- グラフでフレームデータを表示する local dodraw = function(x1, y, frame_group, main_frame, height, xmin, xmax, show_name, show_count, x, scr, txty, draw_if_overflow) local grp_len = #frame_group local overflow = 0 if 0 < grp_len then -- 最終フレームに記録された全フレーム数を記憶 local pre_x = (frame_group[grp_len].last_total or 0) + frame_group[grp_len].count + x if pre_x > xmax then x1 = xmax overflow = pre_x - xmax else x1 = pre_x end -- グループの名称を描画 if show_name and main_frame then if (frame_group[1].col + frame_group[1].line) > 0 then local disp_name = frame_group[1].disp_name or frame_group[1].name draw_text_with_shadow(x+12 , txty+y , disp_name, 0xFFC0C0C0) end end -- グループのフレーム数を末尾から描画 for k = #frame_group, 1, -1 do local frame = frame_group[k] local x2 = x1 - frame.count local on_fb, on_ar, on_gd = false, false, false if x2 < xmin then if x2 + x1 < xmin and not main_frame then break end x2 = xmin else on_fb = frame.chg_fireball_state == true on_ar = frame.chg_air_state == 1 on_gd = frame.chg_air_state == -1 end if (frame.col + frame.line) > 0 then local evx = math.min(x1, x2) if on_fb then scr:draw_text(evx-1.5, txty+y-1, "●") end if on_ar then scr:draw_text(evx-3, txty+y, "▲") elseif on_gd then scr:draw_text(evx-3, txty+y, "▼") end scr:draw_box(x1, y, x2, y+height, frame.line, frame.col) if show_count then local count_txt = 300 < frame.count and "LOT" or (""..frame.count) if frame.count > 5 then draw_text_with_shadow(x2+1 , txty+y , count_txt) elseif 3 > frame.count then draw_text_with_shadow(x2-1 , txty+y , count_txt) else draw_text_with_shadow(x2 , txty+y , count_txt) end end end if x2 <= x then break end x1 = x2 end end return overflow end local draw_frames = function(frames2, xmax, show_name, show_count, x, y, height, span) if #frames2 == 0 then return end local scr = manager.machine.screens:at(1) span = span or height local txty = math.max(-2, height-8) -- 縦に描画 local x1 = xmax if #frames2 < 7 then y = y + (7 - #frames2) * span end for j = #frames2 - math.min(#frames2 - 1, 6), #frames2 do local frame_group = frames2[j] local overflow = dodraw(x1, y + span, frame_group, true, height, x, xmax, show_name, show_count, x, scr, txty) for _, frame in ipairs(frame_group) do if frame.fireball then for _, fb in pairs(frame.fireball) do for _, sub_group in ipairs(fb) do dodraw(x1, y + 0 + span, sub_group, false, height, x, xmax, show_name, show_count, x+sub_group.parent_count-overflow, scr, txty-1) end end end if frame.frm_gap then for _, sub_group in ipairs(frame.frm_gap) do dodraw(x1, y + 6 + span, sub_group, false, height-3, x, xmax, show_name, show_count, x, scr, txty-1) end end if frame.muteki then for _, sub_group in ipairs(frame.muteki) do dodraw(x1, y + 11 + span, sub_group, false, height-3, x, xmax, show_name, show_count, x, scr, txty-1) end end end y = y + span end end local draw_frame_groups = function(frames2, act_frames_total, x, y, height, show_count) if #frames2 == 0 then return end local scr = manager.machine.screens:at(1) -- 横に描画 local xmin = x --30 local xmax = math.min(325 - xmin, act_frames_total + xmin) local x1 = xmax local loopend = false for j = #frames2, 1, -1 do local frame_group = frames2[j] local first = true for k = #frame_group, 1, -1 do local frame = frame_group[k] local x2 = math.max(xmin, x1 - frame.count) loopend = x2 <= xmin if (frame.col + frame.line) > 0 then -- 速度かせぎのためカラー無しはスキップする scr:draw_box (x1, y, x2, y+height, frame.line, frame.col) if show_count == true and first == true then first = false local txty = math.max(-2, height-8) local count_txt = 300 < frame.count and "LOT" or (""..frame.count) if frame.count > 5 then draw_text_with_shadow(x2+1 , txty+y , count_txt) elseif 3 > frame.count then draw_text_with_shadow(x2-1 , txty+y , count_txt) else draw_text_with_shadow(x2 , txty+y , count_txt) end end end if loopend then break end x1 = x2 end if loopend then break end end end do_recover = function(p, op, force) local pgm = manager.machine.devices[":maincpu"].spaces["program"] -- 体力と気絶値とMAX気絶値回復 local life = { 0xC0, 0x60, 0x00 } local max_life = life[p.red] or (p.red - #life) -- 赤体力にするかどうか if dip_config.infinity_life then pgm:write_u8(p.addr.life, max_life) pgm:write_u8(p.addr.max_stun, p.init_stun) -- 最大気絶値 pgm:write_u8(p.addr.init_stun, p.init_stun) -- 最大気絶値 elseif p.life_rec then -- 回復判定して回復 if force or ((math.max(p.update_dmg, op.update_dmg) + 180) <= global.frame_number and p.state == 0) then -- やられ状態から戻ったときに回復させる pgm:write_u8(p.addr.life, max_life) -- 体力 pgm:write_u8(p.addr.stun, 0) -- 気絶値 pgm:write_u8(p.addr.max_stun, p.init_stun) -- 最大気絶値 pgm:write_u8(p.addr.init_stun, p.init_stun) -- 最大気絶値 pgm:write_u16(p.addr.stun_timer, 0) -- 気絶値タイマー elseif max_life < p.life then -- 最大値の方が少ない場合は強制で減らす pgm:write_u8(p.addr.life, max_life) end end -- パワーゲージ回復 -- 0x3C, 0x1E, 0x00 local pow = { 0x3C, 0x1E, 0x00 } local max_pow = pow[p.max] or (p.max - #pow) -- パワーMAXにするかどうか -- POWモード 1:自動回復 2:固定 3:通常動作 if global.pow_mode == 2 then pgm:write_u8(p.addr.pow, max_pow) elseif global.pow_mode == 1 and p.pow == 0 then pgm:write_u8(p.addr.pow, max_pow) elseif global.pow_mode ~= 3 and max_pow < p.pow then -- 最大値の方が少ない場合は強制で減らす pgm:write_u8(p.addr.pow, max_pow) end end -- 1Pと2Pの通常投げ間合い取得 -- 0x05D78Cからの実装 local get_n_throw = function(p, op) local pgm = manager.machine.devices[":maincpu"].spaces["program"] local d0, d1, d4, d5, a0_1, a0_2 = 0, 0, 0, 0, 0x5C9BC, 0x5D874 local char1, char2 = pgm:read_u16(p.addr.base + 0x10), pgm:read_u16(op.addr.base + 0x10) local op_pos = op.max_pos or op.min_pos or op.pos -- 投げられ側のX位置は補正前の値 local p_pos = p.pos -- 投げ側のX位置は補正後の値 d0 = char2 -- D0 = 100510アドレスの値(相手のキャラID) d0 = 0xFFFF & (d0 << 3) -- D0 を3ビット左シフト if p.side == op.side then -- 自分の向きと相手の向きが違ったら d0 = pgm:read_u8(0x4 + a0_1 + d0) -- D0 = A0+4+D0アドレスのデータ(0x5CAC3~) else -- 自分の向きと相手の向きが同じなら d0 = pgm:read_u8(0x3 + a0_1 + d0) -- D0 = A0+3+D0アドレスのデータ(0x5CABB~) end d0 = 0xFF00 + d0 if 0 > op.side then -- 位置がマイナスなら d0 = 0x10000 - d0 -- NEG end d0 = 0xFFFF & (d0 + d0) -- 2倍値に d0 = 0xFFFF & (d0 + d0) -- さらに2倍値に d1 = op_pos -- D1 = 相手のX位置 d1 = 0xFFFF & (d1 - d0) -- 相手との距離計算 local op_d0 = d0 -- 投げ間合いの補正値 local op_d1 = d1 d5 = char1 -- D5 = 100410アドレスの値(キャラID) d5 = 0xFFFF & (d5 << 3) -- D5 = D5を3ビット左シフト d5 = pgm:read_u8(0x3 + a0_1 + d5) -- D5 = 3+A0+D5アドレスのデータ d5 = 0xFF00 + d5 if 0 > p.side then -- 位置がマイナスなら d5 = 0x10000 - d5 -- NEG end d5 = 0xFFFF & (d5 + d5) -- 2倍値に d5 = 0xFFFF & (d5 + d5) -- さらに2倍値に d0 = p_pos -- 自分のX位置 d0 = 0xFFFF & (d0 - d5) -- 投げ間合いの限界距離 local p_d0 = d0 d0 = d1 > d0 and (d1 - d0) or (d0 - d1) -- D1(相手との距離) と D0 を比較して差分算出 d0 = 0xFFFF & d0 local gap = d0 local d1 = char1 d1 = 0xFFFF & (d1 + d1) -- 2倍値に d1 = 0xFFFF & (d1 + d1) -- さらに2倍値に d4 = pgm:read_u8(a0_2 + d1) -- 投げ間合いから相手座標の距離の±許容幅 local ret = d4 >= d0 local a = math.abs(op_pos - op_d1) if 0 > p.side then p_d0 = p_d0 - a - screen_left else p_d0 = p_d0 + a - screen_left end --print(string.format("%x %s %s %s %s %s %s %s", p.addr.base, ret, gap, p_d0, op_d0, d4, p_pos, op_pos)) -- 投げ間合いセット p.throw = { x1 = p_d0 - d4, x2 = p_d0 + d4, half_range = d4, full_range = d4 + d4, in_range = ret, } end -- 0:攻撃無し 1:ガード継続小 2:ガード継続大 local get_gd_strength = function(p) -- 飛び道具は無視 if p.addr.base ~= 0x100400 and p.addr.base ~= 0x100500 then return 1 end local pgm = manager.machine.devices[":maincpu"].spaces["program"] local char_id = pgm:read_u16(p.addr.base + 0x10) local char_4times = 0xFFFF & (char_id + char_id) char_4times = 0xFFFF & (char_4times + char_4times) -- 家庭用0271FCからの処理 local cond1 = pgm:read_u8(p.addr.base + 0xA2) -- ガード判断用 0のときは何もしていない local cond2 = pgm:read_u8(p.addr.base + 0xB6) -- ガード判断用 0のときは何もしていない local ret = 0 if cond1 ~= 0 then ret = 1 elseif cond2 ~= 0 then --local b1 = 0x80 == (0x80 & pgm:read_u8(pgm:read_u32(0x83C58 + char_4times) + cond2)) local b2 = 0x80 == (0x80 & pgm:read_u8(pgm:read_u32(0x8C9E2 + char_4times) + cond2)) ret = b2 and 2 or 1 end -- if ret ~= 0 then -- print(string.format("%s %x %s", global.frame_number, p.addr.base, ret)) -- end return ret end -- 押し合い判定のアドレス 家庭用05C5CEからの処理 -- 011E22: 1C18 move.b (A0)+, D6 --[[ 当たり判定の開始座標 011E24: 1946 0076 move.b D6, ($76,A4) 011E28: 0205 0003 andi.b A0, ($7a,A4) ]] local calc_box_a0 = function(p) local pgm = manager.machine.devices[":maincpu"].spaces["program"] local d0, d1, d2, d3, a0 = p.char, p.state_flags, p.state_flags3, p.pos_y, 0 local goto_05C710 = function() d0 = 0xFFFF & ((0xFFFF & d0) << 3) a0 = a0 + d0 print(string.format("a0=%x d0=%x d1=%x d2=%x d3=%x", a0, d0, d1, d2, d3)) -- bp 5C712 return a0 end local goto_05C70C = function() a0 = 0x5C9BC return goto_05C710() end local goto_05C6FE = function() a0 = 0x5CA7C d2 = d1 & 0x14000046 if d2 ~= 0 then return goto_05C710() end return goto_05C70C() end if d0 == 0x5 and (d2 & 0xF) == 0xF then return goto_05C70C() end if d1 & 0x1 ~= 0x1 then return goto_05C6FE() end a0 = 0x5cb3c if d3 == 0x0 then return goto_05C6FE() else d3 = d2 & pgm:read_u32(0x05C726 + p.char_4times) -- 空中技チェック if d3 ~= 0 then return goto_05C710() end end d2 = d2 & 0xffff0000 -- 必殺技チェック if d2 == 0 then return goto_05C710() end a0 = 0x5CBFC return goto_05C710() end local summary_rows, summary_sort_key = { "動作", "打撃無敵", "投げ無敵", "向き", "追撃能力", "攻撃範囲", "ダッシュ専用", "ブレイクショット", "弾強度", "攻撃値(削り)", "攻撃値", "気絶値", "POW増加量", "ヒット効果", "必キャンセル", "ヒットストップ", "ヒット硬直", "押し合い判定", "最大やられ範囲", "最大当たり範囲", "詠酒発動範囲", "最大ヒット数", "投げ間合い", "キャッチ範囲", "1 ガード方向", "2 ガード方向", "3 ガード方向", "1 当たり高さ", "2 当たり高さ", "3 当たり高さ", "1 当て身投げ", "2 当て身投げ", "3 当て身投げ", "1 やられ範囲", "2 やられ範囲", "3 やられ範囲", "1 当たり範囲", "2 当たり範囲", "3 当たり範囲", }, {} for i, k in ipairs(summary_rows) do summary_sort_key[k..":"] = i end local sort_summary = function(summary) table.sort(summary, function(row1, row2) local k1 = summary_sort_key[row1[1]] or 100 local k2 = summary_sort_key[row2[1]] or 100 return (k1 < k2) end) return summary end local faint_cancels = { { { name = "フ", f = 18 }, }, -- テリー { { name = "フ", f = 18 }, }, -- アンディ { { name = "フ", f = 18 }, }, -- 東 { { name = "フ", f = 18 }, }, -- 舞 { { name = "フ", f = 19 }, }, -- ギース { { name = "フ", f = 18 }, }, -- 双角 { { name = "フ", f = 19 }, }, -- ボブ { { name = "フ", f = 16 }, }, -- ホンフゥ { { name = "フ", f = 41 }, }, -- マリー { { name = "フ", f = 15 }, }, -- フランコ { { name = "フ", f = 18 }, { name = "中蛇", f = 9, } }, -- 山崎 { { name = "フ", f = 57 }, { name = "真眼", f = 47, } }, -- 崇秀 { { name = "フ", f = 27 }, { name = "龍転", f = 25, } }, -- 崇雷 { { name = "フ", f = 47 }, }, -- ダック { { name = "フ", f = 19 }, { name = "覇気", f = 28, } }, -- キム { { name = "フ", f = 42 }, }, -- ビリー { { name = "フ", f = 23 }, { name = "軟体", f = 20, } },-- チン { { name = "フ", f = 19 }, }, -- タン { }, -- ローレンス { { name = "フ", f = 17 }, }, -- クラウザー { { name = "フ", f = 18 }, }, -- リック { { name = "フ", f = 22 }, }, -- シャンフェイ { { name = "フ", f = 13 }, }, -- アルフレッド } local check_edge = function(edge) if edge.front and edge.top and edge.bottom and edge.back then return true end return false end local add_frame_to_summary = function(summary) for _, row in ipairs(summary) do row[3] = global.frame_number end return summary end local make_hit_summary = function(p, summary) local followups = {} if summary.down_hit then -- ダウン追撃可能 table.insert(followups, "ダウン追撃") end if summary.air_hit then -- 空中追撃可能 table.insert(followups, "空中追撃") end for _, box in ipairs(p.hitboxes) do if box.atk and box.info then local info = box.info -- 避け攻撃つぶし local punish_away_label, asis_punish_away_label if summary.normal_hit == hit_proc_types.same_line or summary.normal_hit == hit_proc_types.diff_line then punish_away_label = "上方" asis_punish_away_label = "上方" if info.punish_away == 1 then punish_away_label = "〇避け攻撃" elseif info.punish_away == 2 then punish_away_label = "〇避け攻撃ロ1" elseif info.punish_away == 3 then punish_away_label = "〇避け攻撃ロ2" elseif info.punish_away == 4 then punish_away_label = "〇屈1" elseif info.punish_away == 5 then punish_away_label = "〇屈2" elseif info.punish_away == 6 then punish_away_label = "〇屈3" end if info.asis_punish_away == 1 then asis_punish_away_label = "〇避け攻撃" elseif info.asis_punish_away == 2 then asis_punish_away_label = "〇避け攻撃ロ1" elseif info.asis_punish_away == 3 then asis_punish_away_label = "〇避け攻撃ロ2" elseif info.asis_punish_away == 4 then asis_punish_away_label = "〇屈1" elseif info.asis_punish_away == 5 then asis_punish_away_label = "〇屈2" elseif info.asis_punish_away == 6 then asis_punish_away_label = "〇屈3" end end local blocks = {} if summary.up_guard then -- 判定位置下段 if info.pos_low2 then -- ALL elseif info.pos_low1 then -- タン以外 table.insert(blocks, "立(タンのみ)") else table.insert(blocks, "立") end end if summary.low_guard then table.insert(blocks, "屈") end if summary.air_guard then table.insert(blocks, "空") end if info.unblock_pot and summary.normal_hit then if not summary.low_guard then table.insert(blocks, "ガー不可能性あり") end end local sway_blocks = {} if summary.normal_hit == hit_proc_types.diff_line then if summary.sway_up_gd == hit_proc_types.diff_line then -- 対スウェー判定位置下段 if info.sway_pos_low2 then -- ALL elseif info.sway_pos_low1 then -- タン以外 table.insert(sway_blocks, "立(タンのみ)") else table.insert(sway_blocks, "立") end end if summary.sway_low_gd == hit_proc_types.diff_line then table.insert(sway_blocks, "屈") end end local parry = {} if info.range_j_atm_nage == true then -- 上段当て身投げ可能 table.insert(parry, "上") end if info.range_urakumo == true then -- 裏雲隠し可能 table.insert(parry, "中") end if info.range_g_atm_uchi == true then -- 下段当て身打ち可能 table.insert(parry, "下") end if info.range_gyakushu == true then -- 逆襲拳可能 table.insert(parry, "逆") end if info.range_sadomazo == true then -- サドマゾ可能 table.insert(parry, "サ") end if info.range_phx_tw == true then -- フェニックススルー可能 table.insert(parry, "フ") end if info.range_baigaeshi == true then -- 倍返し可能 table.insert(parry, "倍") end table.insert(summary.boxes, { punish_away_label = punish_away_label, asis_punish_away_label = asis_punish_away_label, block_label = #blocks == 0 and "ガード不能" or table.concat(blocks, ","), sway_block_label = #sway_blocks == 0 and "-" or table.concat(sway_blocks, ","), parry_label = #parry == 0 and "不可" or table.concat(parry, ","), reach_label = string.format("前%s/上%s(%s)/下%s(%s)/後%s", box.reach.front, box.reach.top + p.pos_y, box.reach.top, box.reach.bottom + p.pos_y, box.reach.bottom, box.reach.back) }) box.type_count = #summary.boxes end end local followup_label = #followups == 0 and "-" or table.concat(followups, ",") local stun_sec = 0 if summary.pure_st_tm then stun_sec = string.format("%4.3f秒(%sF)", summary.pure_st_tm / 60, summary.pure_st_tm) end local reach_label if summary.edge.hit.front then reach_label = string.format("前%s/上%s/下%s/後%s", summary.edge.hit.front, summary.edge.hit.top + p.pos_y, summary.edge.hit.bottom + p.pos_y, summary.edge.hit.back) else reach_label = "-" end local hit_summary = { {"攻撃範囲:" , summary.normal_hit or summary.down_hit or summary.air_hit or "-"}, {"追撃能力:" , followup_label}, {"気絶値:" , string.format("%s/継続:%s", summary.pure_st, stun_sec) }, {"ヒットストップ:", string.format("自・ヒット%sF/ガード・BS猶予%sF", summary.hitstop, summary.hitstop_gd) }, {"最大当たり範囲:", reach_label}, } if summary.chip_dmg > 0 then table.insert(hit_summary, {"攻撃値(削り):" , string.format("%s(%s)", summary.pure_dmg, summary.chip_dmg)}) else table.insert(hit_summary, {"攻撃値:" , summary.pure_dmg}) end -- TODO レイアウト検討 for box_no, box in ipairs(summary.boxes) do table.insert(hit_summary, {box_no .. " ガード方向:" , string.format("メイン:%s/スウェー:%s", box.block_label, box.sway_block_label)}) table.insert(hit_summary, {box_no .. " 当て身投げ:" , box.parry_label}) local label = box.punish_away_label if box.punish_away_label ~= box.asis_punish_away_label then label = label .. "(" .. box.asis_punish_away_label .. ")" end table.insert(hit_summary, {box_no .. " 当たり高さ:" , label}) table.insert(hit_summary, {box_no .. " 当たり範囲:" , box.reach_label}) end table.insert(hit_summary, {"最大ヒット数:" , string.format("%s/%s", summary.max_hit_nm, summary.max_hit_dn) }) if p.is_fireball == true then local prj_rank_label = summary.prj_rank or "-" if p.fake_hit == true and p.full_hit == false then prj_rank_label = prj_rank_label .. "(被相殺判定のみ)" end table.insert(hit_summary, {"弾強度:" , prj_rank_label }) end return add_frame_to_summary(hit_summary) end local make_throw_summary = function(p, summary) local range_label if summary.n_throw == true then range_label = string.format("地/%sF/前%s/後%s", summary.tw_threshold, summary.edge.throw.front, summary.edge.throw.back) elseif summary.air_throw == true then range_label = string.format("空/前%s/上%s(%s)/下%s(%s)/後%s", summary.edge.throw.front, summary.edge.throw.top + p.pos_y, summary.edge.throw.top, summary.edge.throw.bottom + p.pos_y, summary.edge.throw.bottom, summary.edge.throw.back) elseif summary.sp_throw == true then --[[ p.act M.スパイダー 86 M.スナッチャー 91 ジャーマンスープレックス A6 フェイスロック A6 投げっぱなしジャーマン A6 デンジャラススパイダー F0 ダブルスパイダー AF B0 ダブルスナッチャー B9 BA ダブルクラッチ C4 9D M.ダイナマイトスウィング M.タイフーン FF 100 summary.sp_throw_id 05 デンジャラ 07 リフトアップ 12 Gサイクロン 08 爆弾パチキ 12 ドリル 11 ブレスパBR 10 ブレスパ 12 まじんが 04 きもんじn 07 真空投げ 12 羅生門 06 雷鳴ごうは 08 ダイナマイトスイング ]] local air,inf,otg = false, false, false if p.char == 0x05 then --ギース・ハワード otg = summary.sp_throw_id == 0x06 elseif p.char == 0x06 then --望月双角, elseif p.char == 0x09 then --ブルー・マリー air = p.act == 0x91 or -- M.スナッチャー p.act == 0xB9 or p.act == 0xBA -- ダブルスナッチャー inf = p.act == 0xC4 or p.act == 0x9D -- ダブルクラッチ otg = summary.sp_throw_id == 0x08 elseif p.char == 0x0B then --山崎竜二 elseif p.char == 0x0E then --ダック・キング air = summary.sp_throw_id == 0x11 elseif p.char == 0x14 then --ヴォルフガング・クラウザー elseif p.char == 0x16 then --李香緋 end if air == true then range_label = string.format("空/%sF/前%s/上%s(%s)/下%s(%s)/後%s", summary.tw_threshold, summary.edge.throw.front, summary.edge.throw.top + p.pos_y, summary.edge.throw.top, summary.edge.throw.bottom + p.pos_y, summary.edge.throw.bottom, summary.edge.throw.back) elseif inf == true then range_label = string.format("地/%sF/前%s/上∞/下∞/後%s", summary.tw_threshold, summary.edge.throw.front, summary.edge.throw.back) elseif otg == true then range_label = string.format("追撃/前%s/後%s", summary.tw_threshold, summary.edge.throw.front, summary.edge.throw.back) else range_label = string.format("地/%sF/前%s/後%s", summary.tw_threshold, summary.edge.throw.front, summary.edge.throw.back) end end local throw_summary = { {"投げ間合い:", range_label}, } return add_frame_to_summary(throw_summary) end local make_parry_summary = function(p, summary) local range_label = string.format("前%s/上%s/下%s/後%s", summary.edge.parry.front, summary.edge.parry.top + p.pos_y, summary.edge.parry.bottom + p.pos_y, summary.edge.parry.back) local parry_summary = { {"キャッチ範囲:", range_label}, } return add_frame_to_summary(parry_summary) end local make_atk_summary = function(p, summary) local pow_label = string.format("空%s/当%s/防%s", p.pow_up, p.pow_up_hit or 0, p.pow_up_gd or 0) if p.pow_revenge > 0 or p.pow_absorb > 0 then pow_label = pow_label .. string.format("/返%s/吸%s", p.pow_revenge or 0, p.pow_absorb or 0) end local esaka_label = (p.esaka_range > 0) and p.esaka_range or "-" local bs_label = "-" if p.bs_atk == true then bs_label = "〇" end local atk_summary = { {"POW増加量:" , pow_label }, {"詠酒発動範囲:" , esaka_label }, {"ブレイクショット:" , bs_label }, } return add_frame_to_summary(atk_summary) end local make_atkid_summary = function(p, summary) local cancel_advs_label = "-" local cancel_advs = {} if p.cancelable and p.cancelable ~= 0 then if faint_cancels[p.char] and p.attack_id then for _, fc in ipairs(faint_cancels[p.char]) do local p1 = 1 + p.hitstop + fc.f local p2h = p.hitstop + p.hitstun local p2g = p.hitstop_gd + p.blockstun table.insert(cancel_advs, string.format(fc.name .. ":当%sF/防%sF", p2h - p1, p2g - p1)) end end if #cancel_advs > 0 then cancel_advs_label = "〇/" .. table.concat(cancel_advs, ",") else cancel_advs_label = "〇" end end local slide_label = "-" if p.slide_atk == true then slide_label = "〇(CA派生不可)" end local effect_label = "-" if p.effect then local e = p.effect + 1 effect_label = string.format("%s 地:%s/空:%s", p.effect, hit_effects[e][1], hit_effects[e][2]) if summary.can_techrise == false then effect_label = string.gsub(effect_label, "ダウン", "強制ダウン") end end local gd_strength_label = "-" if summary.gd_strength == 1 then gd_strength_label = "短" elseif summary.gd_strength == 2 then gd_strength_label = "長" end local hitstun_label if p.hitstun then hitstun_label = string.format("ヒット%sF/ガード%sF/継続:%s", p.hitstun, p.blockstun, gd_strength_label) else hitstun_label = string.format("ヒット-/ガード-/継続:%s", gd_strength_label) end local atkid_summary = { {"必キャンセル:" , cancel_advs_label }, {"ヒット効果:" , effect_label}, {"ヒット硬直:" , hitstun_label }, } if p.is_fireball ~= true then table.insert(atkid_summary, {"ダッシュ専用:" , slide_label }) end return add_frame_to_summary(atkid_summary) end local make_hurt_summary = function(p, summary) local hurt_labels = {} local has_hurt = check_edge(summary.edge.hurt) if has_hurt == true and summary.hurt == true or p.hit.vulnerable == true then local temp_hurt = {} if summary.head_inv1 then -- 上半身無敵 避け table.insert(temp_hurt, "上半身無敵1") elseif summary.head_inv2 then -- 上半身無敵 ウェービングブロー,龍転身,ダブルローリング table.insert(temp_hurt, "上半身無敵2") elseif summary.head_inv3 then -- 上半身無敵 ローレンス避け table.insert(temp_hurt, "上半身無敵3") elseif summary.head_inv4 then -- 60 屈 アンディ,東,舞,ホンフゥ,マリー,山崎,崇秀,崇雷,キム,ビリー,チン,タン table.insert(temp_hurt, "頭部無敵1") elseif summary.head_inv5 then -- 64 屈 テリー,ギース,双角,ボブ,ダック,リック,シャンフェイ,アルフレッド table.insert(temp_hurt, "頭部無敵2") elseif summary.head_inv6 then -- 68 屈 ローレンス table.insert(temp_hurt, "頭部無敵3") elseif summary.head_inv7 then -- 76 屈 フランコ --table.insert(temp_hurt, "頭部無敵4") elseif summary.head_inv8 then -- 80 屈 クラウザー --table.insert(temp_hurt, "頭部無敵5") end if summary.low_inv1 then -- 足元無敵 対アンディ屈C table.insert(temp_hurt, "足元無敵1") elseif summary.low_inv2 then -- 足元無敵 対ギース屈C table.insert(temp_hurt, "足元無敵2") elseif summary.low_inv3 then -- 足元無敵 対だいたいの屈B(キムとボブ以外) table.insert(temp_hurt, "足元無敵3") end if summary.main_inv then -- メインライン攻撃無敵 main line attack invincible table.insert(temp_hurt, "メインライン攻撃無敵") end if summary.line_shift_oh_inv then -- ライン移動中段攻撃無敵 line shift overhead attack invincible table.insert(temp_hurt, "ライン移動中段攻撃無敵") end if summary.line_shift_lo_inv then -- ライン移動下段攻撃無敵 line shift low attack invincible table.insert(temp_hurt, "ライン移動下段攻撃無敵") end if temp_hurt then table.insert(hurt_labels, table.concat(temp_hurt, ",")) end else if summary.hurt_otg or summary.hurt_juggle then else -- くらい判定 table.insert(hurt_labels, "全身無敵") end end if summary.hurt_otg then -- ダウン追撃用くらい判定あり table.insert(hurt_labels, "ダウン追撃") end if summary.hurt_juggle then -- 空中追撃用くらい判定あり table.insert(hurt_labels, "空中追撃") end local hurt_label = table.concat(hurt_labels, ",") local throw_invincibles = {} if p.state ~= 0 or p.op.state ~= 0 then table.insert(throw_invincibles, "状態") end if p.pos_y ~= 0 then -- 高度による地上投げ無敵(めり込みも投げ不可) table.insert(throw_invincibles, "高度") end if p.tw_frame <= 10 then -- 真空投げ 羅生門 鬼門陣 M.タイフーン M.スパイダー 爆弾パチキ ドリル ブレスパ ブレスパBR リフトアップブロー デンジャラススルー ギガティックサイクロン マジンガ STOL table.insert(throw_invincibles, "タイマー10") elseif p.tw_frame <= 20 then -- M.リアルカウンター投げ table.insert(throw_invincibles, "タイマー20") elseif p.tw_frame <= 24 then -- 通常投げ table.insert(throw_invincibles, "タイマー24") end if p.sway_status ~= 0x00 then -- スウェーによる投げ無敵 table.insert(throw_invincibles, "スウェー") end if p.tw_muteki ~= 0 then table.insert(throw_invincibles, "フラグ1") end if p.tw_muteki2 ~= 0 then table.insert(throw_invincibles, "フラグ2") end local throw_label = table.concat(throw_invincibles, ",") local reach_label = "" if has_hurt == true then reach_label = string.format("前%s/上%s/下%s/後%s", summary.edge.hurt.front, summary.edge.hurt.top + p.pos_y, summary.edge.hurt.bottom + p.pos_y, summary.edge.hurt.back) end local normal, otg, juggle, up, low = 0, 0, 0, 0, 0 local push_label = "なし" summary.hurt_boxes = summary.hurt_boxes or {} for _, box in ipairs(p.hitboxes) do if not box.atk then local type_label = nil if box.type == box_type_base.p then push_label = string.format("前%s/上%s(%s)/下%s(%s)/後%s", box.reach.front, box.reach.top + p.pos_y, box.reach.top, box.reach.bottom + p.pos_y, box.reach.bottom, box.reach.back) elseif box.type == box_type_base.v1 or box.type == box_type_base.v2 then normal = normal + 1 type_label = normal .. " やられ範囲:" elseif box.type == box_type_base.v3 then otg = otg + 1 type_label = otg .. " ダウン追撃:" elseif box.type == box_type_base.v4 then juggle = juggle + 1 type_label = juggle .. " 空中追撃:" elseif box.type == box_type_base.v6 then up = up + 1 type_label = up .. " 対ライン上攻撃:" elseif box.type == box_type_base.x1 then low = low + 1 type_label = low .. " 対ライン下攻撃:" end if type_label then table.insert(summary.hurt_boxes, { type_label = type_label, reach_label = string.format("前%s/上%s(%s)/下%s(%s)/後%s", box.reach.front, box.reach.top + p.pos_y, box.reach.top, box.reach.bottom + p.pos_y, box.reach.bottom, box.reach.back) }) box.type_count = #summary.hurt_boxes end end end local sides_label -- 00:左側 80:右側 sides_label = (p.internal_side == 0x0) and "動作:右" or "動作:左" sides_label = sides_label .. "/" .. ((p.input_side == 0x0) and "入力:右" or "入力:左") sides_label = sides_label .. "/" .. ((p.internal_side == p.input_side) and "同" or "違") local move_label = string.format("本体%sF", p.atk_count) for _, fb in pairs(p.fireball) do if fb.alive == true then move_label = move_label .. string.format("/弾%sF", fb.atk_count) end end local hurt_sumamry = { { "動作:" , move_label }, { "打撃無敵:" , hurt_label }, { "投げ無敵:" , throw_label }, { "向き:" , sides_label }, { "押し合い判定:" , push_label }, { "最大やられ範囲:", reach_label }, } for _, box in ipairs(summary.hurt_boxes) do table.insert(hurt_sumamry, { box.type_label, box.reach_label }) end return add_frame_to_summary(hurt_sumamry) end local new_box_summary = function() return { hit = false, -- 攻撃判定あり otg = false,-- ダウン追撃判定あり juggle = false, -- 空中追撃判定あり hurt = false, -- くらい判定あり(=打撃無敵ではない) hurt_otg = false, -- ダウン追撃用くらい判定あり hurt_juggle = false, -- 空中追撃用くらい判定あり main_inv = false, -- メインライン攻撃無敵 main line attack invincible line_shift_oh_inv = false, -- ライン移動中段攻撃無敵 line shift overhead attack invincible line_shift_lo_inv = false, -- ライン移動下段攻撃無敵 line shift low attack invincible throw = false, -- 投げ判定あり block = false, -- ガード判定あり parry = false, -- 当て身キャッチ判定あり boxes = {}, -- 攻撃判定ごとの情報 edge = { -- 判定の最大範囲 hit = {}, hurt = {}, block = {}, parry = {}, throw = {}, }, head_inv1 = false, -- 上半身無敵 避け head_inv2 = false, -- 上半身無敵 ウェービングブロー,龍転身,ダブルローリング head_inv3 = false, -- 上半身無敵 ローレンス避け low_inv1 = false, -- 足元無敵 対アンディ屈C low_inv2 = false, -- 足元無敵 対ギース屈C low_inv3 = false, -- 足元無敵 対だいたいの屈B(キムとボブとホンフゥ以外) } end local force_y_pos = { "OFF", 0 } for i = 1, 256 do table.insert(force_y_pos, i) end for i = -1, -256, -1 do table.insert(force_y_pos, i) end -- トレモのメイン処理 tra_main = {} tra_main.proc = function() local pgm = manager.machine.devices[":maincpu"].spaces["program"] local cpu = manager.machine.devices[":maincpu"] -- 画面表示 if global.no_background or global.disp_gauge == false then if pgm:read_u8(0x107BB9) == 0x01 or pgm:read_u8(0x107BB9) == 0x0F then local match = pgm:read_u8(0x107C22) if match == 0x38 then --HUD pgm:write_u8(0x107C22, 0x33) end if match ~= 0 then --BG layers if global.no_background then pgm:write_u8(0x107762, 0x00) end pgm:write_u8(0x107765, 0x01) end end if global.no_background then --pgm:write_u16(0x401FFE, 0x8F8F) pgm:write_u16(0x401FFE, 0x5ABB) pgm:write_u8(global.no_background_addr, 0xFF) end else pgm:write_u8(global.no_background_addr, 0x00) end -- 強制位置補正 local p1, p2 = players[1], players[2] global.fix_pos = false if p1.fix_scr_top == 0xFF then pgm:write_u8(p1.addr.fix_scr_top, 0xFF) else pgm:write_i8(p1.addr.fix_scr_top, p1.fix_scr_top - 1) global.fix_pos = true end if p2.fix_scr_top == 0xFF then pgm:write_u8(p2.addr.fix_scr_top, 0xFF) else pgm:write_i8(p2.addr.fix_scr_top, p2.fix_scr_top - 92) global.fix_pos = true end local cond = "maincpu.pw@107C22>0" local pc = "PC=$4112;g" for i, p in ipairs(players) do if p.disp_char_bps then global.set_bps(p.disp_char, p.disp_char_bps) elseif p.disp_char == false then p.disp_char_bps = global.new_hook_holder() local bps = p.disp_char_bps.bps local cond3 = cond.."&&(A3)==$100400" if i == 1 then -- bp 40AE,{(A4)==100400||(A4)==100600||(A4)==100800||(A4)==100A00},{PC=4112;g} -- 2Pだけ消す cond3 = cond3.."&&((A4)==$100400||(A4)==$100600||(A4)==$100800||(A4)==$100A00)" else -- bp 40AE,{(A4)==100500||(A4)==100700||(A4)==100900||(A4)==100B00},{PC=4112;g} -- 1Pだけ消す cond3 = cond3.."&&((A4)==$100500||(A4)==$100700||(A4)==$100900||(A4)==$100B00)" end table.insert(bps, cpu.debug:bpset(0x0040AE, cond3, pc)) end end if global.disp_effect_bps then global.set_bps(global.disp_effect, global.disp_effect_bps) elseif global.disp_effect == false then global.disp_effect_bps = global.new_hook_holder() local bps = global.disp_effect_bps.bps --pc = "printf \"A3=%X A4=%X PREF=%X\",A3,A4,PREF_ADDR;PC=$4112;g" table.insert(bps, cpu.debug:bpset(0x03BCC2, cond, "PC=$3BCC8;g")) -- ファイヤーキックの砂煙だけ抑止する local cond2 = cond.."&&maincpu.pw@((A3)+$10)==$1&&maincpu.pw@((A3)+$60)==$B8" table.insert(bps, cpu.debug:bpset(0x03BB1E, cond2, "PC=$3BC00;g")) table.insert(bps, cpu.debug:bpset(0x0357B0, cond, "PC=$35756;g")) table.insert(bps, cpu.debug:bpset(0x015A82, cond, pc)) -- rts 015A88 table.insert(bps, cpu.debug:bpset(0x015AAC, cond, pc)) -- rts 015AB2 table.insert(bps, cpu.debug:bpset(0x015AD8, cond, pc)) -- rts 015ADE table.insert(bps, cpu.debug:bpset(0x0173B2, cond, pc)) -- rts 0173B8 影 table.insert(bps, cpu.debug:bpset(0x017750, cond, pc)) -- rts 017756 table.insert(bps, cpu.debug:bpset(0x02559E, cond, pc)) -- rts 0255FA table.insert(bps, cpu.debug:bpset(0x0256FA, cond, pc)) -- rts 025700 table.insert(bps, cpu.debug:bpset(0x036172, cond, pc)) -- rts 036178 table.insert(bps, cpu.debug:bpset(0x03577C, cond2, pc)) -- rts 035782 技エフェクト table.insert(bps, cpu.debug:bpset(0x03BB60, cond2, pc)) -- rts 03BB66 技エフェクト table.insert(bps, cpu.debug:bpset(0x060BDA, cond, pc)) -- rts 060BE0 ヒットマーク table.insert(bps, cpu.debug:bpset(0x060F2C, cond, pc)) -- rts 060F32 ヒットマーク table.insert(bps, cpu.debug:bpset(0x061150, cond, "PC=$061156;g")) -- rts 061156 ヒットマーク、パワーウェイブの一部 table.insert(bps, cpu.debug:bpset(0x0610E0, cond, pc)) -- rts 0610E6 -- コンボ表示抑制=ヒット数を2以上にしない -- bp 0252E8,1,{D7=0;PC=0252EA;g} table.insert(bps, cpu.debug:bpset(0x0252E8, "1", "D7=0;PC=0252EA;g")) -- bp 039782,1,{PC=039788;g} -- BS表示でない table.insert(bps, cpu.debug:bpset(0x039782, "1", "PC=039788;g")) -- bp 03C604,1,{PC=03C60A;g} -- 潜在表示でない table.insert(bps, cpu.debug:bpset(0x03C604, "1", "PC=03C60A;g")) -- bp 039850,1,{PC=039856;g} -- リバサ表示でない table.insert(bps, cpu.debug:bpset(0x039850, "1", "PC=039856;g")) -- いろんな割り込み文字が出ない、開幕にONにしておくと進まない -- bp 2378,1,{PC=2376;g} -- table.insert(bps, cpu.debug:bpset(0x002378, "1", "PC=002376;g")) end if global.fix_pos_bps then global.set_bps(global.fix_pos ~= true, global.fix_pos_bps) elseif global.fix_pos then global.fix_pos_bps = global.new_hook_holder() -- bp 0040AE,1,{PC=$4112;g} -- 描画全部無視 local bps = global.fix_pos_bps.bps -- 画面表示高さを1Pか2Pの高いほうにあわせる -- bp 013B6E,1,{D0=((maincpu.pw@100428)-(D0)+4);g} -- bp 013B6E,1,{D0=((maincpu.pw@100428)-(D0)-24);g} -- bp 013BBA,1,{D0=(maincpu.pw@100428);g} -- bp 013AF0,1,{PC=13B28;g} -- 潜在演出無視 -- bp 013AF0,1,{PC=13B76;g} -- 潜在演出強制(上に制限が付く) table.insert(bps, cpu.debug:bpset(0x013B6E, cond.."&&(maincpu.pb@10DE5C)!=0xFF", "D0=((maincpu.pw@100428)-(maincpu.pb@10DE5C)+#40);g")) table.insert(bps, cpu.debug:bpset(0x013B6E, cond.."&&(maincpu.pb@10DE5D)!=0xFF", "D0=((maincpu.pw@100428)-(maincpu.pb@10DE5D)+#40);g")) table.insert(bps, cpu.debug:bpset(0x013BBA, cond.."&&(maincpu.pb@10DE5C)!=0xFF", "D0=((maincpu.pw@100428)-(maincpu.pb@10DE5C)+#40);g")) table.insert(bps, cpu.debug:bpset(0x013BBA, cond.."&&(maincpu.pb@10DE5D)!=0xFF", "D0=((maincpu.pw@100428)-(maincpu.pb@10DE5D)+#40);g")) table.insert(bps, cpu.debug:bpset(0x013AF0, cond, "PC=$13B28;g")) end -- メイン処理 if not match_active then return end -- ポーズ中は状態を更新しない if mem_0x10E043 ~= 0 then return end if reset_menu_pos then update_menu_pos() end local next_joy = new_next_joy() local scr = manager.machine.screens:at(1) local ec = scr:frame_number() local state_past = ec - global.input_accepted local height = scr.height * scr.yscale local width = scr.width * scr.xscale local joy_val = get_joy() global.frame_number = global.frame_number + 1 -- ポーズ解除状態 set_freeze((not match_active) or true) -- スタートボタン(リプレイモード中のみスタートボタンおしっぱでメニュー表示へ切り替え if (global.dummy_mode == 6 and is_start_a(joy_val, state_past)) or (global.dummy_mode ~= 6 and accept_input("Start", joy_val, state_past)) then -- メニュー表示状態へ切り替え global.input_accepted = ec main_or_menu_state = menu cls_joy() return end screen_left = pgm:read_i16(stage_base_addr + offset_pos_x) + (320 - width) / 2 --FBA removes the side margins for some games screen_top = pgm:read_i16(stage_base_addr + offset_pos_y) -- プレイヤーと飛び道具のベースアドレスをキー、オブジェクトを値にするバッファ local temp_hits = {} -- 1Pと2Pの状態読取 for i, p in ipairs(players) do local op = players[3-i] p.base = pgm:read_u32(p.addr.base) p.char = pgm:read_u8(p.addr.char) p.char_4times = 0xFFFF & (p.char + p.char) p.char_4times = 0xFFFF & (p.char_4times + p.char_4times) p.close_far = get_close_far_pos(p.char) p.close_far_lma = get_close_far_pos_line_move_attack(p.char) p.life = pgm:read_u8(p.addr.life) -- 今の体力 p.old_state = p.state -- 前フレームの状態保存 p.state = pgm:read_u8(p.addr.state) -- 今の状態 p.old_state_flags = p.state_flags p.state_flags = pgm:read_u32(p.addr.state_flags) -- フラグ群 p.old_state_flags2 = p.state_flags2 p.state_flags2 = pgm:read_u32(p.addr.state_flags2) -- フラグ群2 p.state_flags3 = pgm:read_u32(p.addr.state_flags3) -- 必殺技などの技のフラグ群 p.box_base1 = pgm:read_u32(p.addr.box_base1) p.box_base2 = pgm:read_u32(p.addr.box_base2) --[[ local logbox = function(box_base) local addr = box_base while true do local id = pgm:read_u8(addr) if id == 0 then break end local name = box_types[id] name = name and name.name or "-" local top = pgm:read_i8(addr+0x2) local bottom = pgm:read_i8(addr+0x3) local left = pgm:read_i8(addr+0x4) local right = pgm:read_i8(addr+0x5) addr = addr + 0x6 print(string.format("%s/%s/%x/上%s/下%s/左%s/右%s", i, name, id, top, bottom, left, right)) end end logbox(p.box_base1) logbox(p.box_base2) ]] p.slide_atk = testbit(p.state_flags2, 0x4) -- ダッシュ滑り攻撃 -- ブレイクショット if testbit(p.state_flags2, 0x200000) == true and (testbit(p.old_state_flags2, 0x100000) == true or p.bs_atk == true) then p.bs_atk = true else p.bs_atk = false end --[[ 1 CA技 2 小技 4 ダッシュ専用攻撃 80 後ろ 40 斜め後ろ 80000 挑発 100000 ブレイクショット 200000 必殺技 1000000 フェイント技 2000000 つかみ技 80000000 投げ技 100 投げ派生 200 つかまれ 400 なげられ 2000 ダウンまで 6000 吹き飛びダウン 8000 やられ 800000 ダウン ]] p.state_bits = tobits(p.state_flags) p.old_blkstn_flags= p.blkstn_flags p.old_blkstn_bits= p.blkstn_bits p.blkstn_flags = pgm:read_u8(p.addr.blkstn_flags) -- 硬直系のフラグ群3 p.blkstn_bits = tobits(p.blkstn_flags) p.last_normal_state = p.normal_state p.normal_state = p.state == 0 -- 素立ち p.combo = tohexnum(pgm:read_u8(p.addr.combo2)) -- 最近のコンボ数 p.tmp_combo = tohexnum(pgm:read_u8(p.addr.tmp_combo2)) -- 一次的なコンボ数 p.max_combo = tohexnum(pgm:read_u8(p.addr.max_combo2)) -- 最大コンボ数 p.tmp_dmg = pgm:read_u8(p.addr.tmp_dmg) -- ダメージ p.old_attack = p.attack p.attack = pgm:read_u8(p.addr.attack) if testbit(p.state_flags2, 0x200000 | 0x1000000 | 0x80000 | 0x200000 | 0x1000000 | 0x2000000 | 0x80000000) ~= true then p.cancelable = pgm:read_u8(p.addr.cancelable) -- 家庭用2AD90からの処理 if p.attack < 0x70 then local d0 = pgm:read_u8(pgm:read_u32(p.char_4times + 0x850D8) + p.attack) p.cancelable = d0 end else p.cancelable = 0 end p.pure_dmg = pgm:read_u8(p.addr.pure_dmg) -- ダメージ(フック処理) p.tmp_pow = pgm:read_u8(p.addr.tmp_pow) -- POWゲージ増加量 p.tmp_pow_rsv = pgm:read_u8(p.addr.tmp_pow_rsv) -- POWゲージ増加量(予約値) if p.tmp_pow_rsv > 0 then p.tmp_pow_atc = p.attack -- POWゲージ増加量(予約時の行動) end p.tmp_stun = pgm:read_u8(p.addr.tmp_stun) -- 気絶値 p.tmp_st_timer = pgm:read_u8(p.addr.tmp_st_timer) -- 気絶タイマー pgm:write_u8(p.addr.tmp_dmg, 0) pgm:write_u8(p.addr.pure_dmg, 0) pgm:write_u8(p.addr.tmp_pow, 0) pgm:write_u8(p.addr.tmp_pow_rsv, 0) pgm:write_u8(p.addr.tmp_stun, 0) pgm:write_u8(p.addr.tmp_st_timer, 0) p.tw_threshold = pgm:read_u8(p.addr.tw_threshold) p.tw_accepted = pgm:read_u8(p.addr.tw_accepted) p.tw_frame = pgm:read_u8(p.addr.tw_frame) p.old_tw_muteki = p.tw_muteki or 0 p.tw_muteki = pgm:read_u8(p.addr.tw_muteki) -- 通常投げ無敵判断 その2(HOME 039FC6から03A000の処理を再現して投げ無敵の値を求める) p.old_tw_muteki2 = p.tw_muteki2 or 0 p.tw_muteki2 = 0 if 0x70 <= p.attack then local d1 = pgm:read_u16(p.addr.base + 0x10) d1 = 0xFF & (d1 + d1) d1 = 0xFF & (d1 + d1) local a0 = pgm:read_u32(d1 + 0x89692) local d2 = p.attack - 0x70 p.tw_muteki2 = pgm:read_u8(a0 + d2) --print(string.format("%x", a0 + d2)) end p.throwable = p.state == 0 and op.state == 0 and p.tw_frame > 24 and p.sway_status == 0x00 and p.tw_muteki == 0 -- 投げ可能ベース p.n_throwable = p.throwable and p.tw_muteki2 == 0 -- 通常投げ可能 p.sp_throw_id = pgm:read_u8(p.addr.sp_throw_id) -- 投げ必殺のID p.sp_throw_act = pgm:read_u8(p.addr.sp_throw_act) -- 投げ必殺の持続残F p.additional = pgm:read_u8(p.addr.additional) p.old_act = p.act or 0x00 p.act = pgm:read_u16(p.addr.act) p.acta = pgm:read_u16(p.addr.acta) p.act_count = pgm:read_u8(p.addr.act_count) p.old_act_frame = p.act_frame p.act_frame = pgm:read_u8(p.addr.act_frame) p.provoke = 0x0196 == p.act --挑発中 p.stop = pgm:read_u8(p.addr.stop) p.gd_strength = get_gd_strength(p) p.old_knock_back1= p.knock_back1 p.old_knock_back2= p.knock_back2 p.old_knock_back3= p.knock_back3 p.knock_back1 = pgm:read_u8(p.addr.knock_back1) p.knock_back2 = pgm:read_u8(p.addr.knock_back2) p.knock_back3 = pgm:read_u8(p.addr.knock_back3) p.hitstop_id = pgm:read_u8(p.addr.hitstop_id) p.attack_id = 0 p.old_attacking = p.attacking p.attacking = false p.dmmy_attacking = false p.juggling = false p.can_juggle = false p.can_otg = false p.old_throwing = p.throwing p.throwing = false p.can_techrise = 2 > pgm:read_u8(0x88A12 + p.attack) p.pow_up_hit = 0 p.pow_up_gd = 0 p.pow_up = 0 p.pow_revenge = 0 p.pow_absorb = 0 p.esaka_range = 0 if p.attack == 0 then p.hitstop = 0 p.hitstop_gd = 0 p.pure_dmg = 0 p.pure_st = 0 p.pure_st_tm = 0 else p.hitstop = 0x7F & pgm:read_u8(pgm:read_u32(fix_bp_addr(0x83C38) + p.char_4times) + p.attack) p.hitstop = p.hitstop == 0 and 2 or p.hitstop + 1 -- システムで消費される分を加算 p.hitstop_gd = math.max(2, p.hitstop - 1) -- ガード時の補正 -- 補正前ダメージ量取得 家庭用 05B118 からの処理 p.pure_dmg = pgm:read_u8(pgm:read_u32(p.char_4times + fix_bp_addr(0x813F0)) + p.attack) -- 気絶値と気絶タイマー取得 05C1CA からの処理 p.pure_st = pgm:read_u8(pgm:read_u32(p.char_4times + fix_bp_addr(0x85CCA)) + p.attack) p.pure_st_tm = pgm:read_u8(pgm:read_u32(p.char_4times + fix_bp_addr(0x85D2A)) + p.attack) if 0x58 > p.attack then -- 家庭用 0236F0 からの処理 local d1 = pgm:read_u8(p.addr.esaka_range) local d0 = pgm:read_u16(pgm:read_u32(p.char_4times + 0x23750) + ((d1 + d1) & 0xFFFF)) & 0x1FFF if d0 ~= 0 then p.esaka_range = d0 end end -- 家庭用 05B37E からの処理 if 0x58 > p.attack then if 0x27 < p.attack then --CA p.pow_up_hit = pgm:read_u8(p.attack - 0x27 + pgm:read_u32(0x8C18C + p.char_4times)) else -- 通常技 ビリーとチョンシュか、それ以外でアドレスが違う local a0 = (0xC ~= p.char and 0x10 ~= p.char) and 0x8C24C or 0x8C274 p.pow_up_hit = pgm:read_u8(a0 + p.attack) end -- ガード時増加量 d0の右1ビットシフト=1/2 p.pow_up_gd = math.floor(p.pow_up_hit / 2) end -- 必殺技のパワー増加 家庭用 03C140 からの処理 -- base+A3の値は技発動時の処理中にしか採取できないのでこの処理は機能しない -- local d0, a0 = pgm:read_u8(p.addr.base + 0xA3), 0 local spid = pgm:read_u8(p.addr.base + 0xB8) -- 技コマンド成立時の技のID if spid ~= 0 then p.pow_up = pgm:read_u8(pgm:read_u32(0x8C1EC + p.char_4times) + spid - 1) end -- トドメ=ヒットで+7、雷撃棍=発生で+5、倍返し=返しで+7、吸収で+20、蛇使い は個別に設定が必要 local yama_pows = { [0x06] = true, [0x70] = true, [0x71] = true, [0x75] = true, [0x76] = true, [0x77] = true, [0x7C] = true, [0x7D] = true, } if p.char == 0x6 and p.attack == 0x28 then p.pow_up_hit = 0 p.pow_up_gd = 0 p.pow_up = 5 elseif p.char == 0xB and yama_pows[p.attack] then p.pow_up_hit = 0 p.pow_up_gd = 0 p.pow_up = 5 elseif p.char == 0xB and p.attack == 0x8E then p.pow_up_hit = 0 p.pow_up_gd = 0 p.pow_up = 0 p.pow_revenge = 7 p.pow_absorb = 20 elseif p.char == 0xB and p.attack == 0xA0 then p.pow_up_hit = 7 p.pow_up_gd = 0 p.pow_up = 0 end end p.fake_hit = (pgm:read_u8(p.addr.fake_hit) & 0xB) == 0 p.obsl_hit = (pgm:read_u8(p.addr.obsl_hit) & 0xB) == 0 p.full_hit = pgm:read_u8(p.addr.full_hit) > 0 p.harmless2 = pgm:read_u8(p.addr.harmless2) == 0 p.prj_rank = pgm:read_u8(p.addr.prj_rank) p.input_offset = pgm:read_u32(p.addr.input_offset) p.old_input_states = p.input_states or {} p.input_states = {} local debug = false local all_input_states = input_states[#input_states] -- 調査用 local states = debug and all_input_states or input_states[p.char] for ti, tbl in ipairs(states) do local old = p.old_input_states[ti] local on = pgm:read_u8(tbl.addr + p.input_offset - 1) local on_debug = on local chg_remain = pgm:read_u8(tbl.addr + p.input_offset) local max = (old and old.on_debug == on_debug) and old.max or chg_remain local input_estab = old and old.input_estab or false local charging = false -- コマンド種類ごとの表示用の補正 local reset = false local force_reset = false if tbl.type == input_state_types.step then on = math.max(on - 2, 0) if old then reset = old.on == 2 and old.chg_remain > 0 end elseif tbl.type == input_state_types.faint then on = math.max(on - 2, 0) if old then reset = old.on == 1 and old.chg_remain > 0 if on == 0 and chg_remain > 0 then force_reset = true end end elseif tbl.type == input_state_types.charge then if on == 1 and chg_remain == 0 then on = 3 elseif on > 1 then on = on + 1 end charging = on == 1 if old then reset = old.on == #tbl.cmds and old.chg_remain > 0 end elseif tbl.type == input_state_types.followup then on = math.max(on - 1, 0) if on == 1 then on = 0 end if old then reset = old.on == #tbl.cmds and old.chg_remain > 0 if on == 0 and chg_remain > 0 then force_reset = true end end elseif tbl.type == input_state_types.shinsoku then if on <= 2 then on = 0 else on = on -1 end if old then reset = old.on == #tbl.cmds and old.chg_remain > 0 if on == 0 and chg_remain > 0 then force_reset = true end end elseif tbl.type == input_state_types.todome then on = math.max(on - 1, 0) if on <= 1 then on = 0 else on = on -1 end if old then reset = old.on > 0 and old.chg_remain > 0 if on == 0 and chg_remain > 0 then force_reset = true end end elseif tbl.type == input_state_types.unknown then if old then reset = old.on > 0 and old.chg_remain > 0 end else if old then reset = old.on == #tbl.cmds and old.chg_remain > 0 end end if old then if p.char ~= old.char or on == 1 then input_estab = false elseif chg_remain == 0 and on == 0 and reset then input_estab = true end if force_reset then input_estab = false end end local tmp = { char = p.char, chg_remain = chg_remain, -- 次の入力の受付猶予F on = on, on_debug = on_debug, -- 加工前の入力のすすみの数値 tbl = tbl, debug = debug, input_estab = input_estab, charging = charging, max = max, } table.insert(p.input_states, tmp) end p.max_hit_dn = p.attack > 0 and pgm:read_u8(pgm:read_u32(fix_bp_addr(0x827B8) + p.char_4times) + p.attack) or 0 p.max_hit_nm = pgm:read_u8(p.addr.max_hit_nm) p.last_dmg = p.last_dmg or 0 p.last_pow = p.last_pow or 0 p.last_pure_dmg = p.last_pure_dmg or 0 p.last_stun = p.last_stun or 0 p.last_st_timer = p.last_st_timer or 0 p.last_effects = p.last_effects or {} p.dmg_scl7 = pgm:read_u8(p.addr.dmg_scl7) p.dmg_scl6 = pgm:read_u8(p.addr.dmg_scl6) p.dmg_scl5 = pgm:read_u8(p.addr.dmg_scl5) p.dmg_scl4 = pgm:read_u8(p.addr.dmg_scl4) pgm:write_u8(p.addr.dmg_scl7, 0) pgm:write_u8(p.addr.dmg_scl6, 0) pgm:write_u8(p.addr.dmg_scl5, 0) pgm:write_u8(p.addr.dmg_scl4, 0) p.dmg_scaling = 1 if p.dmg_scl7 > 0 then p.dmg_scaling = p.dmg_scaling * (0.875 ^ p.dmg_scl7) end if p.dmg_scl6 > 0 then p.dmg_scaling = p.dmg_scaling * (0.75 ^ p.dmg_scl6) end if p.dmg_scl5 > 0 then p.dmg_scaling = p.dmg_scaling * (0.625 ^ p.dmg_scl5) end if p.dmg_scl4 > 0 then p.dmg_scaling = p.dmg_scaling * (0.5 ^ p.dmg_scl4) end p.old_posd = p.posd p.posd = pgm:read_i32(p.addr.pos) p.poslr = p.posd == op.posd and "=" or p.posd < op.posd and "L" or "R" p.old_pos = p.pos p.old_pos_frc = p.pos_frc p.pos = pgm:read_i16(p.addr.pos) p.pos_frc = pgm:read_u16(p.addr.pos_frc) p.thrust = pgm:read_i16(p.addr.base + 0x34) + int16tofloat(pgm:read_u16(p.addr.base + 0x36)) p.inertia = pgm:read_i16(p.addr.base + 0xDA) + int16tofloat(pgm:read_u16(p.addr.base + 0xDC)) p.pos_total = p.pos + int16tofloat(p.pos_frc) p.old_pos_total = p.old_pos + int16tofloat(p.old_pos_frc) p.diff_pos_total = p.pos_total - p.old_pos_total p.max_pos = pgm:read_i16(p.addr.max_pos) if p.max_pos == 0 or p.max_pos == p.pos then p.max_pos = nil end pgm:write_i16(p.addr.max_pos, 0) p.min_pos = pgm:read_i16(p.addr.min_pos) if p.min_pos == 1000 or p.min_pos == p.pos then p.min_pos = nil end pgm:write_i16(p.addr.min_pos, 1000) p.old_pos_y = p.pos_y p.old_pos_frc_y = p.pos_frc_y p.old_in_air = p.in_air p.pos_y = pgm:read_i16(p.addr.pos_y) p.pos_frc_y = pgm:read_u16(p.addr.pos_frc_y) p.in_air = 0 < p.pos_y or 0 < p.pos_frc_y -- ジャンプの遷移ポイントかどうか if p.old_in_air ~= true and p.in_air == true then p.chg_air_state = 1 elseif p.old_in_air == true and p.in_air ~= true then p.chg_air_state = -1 else p.chg_air_state = 0 end if p.in_air then p.pos_y_peek = math.max(p.pos_y_peek or 0, p.pos_y) else p.pos_y_peek = 0 end if p.pos_y < p.old_pos_y or (p.pos_y == p.old_pos_y and p.pos_frc_y < p.old_pos_frc_y) then p.pos_y_down = p.pos_y_down and (p.pos_y_down + 1) or 1 else p.pos_y_down = 0 end p.old_pos_z = p.pos_z p.pos_z = pgm:read_i16(p.addr.pos_z) p.on_sway_line = (40 == p.pos_z and 40 > p.old_pos_z) and global.frame_number or p.on_sway_line p.on_main_line = (24 == p.pos_z and 24 < p.old_pos_z) and global.frame_number or p.on_main_line p.sway_status = pgm:read_u8(p.addr.sway_status) -- 80:奥ライン 1:奥へ移動中 82:手前へ移動中 0:手前 if p.sway_status == 0x00 then p.in_sway_line = false else p.in_sway_line = true end p.internal_side = pgm:read_u8(p.addr.side) p.side = pgm:read_i8(p.addr.side) < 0 and -1 or 1 p.corner = pgm:read_u8(p.addr.corner) -- 画面端状態 0:端以外 1:画面端 3:端押し付け p.input_side = pgm:read_u8(p.addr.input_side) -- コマンド入力でのキャラ向きチェック用 00:左側 80:右側 p.disp_side = get_flip_x(players[1]) p.input1 = pgm:read_u8(p.addr.input1) p.input2 = pgm:read_u8(p.addr.input2) p.life = pgm:read_u8(p.addr.life) p.pow = pgm:read_u8(p.addr.pow) p.init_stun = init_stuns[p.char] p.max_stun = pgm:read_u8(p.addr.max_stun) p.stun = pgm:read_u8(p.addr.stun) p.stun_timer = pgm:read_u16(p.addr.stun_timer) p.act_contact = pgm:read_u8(p.addr.act_contact) p.ophit_base = pgm:read_u32(p.addr.ophit_base) p.ophit = nil if p.ophit_base == 0x100400 or p.ophit_base == 0x100500 then p.ophit = op else p.ophit = op.fireball[p.ophit_base] end --[[ calc_box_a0(p) print(string.format("76=%x 7A=%x", p.box_base1, p.box_base2)) ]] --フレーム数 p.frame_gap = p.frame_gap or 0 p.last_frame_gap = p.last_frame_gap or 0 p.last_blockstun = p.last_blockstun or 0 p.last_hitstop = p.last_hitstop or 0 p.on_hit = p.on_hit or 0 p.on_guard = p.on_guard or 0 p.hit_skip = p.hit_skip or 0 if mem_0x10B862 ~= 0 and p.act_contact ~= 0 then if p.state == 2 then p.on_guard = global.frame_number --print(string.format("on guard %x" , p.act)) elseif p.state == 1 or p.state == 3 then p.on_hit = global.frame_number end if pgm:read_u8(p.addr.base + 0xAB) > 0 or p.ophit then p.hit_skip = 2 end end -- 起き上がりフレーム if wakeup_acts[p.old_act] ~= true and wakeup_acts[p.act] == true then p.on_wakeup = global.frame_number end -- ダウンフレーム --if (down_acts[p.old_act] ~= true and down_acts[p.act] == true) or -- (p.old_in_air ~= true and p.in_air == true and down_acts[p.act] == true) then if (p.old_state_flags & 0x2 == 0x0) and (p.state_flags & 0x2 == 0x2) then p.on_down = global.frame_number end -- フレーム表示用処理 p.act_frames = p.act_frames or {} p.act_frames2 = p.act_frames2 or {} p.act_frames_total = p.act_frames_total or 0 p.muteki.act_frames = p.muteki.act_frames or {} p.muteki.act_frames2 = p.muteki.act_frames2 or {} p.frm_gap.act_frames = p.frm_gap.act_frames or {} p.frm_gap.act_frames2 = p.frm_gap.act_frames2 or {} p.old_act_data = p.act_data or { name = "", type = act_types.any, } if char_1st_f[p.char] and char_1st_f[p.char][p.act] then p.act_1st_f = char_1st_f[p.char][p.act] else p.act_1st_f = -1 end if char_acts[p.char] and char_acts[p.char][p.act] then p.act_data = char_acts[p.char][p.act] p.act_1st = char_1st_acts[p.char][p.act] or false elseif char_acts[#char_acts] and char_acts[#char_acts][p.act] then p.act_data = char_acts[#char_acts][p.act] p.act_1st = char_1st_acts[#char_acts][p.act] or false else p.act_data = { name = (p.state == 1 or p.state == 3) and "やられ" or tohex(p.act), type = act_types.any, } p.act_1st = false end if p.act_data.name == "やられ" then p.act_1st = false elseif p.act_data.name ~= "ダウン" and (p.state == 1 or p.state == 3) then p.act_data = { name = "やられ", type = act_types.any, } p.act_1st = false end p.old_act_normal = p.act_normal p.act_normal = p.act_data.type == act_types.free -- アドレス保存 if not p.bases[#p.bases] or p.bases[#p.bases].addr ~= p.base then table.insert(p.bases, { addr = p.base, count = 1, act_data = p.act_data, name = get_act_name(p.act_data), pos1 = p.pos_total, pos2 = p.pos_total, xmov = 0, }) else local base = p.bases[#p.bases] base.count = base.count + 1 base.pos2 = p.pos_total base.xmov = base.pos2 - base.pos1 end if 16 < #p.bases then --バッファ長調整 table.remove(p.bases, 1) end -- 飛び道具の状態読取 for _, fb in pairs(p.fireball) do fb.act = pgm:read_u16(fb.addr.act) fb.acta = pgm:read_u16(fb.addr.acta) fb.actb = pgm:read_u16(fb.addr.actb) fb.act_count = pgm:read_u8(fb.addr.act_count) fb.act_frame = pgm:read_u8(fb.addr.act_frame) fb.act_contact = pgm:read_u8(fb.addr.act_contact) fb.pos = pgm:read_i16(fb.addr.pos) fb.pos_y = pgm:read_i16(fb.addr.pos_y) fb.pos_z = pgm:read_i16(fb.addr.pos_z) fb.gd_strength = get_gd_strength(fb) fb.asm = pgm:read_u16(pgm:read_u32(fb.addr.base)) fb.attack = pgm:read_u16(pgm:read_u32(fb.addr.attack)) fb.hitstop_id = pgm:read_u16(fb.addr.hitstop_id) fb.attack_id = 0 fb.old_attacking = p.attacking fb.attacking = false fb.dmmy_attacking = false if fb.hitstop_id == 0 then fb.hitstop = 0 fb.hitstop_gd = 0 fb.pure_dmg = 0 fb.pure_st = 0 fb.pure_st_tm = 0 else -- ヒットストップ取得 家庭用 061656 からの処理 fb.hitstop = pgm:read_u8(fb.hitstop_id + fix_bp_addr(0x884F2)) fb.hitstop = fb.hitstop == 0 and 2 or fb.hitstop + 1 -- システムで消費される分を加算 fb.hitstop_gd = math.max(2, fb.hitstop - 1) -- ガード時の補正 -- 補正前ダメージ量取得 家庭用 05B146 からの処理 fb.pure_dmg = pgm:read_u8(fb.hitstop_id + fix_bp_addr(0x88472)) -- 気絶値と気絶タイマー取得 家庭用 05C1B0 からの処理 fb.pure_st = pgm:read_u8(fb.hitstop_id + fix_bp_addr(0x886F2)) fb.pure_st_tm = pgm:read_u8(fb.hitstop_id + fix_bp_addr(0x88772)) end -- 受け身行動可否 家庭用 05A9B8 からの処理 fb.can_techrise = 2 > pgm:read_u8(0x88A12 + fb.attack) fb.fake_hit = (pgm:read_u8(fb.addr.fake_hit) & 0xB) == 0 fb.obsl_hit = (pgm:read_u8(fb.addr.obsl_hit) & 0xB) == 0 fb.full_hit = pgm:read_u8(fb.addr.full_hit ) > 0 fb.harmless2 = pgm:read_u8(fb.addr.harmless2) > 0 fb.prj_rank = pgm:read_u8(fb.addr.prj_rank) --[[ 倍返しチェック 05C8CE: 0C2B 0002 008A cmpi.b #$2, ($8a,A3) -- 10078A と 0x2 を比較 飛翔拳は03 05C8D4: 6D1A blt $5c8f0 -- 小さかったら 5c8f0 へ 05C8D6: 41F9 0008 E940 lea $8e940.l, A0 -- A0 = 8e940 05C8DC: 0C6C 000B 0010 cmpi.w #$b, ($10,A4) -- 100410 と 0xB を比較 山崎かどうかチェック 05C8E2: 6618 bne $5c8fc -- 違ったら 5c8fc へ 05C8E4: 302B 00BE move.w ($be,A3), D0 -- D0 = 1007BE 飛翔拳は09 05C8E8: D040 add.w D0, D0 -- D0 = D0 + D0 05C8EA: 4A30 0000 tst.b (A0,D0.w) -- 8e940 + D0 の値チェック データテーブルチェック 8e940 飛翔拳は01 05C8EE: 6754 beq $5c944 -- 0だったら 5c944 へ ]] fb.bai_chk1 = pgm:read_u8(fb.addr.bai_chk1) fb.bai_chk2 = pgm:read_u16(fb.addr.bai_chk2) fb.bai_chk2 = pgm:read_u8(0x8E940 + (0xFFFF & (fb.bai_chk2 + fb.bai_chk2))) fb.bai_catch = 0x2 >= fb.bai_chk1 and fb.bai_chk2 == 0x01 fb.max_hit_dn = pgm:read_u8(fix_bp_addr(0x885F2) + fb.hitstop_id) fb.max_hit_nm = pgm:read_u8(fb.addr.max_hit_nm) fb.hitboxes = {} fb.buffer = {} fb.uniq_hitboxes = {} -- key + boolean fb.type_boxes = {} fb.act_data_fired = p.act_data -- 発射したタイミングの行動ID fb.act_frames = fb.act_frames or {} fb.act_frames2 = fb.act_frames2 or {} -- 当たり判定の構築 fb.has_atk_box = false if fb.asm ~= 0x4E75 and fb.asm ~= 0x197C then --0x4E75 is rts instruction fb.alive = true temp_hits[fb.addr.base] = fb fb.atk_count = fb.atk_count or 0 else fb.alive = false fb.atk_count = 0 fb.hitstop = 0 fb.pure_dmg = 0 fb.pure_st = 0 fb.pure_st_tm = 0 end fb.hit_summary = new_box_summary() --[[ if fb.asm ~= 0x4E75 then print(string.format("%x %1s %2x(%s) %2x(%s) %2x(%s)", fb.addr.base, (fb.obsl_hit or fb.full_hit or fb.harmless2) and " " or "H", pgm:read_u8(fb.addr.obsl_hit), fb.obsl_hit and "o" or "-", pgm:read_u8(fb.addr.full_hit), fb.full_hit and "o" or "-", pgm:read_u8(fb.addr.harmless2), fb.harmless2 and "o" or "-")) end ]] --if fb.hitstop > 0 then -- print(string.format("%x:2 hit:%s gd:%s", fb.addr.base, fb.hitstop, math.max(2, fb.hitstop-1))) --end end -- 値更新のフック確認 p.update_sts = (pgm:read_u8(p.addr.state2) ~= 0) and global.frame_number or p.update_sts p.update_dmg = (p.tmp_dmg ~= 0) and global.frame_number or p.update_dmg p.act2 = pgm:read_u16(p.addr.act2) p.update_act = (p.act2 ~= 0) and global.frame_number or p.update_act p.act_1st = p.update_act == global.frame_number and p.act_1st == true if p.act_1st == true then p.atk_count = 1 p.startup = p.atk_count p.active = 0 p.recovery = 0 else p.atk_count = p.atk_count + 1 p.startup = p.startup or 0 p.active = p.active or 0 p.recovery = p.recovery or 0 end -- 硬直フレーム設定 p.last_blockstun = p.last_blockstun or 0 -- 当たり判定のフック確認 p.hit.vulnerable1 = pgm:read_u8(p.addr.vulnerable1) p.hit.vulnerable21 = pgm:read_u8(p.addr.vulnerable21) p.hit.vulnerable22 = pgm:read_u8(p.addr.vulnerable22) == 0 --0の時vulnerable=true -- リーチ p.hit_summary = new_box_summary() -- 投げ判定取得 get_n_throw(p, op) p.n_throw.left = nil p.n_throw.right = nil p.n_throw.top = nil p.n_throw.bottom = nil p.n_throw.on = pgm:read_u8(p.n_throw.addr.on) p.n_throw.base = pgm:read_u32(p.n_throw.addr.base) p.n_throw.opp_base = pgm:read_u32(p.n_throw.addr.opp_base) p.n_throw.opp_id = pgm:read_u16(p.n_throw.addr.opp_id) p.n_throw.char_id = pgm:read_u16(p.n_throw.addr.char_id) p.n_throw.side = p.side p.n_throw.range1 = pgm:read_u8(p.n_throw.addr.range1) p.n_throw.range2 = pgm:read_u8(p.n_throw.addr.range2) p.n_throw.range3 = pgm:read_i8(p.n_throw.addr.range3) p.n_throw.range41 = pgm:read_i8(p.n_throw.addr.range41) p.n_throw.range42 = pgm:read_i8(p.n_throw.addr.range42) p.n_throw.range5 = pgm:read_i8(p.n_throw.addr.range5) p.n_throw.id = pgm:read_i8(p.n_throw.addr.id) p.n_throw.pos_x = pgm:read_i16(p.n_throw.addr.pos_x) - screen_left p.n_throw.pos_y = height - pgm:read_i16(p.n_throw.addr.pos_y) + screen_top local range = (p.n_throw.range1 == p.n_throw.range2 and math.abs(p.n_throw.range42*4)) or math.abs(p.n_throw.range41*4) range = range + p.n_throw.range5 * -4 range = range + p.throw.half_range p.n_throw.range = range p.n_throw.right = p.n_throw.range * p.side p.n_throw.left = (p.n_throw.range - p.throw.full_range) * p.side p.n_throw.type = box_type_base.t p.n_throw.on = p.addr.base == p.n_throw.base and p.n_throw.on or 0xFF -- 空中投げ判定取得 p.air_throw.left = nil p.air_throw.right = nil p.air_throw.on = pgm:read_u8(p.air_throw.addr.on) p.air_throw.range_x = pgm:read_i16(p.air_throw.addr.range_x) p.air_throw.range_y = pgm:read_i16(p.air_throw.addr.range_y) p.air_throw.base = pgm:read_u32(p.air_throw.addr.base) p.air_throw.opp_base = pgm:read_u32(p.air_throw.addr.opp_base) p.air_throw.opp_id = pgm:read_u16(p.air_throw.addr.opp_id) p.air_throw.pos_x = pgm:read_i16(p.air_throw.addr.pos_x) - screen_left p.air_throw.pos_y = height - pgm:read_i16(p.air_throw.addr.pos_y) + screen_top p.air_throw.side = p.side p.air_throw.right = p.air_throw.range_x * p.side p.air_throw.top = -p.air_throw.range_y p.air_throw.bottom = p.air_throw.range_y p.air_throw.type = box_type_base.at p.air_throw.on = p.addr.base == p.air_throw.base and p.air_throw.on or 0xFF -- 必殺投げ判定取得 p.sp_throw.left = nil p.sp_throw.right = nil p.sp_throw.top = nil p.sp_throw.bottom = nil p.sp_throw.on = pgm:read_u8(p.sp_throw.addr.on) p.sp_throw.front = pgm:read_i16(p.sp_throw.addr.front) p.sp_throw.top = -pgm:read_i16(p.sp_throw.addr.top) p.sp_throw.base = pgm:read_u32(p.sp_throw.addr.base) p.sp_throw.opp_base = pgm:read_u32(p.sp_throw.addr.opp_base) p.sp_throw.opp_id = pgm:read_u16(p.sp_throw.addr.opp_id) p.sp_throw.side = p.side p.sp_throw.bottom = pgm:read_i16(p.sp_throw.addr.bottom) p.sp_throw.pos_x = pgm:read_i16(p.sp_throw.addr.pos_x) - screen_left p.sp_throw.pos_y = height - pgm:read_i16(p.sp_throw.addr.pos_y) + screen_top p.sp_throw.right = p.sp_throw.front * p.side p.sp_throw.type = box_type_base.pt p.sp_throw.on = p.addr.base == p.sp_throw.base and p.sp_throw.on or 0xFF if p.sp_throw.top == 0 then p.sp_throw.top = nil p.sp_throw.bottom = nil end if p.sp_throw.on ~= 0xFF then --print(i, p.sp_throw.on, p.sp_throw.top, p.sp_throw.bottom, p.sp_throw.front, p.sp_throw.side, p.hit.flip_x) end -- 当たり判定の構築用バッファのリフレッシュ p.hitboxes = {} p.buffer = {} p.uniq_hitboxes = {} -- key + boolean p.type_boxes = {} temp_hits[p.addr.base] = p --攻撃種類,ガード要否 if global.frame_number <= p.update_sts and p.state ~= p.old_state then p.random_boolean = math.random(255) % 2 == 0 end op.need_block = false op.need_low_block = false op.need_ovh_block = false if p.act ~= 0 and 0 < p.char and p.char < 25 then op.need_block = (p.act_data.type == act_types.low_attack) or (p.act_data.type == act_types.attack) or (p.act_data.type == act_types.overhead) op.need_low_block = p.act_data.type == act_types.low_attack op.need_ovh_block = p.act_data.type == act_types.overhead --[[ 全段ヒットはガードしない場合 if p.hit.full_hit or p.hit.harmless2 then op.need_block = false op.need_low_block = false op.need_ovh_block = false end ]] end for _, fb in pairs(p.fireball) do -- 飛び道具の状態チェック if fb.act ~= nil and fb.act > 0 and fb.act ~= 0xC then local act_type = act_types.attack if char_fireballs[p.char][fb.act] then -- 双角だけ中段と下段の飛び道具がある act_type = char_fireballs[p.char][fb.act].type fb.char_fireball = char_fireballs[p.char][fb.act] --print(fb.char_fireball.name, string.format("%x", fb.act)) end op.need_block = op.need_block or (act_type == act_types.low_attack) or (act_type == act_types.attack) or (act_type == act_types.overhead) op.need_low_block = op.need_low_block or (act_type == act_types.low_attack) op.need_ovh_block = op.need_ovh_block or (act_type == act_types.overhead) --print(string.format("%x %s", fb.act, act_type)) -- debug end end end -- キャラと飛び道具の当たり判定取得 for addr = 0x1DC000, 0x1DC000 + pgm:read_u8(0x10CB40) * 0x10, 0x10 do local box = { on = pgm:read_u8(addr), id = pgm:read_u8(addr+0x1), top = pgm:read_i8(addr+0x2), bottom = pgm:read_i8(addr+0x3), left = pgm:read_i8(addr+0x4), right = pgm:read_i8(addr+0x5), base = pgm:read_u32(addr+0x6), --attack_only = (pgm:read_u8(addr+0xA) == 1), --attack_only_val = pgm:read_u8(addr+0xA), pos_x = pgm:read_i16(addr+0xC) - screen_left, pos_y = height - pgm:read_i16(addr+0xE) + screen_top, } if box.on ~= 0xFF and temp_hits[box.base] then box.is_fireball = temp_hits[box.base].is_fireball == true local p = temp_hits[box.base] local base = ((p.addr.base - 0x100400) / 0x100) box.key = string.format("%x %x %s %s %s %s", base, box.id, box.top, box.bottom, box.left, box.right) if p.uniq_hitboxes[box.key] == nil then p.uniq_hitboxes[box.key] = true table.insert(p.buffer, box) end else --print("DROP " .. box.key) --debug end end for _, p in pairs(temp_hits) do -- キャラと飛び道具への当たり判定の反映 -- update_objectはキャラの位置情報と当たり判定の情報を読み込んだ後で実行すること update_object(p) -- ヒット効果、削り補正、硬直 -- 複数の攻撃判定を持っていても値は同じになる if p.attack_id then -- 058232(家庭用版)からの処理 -- 1004E9のデータ=5C83Eでセット 技ID -- 1004E9のデータ-0x20 + 0x95C0C のデータがヒット効果の元ネタ D0 -- D0 = 0x9だったら 1005E4 くらった側E4 OR 0x40の結果をセット (7ビット目に1) -- D0 = 0xAだったら 1005E4 くらった側E4 OR 0x40の結果をセット (7ビット目に1) -- D0 x 4 + 579da -- d0 = fix_bp_addr(0x0579DA + d0 * 4) --0x0579DA から4バイトのデータの並びがヒット効果の処理アドレスになる p.effect = pgm:read_u8(p.attack_id - 0x20 + fix_bp_addr(0x95BEC)) -- 削りダメージ計算種別取得 05B2A4 からの処理 p.chip_dmg_type = get_chip_dmg_type(p.attack_id) -- 硬直時間取得 05AF7C(家庭用版)からの処理 local d2 = 0xF & pgm:read_u8(p.attack_id + fix_bp_addr(0x95CCC)) p.hitstun = pgm:read_u8(0x16 + 0x2 + fix_bp_addr(0x5AF7C) + d2) + 1 + 3 -- ヒット硬直 p.blockstun = pgm:read_u8(0x1A + 0x2 + fix_bp_addr(0x5AF88) + d2) + 1 + 2 -- ガード硬直 end -- 飛び道具の有効無効確定 if p.is_fireball == true then p.alive = #p.hitboxes > 0 end local hitbox_keys = {} local hurtbox_keys = {} for k, boxtype in pairs(p.uniq_hitboxes) do if boxtype == true then elseif boxtype.type == "attack" or boxtype.type == "throw" or boxtype.type == "atemi" then table.insert(hitbox_keys, k) else table.insert(hurtbox_keys, k) end end table.sort(hitbox_keys) table.sort(hurtbox_keys) local hitbox_txt = string.format("%s %s %s ", p.attack_id, p.hit.fake_hit, p.alive) .. table.concat(hitbox_keys, "&") local hurtbox_txt = table.concat(hurtbox_keys, "&") if p.hitbox_txt ~= hitbox_txt then p.chg_hitbox_frm = global.frame_number end if p.hurtbox_txt ~= hurtbox_txt then p.chg_hurtbox_frm = global.frame_number end p.hitbox_txt = hitbox_txt p.hurtbox_txt = hurtbox_txt end for i, p in ipairs(players) do local op = players[3-i] --フレーム数 p.frame_gap = p.frame_gap or 0 p.last_frame_gap = p.last_frame_gap or 0 if mem_0x10B862 ~= 0 and p.act_contact ~= 0 then local hitstun, blockstun = 0, 0 if p.ophit and p.ophit.hitboxes then for _, box in pairs(p.ophit.hitboxes) do if box.type.type == "attack" then hitstun, blockstun = box.hitstun, box.blockstun break end end end local on_hit = p.on_hit == global.frame_number local on_guard = p.on_guard == global.frame_number if p.ophit and (on_guard or on_hit) then -- ガード時硬直, ヒット時硬直 p.last_blockstun = on_guard and blockstun or hitstun p.last_hitstop = on_guard and p.ophit.hitstop_gd or p.ophit.hitstop end elseif op.char == 20 and op.act == 0x00AF and op.act_count == 0x00 and op.act_frame == 0x09 then -- デンジャラススルー専用 p.last_blockstun = p.stop + 2 p.last_hitstop = p.stop elseif op.char == 5 and op.act == 0x00A7 and op.act_count == 0x00 and op.act_frame == 0x06 then -- 裏雲隠し専用 p.last_blockstun = p.knock_back2 + 3 p.last_hitstop = 0 end end for i, p in ipairs(players) do -- 無敵表示 p.muteki.type = 0 -- 無敵 p.vul_hi, p.vul_lo = 240, 0 for _, box in pairs(p.hitboxes) do if box.type.type == "vuln" then p.muteki.type = 3 if box.top < box.bottom then p.vul_hi = math.min(p.vul_hi, box.top-screen_top) p.vul_lo = math.max(p.vul_lo, box.bottom-screen_top) else p.vul_hi = math.min(p.vul_hi, box.bottom-screen_top) p.vul_lo = math.max(p.vul_lo, box.top-screen_top) end end end if p.in_sway_line then p.muteki.type = 4 -- スウェー上 elseif p.muteki.type == 0 then p.muteki.type = 0 -- 全身無敵 elseif 152 <= p.vul_hi and p.in_air ~= true then -- 152 ローレンス避け 156 兄龍転身 168 その他避け p.muteki.type = 1 -- 上半身無敵(地上) elseif p.vul_lo <= 172 and p.in_air ~= true then -- 160 164 168 172 ダブルローリング サイドワインダー p.muteki.type = 2 -- 足元無敵(地上) else p.muteki.type = 3 end --停止演出のチェック p.old_skip_frame = p.skip_frame if global.no_background then p.skip_frame = p.hit_skip ~= 0 or p.stop ~= 0 else -- 停止演出のチェックで背景なしチートの影響箇所をチェックするので背景なしONときは停止演出のチェックを飛ばす p.skip_frame = p.hit_skip ~= 0 or p.stop ~= 0 or (mem_0x100F56 == 0xFFFFFFFF or mem_0x100F56 == 0x0000FFFF) end --[[調査用ログ local printdata = function() print(string.format("%2x %2s %2s %2s %2s %2s %2s %2x %2s %2s %2x", p.state, --1 p.stop, --2 0x10058D pgm:read_u8(0x100569), p.stop & pgm:read_u8(0x10054c), -- 2 24 pgm:read_u8(0x100569) & pgm:read_u8(0x100550), -- 4 25 pgm:read_u8(0x100516), -- 17 25 p.pos_z, p.knock_back3, p.on_sway_line, p.on_main_line, p.act )) end if p.state == 1 or p.state == 2 or p.state == 3 then if p.old_state ~= p.state then print("--") end printdata() elseif p.old_state == 1 or p.old_state == 2 or p.old_state == 3 then printdata() end ]] if p.hit_skip ~= 0 or mem_0x100F56 ~= 0 then --停止フレームはフレーム計算しない if p.hit_skip ~= 0 then --ヒットストップの減算 p.hit_skip = p.hit_skip - 1 end end -- ヒットフレームの判断 if p.state ~= 1 and p.state ~= 3 then p.hit1 = 0 elseif p.on_hit == global.frame_number then p.hit1 = 1 -- 1ヒット確定 end -- 停止時間なしのヒットガードのためelseifで繋げない if (p.hit1 == 1 and p.skip_frame == false) or ((p.state == 1 or p.state == 3) and p.old_skip_frame == true and p.skip_frame == false) then p.hit1 = 2 -- ヒット後のヒットストップ解除フレームの記録 p.on_hit1 = global.frame_number end -- ガードフレームの判断 if p.state ~= 2 then p.guard1 = 0 elseif p.on_guard == global.frame_number then p.guard1 = 1 -- 1ガード確定 end -- 停止時間なしのヒットガードのためelseifで繋げない if (p.guard1 == 1 and p.skip_frame == false) or (p.state == 2 and p.old_skip_frame == true and p.skip_frame == false) then p.guard1 = 2 -- ガード後のヒットストップ解除フレームの記録 p.on_guard1 = global.frame_number end end if global.log.baselog or global.log.keylog or global.log.poslog then local p1, p2 = players[1], players[2] local log1, log2 = string.format("P1 %s ", get_act_name(p1.act_data)), string.format("P2 %s ", get_act_name(p2.act_data)) -- ベースアドレスログ if global.log.baselog then local b1 = p1.bases[#players[1].bases] local b2 = p2.bases[#players[2].bases] log1 = string.format("%s addr %3s %8x %0.03f ", log1, 999 < b1.count and "LOT" or b1.count, b1.addr, b1.xmov) log2 = string.format("%s addr %3s %8x %0.03f ", log2, 999 < b2.count and "LOT" or b2.count, b2.addr, b2.xmov) end -- 入力ログ if global.log.keylog then log1 = string.format("%s key %s ", log1, p1.key_hist[#p1.key_hist]) log2 = string.format("%s key %s ", log2, p2.key_hist[#p2.key_hist]) end -- 位置ログ if global.log.poslog then log1 = string.format("%s pos %4d.%05d %4d.%05d %2s %3s", log1, p1.pos, p1.pos_frc, p1.pos_y, p1.pos_frc_y, p1.act_count, p1.act_frame) log2 = string.format("%s pos %4d.%05d %4d.%05d %2s %3s", log2, p2.pos, p2.pos_frc, p2.pos_y, p2.pos_frc_y, p2.act_count, p2.act_frame) end print(log1, log2) end for _, p in ipairs(players) do -- リバーサルのランダム選択 p.dummy_rvs = nil if p.dummy_bs_chr == p.char then if (p.dummy_wakeup == wakeup_type.tech or p.dummy_wakeup == wakeup_type.sway or p.dummy_wakeup == wakeup_type.rvs) and #p.dummy_rvs_list > 0 then p.dummy_rvs = get_next_rvs(p) end end -- ブレイクショットのランダム選択 p.dummy_bs = nil if p.dummy_rvs_chr == p.char then if p.dummy_gd == dummy_gd_type.bs and #p.dummy_bs_list > 0 then if p.state == 2 and p.skip_frame then p.dummy_bs = get_next_bs(p) end end end -- BSモード用技ID更新フック用の値更新 if p.bs_hooked + 2 < global.frame_number then pgm:write_u8(p.addr.bs_hook3, 0xFF) -- 初期化 end p.write_bs_hook = function(bs_hook) if bs_hook and bs_hook.id then pgm:write_u8(p.addr.bs_hook1, bs_hook.id or 0x00) pgm:write_u16(p.addr.bs_hook2, bs_hook.ver or 0x0600) pgm:write_u8(p.addr.bs_hook3, 0x01) p.bs_hooked = global.frame_number --print(string.format("bshook %s %x %x %x", global.frame_number, p.act, bs_hook.id or 0x20, bs_hook.ver or 0x0600)) else pgm:write_u8(p.addr.bs_hook1, 0x00) pgm:write_u16(p.addr.bs_hook2, 0x0600) pgm:write_u8(p.addr.bs_hook3, 0xFF) -- print(string.format("bshook %s %x %x %x", global.frame_number, 0x20, 0x0600)) end end end -- キャラ間の距離 p_space = players[1].pos - players[2].pos -- プレイヤー操作事前設定(それぞれCPUか人力か入れ替えか) -- キー入力の取得(1P、2Pの操作を入れ替えていたりする場合もあるのでモード判定と一緒に処理する) local reg_p1cnt = pgm:read_u8(players[1].addr.reg_pcnt) local reg_p2cnt = pgm:read_u8(players[2].addr.reg_pcnt) local reg_st_b = pgm:read_u8(players[1].addr.reg_st_b) for i, p in ipairs(players) do -- プレイヤー vs プレイヤー, プレイヤー vs CPU, CPU vs プレイヤー, 1P&2P入れ替え, レコード, 同じ位置でリプレイ, その場でリプレイ if global.dummy_mode == 2 then p.control = i == 1 and i or 3 elseif global.dummy_mode == 3 then p.control = i == 1 and 3 or i elseif global.dummy_mode == 4 or global.dummy_mode == 5 then p.control = 3-i else p.control = i end pgm:write_u8(p.addr.control1, p.control) -- Human 1 or 2, CPU 3 pgm:write_u8(p.addr.control2, p.control) -- Human 1 or 2, CPU 3 -- キー入力 if p.control == 1 then p.reg_pcnt = reg_p1cnt p.reg_st_b = reg_st_b elseif p.control == 2 then p.reg_pcnt = reg_p2cnt p.reg_st_b = reg_st_b else p.reg_pcnt = 0xFF p.reg_st_b = 0xFF end end apply_1p2p_active() for i, p in ipairs(players) do local op = players[3-i] -- 飛び道具 local chg_fireball_state = false local fb_upd_groups = {} for _, fb in pairs(p.fireball) do if fb.has_atk_box == true then fb.atk_count = fb.atk_count + 1 if fb.atk_count == 1 and get_act_name(fb.act_data_fired) == get_act_name(p.act_data) then chg_fireball_state = true end break end end --ガード移行できない行動は色替えする local col, line = 0xAAF0E68C, 0xDDF0E68C if p.skip_frame then col, line = 0xAA888888, 0xDD888888 elseif p.attacking then if p.juggling then col, line = 0xAAFF4500, 0xDDFF4500 else col, line = 0xAAFF00FF, 0xDDFF00FF end elseif p.dmmy_attacking then if p.juggling then col, line = 0x00000000, 0xDDFF4500 else col, line = 0x00000000, 0xDDFF00FF end elseif p.throwing then col, line = 0xAAD2691E, 0xDDD2691E elseif p.can_juggle then col, line = 0xAAFFA500, 0xDDFFA500 elseif p.can_otg then col, line = 0xAAFFA500, 0xDDFFA500 elseif p.act_normal then col, line = 0x44FFFFFF, 0xDDFFFFFF end -- 3 "ON:判定の形毎", 4 "ON:攻撃判定の形毎", 5 "ON:くらい判定の形毎", local reach_memo = "" if p.disp_frm == 3 then reach_memo = p.hitbox_txt .. "&" .. p.hurtbox_txt elseif p.disp_frm == 4 then reach_memo = p.hitbox_txt elseif p.disp_frm == 5 then reach_memo = p.hurtbox_txt end local act_count = p.act_count or 0 local max_hit_dn = p.attacking and p.hit.max_hit_dn or 0 -- 行動が変わったかのフラグ local frame = p.act_frames[#p.act_frames] --[[ local chg_act_name = (p.old_act_data.name ~= p.act_data.name) local disp_name = convert(p.act_data.disp_name or p.act_data.name) ]] local concrete_name, chg_act_name, disp_name if frame ~= nil then if p.act_data.names then chg_act_name = true for _, name in pairs(p.act_data.names) do if frame.name == name then chg_act_name = false concrete_name = frame.name disp_name = frame.disp_name p.act_1st = false end end if chg_act_name then concrete_name = p.act_data.name or p.act_data.names[1] disp_name = convert(p.act_data.disp_name or concrete_name) end elseif frame.name ~= p.act_data.name then concrete_name = p.act_data.name disp_name = convert(p.act_data.disp_name or concrete_name) chg_act_name = true else concrete_name = frame.name disp_name = frame.disp_name chg_act_name = false end else concrete_name = p.act_data.name disp_name = convert(p.act_data.disp_name or concrete_name) chg_act_name = true end if #p.act_frames == 0 or chg_act_name or frame.col ~= col or p.chg_air_state ~= 0 or chg_fireball_state == true or p.act_1st or frame.reach_memo ~= reach_memo or (max_hit_dn > 1 and frame.act_count ~= act_count) then --行動IDの更新があった場合にフレーム情報追加 frame = { act = p.act, count = 1, col = col, name = concrete_name, disp_name = disp_name, line = line, chg_fireball_state = chg_fireball_state, chg_air_state = p.chg_air_state, act_1st = p.act_1st, reach_memo = reach_memo, act_count = act_count, max_hit_dn = max_hit_dn, } table.insert(p.act_frames , frame) if 180 < #p.act_frames then --バッファ長調整 table.remove(p.act_frames, 1) end else --同一行動IDが継続している場合はフレーム値加算 frame.count = frame.count + 1 end -- 技名でグループ化したフレームデータの配列をマージ生成する p.act_frames2, _ = frame_groups(frame, p.act_frames2 or {}) -- 表示可能範囲(最大で横画面幅)以上は加算しない p.act_frames_total = (332 < p.act_frames_total) and 332 or (p.act_frames_total + 1) -- 後の処理用に最終フレームを保持 local last_frame = frame -- 無敵表示 if p.muteki.type == 4 then -- スウェー上 col, line = 0xAAFFA500, 0xDDAFEEEE elseif p.muteki.type == 0 then -- 全身無敵 col, line = 0xAAB0E0E6, 0xDDAFEEEE elseif p.muteki.type == 1 then -- 上半身無敵(地上) col, line = 0xAA32CD32, 0xDDAFEEEE elseif p.muteki.type == 2 then -- 足元無敵(地上) col, line = 0xAA9400D3, 0xDDAFEEEE else col, line = 0x00000000, 0x00000000 end --print(string.format("top %s, hi %s, lo %s", screen_top, vul_hi, vul_lo)) frame = p.muteki.act_frames[#p.muteki.act_frames] if frame == nil or chg_act_name or frame.col ~= col or p.state ~= p.old_state or p.act_1st then --行動IDの更新があった場合にフレーム情報追加 frame = { act = p.act, count = 1, col = col, name = concrete_name, disp_name = disp_name, line = line, act_1st = p.act_1st, } table.insert(p.muteki.act_frames , frame) if 180 < #p.muteki.act_frames then --バッファ長調整 table.remove(p.muteki.act_frames, 1) end else --同一行動IDが継続している場合はフレーム値加算 frame.count = frame.count + 1 end -- 技名でグループ化したフレームデータの配列をマージ生成する local upd_group = false p.muteki.act_frames2, upd_group = frame_groups(frame, p.muteki.act_frames2 or {}) -- メインフレーム表示からの描画開始位置を記憶させる if upd_group then last_frame.muteki = last_frame.muteki or {} table.insert(last_frame.muteki, p.muteki.act_frames2[#p.muteki.act_frames2]) end -- フレーム差 -- フレーム差のバッファ local old_last_frame_gap = p.last_frame_gap local save_frame_gap = function() local upd = false if old_last_frame_gap > 0 and old_last_frame_gap > p.last_frame_gap then upd = true elseif old_last_frame_gap < 0 and old_last_frame_gap < p.last_frame_gap then upd = true elseif old_last_frame_gap ~= 0 and p.last_frame_gap == 0 then upd = true end if upd then table.insert(p.hist_frame_gap, old_last_frame_gap) if 10 < #p.hist_frame_gap then --バッファ長調整 table.remove(p.hist_frame_gap, 1) end end end -- フレーム差の更新 if p.act_normal and op.act_normal then if not p.old_act_normal and not op.old_act_normal then p.last_frame_gap = 0 end p.frame_gap = 0 col, line = 0x00000000, 0x00000000 elseif not p.act_normal and not op.act_normal then if p.state == 0 and op.state ~= 0 then p.frame_gap = p.frame_gap + 1 p.last_frame_gap = p.frame_gap col, line = 0xAA0000FF, 0xDD0000FF elseif p.state ~= 0 and op.state == 0 then p.frame_gap = p.frame_gap - 1 p.last_frame_gap = p.frame_gap col, line = 0xAAFF6347, 0xDDFF6347 else p.frame_gap = 0 col, line = 0x00000000, 0x00000000 end elseif p.act_normal and not op.act_normal then -- 直前が行動中ならリセットする if not p.old_act_normal then p.frame_gap = 0 end p.frame_gap = p.frame_gap + 1 p.last_frame_gap = p.frame_gap col, line = 0xAA0000FF, 0xDD0000FF elseif not p.act_normal and op.act_normal then -- 直前が行動中ならリセットする if not op.old_act_normal then p.frame_gap = 0 end p.frame_gap = p.frame_gap - 1 p.last_frame_gap = p.frame_gap col, line = 0xAAFF6347, 0xDDFF6347 end save_frame_gap() frame = p.frm_gap.act_frames[#p.frm_gap.act_frames] if frame == nil or chg_act_name or (frame.col ~= col and (p.frame_gap == 0 or p.frame_gap == -1 or p.frame_gap == 1)) or p.act_1st then --行動IDの更新があった場合にフレーム情報追加 frame = { act = p.act, count = 1, col = col, name = concrete_name, disp_name = disp_name, line = line, act_1st = p.act_1st, } table.insert(p.frm_gap.act_frames , frame) if 180 < #p.frm_gap.act_frames then --バッファ長調整 table.remove(p.frm_gap.act_frames, 1) end else --同一行動IDが継続している場合はフレーム値加算 frame.count = frame.count + 1 end -- 技名でグループ化したフレームデータの配列をマージ生成する p.frm_gap.act_frames2, upd_group = frame_groups(frame, p.frm_gap.act_frames2 or {}) -- メインフレーム表示からの描画開始位置を記憶させる if upd_group then last_frame.frm_gap = last_frame.frm_gap or {} table.insert(last_frame.frm_gap, p.frm_gap.act_frames2[#p.frm_gap.act_frames2]) end -- 飛び道具2 for fb_base, fb in pairs(p.fireball) do local frame = fb.act_frames[#fb.act_frames] local reset, new_name = false, get_act_name(fb.act_data_fired) if p.act_data.firing then if p.act_1st then reset = true elseif not frame or frame.name ~= get_act_name(fb.act_data_fired) then reset = true end elseif fb.act == 0 and (not frame or frame.name ~= "") then reset = true new_name = "" end local col, line, act if p.skip_frame then col, line, act = 0x00000000, 0x00000000, 0 elseif fb.has_atk_box == true then if fb.fake_hit == true then col, line, act = 0xAA00FF33, 0xDD00FF33, 2 elseif fb.obsl_hit == true or fb.full_hit == true or fb.harmless2 == true then if fb.juggling then col, line, act = 0x00000000, 0xDDFF4500, 1 else col, line, act = 0x00000000, 0xDDFF1493, 0 end else if fb.juggling then col, line, act = 0xAAFF4500, 0xDDFF4500, 1 else col, line, act = 0xAAFF00FF, 0xDDFF00FF, 1 end end else col, line, act = 0x00000000, 0x00000000, 0 end -- 3 "ON:判定の形毎", 4 "ON:攻撃判定の形毎", 5 "ON:くらい判定の形毎", local reach_memo = "" if fb.disp_frm == 3 then reach_memo = fb.hitbox_txt .. "&" .. fb.hurtbox_txt elseif p.disp_frm == 4 then reach_memo = fb.hitbox_txt elseif p.disp_frm == 5 then reach_memo = fb.hurtbox_txt end local act_count = fb.actb local max_hit_dn = fb.hit.max_hit_dn if #fb.act_frames == 0 or (frame == nil) or frame.col ~= col or reset or frame.reach_memo ~= reach_memo or (max_hit_dn > 1 and frame.act_count ~= act_count) then -- 軽量化のため攻撃の有無だけで記録を残す frame = { act = act, count = 1, col = col, name = new_name, line = line, act_1st = reset, reach_memo = reach_memo, act_count = act_count, max_hit_dn = max_hit_dn, } -- 関数の使いまわすためact_framesは配列にするが明細を表示ないので1個しかもたなくていい fb.act_frames[1] = frame else -- 同一行動IDが継続している場合はフレーム値加算 frame.count = frame.count + 1 end -- 技名でグループ化したフレームデータの配列をマージ生成する fb.act_frames2, fb_upd_groups[fb_base] = frame_groups(frame, fb.act_frames2 or {}) end -- メインフレーム表示からの描画開始位置を記憶させる for fb_base, fb_upd_group in pairs(fb_upd_groups) do if fb_upd_group then last_frame.fireball = last_frame.fireball or {} last_frame.fireball[fb_base] = last_frame.fireball[fb_upd_group] or {} local last_fb_frame = last_frame.fireball[fb_base] table.insert(last_fb_frame, p.fireball[fb_base].act_frames2[# p.fireball[fb_base].act_frames2]) last_fb_frame[#last_fb_frame].parent_count = last_frame.last_total end end end --1Pと2Pともにフレーム数が多すぎる場合は加算をやめる fix_max_framecount() -- フレーム経過による硬直差の減少 for _, p in ipairs(players) do if p.last_hitstop > 0 then p.last_hitstop = p.last_hitstop - 1 elseif p.last_blockstun > 0 then p.last_blockstun = p.last_blockstun - 1 end end for i, p in ipairs(players) do -- くらい判定等の常時更新するサマリ情報 local all_summary = make_hurt_summary(p, p.hit_summary) -- 攻撃判定のサマリ情報 local last_hit_summary = nil for _, fb in pairs(p.fireball) do if fb.alive == true and check_edge(fb.hit_summary.edge.hit) then last_hit_summary = make_hit_summary(fb, fb.hit_summary) break end end if last_hit_summary == nil then if check_edge(p.hit_summary.edge.hit) then last_hit_summary = make_hit_summary(p, p.hit_summary) else last_hit_summary = p.old_hit_summary end end p.old_hit_summary = last_hit_summary if check_edge(p.hit_summary.edge.throw) then p.throw_summary = make_throw_summary(p, p.hit_summary) else p.throw_summary = p.old_throw_summary or {} end p.old_throw_summary = p.throw_summary if check_edge(p.hit_summary.edge.parry) then p.parry_summary = make_parry_summary(p, p.hit_summary) else p.parry_summary = p.old_parry_summary or {} end p.old_parry_summary = p.parry_summary -- 攻撃モーション単位で変わるサマリ情報 if p.old_attack ~= p.attack and p.attack > 0 then p.atk_summary = make_atk_summary(p, p.hit_summary) else p.atk_summary = p.old_atk_summary or {} end p.old_atk_summary = p.atk_summary -- 攻撃モーション単位で変わるサマリ情報 if p.attack_id ~= 0 or -- 判定発生 testbit(p.state_flags2, 0x1000000) or -- フェイント ((p.old_attack ~= p.attack and p.attack > 0) and -- 有効な攻撃中 (p.is_fireball or p.fake_hit ~= true)) then p.atkid_summary = make_atkid_summary(p, p.hit_summary) else p.atkid_summary = p.old_atkid_summary or {} end p.old_atkid_summary = p.atkid_summary -- サマリ情報を結合する for _, row in ipairs(p.atkid_summary) do table.insert(all_summary, row) end for _, row in ipairs(p.atk_summary) do table.insert(all_summary, row) end for _, row in ipairs(p.throw_summary) do table.insert(all_summary, row) end for _, row in ipairs(p.parry_summary) do table.insert(all_summary, row) end for _, row in ipairs(last_hit_summary or {}) do table.insert(all_summary, row) end p.all_summary = sort_summary(all_summary) end for i, p in ipairs(players) do local p1 = i == 1 local op = players[3-i] -- 入力表示用の情報構築 local key_now = p.key_now key_now.d = (p.reg_pcnt & 0x80) == 0x00 and posi_or_pl1(key_now.d ) or nega_or_mi1(key_now.d ) -- Button D key_now.c = (p.reg_pcnt & 0x40) == 0x00 and posi_or_pl1(key_now.c ) or nega_or_mi1(key_now.c ) -- Button C key_now.b = (p.reg_pcnt & 0x20) == 0x00 and posi_or_pl1(key_now.b ) or nega_or_mi1(key_now.b ) -- Button B key_now.a = (p.reg_pcnt & 0x10) == 0x00 and posi_or_pl1(key_now.a ) or nega_or_mi1(key_now.a ) -- Button A key_now.rt = (p.reg_pcnt & 0x08) == 0x00 and posi_or_pl1(key_now.rt) or nega_or_mi1(key_now.rt) -- Right key_now.lt = (p.reg_pcnt & 0x04) == 0x00 and posi_or_pl1(key_now.lt) or nega_or_mi1(key_now.lt) -- Left key_now.dn = (p.reg_pcnt & 0x02) == 0x00 and posi_or_pl1(key_now.dn) or nega_or_mi1(key_now.dn) -- Down key_now.up = (p.reg_pcnt & 0x01) == 0x00 and posi_or_pl1(key_now.up) or nega_or_mi1(key_now.up) -- Up key_now.sl = (p.reg_st_b & (p1 and 0x02 or 0x08)) == 0x00 and posi_or_pl1(key_now.sl) or nega_or_mi1(key_now.sl) -- Select key_now.st = (p.reg_st_b & (p1 and 0x01 or 0x04)) == 0x00 and posi_or_pl1(key_now.st) or nega_or_mi1(key_now.st) -- Start local lever, lever_no if (p.reg_pcnt & 0x05) == 0x00 then lever, lever_no = "_7", 7 elseif (p.reg_pcnt & 0x09) == 0x00 then lever, lever_no = "_9", 9 elseif (p.reg_pcnt & 0x06) == 0x00 then lever, lever_no = "_1", 1 elseif (p.reg_pcnt & 0x0A) == 0x00 then lever, lever_no = "_3", 3 elseif (p.reg_pcnt & 0x01) == 0x00 then lever, lever_no = "_8", 8 elseif (p.reg_pcnt & 0x02) == 0x00 then lever, lever_no = "_2", 2 elseif (p.reg_pcnt & 0x04) == 0x00 then lever, lever_no = "_4", 4 elseif (p.reg_pcnt & 0x08) == 0x00 then lever, lever_no = "_6", 6 else lever, lever_no = "_N", 5 end local btn_a, btn_b, btn_c, btn_d = false, false, false, false if (p.reg_pcnt & 0x10) == 0x00 then lever = lever .. "_A" btn_a = true end if (p.reg_pcnt & 0x20) == 0x00 then lever = lever .. "_B" btn_b = true end if (p.reg_pcnt & 0x40) == 0x00 then lever = lever .. "_C" btn_c = true end if (p.reg_pcnt & 0x80) == 0x00 then lever = lever .. "_D" btn_d = true end table.insert(p.ggkey_hist, { l = lever_no, a = btn_a, b = btn_b, c = btn_c, d = btn_d, }) while 60 < #p.ggkey_hist do --バッファ長調整 table.remove(p.ggkey_hist, 1) end if p.key_hist[#p.key_hist] ~= lever then for k = 2, #p.key_hist do p.key_hist[k - 1] = p.key_hist[k] p.key_frames[k - 1] = p.key_frames[k] end if 16 ~= #p.key_hist then p.key_hist[#p.key_hist + 1] = lever p.key_frames[#p.key_frames + 1] = 1 else p.key_hist[#p.key_hist] = lever p.key_frames[#p.key_frames] = 1 end else local frmcount = p.key_frames[#p.key_frames] --フレーム数が多すぎる場合は加算をやめる p.key_frames[#p.key_frames] = (999 < frmcount) and 1000 or (frmcount + 1) end -- コンボ数とコンボダメージの処理 if p.normal_state == true then p.tmp_combo_dmg = 0 p.last_combo_stun_offset = p.stun p.last_combo_st_timer_offset = p.stun_timer end --if p.hitstop > 0 then -- print(string.format("%x:%s hit:%s gd:%s %s %s", p.addr.base, p.hitstop, p.hitstop, math.max(2, p.hitstop-1), p.dmg_scaling, p.tmp_dmg)) --end if p.tmp_pow_rsv > 0 then p.tmp_pow = p.tmp_pow + p.tmp_pow_rsv end if p.tmp_pow > 0 then p.last_pow = p.tmp_pow -- TODO: 大バーン→クラックシュートみたいな繋ぎのときにちゃんと加算されない if p.last_normal_state == true and p.normal_state == true then p.tmp_combo_pow = p.tmp_pow elseif p.last_normal_state == true and p.normal_state == false then p.tmp_combo_pow = p.tmp_pow elseif p.tmp_combo == 1 then p.tmp_combo_pow = p.tmp_pow else p.tmp_combo_pow = p.tmp_combo_pow + p.tmp_pow end p.last_combo_pow = p.tmp_combo_pow p.max_combo_pow = math.max(p.max_combo_pow, p.tmp_combo_pow) end if p.pure_dmg > 0 then -- ヒットしなくても算出しているのでp.tmp_dmgでチェックしない p.last_pure_dmg = p.pure_dmg end if p.tmp_dmg ~= 0x00 then p.last_dmg = p.tmp_dmg p.tmp_combo_dmg = p.tmp_combo_dmg + p.tmp_dmg p.last_combo = p.tmp_combo p.last_combo_dmg = p.tmp_combo_dmg p.last_dmg_scaling = p.dmg_scaling p.max_dmg = math.max(p.max_dmg, p.tmp_combo_dmg) p.last_stun = p.tmp_stun p.last_st_timer = p.tmp_st_timer p.last_combo_stun = p.stun - p.last_combo_stun_offset p.last_combo_st_timer = math.max(0, p.stun_timer - p.last_combo_st_timer_offset) p.max_disp_stun = math.max(p.max_disp_stun, p.last_combo_stun) p.max_st_timer = math.max(p.max_st_timer, p.last_combo_st_timer) p.init_stun = init_stuns[p.char] end do_recover(p, op) end -- プレイヤー操作 for i, p in ipairs(players) do local op = players[3-i] if p.control == 1 or p.control == 2 then --前進とガード方向 local sp = p_space == 0 and prev_p_space or p_space sp = i == 1 and sp or (sp * -1) local lt, rt = "P".. p.control .." Left", "P" .. p.control .. " Right" p.block_side = 0 < sp and rt or lt p.front_side = 0 < sp and lt or rt -- レコード中、リプレイ中は行動しないためのフラグ local accept_control = true if global.dummy_mode == 5 then accept_control = false elseif global.dummy_mode == 6 then if global.rec_main == rec_play and recording.player == p.control then accept_control = false end end -- 立ち, しゃがみ, ジャンプ, 小ジャンプ, スウェー待機 -- { "立ち", "しゃがみ", "ジャンプ", "小ジャンプ", "スウェー待機" }, -- レコード中、リプレイ中は行動しない if accept_control then if p.dummy_act == 1 then elseif p.dummy_act == 2 and p.sway_status == 0x00 then next_joy["P" .. p.control .. " Down"] = true elseif p.dummy_act == 3 and p.sway_status == 0x00 then next_joy["P" .. p.control .. " Up"] = true elseif p.dummy_act == 4 and p.sway_status == 0x00 and p.state_bits[18] ~= 1 then -- 地上のジャンプ移行モーション以外だったら上入力 next_joy["P" .. p.control .. " Up"] = true elseif p.dummy_act == 5 then if p.in_sway_line ~= true and p.state == 0 and op.in_sway_line ~= true and op.act ~= 0x65 and op.act ~= 0x66 then if joy_val["P" .. p.control .. " Button 4"] < 0 then next_joy["P" .. p.control .. " Button 4"] = true end next_joy["P" .. p.control .. " Down"] = true elseif p.in_sway_line == true then next_joy["P" .. p.control .. " Up"] = true end end end -- なし, オート, 1ヒットガード, 1ガード, 常時, ランダム, 強制 if p.dummy_gd == dummy_gd_type.force then pgm:write_u8(p.addr.force_block, 0x01) else pgm:write_u8(p.addr.force_block, 0x00) end -- リプレイ中は自動ガードしない if (p.need_block or p.need_low_block or p.need_ovh_block) and accept_control then if jump_acts[p.act] then next_joy["P" .. p.control .. " Up"] = false end if p.dummy_gd == dummy_gd_type.fixed then -- 常時(ガード方向はダミーモードに従う) next_joy[p.block_side] = true p.backstep_killer = true elseif p.dummy_gd == dummy_gd_type.auto or -- オート p.dummy_gd == dummy_gd_type.bs or -- ブレイクショット (p.dummy_gd == dummy_gd_type.random and p.random_boolean) or -- ランダム (p.dummy_gd == dummy_gd_type.hit1 and p.next_block) or -- 1ヒットガード (p.dummy_gd == dummy_gd_type.guard1) -- 1ガード then -- 中段から優先 if p.need_ovh_block then next_joy["P" .. p.control .. " Down"] = false p.backstep_killer = true elseif p.need_low_block then next_joy["P" .. p.control .. " Up"] = false next_joy["P" .. p.control .. " Down"] = true p.backstep_killer = false else p.backstep_killer = true end if p.dummy_gd == dummy_gd_type.guard1 and p.next_block ~= true then -- 1ガードの時は連続ガードの上下段のみ対応させる next_joy[p.block_side] = false p.backstep_killer = false else next_joy[p.block_side] = true end end else if p.backstep_killer then next_joy["P" .. p.control .. " Down"] = true p.backstep_killer = false end end -- 次のガード要否を判断する if p.dummy_gd == dummy_gd_type.hit1 then -- 1ヒットガードのときは次ガードすべきかどうかの状態を切り替える if global.frame_number == p.on_hit then p.next_block = true -- ヒット時はガードに切り替え p.next_block_ec = 75 -- カウンター初期化 elseif global.frame_number == p.on_guard then p.next_block = false end if p.next_block == false then -- カウンター消費しきったらヒットするように切り替える p.next_block_ec = p.next_block_ec and (p.next_block_ec - 1) or 0 if p.next_block_ec == 0 then p.next_block = false end end elseif p.dummy_gd == dummy_gd_type.guard1 then if p.guard1 == 0 and p.next_block_ec == 75 then p.next_block = true --print("guard0") elseif p.guard1 == 1 then p.next_block = true p.next_block_ec = 75 -- カウンター初期化 --print("guard1") elseif p.guard1 == 2 and global.frame_number <= (p.on_guard1 + global.next_block_grace) then p.next_block = true --print("in grace") else -- カウンター消費しきったらガードするように切り替える p.next_block_ec = p.next_block_ec and (p.next_block_ec - 1) or 0 if p.next_block_ec == 0 then p.next_block = true p.next_block_ec = 75 -- カウンター初期化 p.guard1 = 0 --print("reset") elseif global.frame_number == p.on_guard then p.next_block_ec = 75 -- カウンター初期化 p.next_block = false --print("countdown " .. p.next_block_ec) else p.next_block = false --print("countdown " .. p.next_block_ec) end end if global.frame_number == p.on_hit then -- ヒット時はガードに切り替え p.next_block = true p.next_block_ec = 75 -- カウンター初期化 p.guard1 = 0 --print("HIT reset") end --print((p.next_block and "G" or "-") .. " " .. p.next_block_ec .. " " .. p.state .. " " .. op.old_state) end --挑発中は前進 if p.fwd_prov and op.provoke then next_joy[p.front_side] = true end local input_bs = function() p.write_bs_hook(p.dummy_bs) end local input_rvs = function(rvs_type, p, logtxt) if global.log.rvslog and logtxt then print(logtxt) end -- set_step(p, true) if p.dummy_rvs.throw then if p.act == 0x9 and p.act_frame > 1 then -- 着地硬直は投げでないのでスルー return end if op.in_air then return end if op.sway_status ~= 0x00 then -- 全投げ無敵 return end if p.dummy_rvs.cmd then -- 通常投げ if not p.n_throwable or not p.throw.in_range then --return end end elseif p.dummy_rvs.jump then if p.state == 0 and p.old_state == 0 and (p.state_flags | p.old_state_flags) & 0x10000 == 0x10000 then -- 連続通常ジャンプを繰り返さない return end end if p.dummy_rvs.cmd then if rvs_types.knock_back_recovery ~= rvs_type then if (((p.state_flags | p.old_state_flags) & 0x2 == 0x2) or pre_down_acts[p.act]) and p.dummy_rvs.cmd == cmd_base._2d then -- print("NO", p.state_flags, p.dummy_rvs.name, string.format("%x", p.act)) -- no act else -- print("do", p.state_flags, p.dummy_rvs.name, string.format("%x", p.act)) p.dummy_rvs.cmd(p, next_joy) end end else p.write_bs_hook(p.dummy_rvs) end end -- ガードリバーサル if global.dummy_rvs_cnt == 1 then p.gd_rvs_enabled = true elseif p.gd_rvs_enabled ~= true and p.dummy_wakeup == wakeup_type.rvs and p.dummy_rvs and p.on_guard == global.frame_number then p.rvs_count = (p.rvs_count < 1) and 1 or p.rvs_count + 1 if global.dummy_rvs_cnt <= p.rvs_count and p.dummy_rvs then p.gd_rvs_enabled = true p.rvs_count = -1 end elseif p.gd_rvs_enabled and p.state ~= 2 then -- ガード状態が解除されたらリバサ解除 p.gd_rvs_enabled = false end -- TODO: ライン送られのリバーサルを修正する。猶予1F -- print(p.state, p.knock_back1, p.knock_back2, p.knock_back3, p.stop, rvs_types.in_knock_back, p.last_blockstun, string.format("%x", p.act), p.act_count, p.act_frame) -- ヒットストップ中は無視 if not p.skip_frame then -- なし, リバーサル, テクニカルライズ, グランドスウェー, 起き上がり攻撃 if (p.dummy_wakeup == wakeup_type.tech or p.dummy_wakeup == wakeup_type.sway or p.dummy_wakeup == wakeup_type.rvs) and p.dummy_rvs then -- ダウン起き上がりリバーサル入力 if wakeup_acts[p.act] and (wakeup_frms[p.char] - 3) <= (global.frame_number - p.on_wakeup) then input_rvs(rvs_types.on_wakeup, p, string.format("ダウン起き上がりリバーサル入力1 %s %s", wakeup_frms[p.char], (global.frame_number - p.on_wakeup))) end -- 着地リバーサル入力(やられの着地) if 1 < p.pos_y_down and p.old_pos_y > p.pos_y and p.in_air ~= true then input_rvs(rvs_types.knock_back_landing, p, "着地リバーサル入力(やられの着地)") end -- 着地リバーサル入力(通常ジャンプの着地) if p.act == 0x9 and (p.act_frame == 2 or p.act_frame == 0) then input_rvs(rvs_types.jump_landing, p, "着地リバーサル入力(通常ジャンプの着地)") end -- リバーサルじゃない最速入力 if p.state == 0 and p.act_data.name ~= "やられ" and p.old_act_data.name == "やられ" and p.knock_back1 == 0 then input_rvs(rvs_types.knock_back_recovery, p, "リバーサルじゃない最速入力") end -- のけぞりのリバーサル入力 if (p.state == 1 or (p.state == 2 and p.gd_rvs_enabled)) and p.stop == 0 then -- のけぞり中のデータをみてのけぞり終了の2F前に入力確定する -- 奥ラインへ送った場合だけ無視する(p.act ~= 0x14A) if p.knock_back3 == 0x80 and p.knock_back1 == 0 and p.act ~= 0x14A then input_rvs(rvs_types.in_knock_back, p, "のけぞり中のデータをみてのけぞり終了の2F前に入力確定する1") elseif p.old_knock_back1 > 0 and p.knock_back1 == 0 then input_rvs(rvs_types.in_knock_back, p, "のけぞり中のデータをみてのけぞり終了の2F前に入力確定する2") end -- デンジャラススルー用 if p.knock_back3 == 0x0 and p.stop < 3 and p.base == 0x34538 then input_rvs(rvs_types.dangerous_through, p, "デンジャラススルー用") end elseif p.state == 3 and p.stop == 0 and p.knock_back2 <= 1 then -- 当身うち空振りと裏雲隠し用 input_rvs(rvs_types.atemi, p, "当身うち空振りと裏雲隠し用") end -- 奥ラインへ送ったあとのリバサ if p.act == 0x14A and (p.act_count == 4 or p.act_count == 5) and p.old_act_frame == 0 and p.act_frame == 0 and p.tw_frame == 0 then input_rvs(rvs_types.in_knock_back, p, string.format("奥ラインへ送ったあとのリバサ %x %x %x %s", p.act, p.act_count, p.act_frame, p.tw_frame)) end -- テクニカルライズのリバサ if p.act == 0x2C9 and p.act_count == 2 and p.act_frame == 0 and p.tw_frame == 0 then input_rvs(rvs_types.in_knock_back, p, string.format("テクニカルライズのリバサ1 %x %x %x %s", p.act, p.act_count, p.act_frame, p.tw_frame)) end if p.act == 0x2C9 and p.act_count == 0 and p.act_frame == 2 and p.tw_frame == 0 then input_rvs(rvs_types.in_knock_back, p, string.format("テクニカルライズのリバサ2 %x %x %x %s", p.act, p.act_count, p.act_frame, p.tw_frame)) end -- グランドスウェー local sway_act_frame = 0 if sway_act_counts[p.char] ~= 0 then sway_act_frame = 1 end if p.act == 0x13E and p.act_count == sway_act_counts[p.char] and p.act_frame == sway_act_frame then input_rvs(rvs_types.in_knock_back, p, string.format("グランドスウェーのあとのリバサ %x %x %x %s", p.act, p.act_count, p.act_frame, p.tw_frame)) end end if p.dummy_wakeup == wakeup_type.tech and p.on_down == global.frame_number then -- テクニカルライズ入力 cmd_base._2d(p, next_joy) elseif p.dummy_wakeup == wakeup_type.sway and p.on_down == global.frame_number then -- グランドスウェー入力 cmd_base._8d(p, next_joy) elseif p.dummy_wakeup == wakeup_type.atk and p.on_down == global.frame_number and (p.char == 0x04 or p.char == 0x07 or p.char == 0x0A or p.char == 0x0B) then -- 起き上がり攻撃入力 -- 舞、ボブ、フランコ、山崎のみなのでキャラをチェックする p.write_bs_hook({ id = 0x23, ver = 0x7800, bs = false, name = "起き上がり攻撃", }) end end -- 自動ダウン追撃 if op.act == 0x190 or op.act == 0x192 or op.act == 0x18E or op.act == 0x13B then -- 自動ダウン投げ -- TODO 間合い管理 if global.auto_input.otg_thw then if p.char == 5 then -- ギース p.write_bs_hook({ id = 0x06, ver = 0x0600, bs = false, name = "雷鳴豪波投げ", }) elseif p.char == 9 then -- マリー p.write_bs_hook({ id = 0x08, ver = 0x06F9, bs = false, name = "M.ダイナマイトスウィング", }) end end -- 自動ダウン攻撃 -- TODO 間合い管理 if global.auto_input.otg_atk then if p.char == 9 then -- マリー p.write_bs_hook({ id = 0x24, ver = 0x0600, bs = false, name = "レッグプレス", }) elseif p.char == 11 then -- 山崎 p.write_bs_hook({ id = 0x09, ver = 0x0C00, bs = false, name = "トドメ", }) elseif p.char == 3 or p.char == 6 or p.char == 7 or p.char == 8 or p.char == 14 or p.char == 20 then -- ジョー、双角、ボブ、ホンフゥ、ダック、クラウザー -- TODO ホンフゥはタイミングがわるいと全然あたらない p.write_bs_hook({ id = 0x21, ver = 0x0600, bs = false, name = "ダウン攻撃", }) end end end -- 自動投げ追撃 if global.auto_input.thw_otg then if p.char == 7 then -- ボブ if p.act == 0x6D and p.act_count == 5 and p.act_frame == 0 then p.write_bs_hook({ id = 0x00, ver = 0x1EFF, bs = false, name = "ホーネットアタック", }) end elseif p.char == 3 then -- ジョー if p.act == 0x70 and p.act_count == 0 and p.act_frame == 11 then cmd_base._2c(p, next_joy) end elseif p.char == 5 then -- ギース if p.act == 0x6D and p.act_count == 0 and p.act_frame == 0 then p.write_bs_hook({ id = 0x50, ver = 0x0600, bs = false, name = "絶命人中打ち", }) end elseif p.char == 6 then -- 双角 if p.act == 0x6D and p.act_count == 0 and p.act_frame == 0 then p.write_bs_hook({ id = 0x50, ver = 0x0600, bs = false, name = "地獄門", }) end elseif p.char == 9 then -- マリー if p.act == 0x6D and p.act_count == 0 and p.act_frame == 0 then p.write_bs_hook({ id = 0x50, ver = 0x0600, bs = false, name = "アキレスホールド", }) end elseif p.char == 22 then if p.act == 0xA1 and p.act_count == 6 and p.act_frame >= 0 then p.write_bs_hook({ id = 0x03, ver = 0x06FF, bs = false, name = "閃里肘皇", }) end end end -- 自動デッドリーレイブ if 1 < global.auto_input.rave and p.char == 5 then -- ギース if p.skip_frame and op.state == 1 then if p.act == 0xE1 and 2 <= global.auto_input.rave then cmd_base._a(p, next_joy) elseif p.act == 0xE3 and 3 <= global.auto_input.rave then cmd_base._a(p, next_joy) elseif p.act == 0xE4 and 4 <= global.auto_input.rave then cmd_base._b(p, next_joy) elseif p.act == 0xE5 and 5 <= global.auto_input.rave then cmd_base._b(p, next_joy) elseif p.act == 0xE6 and 6 <= global.auto_input.rave then cmd_base._b(p, next_joy) elseif p.act == 0xE7 and 7 <= global.auto_input.rave then cmd_base._c(p, next_joy) elseif p.act == 0xE8 and 8 <= global.auto_input.rave then cmd_base._c(p, next_joy) elseif p.act == 0xE9 and 9 <= global.auto_input.rave then cmd_base._c(p, next_joy) elseif p.act == 0xEA and 10 <= global.auto_input.rave then p.write_bs_hook({ id = 0x00, ver = 0x1EFF, bs = false, name = "デッドリーレイブ(フィニッシュ)", }) end end end -- 自動アンリミテッドデザイア if 1 < global.auto_input.desire and p.char == 20 then -- クラウザー if p.skip_frame and op.state == 1 then if p.act == 0xE1 and 2 <= global.auto_input.desire then cmd_base._a(p, next_joy) elseif p.act == 0xE3 and 3 <= global.auto_input.desire then cmd_base._b(p, next_joy) elseif p.act == 0xE4 and 4 <= global.auto_input.desire then cmd_base._c(p, next_joy) elseif p.act == 0xE5 and 5 <= global.auto_input.desire then cmd_base._b(p, next_joy) elseif p.act == 0xE6 and 6 <= global.auto_input.desire then cmd_base._c(p, next_joy) elseif p.act == 0xE7 and 7 <= global.auto_input.desire then cmd_base._a(p, next_joy) elseif p.act == 0xE8 and 8 <= global.auto_input.desire then cmd_base._b(p, next_joy) elseif p.act == 0xE9 and 9 <= global.auto_input.desire then cmd_base._c(p, next_joy) elseif p.act == 0xEA and 10 == global.auto_input.desire then cmd_base._c(p, next_joy) elseif p.act == 0xEA and 11 == global.auto_input.desire then p.write_bs_hook({ id = 0x00, ver = 0x06FE, bs = false, name = "アンリミテッドデザイア2", }) end end end -- 自動ドリル if 1 < global.auto_input.drill and p.char == 11 and 1 < global.auto_input.drill then if p.act >= 0x108 and p.act <= 0x10D and p.act_frame % 2 == 0 then local lv = pgm:read_u8(p.addr.base + 0x94) if (lv < 9 and 2 <= global.auto_input.drill) or (lv < 10 and 3 <= global.auto_input.drill) or 4 <= global.auto_input.drill then cmd_base._c(p, next_joy) end elseif p.act == 0x10E and p.act_count == 0 and p.act_frame == 0 then if 5 == global.auto_input.drill then p.write_bs_hook({ id = 0x00, ver = 0x06FE, bs = false, name = "ドリル Lv.5", }) end end end -- 自動超白龍 if 1 < global.auto_input.pairon and p.char == 22 then if p.act == 0x43 and p.act_count >= 0 and p.act_count <= 3 and p.act_frame >= 0 and 2 == global.auto_input.pairon then p.write_bs_hook({ id = 0x11, ver = 0x06FD, bs = false, name = "超白龍", }) elseif p.act == 0x43 and p.act_count == 3 and p.act_count <= 3 and p.act_frame >= 0 and 3 == global.auto_input.pairon then p.write_bs_hook({ id = 0x11, ver = 0x06FD, bs = false, name = "超白龍", }) elseif p.act == 0x9F and p.act_count == 2 and p.act_frame >= 0 then --p.write_bs_hook({ id = 0x00, ver = 0x06FE, bs = false, name = "閃里肘皇・心砕把", }) end --p.write_bs_hook({ id = 0x00, ver = 0x06FD, bs = false, name = "超白龍2", }) end -- 自動M.リアルカウンター if 1 < global.auto_input.real_counter and p.char == 9 then if p.act == 0xA5 and p.act_count == 0 then local real_tw = global.auto_input.real_counter == 5 and math.random(2, 4) or global.auto_input.real_counter if 2 == real_tw then cmd_base._a(p, next_joy) elseif 3 == real_tw then cmd_base._b(p, next_joy) elseif 4 == real_tw then cmd_base._c(p, next_joy) end end end -- ブレイクショット if p.dummy_gd == dummy_gd_type.bs and p.on_guard == global.frame_number then p.bs_count = (p.bs_count < 1) and 1 or p.bs_count + 1 if global.dummy_bs_cnt <= p.bs_count and p.dummy_bs then input_bs() p.bs_count = -1 end end end end -- レコード&リプレイ if global.dummy_mode == 5 or global.dummy_mode == 6 then local prev_rec_main, called = nil, {} repeat prev_rec_main = global.rec_main called[prev_rec_main] = true global.rec_main(next_joy) until global.rec_main == prev_rec_main or called[global.rec_main] == true end -- ジョイスティック入力の反映 for _, joy in ipairs(use_joy) do if next_joy[joy.field] ~= nil then manager.machine.ioport.ports[joy.port].fields[joy.field]:set_value(next_joy[joy.field] and 1 or 0) end end for i, p in ipairs(players) do pgm:write_u8(p.addr.no_hit, p.no_hit_limit == 0 and 0xFF or (p.no_hit_limit - 1)) end -- Y座標強制 for i, p in ipairs(players) do if p.force_y_pos > 1 then pgm:write_i16(p.addr.pos_y, force_y_pos[p.force_y_pos]) end end -- X座標同期とY座標をだいぶ下に if global.sync_pos_x ~= 1 then local from = global.sync_pos_x - 1 local to = 3 - from pgm:write_i16(players[to].addr.pos, players[from].pos) pgm:write_i16(players[to].addr.pos_y, players[from].pos_y-124) end global.pause = false for i, p in ipairs(players) do -- 判定が出たらポーズさせる for _, box in ipairs(p.hitboxes) do if (box.type.type == "throw" and global.pause_hitbox == 2) or ((box.type.type == "attack" or box.type.type == "atemi") and global.pause_hitbox == 3) then global.pause = true break end end for _, fb in pairs(p.fireball) do for _, box in ipairs(fb.hitboxes) do if (box.type.type == "throw" and global.pause_hitbox == 2) or (box.type.type == "attack" and global.pause_hitbox == 3) then global.pause = true break end end end -- ヒット時にポーズさせる if p.state ~= 0 and p.state ~= p.old_state and global.pause_hit > 0 then -- 1:OFF, 2:ON, 3:ON:やられのみ 4:ON:投げやられのみ 5:ON:打撃やられのみ 6:ON:ガードのみ if global.pause_hit == 2 or (global.pause_hit == 6 and p.state == 2) or (global.pause_hit == 5 and p.state == 1) or (global.pause_hit == 4 and p.state == 3) or (global.pause_hit == 3 and p.state ~= 2) then global.pause = true end end end end local draw_summary = function(i, summary) if summary == nil or #summary == 0 then return summary end local scr = manager.machine.screens:at(1) local x, y = i == 1 and 170 or 20, 2 scr:draw_box(x-2, y-2, x+130, y+2+7*#summary, 0x80404040, 0x80404040) for _, row in ipairs(summary) do local k, v, frame = row[1], row[2], row[3] or 0 local col = global.frame_number == frame and 0xFF00FFFF or 0xFFFFFFFF scr:draw_text(x, y, k, col) if v then if type(v) == "number" then scr:draw_text(x+42, y, v .."", col) else scr:draw_text(x+42, y, v, col) end end y = y + 7 end end local draw_hitbox = function(left, top, right, bottom, outline, fill, over_left, over_top, over_right, over_bottom) local scr = manager.machine.screens:at(1) if outline and 0 < outline then if over_left ~= true then scr:draw_box(left, top, left+1, bottom, 0, outline) end if over_top ~= true then scr:draw_box(left, top, right, top+1, 0, outline) end if over_right ~= true then scr:draw_box(right+1, top, right, bottom, 0, outline) end if over_bottom ~= true then scr:draw_box(left, bottom+1, right, bottom, 0, outline) end end if fill and 0 < fill then scr:draw_box(left, top, right, bottom, outline, fill) end end local draw_vline = function(x1, y1, y2, color) local scr = manager.machine.screens:at(1) scr:draw_box(x1, y1, x1+1, y2+1, 0, color) end local draw_hline = function(x1, x2, y1, color) local scr = manager.machine.screens:at(1) scr:draw_box(x1, y1, x2+1, y1+1, 0, color) end local draw_axis = function(i, p, x, col) if x then local axis = p.disp_hitbox == 2 and global.axis_size or global.axis_size2 draw_vline(x, p.hit.pos_y - axis, p.hit.pos_y + axis, col) draw_hline(x - axis, x + axis, p.hit.pos_y, col) if p.disp_hitbox == 2 then draw_text_with_shadow(x - 1.5, p.hit.pos_y + axis, string.format("%d", i), col) end end end local draw_esaka = function(i, x, col) if x and 0 <= x then local y1, y2 = 0, 200+global.axis_size draw_vline(x, y1, y2, col) draw_text_with_shadow(x-2.5, y2 , string.format("え%d", i), col) end end local draw_close_far = function(i, p, btn, x1, x2) local op = p.op if x1 and x2 then local diff = math.abs(p.pos - op.pos) local in_range = x1 <= diff and diff <= x2 x1 = p.hit.pos_x + x1 * p.side x2 = p.hit.pos_x + x2 * p.side -- 間合い local color = in_range and 0xFFFFFF00 or 0xFFBBBBBB draw_hline(x2-2, x2+2, p.hit.pos_y , color) draw_vline(x2 , p.hit.pos_y-2, p.hit.pos_y+2, color) if in_range then draw_text_with_shadow(x2-2.5, p.hit.pos_y+4 , string.format("%s%d", btn, i), color) end end end local table_add_all = function(t1, t2, pre_add) for _, r in ipairs(t2) do if pre_add then pre_add(r) end table.insert(t1, r) end end tra_main.draw = function() local pgm = manager.machine.devices[":maincpu"].spaces["program"] local scr = manager.machine.screens:at(1) -- メイン処理 if match_active then -- 判定表示(キャラ、飛び道具) local hitboxes = {} for _, p in ipairs(players) do if p.disp_hitbox > 1 then local callback = nil if p.disp_hitbox == 3 then callback = function(box) box.type_count = nil end end table_add_all(hitboxes, p.hitboxes, callback) for _, fb in pairs(p.fireball) do table_add_all(hitboxes, fb.hitboxes, callback) end end end table.sort(hitboxes, function(box1, box2) return (box1.type.sort < box2.type.sort) end) for _, box in ipairs(hitboxes) do if box.flat_throw then if box.visible == true and box.type.enabled == true then if global.no_background ~= true then draw_hitbox(box.left , box.top-8 , box.right, box.bottom+8, box.type.fill, box.type.fill) end draw_hline(box.left , box.right, box.bottom , box.type.outline) draw_vline(box.left , box.top-8, box.bottom+8, box.type.outline) draw_vline(box.right, box.top-8, box.bottom+8, box.type.outline) end else --[[ if box_type_base.at == box.type then print("box at ", box.left, box.top, box.right, box.bottom) elseif box_type_base.pt == box.type then print("box pt ", box.left, box.top, box.right, box.bottom) end ]] if box.visible == true and box.type.enabled == true then -- 背景なしの場合は判定の塗りつぶしをやめる if global.no_background then draw_hitbox(box.left, box.top, box.right, box.bottom, box.type.outline, 0, box.over_left, box.over_top, box.over_right, box.over_bottom) else draw_hitbox(box.left, box.top, box.right, box.bottom, box.type.outline, box.type.fill, box.over_left, box.over_top, box.over_right, box.over_bottom) end if box.type_count then local x1, x2 = math.min(box.left, box.right), math.max(box.left, box.right) local y1, y2 = math.min(box.top, box.bottom), math.max(box.top, box.bottom) local x = math.floor((x2 - x1) / 2) + x1 - 2 local y = math.floor((y2 - y1) / 2) + y1 - 4 scr:draw_text(x+0.5, y+0.5, box.type_count.."", shadow_col) scr:draw_text(x, y, box.type_count.."", box.type.outline) end end end end -- 座標表示 for i, p in ipairs(players) do if p.in_air ~= true and p.sway_status == 0x00 then -- 通常投げ間合い if p.disp_range == 2 or p.disp_range == 3 then local color = p.throw.in_range and 0xFFFFFF00 or 0xFFBBBBBB draw_hline(p.throw.x1, p.throw.x2 , p.hit.pos_y , color) draw_vline(p.throw.x1, p.hit.pos_y-4, p.hit.pos_y+4, color) draw_vline(p.throw.x2, p.hit.pos_y-4, p.hit.pos_y+4, color) if p.throw.in_range then draw_text_with_shadow(p.throw.x1+2.5, p.hit.pos_y+4 , string.format("投%d", i), color) end end -- 地上通常技の遠近判断距離 if p.disp_range == 2 or p.disp_range == 4 then for btn, range in pairs(p.close_far) do draw_close_far(i, p, string.upper(btn), range.x1, range.x2) end end elseif p.sway_status == 0x80 then -- ライン移動技の遠近判断距離 if p.disp_range == 2 or p.disp_range == 4 then for btn, range in pairs(p.close_far_lma) do draw_close_far(i, p, string.upper(btn), range.x1, range.x2) end end end -- 詠酒範囲 if p.disp_range == 2 or p.disp_range == 5 then if p.esaka_range > 0 then draw_esaka(i, p.hit.pos_x + p.esaka_range, global.axis_internal_color) draw_esaka(i, p.hit.pos_x - p.esaka_range, global.axis_internal_color) end end -- 中心座標 if p.disp_hitbox > 1 then draw_axis(i, p, p.hit.pos_x, p.in_air == true and global.axis_air_color or global.axis_color) if p.disp_hitbox == 2 then draw_axis(i, p, p.hit.max_pos_x, global.axis_internal_color) draw_axis(i, p, p.hit.min_pos_x, global.axis_internal_color) end end end -- スクショ保存 for i, p in ipairs(players) do local chg_y = p.chg_air_state ~= 0 local chg_hit = p.chg_hitbox_frm == global.frame_number local chg_hurt = p.chg_hurtbox_frm == global.frame_number for _, fb in pairs(p.fireball) do if fb.chg_hitbox_frm == global.frame_number then chg_hit = true end if fb.chg_hurtbox_frm == global.frame_number then chg_hurt = true end end -- 判定が変わったら if p.act_normal ~= true and (p.atk_count == 1 or p.old_act_normal ~= p.act_normal or chg_y or chg_hit or chg_hurt) then -- ポーズさせる if global.pause_hitbox == 4 then global.pause = true end -- スクショ保存 local frame_group = p.act_frames2[#p.act_frames2] local frame = frame_group[#frame_group] local name if p.slide_atk then name = string.format("%s_SLIDE_%x_%s_%03d", char_names2[p.char], p.act_data.id_1st or 0, frame.name, p.atk_count) elseif p.bs_atk then name = string.format("%s_BS_%x_%s_%03d", char_names2[p.char], p.act_data.id_1st or 0, frame.name, p.atk_count) else name = string.format("%s_%x_%s_%03d", char_names2[p.char], p.act_data.id_1st or 0, frame.name, p.atk_count) end if i == 1 and global.save_snapshot > 1 then -- print(i, name, p.attacking and "A" or "-", (p.tw_muteki > 0) and "M" or "-", (p.tw_muteki2 > 0) and "m" or "-") local filename = base_path() .. "/capture/" .. name .. ".png" local exists = is_file(filename) local dowrite = false if exists and global.save_snapshot == 3 then dowrite = true os.remove(filename) elseif global.save_snapshot == 2 and exists == false then dowrite = true end if dowrite then local scr = manager.machine.screens:at(1) scr:snapshot(filename) print("save " .. filename) end break end end end -- コマンド入力表示 for i, p in ipairs(players) do local p1 = i == 1 -- コマンド入力表示 1:OFF 2:ON 3:ログのみ 4:キーディスのみ if p.disp_cmd == 2 or p.disp_cmd == 3 then for k = 1, #p.key_hist do draw_cmd(i, k, p.key_frames[k], p.key_hist[k]) end draw_cmd(i, #p.key_hist + 1, 0, "") end end -- ベースアドレス表示 for i, p in ipairs(players) do for k = 1, #p.bases do if p.disp_base then draw_base(i, k, p.bases[k].count, p.bases[k].addr, p.bases[k].name, p.bases[k].xmov) end end --if p.disp_base then -- draw_base(i, #p.bases + 1, 0, "", "") --end end -- ダメージとコンボ表示 for i, p in ipairs(players) do local p1 = i == 1 local op = players[3-i] -- コンボ表示などの四角枠 if p.disp_dmg then if p1 then --scr:draw_box(184+40, 40, 274+40, 77, 0x80404040, 0x80404040) scr:draw_box(184+40, 40, 274+40, 84, 0x80404040, 0x80404040) else --scr:draw_box( 45-40, 40, 134-40, 77, 0x80404040, 0x80404040) scr:draw_box( 45-40, 40, 134-40, 84, 0x80404040, 0x80404040) end -- コンボ表示 scr:draw_text(p1 and 228 or 9, 41, "補正:") scr:draw_text(p1 and 228 or 9, 48, "ダメージ:") scr:draw_text(p1 and 228 or 9, 55, "コンボ:") scr:draw_text(p1 and 228 or 9, 62, "気絶値:") scr:draw_text(p1 and 228 or 9, 69, "気絶値持続:") scr:draw_text(p1 and 228 or 9, 76, "POW:") draw_rtext( p1 and 296 or 77, 41, string.format("%s>%s(%s%%)", p.last_pure_dmg, op.last_dmg, (op.last_dmg_scaling-1) * 100)) draw_rtext( p1 and 296 or 77, 48, string.format("%s(+%s)", op.last_combo_dmg, op.last_dmg)) draw_rtext( p1 and 296 or 77, 55, op.last_combo) draw_rtext( p1 and 296 or 77, 62, string.format("%s(+%s)", op.last_combo_stun, op.last_stun)) draw_rtext( p1 and 296 or 77, 69, string.format("%s(+%s)", op.last_combo_st_timer, op.last_st_timer)) draw_rtext( p1 and 296 or 77, 76, string.format("%s(+%s)", op.last_combo_pow, op.last_pow)) scr:draw_text(p1 and 301 or 82, 41, "最大") draw_rtext( p1 and 311 or 92, 48, op.max_dmg) draw_rtext( p1 and 311 or 92, 55, op.max_combo) draw_rtext( p1 and 311 or 92, 62, op.max_disp_stun) draw_rtext( p1 and 311 or 92, 69, op.max_st_timer) draw_rtext( p1 and 311 or 92, 76, op.max_combo_pow) end if p.disp_sts == 2 or p.disp_sts == 3 then if p1 then scr:draw_box( 2, 0, 40, 36, 0x80404040, 0x80404040) else scr:draw_box(277, 0, 316, 36, 0x80404040, 0x80404040) end scr:draw_text( p1 and 4 or 278, 1, string.format("%s", p.state)) draw_rtext( p1 and 16 or 290, 1, string.format("%2s", p.tw_threshold)) draw_rtext( p1 and 28 or 302, 1, string.format("%3s", p.tw_accepted)) draw_rtext( p1 and 40 or 314, 1, string.format("%3s", p.tw_frame)) scr:draw_text( p1 and 4 or 278, 7, p.hit.vulnerable and "V" or "-") draw_rtext( p1 and 16 or 290, 7, string.format("%s", p.tw_muteki2)) draw_rtext( p1 and 24 or 298, 7, string.format("%s", p.tw_muteki)) draw_rtext( p1 and 32 or 306, 7, string.format("%2x", p.sway_status)) scr:draw_text( p1 and 36 or 310, 7, p.in_air and "A" or "G") scr:draw_text( p1 and 4 or 278, 13, p.hit.harmless and "-" or "H") draw_rtext( p1 and 16 or 290, 13, string.format("%2x", p.attack)) draw_rtext( p1 and 28 or 302, 13, string.format("%2x", p.attack_id)) draw_rtext( p1 and 40 or 314, 13, string.format("%2x", p.hitstop_id)) draw_rtext( p1 and 16 or 290, 19, string.format("%4x", p.act)) draw_rtext( p1 and 28 or 302, 19, string.format("%2x", p.act_count)) draw_rtext( p1 and 40 or 314, 19, string.format("%2x", p.act_frame)) draw_rtext( p1 and 8 or 274, 25, string.format("%2x", p.additional)) draw_rtext( p1 and 40 or 314, 25, string.format("%8x", p.state_flags2)) --[[ p.tw_frame のしきい値。しきい値より大きければ投げ処理継続可能。 0 空投げ M.スナッチャー0 10 真空投げ 羅生門 鬼門陣 M.タイフーン M.スパイダー 爆弾パチキ ドリル ブレスパ ブレスパBR リフトアップブロー デンジャラススルー ギガティックサイクロン マジンガ STOL 20 M.リアルカウンター投げ 24 通常投げ しんさいは ]] if not p.hit.vulnerable or not p.n_throwable or not p.throwable then local throw_txt = p.throwable and "" or "投" if p.tw_frame <= 10 then throw_txt = throw_txt .. "<" end if p.tw_frame <= 20 then throw_txt = throw_txt .. "<" end scr:draw_text( p1 and 1 or 275, 31, "無敵") scr:draw_text( p1 and 15 or 289, 31, p.hit.vulnerable and "" or "打") scr:draw_text( p1 and 24 or 298, 31, p.n_throwable and "" or "通") scr:draw_text( p1 and 30 or 304, 31, p.throwable and "" or throw_txt) end -- 状態フラグ local flgtxt = "" for j = 32, 1, -1 do if p.state_bits[j] == 1 then flgtxt = flgtxt .. sts_flg_names[j] .. " " end --[[ -- ビット値の表示版 local num = string.format("%s", j % 10) local txt = flgtbl[j] == 1 and "1" or "-" if p1 then local x = 147 - (j * 3) draw_text_with_shadow(x , 1 , num) draw_text_with_shadow(x , 8 , txt) else local x = 269 - (j * 3) draw_text_with_shadow(x , 1 , num) draw_text_with_shadow(x , 8 , txt) end ]] end -- scr:draw_box(p1 and (138 - 32) or 180, 9, p1 and 140 or (182 + 32) , 14, 0, 0xDDC0C0C0) -- 枠 scr:draw_box(p1 and (139 - 32) or 181, 10, p1 and 139 or (181 + 32) , 13, 0, 0xDD000000) -- 黒背景 scr:draw_box(p1 and (124 + p.thrust) or 197, 9, p1 and 124 or (197 - p.thrust), 14, 0, 0x80FF0022) scr:draw_box(p1 and (124 + p.inertia) or 197, 9, p1 and 124 or (197 - p.inertia), 14, 0, 0x80FF8C00) scr:draw_box(p1 and (124 + p.diff_pos_total) or 197, 10, p1 and 124 or (197 - p.diff_pos_total), 13, 0, 0xDDFFFF00) draw_fmt_rtext(p1 and 105 or 262, 8, "M %0.03f", p.diff_pos_total) -- 移動距離 if p.thrust > 0 then draw_fmt_rtext(p1 and 83 or 240, 8, "T %0.03f", p.thrust) -- 進力とみなす値 else draw_fmt_rtext(p1 and 83 or 240, 8, "I %0.03f", p.inertia) -- 慣性とみなす値 end draw_rtext_with_shadow(p1 and 148 or 176, 1, flgtxt) end -- コマンド入力状態表示 if global.disp_input_sts - 1 == i then for ti, input_state in ipairs(p.input_states) do local x = 147 local y = 50 + ti * 5 draw_text_with_shadow (x + 15, y - 2, input_state.tbl.name, input_state.input_estab == true and 0xC0FF8800 or 0xC0FFFFFF) if input_state.on > 0 and input_state.chg_remain > 0 then scr:draw_box(x - 8 + input_state.max * 2, y, x - 8, y + 4, input_state.charging == true and 0xFF7FFF00 or 0xFFFFFF00, 0) scr:draw_box(x - 8 + input_state.chg_remain * 2, y, x - 8, y + 4, 0, input_state.charging == true and 0xC07FFF00 or 0xC0FFFF00) end local cmdx = x - 50 y = y - 2 for ci, c in ipairs(input_state.tbl.lr_cmds[p.input_side]) do if c ~= "" then cmdx = cmdx + math.max(5.5, draw_text_with_shadow(cmdx, y, c, input_state.input_estab == true and 0xFFFF8800 or input_state.on > ci and 0xFFFF0000 or (ci == 1 and input_state.on >= ci) and 0xFFFF0000 or nil)) end end draw_rtext_with_shadow(x + 1, y, input_state.chg_remain) draw_text_with_shadow (x + 4, y, "/") draw_text_with_shadow (x + 7, y, input_state.max) if input_state.debug then draw_rtext_with_shadow(x + 25, y, input_state.on) draw_rtext_with_shadow(x + 40, y, input_state.on_debug) end end end -- BS状態表示 if p.dummy_gd == dummy_gd_type.bs and global.no_background ~= true then if p1 then scr:draw_box(106, 40, 150, 50, 0x80404040, 0x80404040) else scr:draw_box(169, 40, 213, 50, 0x80404040, 0x80404040) end scr:draw_text(p1 and 115 or 180, 41, "回ガードでB.S.") draw_rtext( p1 and 115 or 180, 41, global.dummy_bs_cnt - math.max(p.bs_count, 0)) end -- ガードリバーサル状態表示 if p.dummy_wakeup == wakeup_type.rvs and global.no_background ~= true then if p1 then scr:draw_box(106, 50, 150, 60, 0x80404040, 0x80404040) else scr:draw_box(169, 50, 213, 60, 0x80404040, 0x80404040) end scr:draw_text(p1 and 115 or 180, 51, "回ガードでG.R.") local count = 0 if p.gd_rvs_enabled and global.dummy_rvs_cnt > 1 then count = 0 else count = global.dummy_rvs_cnt - math.max(p.rvs_count, 0) end draw_rtext( p1 and 115 or 180, 51, count) end -- 気絶表示 if p.disp_stun then scr:draw_box(p1 and (138 - p.max_stun) or 180, 29, p1 and 140 or (182 + p.max_stun) , 34, 0, 0xDDC0C0C0) -- 枠 scr:draw_box(p1 and (139 - p.max_stun) or 181, 30, p1 and 139 or (181 + p.max_stun) , 33, 0, 0xDD000000) -- 黒背景 scr:draw_box(p1 and (139 - p.stun) or 181, 30, p1 and 139 or (181 + p.stun) , 33, 0, 0xDDFF0000) -- 気絶値 draw_rtext_with_shadow(p1 and 135 or 190 , 28 , p.stun) scr:draw_box(p1 and (138 - 90) or 180, 35, p1 and 140 or (182 + 90) , 40, 0, 0xDDC0C0C0) -- 枠 scr:draw_box(p1 and (139 - 90) or 181, 36, p1 and 139 or (181 + 90) , 39, 0, 0xDD000000) -- 黒背景 scr:draw_box(p1 and (139 - p.stun_timer) or 181, 36, p1 and 139 or (181 + p.stun_timer), 39, 0, 0xDDFFFF00) -- 気絶値 draw_rtext_with_shadow(p1 and 135 or 190 , 34 , p.stun_timer) end end -- コマンド入力とダメージとコンボ表示 for i, p in ipairs(players) do local p1 = i == 1 --行動IDとフレーム数表示 if global.disp_frmgap > 1 or p.disp_frm > 1 then if global.disp_frmgap == 2 then draw_frame_groups(p.act_frames2, p.act_frames_total, 30, p1 and 64 or 72, 8) local j = 0 for base, _ in pairs(p.fireball_bases) do local fb = p.fireball[base] if fb.act_frames2 ~= nil then -- print(string.format("%x", base) .. " " .. j .. " " .. #fb.act_frames2 ) -- debug draw_frame_groups(fb.act_frames2, p.act_frames_total, 30, p1 and 64 or 70, 8) end j = j + 1 end draw_frame_groups(p.muteki.act_frames2 , p.act_frames_total, 30, p1 and 68 or 76, 3) draw_frame_groups(p.frm_gap.act_frames2, p.act_frames_total, 30, p1 and 65 or 73, 3, true) end if p.disp_frm > 1 then draw_frames(p.act_frames2, p1 and 160 or 285, true , true, p1 and 40 or 165, 63, 8, 16) end end --フレーム差表示 if global.disp_frmgap > 1 then local col = function(gap) if gap == 0 then return 0xFFFFFFFF elseif gap > 0 then return 0xFF00FFFF else return 0xFFFF0000 end end draw_rtext_with_shadow(p1 and 155 or 170, 40, p.last_frame_gap, col(p.last_frame_gap)) draw_rtext_with_shadow(p1 and 155 or 170, 47, p.hist_frame_gap[#p.hist_frame_gap], col(p.hist_frame_gap[#p.hist_frame_gap])) end end for i, p in ipairs(players) do if p.disp_sts == 2 or p.disp_sts == 4 then draw_summary(i, p.all_summary) end end -- キャラ間の距離表示 local abs_space = math.abs(p_space) if global.disp_pos then local y = 216 -- math.floor(get_digit(abs_space)/2) draw_rtext_with_shadow(167 , y , abs_space) -- キャラの向き for i, p in ipairs(players) do local p1 = i == 1 local side = p.side == 1 and "(>)" or "(<)" -- 内部の向き 1:右向き -1:左向き local i_side = p.input_side == 0x00 and "[>]" or "[<]" -- コマンド入力でのキャラ向きチェック用 00:左側 80:右側 -- p.poslr if p1 then local flip_x = p.disp_side == 1 and ">" or "<" -- 判定の向き 1:右向き -1:左向き draw_rtext_with_shadow(150, y, string.format("%s%s%s", flip_x, side, i_side)) else local flip_x = p.disp_side == 1 and "<" or ">" -- 判定の向き 1:左向き -1:右向き draw_text_with_shadow (170, y, string.format("%s%s%s", i_side, side, flip_x)) end end --print(string.format("%3s %3s %3s %3s xx %3s %3s", players[1].min_pos, players[2].min_pos, players[1].max_pos, players[2].max_pos, players[1].pos, players[2].pos)) end -- GG風コマンド入力表示 for i, p in ipairs(players) do local p1 = i == 1 -- コマンド入力表示 1:OFF 2:ON 3:ログのみ 4:キーディスのみ if p.disp_cmd == 2 or p.disp_cmd == 4 then local xoffset, yoffset = ggkey_set[i].xoffset, ggkey_set[i].yoffset local oct_vt = ggkey_set[i].oct_vt local key_xy = ggkey_set[i].key_xy local tracks, max_track = {}, 6 -- 軌跡をつくる 軌跡は6個まで scr:draw_box(xoffset - 13, yoffset-13, xoffset+35, yoffset+13, 0x80404040, 0x80404040) for ni = 1, 8 do -- 八角形描画 local prev = ni > 1 and ni - 1 or 8 local xy1, xy2 = oct_vt[ni], oct_vt[prev] scr:draw_line(xy1.x , xy1.y , xy2.x , xy2.y , 0xDDCCCCCC) scr:draw_line(xy1.x1, xy1.y1, xy2.x1, xy2.y1, 0xDDCCCCCC) scr:draw_line(xy1.x2, xy1.y2, xy2.x2, xy2.y2, 0xDDCCCCCC) scr:draw_line(xy1.x3, xy1.y3, xy2.x3, xy2.y3, 0xDDCCCCCC) scr:draw_line(xy1.x4, xy1.y4, xy2.x4, xy2.y4, 0xDDCCCCCC) end for j = #p.ggkey_hist, 2, -1 do -- 軌跡採取 local k = j - 1 local xy1, xy2 = key_xy[p.ggkey_hist[j].l], key_xy[p.ggkey_hist[k].l] if xy1.x ~= xy2.x or xy1.y ~= xy2.y then table.insert(tracks, 1, { xy1 = xy1, xy2 = xy2, }) if #tracks >= max_track then break end end end local fixj = max_track - #tracks -- 軌跡の上限補正用 for j, track in ipairs(tracks) do local col = 0xFF0000FF + 0x002A0000 * (fixj+j) -- 青→ピンクのグラデーション local xy1, xy2 = track.xy1, track.xy2 if xy1.x == xy2.x then scr:draw_box (xy1.x-0.6, xy1.y , xy2.x+0.6, xy2.y, col, col) elseif xy1.y == xy2.y then scr:draw_box (xy1.x, xy1.y-0.6, xy2.x, xy2.y+0.6, col, col) elseif xy1.op == xy2.no or xy1.dg1 == xy2.no or xy1.dg2 == xy2.no or xy1.no == 9 or xy2.no == 9 then for k = -0.6, 0.6, 0.3 do scr:draw_line(xy1.x+k, xy1.y+k, xy2.x+k, xy2.y+k, col) end else scr:draw_line(xy1.x , xy1.y , xy2.x , xy2.y , col) scr:draw_line(xy1.x1, xy1.y1, xy2.x1, xy2.y1, col) scr:draw_line(xy1.x2, xy1.y2, xy2.x2, xy2.y2, col) scr:draw_line(xy1.x3, xy1.y3, xy2.x3, xy2.y3, col) scr:draw_line(xy1.x4, xy1.y4, xy2.x4, xy2.y4, col) end end local ggkey = p.ggkey_hist[#p.ggkey_hist] if ggkey then -- ボタン描画 local xy = key_xy[ggkey.l] scr:draw_text(xy.xt, xy.yt, convert("_("), 0xFFCC0000) scr:draw_text(xy.xt, xy.yt, convert("_)")) local xx, yy, btn = key_xy[5].x + 11, key_xy[5].y, convert("_A") if ggkey.a then scr:draw_text(xx, yy, convert("_(")) scr:draw_text(xx, yy, btn, btn_col[btn]) else scr:draw_text(xx, yy, convert("_("), 0xDDCCCCCC) scr:draw_text(xx, yy, btn, 0xDD444444) end xx, yy, btn = xx + 5, yy - 3, convert("_B") if ggkey.b then scr:draw_text(xx, yy, convert("_(")) scr:draw_text(xx, yy, btn, btn_col[btn]) else scr:draw_text(xx, yy, convert("_("), 0xDDCCCCCC) scr:draw_text(xx, yy, btn, 0xDD444444) end xx, yy, btn = xx + 5, yoffset - 3, convert("_C") if ggkey.c then scr:draw_text(xx, yy, convert("_(")) scr:draw_text(xx, yy, btn, btn_col[btn]) else scr:draw_text(xx, yy, convert("_("), 0xDDCCCCCC) scr:draw_text(xx, yy, btn, 0xDD444444) end xx, yy, btn = xx + 5, yy + 1, convert("_D") if ggkey.d then scr:draw_text(xx, yy, convert("_(")) scr:draw_text(xx, yy, btn, btn_col[btn]) else scr:draw_text(xx, yy, convert("_("), 0xDDCCCCCC) scr:draw_text(xx, yy, btn, 0xDD444444) end end end end -- レコーディング状態表示 if global.disp_replay and (global.dummy_mode == 5 or global.dummy_mode == 6) then scr:draw_box (260-25, 208-8, 320-5, 224, 0xBB404040, 0xBB404040) if global.rec_main == rec_await_1st_input then -- 初回入力まち scr:draw_text(265, 204, "● REC " .. #recording.active_slot.name, 0xFFFF1133) scr:draw_text(290, 212, frame_to_time(3600), 0xFFFF1133) elseif global.rec_main == rec_await_1st_input then scr:draw_text(265, 204, "● REC " .. #recording.active_slot.name, 0xFFFF1133) scr:draw_text(290, 212, frame_to_time(3600), 0xFFFF1133) elseif global.rec_main == rec_input then -- 入力中 scr:draw_text(265, 204, "● REC " .. #recording.active_slot.name, 0xFFFF1133) scr:draw_text(265, 212, frame_to_time(3601-#recording.active_slot.store), 0xFFFF1133) elseif global.rec_main == rec_repeat_play then -- 自動リプレイまち scr:draw_text(265-15, 204, "■ リプレイ中", 0xFFFFFFFF) scr:draw_text(265-15, 212, "スタートおしっぱでメニュー", 0xFFFFFFFF) elseif global.rec_main == rec_play then -- リプレイ中 scr:draw_text(265-15, 204, "■ リプレイ中", 0xFFFFFFFF) scr:draw_text(265-15, 212, "スタートおしっぱでメニュー", 0xFFFFFFFF) elseif global.rec_main == rec_play_interval then -- リプレイまち scr:draw_text(265-15, 204, "■ リプレイ中", 0xFFFFFFFF) scr:draw_text(265-15, 212, "スタートおしっぱでメニュー", 0xFFFFFFFF) elseif global.rec_main == rec_await_play then -- リプレイまち scr:draw_text(265-15, 204, "■ スタートでリプレイ", 0xFFFFFFFF) scr:draw_text(265-15, 212, "スタートおしっぱでメニュー", 0xFFFFFFFF) elseif global.rec_main == rec_fixpos then -- 開始位置記憶中 scr:draw_text(265, 204, "● 位置REC " .. #recording.active_slot.name, 0xFFFF1133) scr:draw_text(265-15, 212, "スタートでメニュー", 0xFFFF1133) elseif global.rec_main == rec_await_1st_input then end end end -- ログ local log = "" for i, p in ipairs(players) do log = log .. string.format( "%6x %1s %1s %s %4x %4x %4x ", p.addr.base, p.char, p.state, p.act_contact, p.act, p.acta, p.attack --, p.act_count, p.act_frame ) for _, box in ipairs(p.hitboxes) do local atk, air = " ", " " if box.type == box_type_base.a then atk, air = "A", " " elseif box.type == box_type_base.da then atk, air = "A", " " elseif box.type == box_type_base.aa then atk, air = "A", "A" elseif box.type == box_type_base.daa then atk, air = "A", "A" end log = log .. string.format("%2x %1s %1s ", box.id or 0xFF, atk, air) local tw, range = " ", " " if box.type == box_type_base.t then tw, range = "NT", string.format("%sx%s", math.abs(box.left-box.right), math.abs(box.top-box.bottom)) elseif box.type == box_type_base.at then tw, range = "AT", string.format("%sx%s", math.abs(box.left-box.right), math.abs(box.top-box.bottom)) elseif box.type == box_type_base.pt then tw, range = "PT", string.format("%sx%s", math.abs(box.left-box.right), math.abs(box.top-box.bottom)) else tw, range = "", "" end log = log .. string.format("%2x %1s %1s ", box.id or 0xFF, tw, range) end end --print(log) --[[ for i, p in ipairs(players) do if i == 1 then --print(p.old_pos - p.pos) if p.act_data then print(p.char, p.posd, p.act_data.name, p.old_posd) end end end -- ダッシュ中の投げ不能フレーム数確認ログ for i, p in ipairs(players) do local op = players[3-i] if p.act_data then if p.old_act_data.name ~= "ダッシュ" and p.act_data.name == "ダッシュ" then p.throw_log = {} elseif p.old_act_data.name == "ダッシュ" and p.act_data.name ~= "ダッシュ" then local twlog = string.format("%x %2s %2s", p.addr.base, p.char, op.char) local cnt = 0 for _, f in ipairs(p.throw_log) do if f > 0 then twlog = twlog .. string.format(" o:%s-%s", cnt+1, cnt+math.abs(f)) else twlog = twlog .. string.format(" x:%s-%s", cnt+1, cnt+math.abs(f)) end cnt = cnt+math.abs(f) end print(twlog) end if p.act_data.name == "ダッシュ" then local len = #p.throw_log if op.throw.in_range == true then if len == 0 then p.throw_log[len+1] = 1 elseif p.throw_log[len] > 0 then p.throw_log[len] = p.throw_log[len] + 1 else p.throw_log[len+1] = 1 end else if len == 0 then p.throw_log[len+1] = -1 elseif p.throw_log[len] > 0 then p.throw_log[len+1] = -1 else p.throw_log[len] = p.throw_log[len] - 1 end end end end end ]] if global.pause then emu.pause() end end emu.register_start(function() math.randomseed(os.time()) end) emu.register_stop(function() end) emu.register_menu(function(index, event) return false end, {}, "RB2 Training") emu.register_frame(function() end) -- メニュー表示 local menu_max_row = 13 local menu_nop = function() end local setup_char_manu = function() local pgm = manager.machine.devices[":maincpu"].spaces["program"] -- キャラにあわせたメニュー設定 for i, p in ipairs(players) do local tmp_chr = pgm:read_u8(p.addr.char) -- ブレイクショット if not p.dummy_bs_chr or p.dummy_bs_chr ~= tmp_chr then p.char = tmp_chr p.dummy_bs_chr = p.char p.dummy_bs_list = {} p.dummy_bs = get_next_bs(p) end -- リバーサル if not p.dummy_rvs_chr or p.dummy_rvs_chr ~= tmp_chr then p.char = tmp_chr p.dummy_rvs_chr = tmp_chr p.dummy_rvs_list = {} p.dummy_rvs = get_next_rvs(p) end p.gd_rvs_enabled = false p.rvs_count = -1 end end local menu_to_main = function(cancel, do_init) local col = tra_menu.pos.col local row = tra_menu.pos.row local p = players global.dummy_mode = col[ 1] -- ダミーモード 1 -- 2 レコード・リプレイ設定 2 p[1].dummy_act = col[ 3] -- 1P アクション 3 p[2].dummy_act = col[ 4] -- 2P アクション 4 p[1].dummy_gd = col[ 5] -- 1P ガード 5 p[2].dummy_gd = col[ 6] -- 2P ガード 6 global.next_block_grace = col[ 7] - 1 -- 1ガード持続フレーム数 7 global.dummy_bs_cnt = col[ 8] -- ブレイクショット設定 8 p[1].dummy_wakeup = col[ 9] -- 1P やられ時行動 9 p[2].dummy_wakeup = col[10] -- 2P やられ時行動 10 global.dummy_rvs_cnt = col[11] -- ガードリバーサル設定 11 p[2].no_hit_limit = col[12] - 1 -- 1P 強制空振り 12 p[1].no_hit_limit = col[13] - 1 -- 2P 強制空振り 13 p[1].fwd_prov = col[14] == 2 -- 1P 挑発で前進 14 p[2].fwd_prov = col[15] == 2 -- 2P 挑発で前進 15 p[1].force_y_pos = col[16] -- 1P Y座標強制 16 p[2].force_y_pos = col[17] -- 2P Y座標強制 17 global.sync_pos_x = col[18] -- X座標同期 18 for _, p in ipairs(players) do if p.dummy_gd == dummy_gd_type.hit1 then p.next_block = false p.next_block_ec = 75 -- カウンター初期化 elseif p.dummy_gd == dummy_gd_type.guard1 then p.next_block = true p.next_block_ec = 75 -- カウンター初期化 end p.bs_count = -1 -- BSガードカウンター初期化 p.rvs_count = -1 -- リバサカウンター初期化 p.guard1 = 0 p.dummy_rvs_chr = p.char p.dummy_rvs = get_next_rvs(p) p.dummy_bs_chr = p.char p.dummy_bs = get_next_bs(p) end global.old_dummy_mode = global.dummy_mode if global.dummy_mode == 5 then -- レコード -- 設定でレコーディングに入らずに抜けたとき用にモードを1に戻しておく global.dummy_mode = 1 if not cancel and row == 1 then menu_cur = rec_menu return end elseif global.dummy_mode == 6 then -- リプレイ -- 設定でリプレイに入らずに抜けたとき用にモードを1に戻しておく global.dummy_mode = 1 play_menu.pos.col[11] = recording.do_repeat and 2 or 1 -- 繰り返し 11 play_menu.pos.col[12] = recording.repeat_interval + 1 -- 繰り返し間隔 12 play_menu.pos.col[13] = global.await_neutral and 2 or 1 -- 繰り返し開始条件 13 play_menu.pos.col[14] = global.replay_fix_pos -- 開始間合い固定 14 play_menu.pos.col[15] = global.replay_reset -- 状態リセット 15 play_menu.pos.col[16] = global.disp_replay and 2 or 1 -- ガイド表示 16 play_menu.pos.col[17] = global.replay_stop_on_dmg and 2 or 1 -- ダメージでリプレイ中止 17 if not cancel and row == 1 then menu_cur = play_menu return end end -- プレイヤー選択しなおしなどで初期化したいときはサブメニュー遷移しない if do_init ~= true then -- 設定後にメニュー遷移 for i, p in ipairs(players) do -- ブレイクショット ガードのメニュー設定 if not cancel and row == (4 + i) and p.dummy_gd == dummy_gd_type.bs then menu_cur = bs_menus[i][p.char] return end -- リバーサル やられ時行動のメニュー設定 if not cancel and row == (8 + i) and (p.dummy_wakeup == wakeup_type.tech or p.dummy_wakeup == wakeup_type.sway or p.dummy_wakeup == wakeup_type.rvs) then menu_cur = rvs_menus[i][p.char] return end end end menu_cur = main_menu end local menu_to_main_cancel = function() menu_to_main(true, false) end local life_range = { "最大", "赤", "ゼロ", } for i = 1, 0xC0 do table.insert(life_range, i) end local pow_range = { "最大", "半分", "ゼロ", } for i = 1, 0x3C do table.insert(pow_range, i) end local bar_menu_to_main = function(cancel) local col = bar_menu.pos.col local p = players -- 1 1 p[1].red = col[ 2] -- 1P 体力ゲージ量 2 p[2].red = col[ 3] -- 2P 体力ゲージ量 3 p[1].max = col[ 4] -- 1P POWゲージ量 4 p[2].max = col[ 5] -- 2P POWゲージ量 5 dip_config.infinity_life = col[ 6] == 2 -- 体力ゲージモード 6 global.pow_mode = col[ 7] -- POWゲージモード 7 menu_cur = main_menu end local bar_menu_to_main_cancel = function() bar_menu_to_main(true) end local disp_menu_to_main = function(cancel) local col = disp_menu.pos.col local p = players local pgm = manager.machine.devices[":maincpu"].spaces["program"] -- 1 1 p[1].disp_hitbox = col[ 2] -- 1P 判定表示 2 p[2].disp_hitbox = col[ 3] -- 2P 判定表示 3 p[1].disp_range = col[ 4] -- 1P 間合い表示 4 p[2].disp_range = col[ 5] -- 2P 間合い表示 5 p[1].disp_stun = col[ 6] == 2 -- 1P 気絶ゲージ表示 6 p[2].disp_stun = col[ 7] == 2 -- 2P 気絶ゲージ表示 7 p[1].disp_dmg = col[ 8] == 2 -- 1P ダメージ表示 8 p[2].disp_dmg = col[ 9] == 2 -- 2P ダメージ表示 9 p[1].disp_cmd = col[10] -- 1P 入力表示 10 p[2].disp_cmd = col[11] -- 2P 入力表示 11 global.disp_input_sts = col[12] -- コマンド入力状態表示12 global.disp_frmgap = col[13] -- フレーム差表示 13 p[1].disp_frm = col[14] -- 1P フレーム数表示 14 p[2].disp_frm = col[15] -- 2P フレーム数表示 15 p[1].disp_sts = col[16] -- 1P 状態表示 16 p[2].disp_sts = col[17] -- 2P 状態表示 17 p[1].disp_base = col[18] == 2 -- 1P 処理アドレス表示 18 p[2].disp_base = col[19] == 2 -- 2P 処理アドレス表示 19 p[1].disp_char = col[20] == 2 -- 1P キャラ表示 20 p[2].disp_char = col[21] == 2 -- 2P キャラ表示 21 global.disp_effect = col[22] == 2 -- エフェクト表示 22 global.disp_pos = col[23] == 2 -- 1P 2P 距離表示 23 menu_cur = main_menu end local disp_menu_to_main_cancel = function() disp_menu_to_main(true) end local ex_menu_to_main = function(cancel) local col = ex_menu.pos.col local p = players local pgm = manager.machine.devices[":maincpu"].spaces["program"] -- 1 1 dip_config.easy_super = col[ 2] == 2 -- 簡易超必 2 global.pause_hit = col[ 3] -- ヒット時にポーズ 3 global.pause_hitbox = col[ 4] -- 判定発生時にポーズ 4 global.save_snapshot = col[ 5] -- 技画像保存 5 global.mame_debug_wnd = col[ 6] == 2 -- MAMEデバッグウィンドウ 6 global.damaged_move = col[ 7] -- ヒット効果確認用 7 global.log.poslog = col[ 8] == 2 -- 位置ログ 8 global.log.atklog = col[ 9] == 2 -- 攻撃情報ログ 9 global.log.baselog = col[10] == 2 -- 処理アドレスログ 10 global.log.keylog = col[11] == 2 -- 入力ログ 11 global.log.rvslog = col[12] == 2 -- リバサログ 12 local dmove = damaged_moves[global.damaged_move] if dmove and dmove > 0 then for i = 0x0579BA, 0x057B02, 4 do pgm:write_direct_u32(fix_bp_addr(i), dmove == 0 and 0 or fix_bp_addr(dmove)) end else local ii = 2 for i = 0x0579BA, 0x057B02, 4 do local dmove = damaged_moves[ii] pgm:write_direct_u32(fix_bp_addr(i), dmove == 0 and 0 or fix_bp_addr(dmove)) ii = ii + 1 end end menu_cur = main_menu end local ex_menu_to_main_cancel = function() ex_menu_to_main(true) end local auto_menu_to_main = function(cancel) local p = players local col = auto_menu.pos.col -- 自動入力設定 1 global.auto_input.otg_thw = col[ 2] == 2 -- ダウン投げ 2 global.auto_input.otg_atk = col[ 3] == 2 -- ダウン攻撃 3 global.auto_input.thw_otg = col[ 4] == 2 -- 通常投げの派生技 4 global.auto_input.rave = col[ 5] -- デッドリーレイブ 5 global.auto_input.desire = col[ 6] -- アンリミテッドデザイア 6 global.auto_input.drill = col[ 7] -- ドリル 7 global.auto_input.pairon = col[ 8] -- 超白龍 8 global.auto_input.real_counter = col[ 9] -- M.リアルカウンター 9 -- 入力設定 10 global.auto_input.esaka_check = col[11] == 2 -- 詠酒距離チェック 11 set_skip_esaka_check(p[1], global.auto_input.esaka_check) set_skip_esaka_check(p[2], global.auto_input.esaka_check) menu_cur = main_menu end local auto_menu_to_main_cancel = function() auto_menu_to_main(true) end local box_type_col_list = { box_type_base.a, box_type_base.fa, box_type_base.da, box_type_base.aa, box_type_base.faa, box_type_base.daa, box_type_base.pa, box_type_base.pfa, box_type_base.pda, box_type_base.paa, box_type_base.pfaa, box_type_base.pdaa, box_type_base.t3, box_type_base.t, box_type_base.at, box_type_base.pt, box_type_base.p, box_type_base.v1, box_type_base.sv1, box_type_base.v2, box_type_base.sv2, box_type_base.v3, box_type_base.v4, box_type_base.v5, box_type_base.v6, box_type_base.x1, box_type_base.x2, box_type_base.x3, box_type_base.x4, box_type_base.x5, box_type_base.x6, box_type_base.x7, box_type_base.x8, box_type_base.x9, box_type_base.g1, box_type_base.g2, box_type_base.g3, box_type_base.g4, box_type_base.g5, box_type_base.g6, box_type_base.g7, box_type_base.g8, box_type_base.g9, box_type_base.g10, box_type_base.g11, box_type_base.g12, box_type_base.g13, box_type_base.g14, box_type_base.g15, box_type_base.g16, } local col_menu_to_main = function(cancel) local col = col_menu.pos.col for i = 2, #col do box_type_col_list[i-1].enabled = col[i] == 2 end menu_cur = main_menu end local col_menu_to_main_cancel = function() col_menu_to_main(true) end local menu_rec_to_tra = function() menu_cur = tra_menu end local exit_menu_to_rec = function(slot_no) local scr = manager.machine.screens:at(1) local ec = scr:frame_number() global.dummy_mode = 5 global.rec_main = rec_await_no_input global.input_accepted = ec -- 選択したプレイヤー側の反対側の操作をいじる local pgm = manager.machine.devices[":maincpu"].spaces["program"] recording.temp_player = (pgm:read_u8(players[1].addr.reg_pcnt) ~= 0xFF) and 2 or 1 recording.last_slot = slot_no recording.active_slot = recording.slot[slot_no] menu_cur = main_menu menu_exit() end local exit_menu_to_play_common = function() local col = play_menu.pos.col recording.live_slots = recording.live_slots or {} for i = 1, #recording.slot do recording.live_slots[i] = (col[i+1] == 2) end recording.do_repeat = col[11] == 2 -- 繰り返し 11 recording.repeat_interval = col[12] - 1 -- 繰り返し間隔 12 global.await_neutral = col[13] == 2 -- 繰り返し開始条件 13 global.replay_fix_pos = col[14] -- 開始間合い固定 14 global.replay_reset = col[15] -- 状態リセット 15 global.disp_replay = col[16] == 2 -- ガイド表示 16 global.replay_stop_on_dmg = col[17] == 2 -- ダメージでリプレイ中止 17 global.repeat_interval = recording.repeat_interval end local exit_menu_to_rec_pos = function() local scr = manager.machine.screens:at(1) local ec = scr:frame_number() global.dummy_mode = 5 -- レコードモードにする global.rec_main = rec_fixpos global.input_accepted = ec -- 選択したプレイヤー側の反対側の操作をいじる local pgm = manager.machine.devices[":maincpu"].spaces["program"] recording.temp_player = (pgm:read_u8(players[1].addr.reg_pcnt) ~= 0xFF) and 2 or 1 exit_menu_to_play_common() menu_cur = main_menu menu_exit() end local exit_menu_to_play = function() local col = play_menu.pos.col if play_menu.pos.row == 14 and col[14] == 2 then -- 開始間合い固定 / 記憶 exit_menu_to_rec_pos() return end local scr = manager.machine.screens:at(1) local ec = scr:frame_number() global.dummy_mode = 6 -- リプレイモードにする global.rec_main = rec_await_play global.input_accepted = ec exit_menu_to_play_common() menu_cur = main_menu menu_exit() end local exit_menu_to_play_cancel = function() local scr = manager.machine.screens:at(1) local ec = scr:frame_number() global.dummy_mode = 6 -- リプレイモードにする global.rec_main = rec_await_play global.input_accepted = ec exit_menu_to_play_common() menu_to_tra() end local init_menu_config = function() local col = tra_menu.pos.col local p = players local g = global col[ 1] = g.dummy_mode -- ダミーモード 1 -- 2 レコード・リプレイ設定 2 col[ 3] = p[1].dummy_act -- 1P アクション 3 col[ 4] = p[2].dummy_act -- 2P アクション 4 col[ 5] = p[1].dummy_gd -- 1P ガード 5 col[ 6] = p[2].dummy_gd -- 2P ガード 6 col[ 7] = g.next_block_grace + 1 -- 1ガード持続フレーム数 7 col[ 8] = g.dummy_bs_cnt -- ブレイクショット設定 8 col[ 9] = p[1].dummy_wakeup -- 1P やられ時行動 9 col[10] = p[2].dummy_wakeup -- 2P やられ時行動 10 col[11] = g.dummy_rvs_cnt -- ガードリバーサル設定 11 col[12] = p[2].no_hit_limit + 1 -- 1P 強制空振り 12 col[13] = p[1].no_hit_limit + 1 -- 2P 強制空振り 13 col[14] = p[1].fwd_prov and 2 or 1 -- 1P 挑発で前進 14 col[15] = p[2].fwd_prov and 2 or 1 -- 2P 挑発で前進 15 col[16] = p[1].force_y_pos -- 1P Y座標強制 16 col[17] = p[2].force_y_pos -- 2P Y座標強制 17 g.sync_pos_x = col[18] -- X座標同期 18 end local init_bar_menu_config = function() local col = bar_menu.pos.col local p = players local g = global -- 1 1 col[ 2] = p[1].red -- 1P 体力ゲージ量 2 col[ 3] = p[2].red -- 2P 体力ゲージ量 3 col[ 4] = p[1].max -- 1P POWゲージ量 4 col[ 5] = p[2].max -- 2P POWゲージ量 5 col[ 6] = dip_config.infinity_life and 2 or 1 -- 体力ゲージモード 6 col[ 7] = g.pow_mode -- POWゲージモード 7 end local init_disp_menu_config = function() local col = disp_menu.pos.col local p = players local g = global -- 1 1 col[ 2] = p[1].disp_hitbox -- 判定表示 2 col[ 3] = p[2].disp_hitbox -- 判定表示 3 col[ 4] = p[1].disp_range -- 間合い表示 4 col[ 5] = p[2].disp_range -- 間合い表示 5 col[ 6] = p[1].disp_stun and 2 or 1 -- 1P 気絶ゲージ表示 6 col[ 7] = p[2].disp_stun and 2 or 1 -- 2P 気絶ゲージ表示 7 col[ 8] = p[1].disp_dmg and 2 or 1 -- 1P ダメージ表示 8 col[ 9] = p[2].disp_dmg and 2 or 1 -- 2P ダメージ表示 9 col[10] = p[1].disp_cmd -- 1P 入力表示 10 col[11] = p[2].disp_cmd -- 2P 入力表示 11 col[12] = g.disp_input_sts -- コマンド入力状態表示 12 col[13] = g.disp_frmgap -- フレーム差表示 13 col[14] = p[1].disp_frm -- 1P フレーム数表示 14 col[15] = p[2].disp_frm -- 2P フレーム数表示 15 col[16] = p[1].disp_sts -- 1P 状態表示 16 col[17] = p[2].disp_sts -- 2P 状態表示 17 col[18] = p[1].disp_base and 2 or 1 -- 1P 処理アドレス表示 18 col[19] = p[2].disp_base and 2 or 1 -- 2P 処理アドレス表示 19 col[20] = p[1].disp_char and 2 or 1 -- 1P キャラ表示 20 col[21] = p[2].disp_char and 2 or 1 -- 2P キャラ表示 21 col[22] = g.disp_effect and 2 or 1 -- エフェクト表示 22 col[23] = g.disp_pos and 2 or 1 -- 1P 2P 距離表示 23 end local init_ex_menu_config = function() local col = ex_menu.pos.col local g = global -- 1 1 col[ 2] = dip_config.easy_super and 2 or 1 -- 簡易超必 2 col[ 3] = g.pause_hit -- ヒット時にポーズ 3 col[ 4] = g.pause_hitbox -- 判定発生時にポーズ 4 col[ 5] = g.save_snapshot -- 技画像保存 5 col[ 6] = g.mame_debug_wnd and 2 or 1 -- MAMEデバッグウィンドウ 6 col[ 7] = g.damaged_move -- ヒット効果確認用 7 col[ 8] = g.log.poslog and 2 or 1 -- 位置ログ 8 col[ 9] = g.log.atklog and 2 or 1 -- 攻撃情報ログ 9 col[10] = g.log.baselog and 2 or 1 -- 処理アドレスログ 10 col[11] = g.log.keylog and 2 or 1 -- 入力ログ 11 col[12] = g.log.rvslog and 2 or 1 -- リバサログ 12 end local init_auto_menu_config = function() local col = auto_menu.pos.col local g = global -- 自動入力設定 1 col[ 2] = g.auto_input.otg_thw and 2 or 1 -- ダウン投げ 2 col[ 3] = g.auto_input.otg_atk and 2 or 1 -- ダウン攻撃 3 col[ 4] = g.auto_input.thw_otg and 2 or 1 -- 通常投げの派生技 4 col[ 5] = g.auto_input.rave -- デッドリーレイブ 5 col[ 6] = g.auto_input.desire -- アンリミテッドデザイア 6 col[ 7] = g.auto_input.drill -- ドリル 7 col[ 8] = g.auto_input.pairon -- 超白龍 8 col[ 9] = g.auto_input.real_counter -- M.リアルカウンター 9 -- 入力設定 10 col[11] = g.auto_input.esaka_check -- 詠酒距離チェック 11 end local init_restart_fight = function() end menu_to_tra = function() menu_cur = tra_menu end menu_to_bar = function() menu_cur = bar_menu end menu_to_disp = function() menu_cur = disp_menu end menu_to_ex = function() menu_cur = ex_menu end menu_to_auto = function() menu_cur = auto_menu end menu_to_col = function() menu_cur = col_menu end menu_exit = function() -- Bボタンでトレーニングモードへ切り替え main_or_menu_state = tra_main cls_joy() cls_ps() end local menu_player_select = function() --main_menu.pos.row = 1 cls_hook() goto_player_select() cls_joy() cls_ps() -- 初期化 menu_to_main(false, true) -- メニューを抜ける main_or_menu_state = tra_main prev_main_or_menu_state = nil reset_menu_pos = true -- レコード&リプレイ用の初期化 if global.old_dummy_mode == 5 then -- レコード exit_menu_to_rec(recording.last_slot or 1) elseif global.old_dummy_mode == 6 then -- リプレイ exit_menu_to_play() end end local menu_restart_fight = function() --main_menu.pos.row = 1 cls_hook() global.disp_gauge = main_menu.pos.col[15] == 2 -- 体力,POWゲージ表示 restart_fight({ next_p1 = main_menu.pos.col[ 9] , -- 1P セレクト next_p2 = main_menu.pos.col[10] , -- 2P セレクト next_p1col = main_menu.pos.col[11]-1, -- 1P カラー next_p2col = main_menu.pos.col[12]-1, -- 2P カラー next_stage = stgs[main_menu.pos.col[13]], -- ステージセレクト next_bgm = bgms[main_menu.pos.col[14]].id, -- BGMセレクト }) local fix_scr_top = main_menu.pos.col[16] if fix_scr_top == 1 then players[1].fix_scr_top = 0xFF players[2].fix_scr_top = 0xFF elseif fix_scr_top <= 91 then players[1].fix_scr_top = fix_scr_top players[2].fix_scr_top = 0xFF else players[1].fix_scr_top = 0xFF players[2].fix_scr_top = fix_scr_top end cls_joy() cls_ps() -- 初期化 menu_to_main(false, true) -- メニューを抜ける main_or_menu_state = tra_main reset_menu_pos = true -- レコード&リプレイ用の初期化 if global.old_dummy_mode == 5 then -- レコード exit_menu_to_rec(recording.last_slot or 1) elseif global.old_dummy_mode == 6 then -- リプレイ exit_menu_to_play() end end -- 半角スペースで始まっているメニューはラベル行とみなす local is_label_line = function(str) return str:find('^' .. " +") ~= nil end main_menu = { list = { { "ダミー設定" }, { "ゲージ設定" }, { "表示設定" }, { "特殊設定" }, { "自動入力設定" }, { "判定個別設定" }, { "プレイヤーセレクト画面" }, { " クイックセレクト" }, { "1P セレクト" , char_names }, { "2P セレクト" , char_names }, { "1P カラー" , { "A", "D" } }, { "2P カラー" , { "A", "D" } }, { "ステージセレクト" , names }, { "BGMセレクト" , bgm_names }, { "体力,POWゲージ表示" , { "OFF", "ON" }, }, { "背景なし時位置補正" , fix_scr_tops, }, { "リスタート" }, }, pos = { -- メニュー内の選択位置 offset = 1, row = 1, col = { 0, -- ダミー設定 1 0, -- ゲージ設定 2 0, -- 表示設定 3 0, -- 特殊設定 4 0, -- 自動入力設定 5 0, -- 判定個別設定 6 0, -- プレイヤーセレクト画面 7 0, -- クイックセレクト 8 1, -- 1P セレクト 9 1, -- 2P セレクト 10 1, -- 1P カラー 11 1, -- 2P カラー 12 1, -- ステージセレクト 13 1, -- BGMセレクト 14 1, -- 体力,POWゲージ表示 15 1, -- 背景なし時位置補正 16 0, -- リスタート 18 }, }, on_a = { menu_to_tra, -- ダミー設定 menu_to_bar, -- ゲージ設定 menu_to_disp, -- 表示設定 menu_to_ex, -- 特殊設定 menu_to_auto, -- 自動入力設定 menu_to_col, -- 判定個別設定 menu_player_select, -- プレイヤーセレクト画面 menu_nop, -- クイックセレクト menu_restart_fight, -- 1P セレクト menu_restart_fight, -- 2P セレクト menu_restart_fight, -- 1P カラー menu_restart_fight, -- 2P カラー menu_restart_fight, -- ステージセレクト menu_restart_fight, -- BGMセレクト menu_restart_fight, -- 体力,POWゲージ表示 menu_restart_fight, -- 背景なし時位置補正 menu_restart_fight, -- リスタート }, on_b = { menu_exit, -- ダミー設定 menu_exit, -- ゲージ設定 menu_exit, -- 表示設定 menu_exit, -- 特殊設定 menu_exit, -- 判定個別設定 menu_exit, -- 自動入力設定 menu_exit, -- プレイヤーセレクト画面 menu_exit, -- クイックセレクト menu_exit, -- 1P セレクト menu_exit, -- 2P セレクト menu_exit, -- 1P カラー menu_exit, -- 2P カラー menu_exit, -- ステージセレクト menu_exit, -- BGMセレクト menu_exit, -- 体力,POWゲージ表示 menu_exit, -- 背景なし時位置補正 menu_exit, -- リスタート }, } menu_cur = main_menu -- デフォルト設定 update_menu_pos = function() local pgm = manager.machine.devices[":maincpu"].spaces["program"] -- メニューの更新 main_menu.pos.col[ 9] = math.min(math.max(pgm:read_u8(0x107BA5) , 1), #char_names) main_menu.pos.col[10] = math.min(math.max(pgm:read_u8(0x107BA7) , 1), #char_names) main_menu.pos.col[11] = math.min(math.max(pgm:read_u8(0x107BAC)+1, 1), 2) main_menu.pos.col[12] = math.min(math.max(pgm:read_u8(0x107BAD)+1, 1), 2) reset_menu_pos = false local stg1 = pgm:read_u8(0x107BB1) local stg2 = pgm:read_u8(0x107BB7) local stg3 = pgm:read_u8(0x107BB9) == 1 and 0x01 or 0x0F main_menu.pos.col[13] = 1 for i, data in ipairs(stgs) do if data.stg1 == stg1 and data.stg2 == stg2 and data.stg3 == stg3 and global.no_background == data.no_background then main_menu.pos.col[13] = i break end end local bgmid, found = pgm:read_u8(0x10A8D5), false for _, bgm in ipairs(bgms) do if bgmid == bgm.id then main_menu.pos.col[14] = bgm.name_idx found = true break end end if not found then main_menu.pos.col[14] = 1 end main_menu.pos.col[15] = global.disp_gauge and 2 or 1 -- 体力,POWゲージ表示 if players[1].fix_scr_top ~= 0xFF then main_menu.pos.col[16] = players[1].fix_scr_top elseif players[2].fix_scr_top ~= 0xFF then main_menu.pos.col[16] = players[2].fix_scr_top else main_menu.pos.col[16] = 1 end setup_char_manu() end -- ブレイクショットメニュー bs_menus, rvs_menus = {}, {} local bs_guards, rvs_guards = {}, {} for i = 1, 60 do table.insert(bs_guards , string.format("%s回ガード後に発動", i)) table.insert(rvs_guards, string.format("%s回ガード後に発動", i)) end local menu_bs_to_tra_menu = function() menu_to_tra() end local menu_rvs_to_tra_menu = function() local cur_prvs = nil for i, prvs in ipairs(rvs_menus) do for _, a_bs_menu in ipairs(prvs) do if menu_cur == a_bs_menu then cur_prvs = prvs break end end if cur_prvs then break end end -- 共通行動の設定を全キャラにコピー反映 for _, a_bs_menu in ipairs(cur_prvs) do if menu_cur ~= a_bs_menu then for _, rvs in ipairs(a_bs_menu.list) do if rvs.common then a_bs_menu.pos.col[rvs.row] = menu_cur.pos.col[rvs.row] end end end end menu_to_tra() end for i = 1, 2 do local pbs, prvs = {}, {} table.insert(bs_menus, pbs) table.insert(rvs_menus, prvs) for _, bs_list in pairs(char_bs_list) do local list, on_ab, col = {}, {}, {} table.insert(list, { " ONにしたスロットからランダムで発動されます。" }) table.insert(on_ab, menu_bs_to_tra_menu) table.insert(col, 0) for _, bs in pairs(bs_list) do table.insert(list, { bs.name, { "OFF", "ON", }, common = bs.common == true, row = #list, }) table.insert(on_ab, menu_bs_to_tra_menu) table.insert(col, 1) end local a_bs_menu = { list = list, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = col, }, on_a = on_ab, on_b = on_ab, } table.insert(pbs, a_bs_menu) end for _, rvs_list in pairs(char_rvs_list) do local list, on_ab, col = {}, {}, {} table.insert(list, { " ONにしたスロットからランダムで発動されます。" }) table.insert(on_ab, menu_rvs_to_tra_menu) table.insert(col, 0) for _, bs in pairs(rvs_list) do table.insert(list, { bs.name, { "OFF", "ON", }, common = bs.common == true, row = #list, }) table.insert(on_ab, menu_rvs_to_tra_menu) table.insert(col, 1) end local a_rvs_menu = { list = list, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = col, }, on_a = on_ab, on_b = on_ab, } table.insert(prvs, a_rvs_menu) end end local gd_frms = {} for i = 1, 61 do table.insert(gd_frms, string.format("%sF後にガード解除", (i - 1))) end local no_hit_row = { "OFF", } for i = 1, 99 do table.insert(no_hit_row, string.format("%s段目で空振り", i)) end tra_menu = { list = { { "ダミーモード" , { "プレイヤー vs プレイヤー", "プレイヤー vs CPU", "CPU vs プレイヤー", "1P&2P入れ替え", "レコード", "リプレイ" }, }, { " ダミー設定" }, { "1P アクション" , { "立ち", "しゃがみ", "ジャンプ", "小ジャンプ", "スウェー待機" }, }, { "2P アクション" , { "立ち", "しゃがみ", "ジャンプ", "小ジャンプ", "スウェー待機" }, }, { "1P ガード" , { "なし", "オート", "ブレイクショット(Aで選択画面へ)", "1ヒットガード", "1ガード", "常時", "ランダム", "強制" }, }, { "2P ガード" , { "なし", "オート", "ブレイクショット(Aで選択画面へ)", "1ヒットガード", "1ガード", "常時", "ランダム", "強制" }, }, { "1ガード持続フレーム数" , gd_frms, }, { "ブレイクショット設定" , bs_guards }, { "1P やられ時行動" , { "なし", "リバーサル(Aで選択画面へ)", "テクニカルライズ(Aで選択画面へ)", "グランドスウェー(Aで選択画面へ)", "起き上がり攻撃", }, }, { "2P やられ時行動" , { "なし", "リバーサル(Aで選択画面へ)", "テクニカルライズ(Aで選択画面へ)", "グランドスウェー(Aで選択画面へ)", "起き上がり攻撃", }, }, { "ガードリバーサル設定" , bs_guards }, { "1P 強制空振り" , no_hit_row, }, { "2P 強制空振り" , no_hit_row, }, { "1P 挑発で前進" , { "OFF", "ON" }, }, { "2P 挑発で前進" , { "OFF", "ON" }, }, { "1P Y座標強制" , force_y_pos, }, { "2P Y座標強制" , force_y_pos, }, { "画面下に移動" , { "OFF", "2Pを下に移動", "1Pを下に移動", }, }, }, pos = { -- メニュー内の選択位置 offset = 1, row = 1, col = { 1, -- ダミーモード 1 0, -- レコード・リプレイ設定 2 1, -- 1P アクション 3 1, -- 2P アクション 4 1, -- 1P ガード 5 1, -- 2P ガード 6 1, -- 1ガード持続フレーム数 7 1, -- ブレイクショット設定 8 1, -- 1P やられ時行動 9 1, -- 2P やられ時行動 10 1, -- ガードリバーサル設定 11 1, -- 1P 強制空振り 12 1, -- 2P 強制空振り 13 1, -- 1P 挑発で前進 14 1, -- 2P 挑発で前進 15 1, -- 1P Y座標強制 16 1, -- 2P Y座標強制 17 1, -- X座標同期 18 }, }, on_a = { menu_to_main, -- ダミーモード menu_to_main, -- -ダミー設定- menu_to_main, -- 1P アクション menu_to_main, -- 2P アクション menu_to_main, -- 1P ガード menu_to_main, -- 2P ガード menu_to_main, -- 1ガード持続フレーム数 menu_to_main, -- ブレイクショット設定 menu_to_main, -- 1P やられ時行動 menu_to_main, -- 2P やられ時行動 menu_to_main, -- ガードリバーサル設定 menu_to_main, -- 1P 強制空振り menu_to_main, -- 2P 強制空振り menu_to_main, -- 1P 挑発で前進 menu_to_main, -- 2P 挑発で前進 menu_to_main, -- 1P Y座標強制 menu_to_main, -- 2P Y座標強制 menu_to_main, -- X座標同期 }, on_b = { menu_to_main_cancel, -- ダミーモード menu_to_main_cancel, -- -ダミー設定- menu_to_main_cancel, -- 1P アクション menu_to_main_cancel, -- 2P アクション menu_to_main_cancel, -- 1P ガード menu_to_main_cancel, -- 2P ガード menu_to_main_cancel, -- 1ガード持続フレーム数 menu_to_main_cancel, -- ブレイクショット設定 menu_to_main_cancel, -- 1P やられ時行動 menu_to_main_cancel, -- 2P やられ時行動 menu_to_main_cancel, -- ガードリバーサル設定 menu_to_main_cancel, -- 1P 強制空振り menu_to_main_cancel, -- 2P 強制空振り menu_to_main_cancel, -- 1P 挑発で前進 menu_to_main_cancel, -- 2P 挑発で前進 menu_to_main_cancel, -- 1P Y座標強制 menu_to_main_cancel, -- 2P Y座標強制 menu_to_main_cancel, -- X座標同期 }, } bar_menu = { list = { { " ゲージ設定" }, { "1P 体力ゲージ量" , life_range, }, -- "最大", "赤", "ゼロ" ... { "2P 体力ゲージ量" , life_range, }, -- "最大", "赤", "ゼロ" ... { "1P POWゲージ量" , pow_range, }, -- "最大", "半分", "ゼロ" ... { "2P POWゲージ量" , pow_range, }, -- "最大", "半分", "ゼロ" ... { "体力ゲージモード" , { "自動回復", "固定" }, }, { "POWゲージモード" , { "自動回復", "固定", "通常動作" }, }, }, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = { 0, -- -ゲージ設定- 1 2, -- 1P 体力ゲージ量 2 2, -- 2P 体力ゲージ量 3 2, -- 1P POWゲージ量 4 2, -- 2P POWゲージ量 5 2, -- 体力ゲージモード 6 2, -- POWゲージモード 7 }, }, on_a = { bar_menu_to_main, -- -ゲージ設定- 1 bar_menu_to_main, -- 1P 体力ゲージ量 2 bar_menu_to_main, -- 2P 体力ゲージ量 3 bar_menu_to_main, -- 1P POWゲージ量 4 bar_menu_to_main, -- 2P POWゲージ量 5 bar_menu_to_main, -- 体力ゲージモード 6 bar_menu_to_main, -- POWゲージモード 7 }, on_b = { bar_menu_to_main_cancel, -- -ゲージ設定- 1 bar_menu_to_main_cancel, -- 1P 体力ゲージ量 2 bar_menu_to_main_cancel, -- 2P 体力ゲージ量 3 bar_menu_to_main_cancel, -- 1P POWゲージ量 4 bar_menu_to_main_cancel, -- 2P POWゲージ量 5 bar_menu_to_main_cancel, -- 体力ゲージモード 6 bar_menu_to_main_cancel, -- POWゲージモード 7 }, } disp_menu = { list = { { " 表示設定" }, { "1P 判定表示" , { "OFF", "ON", "ON:P番号なし", }, }, { "2P 判定表示" , { "OFF", "ON", "ON:P番号なし", }, }, { "1P 間合い表示" , { "OFF", "ON", "ON:投げ", "ON:遠近攻撃", "ON:詠酒", }, }, { "2P 間合い表示" , { "OFF", "ON", "ON:投げ", "ON:遠近攻撃", "ON:詠酒", }, }, { "1P 気絶ゲージ表示" , { "OFF", "ON" }, }, { "2P 気絶ゲージ表示" , { "OFF", "ON" }, }, { "1P ダメージ表示" , { "OFF", "ON" }, }, { "2P ダメージ表示" , { "OFF", "ON" }, }, { "1P 入力表示" , { "OFF", "ON", "ログのみ", "キーディスのみ", }, }, { "2P 入力表示" , { "OFF", "ON", "ログのみ", "キーディスのみ", }, }, { "コマンド入力状態表示" , { "OFF", "1P", "2P", }, }, { "フレーム差表示" , { "OFF", "数値とグラフ", "数値" }, }, { "1P フレーム数表示" , { "OFF", "ON", "ON:判定の形毎", "ON:攻撃判定の形毎", "ON:くらい判定の形毎", }, }, { "2P フレーム数表示" , { "OFF", "ON", "ON:判定の形毎", "ON:攻撃判定の形毎", "ON:くらい判定の形毎", }, }, { "1P 状態表示" , { "OFF", "ON", "ON:小表示", "ON:大表示" }, }, { "2P 状態表示" , { "OFF", "ON", "ON:小表示", "ON:大表示" }, }, { "1P 処理アドレス表示" , { "OFF", "ON" }, }, { "2P 処理アドレス表示" , { "OFF", "ON" }, }, { "1P キャラ表示" , { "OFF", "ON" }, }, { "2P キャラ表示" , { "OFF", "ON" }, }, { "エフェクト表示" , { "OFF", "ON", }, }, { "1P 2P 距離表示" , { "OFF", "ON" }, }, }, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = { 0, -- -表示設定- 1 2, -- 1P 判定表示 2 2, -- 2P 判定表示 2 2, -- 1P 間合い表示 3 2, -- 2P 間合い表示 3 2, -- 1P 気絶ゲージ表示 4 2, -- 2P 気絶ゲージ表示 5 1, -- 1P ダメージ表示 6 1, -- 2P ダメージ表示 7 1, -- 1P 入力表示 8 1, -- 2P 入力表示 9 1, -- コマンド入力状態表示 10 3, -- フレーム差表示 11 4, -- 1P フレーム数表示 12 4, -- 2P フレーム数表示 13 1, -- 1P 状態表示 14 1, -- 2P 状態表示 15 1, -- 1P 処理アドレス表示 16 1, -- 2P 処理アドレス表示 17 2, -- 1P キャラ表示 18 2, -- 2P キャラ表示 19 2, -- エフェクト表示 20 1, -- 1P 2P 距離表示 21 }, }, on_a = { disp_menu_to_main, -- -表示設定- disp_menu_to_main, -- 1P 判定表示 disp_menu_to_main, -- 2P 判定表示 disp_menu_to_main, -- 1P 間合い表示 disp_menu_to_main, -- 2P 間合い表示 disp_menu_to_main, -- 1P 気絶ゲージ表示 disp_menu_to_main, -- 2P 気絶ゲージ表示 disp_menu_to_main, -- 1P ダメージ表示 disp_menu_to_main, -- 2P ダメージ表示 disp_menu_to_main, -- 1P 入力表示 disp_menu_to_main, -- 2P 入力表示 disp_menu_to_main, -- コマンド入力状態表示 disp_menu_to_main, -- フレーム差表示 disp_menu_to_main, -- 1P フレーム数表示 disp_menu_to_main, -- 2P フレーム数表示 disp_menu_to_main, -- 1P 状態表示 disp_menu_to_main, -- 2P 状態表示 disp_menu_to_main, -- 1P 処理アドレス表示 disp_menu_to_main, -- 2P 処理アドレス表示 disp_menu_to_main, -- 1P キャラ表示 disp_menu_to_main, -- 2P キャラ表示 disp_menu_to_main, -- エフェクト表示 disp_menu_to_main, -- 1P 2P 距離表示 }, on_b = { disp_menu_to_main_cancel, -- -表示設定- disp_menu_to_main_cancel, -- 1P 判定表示 disp_menu_to_main_cancel, -- 2P 判定表示 disp_menu_to_main_cancel, -- 1P 間合い表示 disp_menu_to_main_cancel, -- 2P 間合い表示 disp_menu_to_main_cancel, -- 1P 気絶ゲージ表示 disp_menu_to_main_cancel, -- 2P 気絶ゲージ表示 disp_menu_to_main_cancel, -- フレーム差表示 disp_menu_to_main_cancel, -- 1P ダメージ表示 disp_menu_to_main_cancel, -- 2P ダメージ表示 disp_menu_to_main_cancel, -- 1P 入力表示 disp_menu_to_main_cancel, -- 2P 入力表示 disp_menu_to_main_cancel, -- コマンド入力状態表示 disp_menu_to_main_cancel, -- 1P フレーム数表示 disp_menu_to_main_cancel, -- 2P フレーム数表示 disp_menu_to_main_cancel, -- 1P 状態表示 disp_menu_to_main_cancel, -- 2P 状態表示 disp_menu_to_main_cancel, -- 1P 処理アドレス表示 disp_menu_to_main_cancel, -- 2P 処理アドレス表示 disp_menu_to_main_cancel, -- 1P キャラ表示 disp_menu_to_main_cancel, -- 2P キャラ表示 disp_menu_to_main_cancel, -- エフェクト表示 disp_menu_to_main_cancel, -- 1P 2P 距離表示 }, } ex_menu = { list = { { " 特殊設定" }, { "簡易超必" , { "OFF", "ON" }, }, { "ヒット時にポーズ" , { "OFF", "ON", "ON:やられのみ", "ON:投げやられのみ", "ON:打撃やられのみ", "ON:ガードのみ", }, }, { "判定発生時にポーズ" , { "OFF", "投げ", "攻撃", "変化時", }, }, { "技画像保存" , { "OFF", "ON:新規", "ON:上書き", }, }, { "MAMEデバッグウィンドウ", { "OFF", "ON" }, }, { "ヒット効果確認用" , damaged_move_keys }, { "位置ログ" , { "OFF", "ON" }, }, { "攻撃情報ログ" , { "OFF", "ON" }, }, { "処理アドレスログ" , { "OFF", "ON" }, }, { "入力ログ" , { "OFF", "ON" }, }, { "リバサログ" , { "OFF", "ON" }, }, }, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = { 0, -- -特殊設定- 1 1, -- 簡易超必 2 1, -- ヒット時にポーズ 3 1, -- 判定発生時にポーズ 4 1, -- 技画像保存 5 1, -- MAMEデバッグウィンドウ 6 1, -- ヒット効果確認用 7 1, -- 位置ログ 8 1, -- 攻撃情報ログ 9 1, -- 処理アドレスログ 10 1, -- 入力ログ 11 1, -- リバサログ 12 }, }, on_a = { ex_menu_to_main, -- -特殊設定- ex_menu_to_main, -- 簡易超必 ex_menu_to_main, -- ヒット時にポーズ ex_menu_to_main, -- 判定発生時にポーズ ex_menu_to_main, -- 技画像保存 ex_menu_to_main, -- MAMEデバッグウィンドウ ex_menu_to_main, -- ヒット効果確認用 ex_menu_to_main, -- 位置ログ ex_menu_to_main, -- 攻撃情報ログ ex_menu_to_main, -- 処理アドレスログ ex_menu_to_main, -- 入力ログ ex_menu_to_main, -- リバサログ }, on_b = { ex_menu_to_main_cancel, -- -一般設定- ex_menu_to_main_cancel, -- 簡易超必 ex_menu_to_main_cancel, -- ヒット時にポーズ ex_menu_to_main_cancel, -- 判定発生時にポーズ ex_menu_to_main_cancel, -- 技画像保存 ex_menu_to_main_cancel, -- MAMEデバッグウィンドウ ex_menu_to_main_cancel, -- ヒット効果確認用 ex_menu_to_main_cancel, -- 位置ログ ex_menu_to_main_cancel, -- 攻撃情報ログ ex_menu_to_main_cancel, -- 処理アドレスログ ex_menu_to_main_cancel, -- 入力ログ ex_menu_to_main_cancel, -- リバサログ }, } auto_menu = { list = { { " 自動入力設定" }, { "ダウン投げ" , { "OFF", "ON" }, }, { "ダウン攻撃" , { "OFF", "ON" }, }, { "通常投げの派生技" , { "OFF", "ON" }, }, { "デッドリーレイブ" , { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, }, { "アンリミテッドデザイア", { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, "ギガティックサイクロン" }, }, { "ドリル" , { 1, 2, 3, 4, 5 }, }, { "超白龍" , { "OFF", "C攻撃-判定発生前", "C攻撃-判定発生後" }, }, { "M.リアルカウンター" , { "OFF", "ジャーマン", "フェイスロック", "投げっぱなしジャーマン", "ランダム", }, }, { " 入力設定" }, { "詠酒距離チェック" , { "OFF", "ON" }, } }, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = { 0, -- 自動入力設定 1 1, -- ダウン投げ 2 1, -- ダウン攻撃 3 1, -- 通常投げの派生技 4 1, -- デッドリーレイブ 5 1, -- アンリミテッドデザイア 6 1, -- ドリル 7 1, -- 超白龍 8 1, -- M.リアルカウンター 9 0, -- 入力設定 10 1, -- 詠酒距離チェック 11 }, }, on_a = { auto_menu_to_main, -- 自動入力設定 1 auto_menu_to_main, -- ダウン投げ 2 auto_menu_to_main, -- ダウン攻撃 3 auto_menu_to_main, -- 通常投げの派生技 4 auto_menu_to_main, -- デッドリーレイブ 5 auto_menu_to_main, -- アンリミテッドデザイア 6 auto_menu_to_main, -- ドリル 7 auto_menu_to_main, -- 超白龍 8 auto_menu_to_main, -- M.リアルカウンター 9 auto_menu_to_main, -- 入力設定 10 auto_menu_to_main, -- 詠酒距離チェック 11 }, on_b = { auto_menu_to_main_cancel, -- 自動入力設定 1 auto_menu_to_main_cancel, -- ダウン投げ 2 auto_menu_to_main_cancel, -- ダウン攻撃 3 auto_menu_to_main_cancel, -- 通常投げの派生技 4 auto_menu_to_main_cancel, -- デッドリーレイブ 5 auto_menu_to_main_cancel, -- アンリミテッドデザイア 6 auto_menu_to_main_cancel, -- ドリル 7 auto_menu_to_main_cancel, -- 超白龍 8 auto_menu_to_main_cancel, -- リアルカウンター 9 auto_menu_to_main_cancel, -- 入力設定 10 auto_menu_to_main_cancel, -- 詠酒距離チェック 11 }, } col_menu = { list = {}, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = {}, }, on_a = {}, on_b = {}, } table.insert(col_menu.list, { " 判定個別設定" }) table.insert(col_menu.pos.col, 0) table.insert(col_menu.on_a, col_menu_to_main) table.insert(col_menu.on_b, col_menu_to_main_cancel) for _, box in pairs(box_type_col_list) do table.insert(col_menu.list, { box.name, { "OFF", "ON", }, { fill = box.fill, outline = box.outline } }) table.insert(col_menu.pos.col, box.enabled and 2 or 1) table.insert(col_menu.on_a, col_menu_to_main) table.insert(col_menu.on_b, col_menu_to_main_cancel) end rec_menu = { list = { { " 選択したスロットに記憶されます。" }, { "スロット1" , { "Aでレコード開始", }, }, { "スロット2" , { "Aでレコード開始", }, }, { "スロット3" , { "Aでレコード開始", }, }, { "スロット4" , { "Aでレコード開始", }, }, { "スロット5" , { "Aでレコード開始", }, }, { "スロット6" , { "Aでレコード開始", }, }, { "スロット7" , { "Aでレコード開始", }, }, { "スロット8" , { "Aでレコード開始", }, }, }, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = { 0, -- 説明 1 1, -- スロット1 2 1, -- スロット2 3 1, -- スロット3 4 1, -- スロット4 5 1, -- スロット5 6 1, -- スロット6 7 1, -- スロット7 8 1, -- スロット8 9 }, }, on_a = { menu_rec_to_tra, -- 説明 function() exit_menu_to_rec(1) end, -- スロット1 function() exit_menu_to_rec(2) end, -- スロット2 function() exit_menu_to_rec(3) end, -- スロット3 function() exit_menu_to_rec(4) end, -- スロット4 function() exit_menu_to_rec(5) end, -- スロット5 function() exit_menu_to_rec(6) end, -- スロット6 function() exit_menu_to_rec(7) end, -- スロット7 function() exit_menu_to_rec(8) end, -- スロット8 }, on_b = { menu_rec_to_tra, -- 説明 menu_to_tra, -- スロット1 menu_to_tra, -- スロット2 menu_to_tra, -- スロット3 menu_to_tra, -- スロット4 menu_to_tra, -- スロット5 menu_to_tra, -- スロット6 menu_to_tra, -- スロット7 menu_to_tra, -- スロット8 }, } local play_interval = {} for i = 1, 301 do table.insert(play_interval, i-1) end play_menu = { list = { { " ONにしたスロットからランダムでリプレイされます。" }, { "スロット1" , { "OFF", "ON", }, }, { "スロット2" , { "OFF", "ON", }, }, { "スロット3" , { "OFF", "ON", }, }, { "スロット4" , { "OFF", "ON", }, }, { "スロット5" , { "OFF", "ON", }, }, { "スロット6" , { "OFF", "ON", }, }, { "スロット7" , { "OFF", "ON", }, }, { "スロット8" , { "OFF", "ON", }, }, { " リプレイ設定" }, { "繰り返し" , { "OFF", "ON", }, }, { "繰り返し間隔" , play_interval, }, { "繰り返し開始条件" , { "なし", "両キャラがニュートラル", }, }, { "開始間合い固定" , { "OFF", "Aでレコード開始", "1Pと2P", "1P", "2P", }, }, { "状態リセット" , { "OFF", "1Pと2P", "1P", "2P", }, }, { "ガイド表示" , { "OFF", "ON", }, }, { "ダメージでリプレイ中止", { "OFF", "ON", }, }, }, pos = { -- メニュー内の選択位置 offset = 1, row = 2, col = { 0, -- 説明 1 2, -- スロット1 2 2, -- スロット2 3 2, -- スロット3 4 2, -- スロット4 5 2, -- スロット5 6 2, -- スロット6 7 2, -- スロット7 8 2, -- スロット8 9 0, -- リプレイ設定 10 1, -- 繰り返し 11 1, -- 繰り返し間隔 12 1, -- 繰り返し開始条件 13 global.replay_fix_pos, -- 開始間合い固定 14 global.replay_reset, -- 状態リセット 15 2, -- ガイド表示 16 2, -- ダメージでリプレイ中止 17 }, }, on_a = { exit_menu_to_play, -- 説明 exit_menu_to_play, -- スロット1 exit_menu_to_play, -- スロット2 exit_menu_to_play, -- スロット3 exit_menu_to_play, -- スロット4 exit_menu_to_play, -- スロット5 exit_menu_to_play, -- スロット6 exit_menu_to_play, -- スロット7 exit_menu_to_play, -- スロット8 exit_menu_to_play, -- リプレイ設定 exit_menu_to_play, -- 繰り返し exit_menu_to_play, -- 繰り返し間隔 exit_menu_to_play, -- 繰り返し開始条件 exit_menu_to_play, -- 開始間合い固定 exit_menu_to_play, -- 状態リセット exit_menu_to_play, -- ガイド表示 exit_menu_to_play, -- ダメージでリプレイ中止 }, on_b = { -- TODO キャンセル時にも間合い固定の設定とかが変わるように exit_menu_to_play_cancel, -- 説明 exit_menu_to_play_cancel, -- スロット1 exit_menu_to_play_cancel, -- スロット2 exit_menu_to_play_cancel, -- スロット3 exit_menu_to_play_cancel, -- スロット4 exit_menu_to_play_cancel, -- スロット5 exit_menu_to_play_cancel, -- スロット6 exit_menu_to_play_cancel, -- スロット7 exit_menu_to_play_cancel, -- スロット8 exit_menu_to_play_cancel, -- リプレイ設定 exit_menu_to_play_cancel, -- 繰り返し exit_menu_to_play_cancel, -- 繰り返し間隔 exit_menu_to_play_cancel, -- 繰り返し開始条件 exit_menu_to_play_cancel, -- 開始間合い固定 exit_menu_to_play_cancel, -- 状態リセット exit_menu_to_play_cancel, -- ガイド表示 exit_menu_to_play_cancel, -- ダメージでリプレイ中止 }, } init_auto_menu_config() init_disp_menu_config() init_ex_menu_config() init_bar_menu_config() init_menu_config() init_restart_fight() menu_to_main(true) menu = {} menu.proc = function() -- メニュー表示中はDIPかポーズでフリーズさせる set_freeze(false) end menu.draw = function() local scr = manager.machine.screens:at(1) local ec = scr:frame_number() local state_past = ec - global.input_accepted local width = scr.width * scr.xscale local height = scr.height * scr.yscale if not match_active or player_select_active then return end -- 初回のメニュー表示時は状態更新 if prev_main_or_menu_state ~= menu and main_or_menu_state == menu then update_menu_pos() end -- 前フレームのメニューを更新 prev_main_or_menu_state = main_or_menu_state local joy_val = get_joy() if accept_input("Start", joy_val, state_past) then -- Menu ON/OFF global.input_accepted = ec elseif accept_input("Button 1", joy_val, state_past) then -- サブメニューへの遷移(あれば) menu_cur.on_a[menu_cur.pos.row]() global.input_accepted = ec elseif accept_input("Button 2", joy_val, state_past) then -- メニューから戻る menu_cur.on_b[menu_cur.pos.row]() global.input_accepted = ec elseif accept_input("Up", joy_val, state_past) then -- カーソル上移動 local temp_row = menu_cur.pos.row while true do temp_row = temp_row-1 if temp_row <= 0 then break end -- ラベルだけ行の場合はスキップ if not is_label_line(menu_cur.list[temp_row][1]) then menu_cur.pos.row = temp_row break end end if not (menu_cur.pos.offset < menu_cur.pos.row and menu_cur.pos.row < menu_cur.pos.offset + menu_max_row) then menu_cur.pos.offset = math.min(menu_cur.pos.offset, menu_cur.pos.row) end global.input_accepted = ec elseif accept_input("Down", joy_val, state_past) then -- カーソル下移動 local temp_row = menu_cur.pos.row while true do temp_row = temp_row+1 if temp_row > #menu_cur.list then break end -- ラベルだけ行の場合はスキップ if not is_label_line(menu_cur.list[temp_row][1]) then menu_cur.pos.row = temp_row break end end if not (menu_cur.pos.offset < menu_cur.pos.row and menu_cur.pos.row < menu_cur.pos.offset + menu_max_row) then menu_cur.pos.offset = math.max(1, menu_cur.pos.row - menu_max_row) end global.input_accepted = ec elseif accept_input("Left", joy_val, state_past) then -- カーソル左移動 local cols = menu_cur.list[menu_cur.pos.row][2] if cols then local col_pos = menu_cur.pos.col col_pos[menu_cur.pos.row] = col_pos[menu_cur.pos.row] and (col_pos[menu_cur.pos.row]-1) or 1 if col_pos[menu_cur.pos.row] <= 0 then col_pos[menu_cur.pos.row] = 1 end end global.input_accepted = ec elseif accept_input("Right", joy_val, state_past) then -- カーソル右移動 local cols = menu_cur.list[menu_cur.pos.row][2] if cols then local col_pos = menu_cur.pos.col col_pos[menu_cur.pos.row] = col_pos[menu_cur.pos.row] and (col_pos[menu_cur.pos.row]+1) or 2 if col_pos[menu_cur.pos.row] > #cols then col_pos[menu_cur.pos.row] = #cols end end global.input_accepted = ec elseif accept_input("Button 3", joy_val, state_past) then -- カーソル左10移動 local cols = menu_cur.list[menu_cur.pos.row][2] if cols then local col_pos = menu_cur.pos.col col_pos[menu_cur.pos.row] = col_pos[menu_cur.pos.row] and (col_pos[menu_cur.pos.row]-10) or 1 if col_pos[menu_cur.pos.row] <= 0 then col_pos[menu_cur.pos.row] = 1 end end global.input_accepted = ec elseif accept_input("Button 4", joy_val, state_past) then -- カーソル右10移動 local cols = menu_cur.list[menu_cur.pos.row][2] if cols then local col_pos = menu_cur.pos.col col_pos[menu_cur.pos.row] = col_pos[menu_cur.pos.row] and (col_pos[menu_cur.pos.row]+10) or 11 if col_pos[menu_cur.pos.row] > #cols then col_pos[menu_cur.pos.row] = #cols end end global.input_accepted = ec end -- メニュー表示本体 scr:draw_box (0, 0, width, height, 0xC0000000, 0xC0000000) local row_num, menu_max = 1, math.min(menu_cur.pos.offset+menu_max_row, #menu_cur.list) for i = menu_cur.pos.offset, menu_max do local row = menu_cur.list[i] local y = 48+10*row_num local c1, c2, c3, c4, c5 -- 選択行とそうでない行の色分け判断 if i == menu_cur.pos.row then c1, c2, c3, c4, c5 = 0xFFDD2200, 0xFF662200, 0xFFFFFF00, 0xCC000000, 0xAAFFFFFF -- アクティブメニュー項目のビカビカ処理 local deep, _ = math.modf((scr:frame_number() / 5) % 20) + 1 c1 = c1 - (0x00110000 * math.abs(deep - 10)) else c1, c2, c3, c4, c5 = 0xFFC0C0C0, 0xFFB0B0B0, 0xFF000000, 0x00000000, 0xFF000000 end if is_label_line(row[1]) then -- ラベルだけ行 scr:draw_text(96 , y+1 , row[1], 0xFFFFFFFF) else -- 通常行 ラベル部分 scr:draw_box (90 , y+0.5, 230 , y+8.5, c2, c1) if i == menu_cur.pos.row then scr:draw_line(90 , y+0.5, 230 , y+0.5, 0xFFDD2200) scr:draw_line(90 , y+0.5, 90 , y+8.5, 0xFFDD2200) else scr:draw_box (90 , y+7.0, 230 , y+8.5, 0xFFB8B8B8, 0xFFB8B8B8) scr:draw_box (90 , y+8.0, 230 , y+8.5, 0xFFA8A8A8, 0xFFA8A8A8) end scr:draw_text(96.5, y+1.5, row[1], c4) scr:draw_text(96 , y+1 , row[1], c3) if row[2] then -- 通常行 オプション部分 local col_pos_num = menu_cur.pos.col[i] or 1 if col_pos_num > 0 then scr:draw_text(165.5, y+1.5, string.format("%s", row[2][col_pos_num]), c4) scr:draw_text(165 , y+1 , string.format("%s", row[2][col_pos_num]), c3) -- オプション部分の左右移動可否の表示 if i == menu_cur.pos.row then scr:draw_text(160, y+1, "◀", col_pos_num == 1 and c5 or c3) scr:draw_text(223, y+1, "▶", col_pos_num == #row[2] and c5 or c3) end end end if row[3] and row[3].outline then scr:draw_box(200, y+2, 218, y+7, row[3].outline, row[3].outline) end end row_num = row_num + 1 end end local bufuf = {} local active_mem_0x100701 = {} for i = 0x022E, 0x0615 do active_mem_0x100701[i] = true end main_or_menu_state = tra_main -- menu or tra_main local main_or_menu = function() if not manager.machine.devices[":maincpu"] then return end local pgm = manager.machine.devices[":maincpu"].spaces["program"] local scr = manager.machine.screens:at(1) local width = scr.width * scr.xscale -- フレーム更新しているかチェック更新 local ec = scr:frame_number() if mem_last_time == ec then return end mem_last_time = ec -- メモリ値の読込と更新 mem_0x100701 = pgm:read_u16(0x100701) -- 22e 22f 対戦中 mem_0x107C22 = pgm:read_u16(0x107C22) -- 対戦中4400 mem_0x10B862 = pgm:read_u8(0x10B862) -- 対戦中00 mem_0x100F56 = pgm:read_u32(0x100F56) --100F56 100F58 mem_0x10FD82 = pgm:read_u8(0x10FD82) mem_0x10FDAF = pgm:read_u8(0x10FDAF) mem_0x10FDB6 = pgm:read_u16(0x10FDB6) mem_biostest = bios_test() mem_0x10E043 = pgm:read_u8(0x10E043) prev_p_space = (p_space ~= 0) and p_space or prev_p_space -- 対戦中かどうかの判定 if not mem_biostest and active_mem_0x100701[mem_0x100701] ~= nil and mem_0x107C22 == 0x4400 and mem_0x10FDAF == 2 and (mem_0x10FDB6 == 0x0100 or mem_0x10FDB6 == 0x0101) then match_active = true else match_active = false end -- プレイヤーセレクト中かどうかの判定 if not mem_biostest and mem_0x100701 == 0x10B and (mem_0x107C22 == 0x0000 or mem_0x107C22 == 0x5500) and mem_0x10FDAF == 2 and mem_0x10FDB6 ~= 0 and mem_0x10E043 == 0 then --[[ if not player_select_active then print("player_select_active = true") end ]] pgm:write_u32(mem_0x100F56, 0x00000000) player_select_active = true else --[[ if player_select_active then print("player_select_active = false") end ]] player_select_active = false -- 状態リセット pgm:write_u8(mem_0x10CDD0, 0x00) pgm:write_u32(players[1].addr.select_hook) pgm:write_u32(players[2].addr.select_hook) end --状態チェック用 --[[ local vv = string.format("%x %x %x %x", mem_0x100701, mem_0x107C22, mem_0x10FDAF, mem_0x10FDB6) if not bufuf[vv] and not active_mem_0x100701[mem_0x100701] then bufuf[vv] = vv print("tra", vv) end ]] -- ROM部分のメモリエリアへパッチあて if mem_biostest then pached = false -- 状態リセット elseif not pached then --pached = apply_patch_file(pgm, "ps2-p1.pat", true) pached = apply_patch_file(pgm, "char1-p1.pat", true) -- キャラ選択の時間減らす処理をNOPにする pgm:write_direct_u16(0x63336, 0x4E71) pgm:write_direct_u16(0x63336, 0x4E71) --時間の値にアイコン用のオフセット値を足しむ処理で空表示にする 0632DA: 0640 00EE addi.w #$ee, D0 pgm:write_direct_u16(0x632DC, 0x0DD7) -- 0xCB240から16バイト実質効いていない避け攻撃ぽいコマンドデータ -- ここを1発BS用のリバーサルとBSモードの入れ物に使う -- BSモードONの時は CB241 を 00 にして未入力で技データを読み込ませる -- 技データ希望の技IDを設定していれば技が出る pgm:write_direct_u16(0xCB240, 0xF020) -- F0 は入力データ起点 20 はあり得ない入力 pgm:write_direct_u16(0xCB242, 0xFF01) -- FF は技データへの繋ぎ 00 は技データ(なにもしない) pgm:write_direct_u16(0xCB244, 0x0600) -- 追加技データ -- 乱入されても常にキャラ選択できる -- 062930: 422D 8026 -- 元のチェック処理をなくして乱入状態の初期化 -- 062934: 422D 39D6 clr.b ($39d6,A5) -- 対戦状態のチェックは残す -- 062938: 0C2D 0003 8024 cmpi.b #$3, (-$7fdc,A5) -- 06293E: 6700 003C beq $6297c -- 062942: 4E71 4E71 -- いらない処理をNOPでつぶす -- 062946: 4E71 4E71 -- -- maincpu.rd@062930=422D8026 -- maincpu.rd@062942=4E714E71 -- maincpu.rd@062946=4E714E71 -- 対戦の双角ステージをビリーステージに変更する pgm:write_direct_u16(0xF290, 0x0004) -- 家庭用のクレジット9 maincpu.pw@10E008=0909 pgm:write_direct_u16(0x10E008, 0x0909) -- 家庭用のクレジット表示をスキップ bp 00C734,1,{PC=c7c8;g} -- CREDITをCREDITSにする判定をスキップ bp C742,1,{PC=C748;g} -- CREDIT表示のルーチンを即RTS pgm:write_direct_u16(0x00C700, 0x4E75) -- 逆襲拳、サドマゾの初段で相手の状態変更しない(相手が投げられなくなる事象が解消する) -- pgm:write_direct_u8(0x57F43, 0x00) --[[ -- 遠近切替距離のログ for i, name in ipairs(char_names) do local close_far = get_close_far_pos(i) local close_far_lma = get_close_far_pos_line_move_attack(i) for btn, range in pairs( close_far) do print(char_names[i], i, "通", string.upper(btn), range.x1, range.x2) end for btn, range in pairs( close_far_lma) do print(char_names[i], i, "ラ", string.upper(btn), range.x1, range.x2) end end ]] --[[ WIP -- https://www.neo-geo.com/forums/index.php?threads/universe-bios-released-good-news-for-mvs-owners.41967/page-7 -- pgm:write_direct_u8 (0x56D98A, 0x0C) -- Auto SDM combo (RB2) -- pgm:write_direct_u32(0x55FE5C, 0x46A70500) -- 1P Crazy Yamazaki Return (now he can throw projectile "anytime" with some other bug) -- pgm:write_direct_u16(0x55FE46, 0xC13C) -- 1P Level 2 Blue Mary ]] end -- 強制的に家庭用モードに変更 if not mem_biostest then pgm:write_direct_u16(0x10FE32, 0x0000) end -- デバッグDIP local dip1, dip2, dip3 = 0x00, 0x00, 0x00 if match_active and dip_config.show_hitbox then --dip1 = dip1 | 0x40 --cheat "DIP= 1-7 色々な判定表示" dip1 = dip1 | 0x80 --cheat "DIP= 1-8 当たり判定表示" end if match_active and dip_config.infinity_life then dip1 = dip1 | 0x02 --cheat "DIP= 1-2 Infinite Energy" end if match_active and dip_config.easy_super then dip2 = dip2 | 0x01 --Cheat "DIP 2-1 Eeasy Super" end if dip_config.infinity_time then dip2 = dip2 | 0x10 --cheat "DIP= 2-5 Disable Time Over" -- 家庭用オプションの時間無限大設定 pgm:write_u8(0x10E024, 0x03) -- 1:45 2:60 3:90 4:infinity pgm:write_u8(0x107C28, 0xAA) --cheat "Infinite Time" else pgm:write_u8(0x107C28, dip_config.fix_time) end if dip_config.stage_select then dip1 = dip1 | 0x04 --cheat "DIP= 1-3 Stage Select Mode" end if player_select_active and dip_config.alfred then dip2 = dip2 | 0x80 --cheat "DIP= 2-8 Alfred Code (B+C >A)" end if match_active and dip_config.watch_states then dip2 = dip2 | 0x20 --cheat "DIP= 2-6 Watch States" end if match_active and dip_config.cpu_cant_move then dip3 = dip3 | 0x01 --cheat "DIP= 3-1 CPU Can't Move" end pgm:write_u8(0x10E000, dip1) pgm:write_u8(0x10E001, dip2) pgm:write_u8(0x10E002, dip3) if match_active then -- 1Pと2Pの操作の設定 for i, p in ipairs(players) do pgm:write_u8(p.addr.control1, i) -- Human 1 or 2, CPU 3 pgm:write_u8(p.addr.control2, i) -- Human 1 or 2, CPU 3 end end if player_select_active then --apply_1p2p_active() if pgm:read_u8(mem_0x10CDD0) > 12 then local addr1 = 0xFFFFFF & pgm:read_u32(players[1].addr.select_hook) local addr2 = 0xFFFFFF & pgm:read_u32(players[2].addr.select_hook) if addr1 > 0 then pgm:write_u8(addr1, 2) end if addr2 > 0 then pgm:write_u8(addr2, 1) end end end -- 更新フックの仕込み、フックにはデバッガ必須 set_hook() -- メニュー初期化前に処理されないようにする main_or_menu_state.proc() -- メニュー切替のタイミングでフック用に記録した値が状態変更後に謝って読みこまれないように常に初期化する cls_hook() end emu.register_frame_done(function() main_or_menu_state.draw() --collectgarbage("collect") end) emu.register_periodic(function() main_or_menu() if global.mame_debug_wnd == false then auto_recovery_debug() end end) end return exports
if io.load then return end local uni = require 'ffi.unicode' local real_io_open = io.open function io.open(path, ...) return real_io_open(uni.u2a(path:string()), ...) end function io.load(file_path) local f, e = io.open(file_path, "rb") if f then if f:read(3) ~= '\xEF\xBB\xBF' then f:seek('set') end local content = f:read 'a' f:close() return content else return false, e end end function io.save(file_path, content) local f, e = io.open(file_path, "wb") if f then f:write(content) f:close() return true else return false, e end end
local settings_key = KEYS[1] local running_key = KEYS[2] local executing_key = KEYS[3] local now = tonumber(ARGV[1]) local clear = tonumber(ARGV[2]) local limiter_version = ARGV[3] if clear == 1 then redis.call('del', settings_key, running_key, executing_key) end if redis.call('exists', settings_key) == 0 then -- Create local args = {'hmset', settings_key} for i = 4, #ARGV do table.insert(args, ARGV[i]) end redis.call(unpack(args)) redis.call('hmset', settings_key, 'nextRequest', now, 'lastReservoirRefresh', now, 'running', 0, 'done', 0, 'unblockTime', 0 ) else -- Apply migrations local current_version = redis.call('hget', settings_key, 'version') if current_version ~= limiter_version then local version_digits = {} for k, v in string.gmatch(current_version, "([^.]+)") do table.insert(version_digits, tonumber(k)) end -- 2.10.0 if version_digits[2] < 10 then redis.call('hsetnx', settings_key, 'reservoirRefreshInterval', '') redis.call('hsetnx', settings_key, 'reservoirRefreshAmount', '') redis.call('hsetnx', settings_key, 'lastReservoirRefresh', '') redis.call('hsetnx', settings_key, 'done', 0) redis.call('hset', settings_key, 'version', '2.10.0') end -- 2.11.1 if version_digits[2] < 11 and version_digits[3] < 1 then if redis.call('hstrlen', settings_key, 'lastReservoirRefresh') == 0 then redis.call('hmset', settings_key, 'lastReservoirRefresh', now, 'version', '2.11.1' ) end end end refresh_capacity(executing_key, running_key, settings_key, now, false) end local groupTimeout = tonumber(redis.call('hget', settings_key, 'groupTimeout')) refresh_expiration(executing_key, running_key, settings_key, 0, 0, groupTimeout) return {}
return {'ostensief','ostensorium','ostentatie','ostentatief','osteologie','osteopathie','osteoporose','ostracisme','ostrogotisch','ostrogoten','osteoma','osteopaat','ostaijen','ostendorf','ost','ostentatieve','ostentatiever','osteopaten','ostrogotische','ostentatiefst','ostensieve','ostentaties','osteomata'}
--[[ This file implements a ProgressBar using the datastore. ]] local LocalPlayerData = require(game:GetService("ReplicatedStorage"):WaitForChild("LocalPlayerData")) ---------------------------------------------------------------- local module = {} module.__index = module --[[ Configures a new progress bar. @root is the root UI element for the progress bar. It must have a descendant named "progress_percent". It may have a descendant named "progress_text". @info is a table that may contain: - "ds_cur" - LocalPlayerData datastore name for the "current" value. - "ds_max" - LocalPlayerData datastore name for the "maximum" value. - "ds_pct" - LocalPlayerData datastore name for the "percent" value (range 0.0 - 1.0). If omitted, ds_cur/ds_max is used. - "fcn_text" - function that converts the current and maximum values into a string for "progess_text" fcn_text(cur, max, pct) - "enable" - if set to "false", this will NOT call Enable() - "colors" - array of { pct=x, color=x }. finds nearest entries and interpolates the colors. must be sorted by pct (range 0-1) Either ds_pct OR ds_cur AND ds_max must be specified. ]] function module.new(frame, info) local pp = setmetatable({}, module) pp.frame = frame pp.text = frame:FindFirstChild("progress_text", true) pp.pct = frame:FindFirstChild("progress_percent", true) pp.ds_cur = info.ds_cur pp.ds_max = info.ds_max pp.ds_pct = info.ds_pct pp.fcn_text = info.fcn_text local function do_update() pp:Update() end LocalPlayerData:Attach(pp.ds_cur, do_update) LocalPlayerData:Attach(pp.ds_max, do_update) LocalPlayerData:Attach(pp.ds_pct, do_update) pp:Update() return pp end function module:Update() local vcur = LocalPlayerData:Get(self.ds_cur) local vmax = LocalPlayerData:Get(self.ds_max) local vpct = LocalPlayerData:Get(self.ds_pct) -- calculate the percent if not provided if vpct == nil then if vcur ~= nil and vmax ~= nil then vpct = vcur / vmax end end if self.text ~= nil then if self.fcn_text ~= nil then self.text.Text = self.fcn_text(vcur, vmax, vpct) else self.text.Text = string.format("%d / %d", math.floor(vcur), math.floor(vmax)) end end self.pct.Size = UDim2.new(vpct, 0, 1, 0) end return module
--スクイブ・ドロー --Squib Draw --Scripted by Eerie Code function c101002055.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_DESTROY+CATEGORY_DRAW) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCountLimit(1,101002055+EFFECT_COUNT_CODE_OATH) e1:SetTarget(c101002055.target) e1:SetOperation(c101002055.activate) c:RegisterEffect(e1) end function c101002055.ddfilter(c) return c:IsFaceup() and c:IsSetCard(0x201) end function c101002055.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and c101002055.ddfilter(chkc) end if chk==0 then return Duel.IsPlayerCanDraw(tp,2) and Duel.IsExistingTarget(c101002055.ddfilter,tp,LOCATION_MZONE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY) local g=Duel.SelectTarget(tp,c101002055.ddfilter,tp,LOCATION_MZONE,0,1,1,nil) Duel.SetTargetPlayer(tp) Duel.SetTargetParam(2) Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0) Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,2) end function c101002055.activate(e,tp,eg,ep,ev,re,r,rp) local g,p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM) g=g:Filter(Card.IsRelateToEffect,nil,e) if g:GetCount()>0 and Duel.Destroy(g,REASON_EFFECT)>0 then Duel.Draw(p,d,REASON_EFFECT) end end
-- Add, remove, or edit the preferences of a unit -- Not to be confused with "pref_adjust" and "prefchange" --@ module = true local help = [====[ modtools/pref-edit ================== Add, remove, or edit the preferences of a unit. Requires a modifier, a unit argument, and filters. - ``-unit <UNIT ID>``: The given unit will be affected. If not found/provided, the script will try defaulting to the currently selected unit. Valid modifiers: - ``-add``: Add a new preference to the unit. Filters describe the preference's variables. - ``-remove``: Remove a preference from the unit. Filters describe what preference to remove. - ``-has``: Checks if the unit has a preference matching the filters. Prints a message in the console. - ``-removeall``: Remove all preferences from the unit. Doesn't require any filters. Valid filters: - ``-id <VALUE>``: This is the ID used for all preferences that require an ID. Represents item_type, creature_id, color_id, shape_id, plant_id, poetic_form_id, musical_form_id, and dance_form_id. Text IDs (e.g. "TOAD", "AMBER") can be used for all but poetic, musical, and dance. - ``-item``, ``-creature``, ``-color``, ``-shape``, ``-plant``, ``-poetic``, ``-musical``, ``-dance``: Include one of these to describe what the id argument represents. - ``-type <PREFERENCE TYPE>``: This describes the type of the preference. Can be entered either using the numerical ID or text id. Run ``lua @df.unit_preference.T_type`` for a full list of valid values. - ``-subtype <ID>``: The value for an item's subtype - ``-material <ID>``: The id of the material. For example "MUSHROOM_HELMET_PLUMP:DRINK" or "INORGANIC:IRON". - ``-state <STATE ID>``: The state of the material. Values can be the numerical or text ID. Run ``lua @df.matter_state`` for a full list of valid values. - ``-active <TRUE/FALSE>``: Whether the preference is active or not (?) Other arguments: - ``-help``: Shows this help page. Example usage: - Like drinking dwarf blood:: modtools/pref-edit -add -item -id DRINK -material DWARF:BLOOD -type LikeFood ]====] local utils = require 'utils' local validArgs = utils.invert({ 'help', "unit", "add", "remove", "has", "id", "item", "type", "creature", "color", "shape", "plant", "poetic", "musical", "dance", "subtype", "material", "state", "active", "removeall" }) -- Check if unit has a preference matching all the criteria -- Note: This may give some false positives if filters aren't as precise as they should be -- Returns the preference's index if found, otherwise returns false function hasPreference(unit, details) for index, preference in ipairs(unit.status.current_soul.preferences) do local valid = true for variable, value in pairs(details) do if preference[variable] ~= value then valid = false break end end if valid then return index end end -- If we get here, we didn't find it return false end -- Creates and adds a new preference to the unit's list. -- Won't add a new preference if an existing one already matches the given details. function addPreference(unit, details) -- Avoid adding if preference already exists if hasPreference(unit, details) then return end -- The same ID is used across multiple variables. Even if only wanting to modify the creature_id, you must set all others to the same value local id = details.item_type or details.creature_id or details.color_id or details.shape_id or details.plant_id or details.poetic_form_id or details.musical_form_id or details.dance_form_id or -1 local info = { new = true, type = details.type or 0, item_type = id, creature_id = id, color_id = id, shape_id = id, plant_id = id, poetic_form_id = id, musical_form_id = id, dance_form_id = id, item_subtype = details.item_subtype or -1, mattype = details.mattype or -1, matindex = details.matindex or -1, mat_state = details.mat_state or 0, active = details.active or true, prefstring_seed = 1, --? } -- Do prefstring_seed randomisation? -- TODO unit.status.current_soul.preferences:insert("#", info) end -- Changes the provided details of a unit's existing preference at the given index local function modifyPreference(unit, details, index) for k, v in pairs(details) do unit.status.current_soul.preferences[index][k] = v end end -- Removes a preference matching provided details -- Returns true if preference existed and was removed, false if not function removePreference(unit, details) local index = hasPreference(unit, details) if index then unit.status.current_soul.preferences:erase(index) return true else return false end end -- Removes all preferences from a unit function removeAll(unit) while #unit.status.current_soul.preferences > 0 do unit.status.current_soul.preferences:erase(0) end end function main(...) local args = utils.processArgs({...}, validArgs) if args.help then print(help) return end local unit if args.unit and tonumber(args.unit) then unit = df.unit.find(tonumber(args.unit)) end -- If unit ID wasn't provided / unit couldn't be found, -- Try getting selected unit if unit == nil then unit = dfhack.gui.getSelectedUnit(true) end if unit == nil then qerror("Couldn't find unit.") end -- Handle Modifiers local modifier if args.add then modifier = "add" elseif args.remove then modifier = "remove" elseif args.has then modifier = "has" elseif args.removeall then modifier = "removeall" else qerror("Please provide a valid modifier.") end -- Handle IDs local id if args.id and tonumber(args.id) then id = tonumber(args.id) end if args.id and not id then -- Gotta find what the ID was representing... if args.item then id = df.item_type[args.id] elseif args.creature then for index, raw in ipairs(df.global.world.raws.creatures.all) do if raw.creature_id == args.id then id = index break end end if not id then qerror("Couldn't find provided creature") end elseif args.color then for index, raw in ipairs(df.global.world.raws.descriptors.colors) do if raw.id == args.id then id = index break end end if not id then qerror("Couldn't find provided color") end elseif args.shape then for index, raw in ipairs(df.global.world.raws.descriptors.shapes) do if raw.id == args.id then id = index break end end if not id then qerror("Couldn't find provided shape") end elseif args.plant then for index, raw in ipairs(df.global.world.raws.plants.all) do if raw.id == args.id then id = index break end end if not id then qerror("Couldn't find provided plant") end end end -- Handle type local type if args.type and tonumber(args.type) then type = tonumber(args.type) elseif args.type then type = df.unit_preference.T_type[args.type] end -- Handle material local mattype local matindex if args.material then local material = dfhack.matinfo.find(args.material) mattype = material.type matindex = material.index end -- Handle mat_state local state if args.state and tonumber(args.state) then state = tonumber(args.state) elseif args.mat_state then state = df.matter_state[args.mat_state] end -- Handle active local active if args.active then if args.active:lower() == "true" then active = true else -- Assume false active = false end end -- Build the details table to pass on to other functions -- It's fine (and expected) if entries in here are nil local details = { type = type, item_subtype = args.subtype, mattype = mattype, matindex = matindex, mat_state = state, active = active, } -- Add ids to the details local idsList = {"item_type", "creature_id", "color_id", "shape_id", "plant_id", "poetic_form_id", "musical_form_id", "dance_form_id"} for index, addId in ipairs(idsList) do details[addId] = id end if modifier == "add" then addPreference(unit, details) elseif modifier == "remove" then removePreference(unit, details) elseif modifier == "has" then if hasPreference(unit, details) then print("Unit has matching preference.") else print("Unit doesn't have matching preference.") end elseif modifier == "removeall" then removeAll(unit) end end if not dfhack_flags.module then main(...) end
--Made by Sander#2211 Config = {} Config.Coords = {x= 299.75329589844, y= -576.01910400391, z= 42.260848999023} Config.Price = 1000 Config.Blipname = 'Revive-Station'
-- -- gh-5430: when MVCC was enabled for memtx, new replica registration attempt -- could fail with 'duplicate error' in _cluster space. This was happening, -- because _cluster is memtx. Changes to it were not visible for newer requests -- until commit. -- New replica ID was looked up in the space by its full scan. The scan used a -- plain iterator and didn't see replicas, whose registration was in progress of -- being written to WAL. -- As a result, if 2 replicas came to register at the same time, they got the -- same replica ID because didn't see each other in _cluster. One of them would -- fail to register in the end due to the conflict. -- -- The test reproduces it by doing anon replica registration. Because during -- normal join there are more than one access to WAL, the ID assignment is the -- last one. It makes hard to block the ID assignment only. With anon replica -- ID assignment the join is already done, the only WAL write is the ID -- assignment, easy to block and yet not block new replicas registration -- attempts. -- test_run = require('test_run').new() test_run:cmd('create server master with '.. \ 'script="replication/gh-5430-mvcc-master.lua"') test_run:cmd('start server master') test_run:cmd('create server replica1 with '.. \ 'script="replication/gh-5430-mvcc-replica1.lua"') test_run:cmd('start server replica1') test_run:cmd('create server replica2 with '.. \ 'script="replication/gh-5430-mvcc-replica2.lua"') test_run:cmd('start server replica2') test_run:switch('master') box.error.injection.set('ERRINJ_WAL_DELAY', true) test_run:switch('replica1') _ = require('fiber').create(function() box.cfg{replication_anon = false} end) str = string.format('registering replica %s', box.info.uuid):gsub('-', '%%-') _ = test_run:wait_log('master', str) test_run:switch('replica2') _ = require('fiber').create(function() box.cfg{replication_anon = false} end) str = string.format('registering replica %s', box.info.uuid):gsub('-', '%%-') _ = test_run:wait_log('master', str) test_run:switch('master') box.error.injection.set('ERRINJ_WAL_DELAY', false) test_run:switch('replica1') test_run:wait_cond(function() return box.info.id > 1 end) test_run:switch('replica2') test_run:wait_cond(function() return box.info.id > 1 end) test_run:switch('default') test_run:cmd('stop server replica2') test_run:cmd('delete server replica2') test_run:cmd('stop server replica1') test_run:cmd('delete server replica1') test_run:cmd('stop server master') test_run:cmd('delete server master')
--[[ tp8_bend Uses: Todo: rotation problem, make the up rock spell Models: shoe: models/props_junk/Shoe001a.mdl hula: models/props_lab/huladoll.mdl soda: models/props_junk/PopCan01a.mdl kettle: models/props_interiors/pot01a.mdl alcohol: models/props_junk/garbage_glassbottle002a.mdl baby: models/props_c17/doll01.mdl tiny rock: models/props_junk/rock001a.mdl ]] AddCSLuaFile() ENT.Type = "anim" ENT.Model = "models/props_junk/Shoe001a.mdl" ENT.Up = {"vo/npc/female01/upthere01.wav", "vo/npc/female01/upthere02.wav"} ENT.Down = {"vo/npc/male01/getdown02.wav"} ENT.Back = {"vo/npc/male01/overhere01.wav"} ENT.Fwd = {"vo/npc/vortigaunt/forward.wav", "vo/npc/vortigaunt/onward.wav", "vo/npc/vortigaunt/yesforward.wav"} ENT.Left = {"vo/ravenholm/shotgun_keepitclose.wav"} ENT.Right = {"vo/npc/vortigaunt/vanswer12.wav"} ENT.Gene = {"vo/npc/vortigaunt/satisfaction.wav", "vo/npc/vortigaunt/ourplacehere.wav", "vo/npc/vortigaunt/dreamed.wav"} ENT.Start = -1 ENT.End = -1 ENT.playa = nil ENT.positions = {} ENT.timeInterval = 0.05 ENT.isTracking = false ENT.delta = 0 ENT.timer_name = "" ENT.tolerancePercentage = 0.99 -- if 1, will divide by zero ENT.toleranceDistance = 16 --not related to above! ENT.devMode = true --q is 27 hook.Add( "PlayerButtonDown", "ButtonUpWikiExample", function( ply, button ) -- print( ply:Nick() .. " pressed " .. (button) ) if button == 27 && ply.entitty != nil then for i=1,#ply.entitty do ply.entitty[i]:startTracking() end end end) function ENT:startTracking() if self.isTracking then return end self.isTracking = true self.positions = {} self.tally = 0 self.Start = CurTime() --every x seconds grab player position, insert it into table self.timer_name = "bend_" .. self:EntIndex() timer.Create(self.timer_name,self.timeInterval,0, function() --every (some amount) seconds, update pos --print("time: "..CurTime()) if IsValid(self) then if self.tally < 251 then -- allow only up to 250 entries self.tally = self.tally + 1 table.insert(self.positions, self.playa:GetPos() - self:GetPos()) end elseif !IsValid(self) then timer.Remove(self.timer_name) end end) self.trail = util.SpriteTrail(self, 0, self.playa:GetColor(), false, 5, 1, 5, 1/(15+1)*0.5, "trails/plasma.vmt") end -- if self:similar(self.movementRecord[1], self.spell1[1], self.tolerancePercentage) then -- --cast spell -- self:cast() -- end hook.Add( "PlayerButtonUp", "ButtonUpWikiExample", function( ply, button ) -- print( ply:Nick() .. " released " .. (button) ) if button == 27 && ply.entitty != nil then for i=1,#ply.entitty do ply.entitty[i]:stopTracking() end end end) function ENT:stopTracking() print("forzen like Elsa") if !self.isTracking then return end self.isTracking = false self.End = CurTime() self.delta = self.End - self.Start --check if it was a good spell or not self:LookForASpellAndCastIt() --remove timer timer.Remove(self.timer_name) SafeRemoveEntity( self.trail ) end --Have use set the ply on the ent and ent on ply --player presses q, sends curtime to start ?on the ent? (where? ply? globalArray[ply, value]?) --ENT:startTracking() ent uses this to start tracking own position (solves the syncing problem) --player releases q, sends curtime to end ?on the ent? (where?) --ent uses this to calc time to see if it worked --checks if at the right time, the pos is close to an equation's same point at that time. --if it works, then cast spell where player is looking or something. Depends on spell. Like fire hands vs. rock toss up and punch --DAB SPELL??? --for two handed motions, just have to make sure both ents passed their part of the spell required movements... might want a global list to pair them... --due to this pairing of ents, it is possible to have multiperson spells be made with >2 bendables. function ENT:LookForASpellAndCastIt() --validate amongst various spells print("wow, we doing it now!!!") --use self.delta to map --imagine a line, divided into 0.1 time segments local isGoodToCast = true local castDone = false local t = 0 --if the player stays still (<4 Hammer Units of movement), they do not lose progress self.plyUniquePos = {} for i=1,#self.positions-1 do if !(self:similarDistance(self.positions[i], self.positions[i+1], 4)) then table.insert(self.plyUniquePos, self.positions[i]) else self.delta = self.delta - self.timeInterval end end local first = self.plyUniquePos[1] -- this step is important. Otherwise I just subtract everything by the first value after the first value has been made into nothing... for i=1,#self.plyUniquePos do self.plyUniquePos[i] = self.plyUniquePos[i] - first end -- calculate the angles self.plyAngle = {} self.plyAngleDeriv = {} for i=1,#self.plyUniquePos-1 do --table.insert(self.plyAngle, self.spellList[2][i]:AngleEx(self.spellList[2][i+1])) --print("tha unique pos: "..self:vectorToString(self.plyUniquePos[i])..", and "..self:vectorToString(self.plyUniquePos[i+1])) table.insert(self.plyAngle, self.plyUniquePos[i]:AngleEx(self.plyUniquePos[i+1])) end for i=1,#self.plyAngle-1 do table.insert(self.plyAngleDeriv, self.plyAngle[i]-self.plyAngle[i+1]) end --[[this is how you add a new spell!]] if self.devMode && #self.plyUniquePos > 2 then local addNewSpellCode = "{" local angleStrs = "{" for i=1,#self.plyUniquePos-1 do addNewSpellCode = addNewSpellCode.."Vector("..self.plyUniquePos[i].x -self.plyUniquePos[1].x..","..self.plyUniquePos[i].y -self.plyUniquePos[1].y..","..self.plyUniquePos[i].z -self.plyUniquePos[1].z.."), " if i <= #self.plyUniquePos-2 then angleStrs = angleStrs.."Angle("..self.plyAngle[i].x..","..self.plyAngle[i].y..","..self.plyAngle[i].z.."), " end if i > 0 && i % 25 == 0 then print(addNewSpellCode) --print(angleStrs) addNewSpellCode = "" angleStrs = "" end end addNewSpellCode = addNewSpellCode.."Vector("..self.plyUniquePos[#self.plyUniquePos].x -self.plyUniquePos[1].x..","..self.plyUniquePos[#self.plyUniquePos].y -self.plyUniquePos[1].y..","..self.plyUniquePos[#self.plyUniquePos].z -self.plyUniquePos[1].z..")}" angleStrs = angleStrs.."Angle("..self.plyAngle[#self.plyUniquePos-1].x..","..self.plyAngle[#self.plyUniquePos-1].y..","..self.plyAngle[#self.plyUniquePos-1].z..")}" print(addNewSpellCode) --print(angleStrs) end local adjusted = {} if #self.plyUniquePos > 2 then local second = self.plyAngleDeriv[2] -- analyze if the player's movements match any of the spells... for spell=1,#self.spellList do if !castDone then print("Spell: "..spell.. " ******************************************************************************************") --rotate the playa recording to be like the spell --add the difference between the 2nd values adjusted = {} table.insert(adjusted, self.plyAngleDeriv[2]) print("Adjusted: "..self:vectorToString(adjusted[1] - self.spellAngleDeriv[spell][2])..", "..1) for i=2,#self.plyAngleDeriv do table.insert(adjusted, self.plyAngleDeriv[i] - self.spellAngleDeriv[spell][2]) print("Adjusted: "..self:vectorToString(adjusted[i])..", ".. i) end isGoodToCast = true print(#self.plyUniquePos..", "..#self.spellList[spell]) for i=1,#adjusted do print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~") t = i / #adjusted --normalizes t from 0 to 1 print("t: "..t) if t >= 1 then break end self.equalHere = 1 for equal=1,#self.spellAngleDeriv[spell] do if equal / #self.spellAngleDeriv[spell] >= t then self.equalHere = equal break end end print("eql: "..self.equalHere / #self.spellAngleDeriv[spell]) --TODO: || here for similiarDistance with a small distance tolerance for those tiny movements... and flexibility -- requires the vectors to be rotated :| -- maybe use similar distance when recording. Only record values with a change > say, 4 units? if !(self:similarDistance(adjusted[i],self.spellAngleDeriv[spell][self.equalHere],self.toleranceDistance)) then isGoodToCast = false print("here is bad") break --skips the rest of this spell end end if isGoodToCast then castDone = true self:cast(spell) end else break end --once cast, don't even bother comparing... end end end function ENT:Initialize() self:SetModel(self.Model) if SERVER then self:SetUseType( SIMPLE_USE ) --self:SetModel(self.Model) self:PhysicsInit( SOLID_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:EnableGravity(false) --phys:EnableDrag(false) phys:SetMass(25) end self.trail = nil end self.equalHere = -1 self.devUp = {Vector(0,0,0), Vector(0,0,4.6227722167969), Vector(0,0,15.269805908203), Vector(0,0,30.341888427734), Vector(0,0,36)} --relative to start position {Vector(0,0,0), Vector(0,0,7.7447204589844), Vector(0,0,19.308471679688), Vector(0,0,30.341888427734), Vector(0,0,36)} self.circleRight = {Vector(0,0,0), Vector(2.2052001953125,8.490478515625,0), Vector(7.249267578125,19.02978515625,0), Vector(10.655395507813,23.901611328125,0.001220703125), Vector(16.659912109375,30.2958984375,0), Vector(26.113891601563,37.156494140625,0), Vector(34.064208984375,40.855224609375,0), Vector(42.514038085938,43.19775390625,0), Vector(54.159545898438,44.108154296875,0), Vector(65.558959960938,42.560302734375,0.001220703125), Vector(73.9287109375,39.632568359375,0), Vector(79.232299804688,36.94677734375,0.001220703125), Vector(90.401611328125,28.291015625,-0.00048828125), Vector(96.1650390625,21.4228515625,0.00164794921875), Vector(100.66711425781,13.56689453125,0.00164794921875), Vector(104.40673828125,2.5908203125,3.0517578125e-05), Vector(105.61804199219,-6.097900390625,0), Vector(105.6328125,-12.042724609375,0.001220703125), Vector(102.92309570313,-26.19873046875,0.001220703125), Vector(99.34765625,-34.313232421875,0), Vector(92.7158203125,-43.933837890625,0), Vector(86.448486328125,-50.0703125,0), Vector(79.258544921875,-55.094482421875,0), Vector(68.577392578125,-59.83251953125,0), Vector(60.02734375,-61.7900390625,0), Vector(51.271728515625,-62.317138671875,0), Vector(39.689086914063,-60.77587890625,0), Vector(34.013671875,-59.013916015625,0), Vector(23.635620117188,-53.85400390625,3.0517578125e-05), Vector(14.564819335938,-46.48583984375,0), Vector(8.9388427734375,-39.75634765625,0), Vector(4.494384765625,-32.19482421875,0), Vector(0.609130859375,-21.174560546875,0)} --{Vector(0,0,0), Vector(0,0,-4.6227722167969), Vector(0,0,-15.269805908203), Vector(0,0,-30.341888427734), Vector(0,0,-36)} --{Vector(0,0,0), Vector(0.32171630859375,-8.913818359375,0), Vector(-0.824462890625,-17.75927734375,0), Vector(-4.57666015625,-29.03369140625,0), Vector(-8.9598388671875,-36.802001953125,0), Vector(-14.558959960938,-43.745361328125,0), Vector(-23.649047851563,-51.397705078125,0), Vector(-31.445190429688,-55.731201171875,0), Vector(-39.847106933594,-58.7255859375,0), Vector(-51.596069335938,-60.5009765625,0), Vector(-60.507629394531,-60.122314453125,0), Vector(-69.236083984375,-58.28564453125,0), Vector(-80.181213378906,-53.66064453125,0), Vector(-87.581787109375,-48.681396484375,0), Vector(-94.064331054688,-42.5546875,0), Vector(-100.97991943359,-32.892333984375,0), Vector(-104.68829345703,-24.780029296875,0), Vector(-107.01446533203,-16.169189453125,0), Vector(-107.86236572266,-4.317138671875,0), Vector(-106.85717773438,4.478759765625,0.001983642578125), Vector(-104.26983642578,13.094482421875,0), Vector(-98.888854980469,23.615966796875,0.00201416015625), Vector(-93.2568359375,30.630615234375,6.103515625e-05), Vector(-88.913757324219,34.80322265625,0.00201416015625), Vector(-76.553771972656,42.77099609375,0.001983642578125), --Vector(-68.086669921875,45.809814453125,6.103515625e-05), Vector(-62.203430175781,47.09814453125,0.00201416015625), Vector(-47.501647949219,47.433837890625,0.001983642578125), Vector(-38.747314453125,45.675537109375,0.001983642578125), Vector(-30.400512695313,42.503662109375,0.001983642578125), Vector(-20.27392578125,36.1396484375,0), Vector(-13.743469238281,30.064208984375,0), Vector(-8.2991333007813,22.998779296875,0), Vector(-2.9801635742188,12.373291015625,0), Vector(-0.58648681640625,3.781005859375,0)} self.spellList = {self.devUp, self.circleRight} self.spellAngle = {} self.spellAngleDeriv = {} self.plyUniquePos = {} self.plyAngle = {} self.plyAngleDeriv = {} local angleHere = 0 if self.devMode && #self.spellAngle < 1 then -- these arrays may be partially filled. Empty them in preparation for inserts. self.spellAngle = {} self.spellAngleDeriv = {} for spell=1,#self.spellList do table.insert(self.spellAngle,{}) table.insert(self.spellAngleDeriv,{}) for i=1,#self.spellList[spell]-1 do angleHere = self.spellList[spell][i]:AngleEx(self.spellList[spell][i+1]) table.insert(self.spellAngle[spell], angleHere) print("tha spell angle: "..self:vectorToString(angleHere)) end for i=1,#self.spellAngle[spell]-1 do table.insert(self.spellAngleDeriv[spell], self.spellAngle[spell][i] - self.spellAngle[spell][i+1]) end end end end function ENT:Use(ply) self.playa = ply if !IsValid(ply.entitty) then ply.entitty = {} end table.insert(ply.entitty, self) print("used") end function ENT:cast(spell) print("cast: "..spell) if spell == 1 then --devUp self:EmitSound(Sound(self.Up[math.random(#self.Up)])) elseif spell == 2 then --circleRight self:EmitSound(Sound(self.Gene[math.random(#self.Gene)])) --shoot lightning self.playa:GetForward() else error("Error: spell not defined") end end function ENT:OnRemove() --once ent is removed, remove self from player's entitty table of linked bend(ables) entities. if self.playa != nil && self.playa.entitty != nil then for i=1,#self.playa.entitty do if self.playa.entitty[i] == self then table.remove(self.playa.entitty, i) end end end end function ENT:similarDistance(new, old, distance) --each component may not be more than 'percent' % different + or - from 'orig' print("new.x: "..new.x.." - "..old.x.." :old.x") print("new.y: "..new.y.." - "..old.y.." :old.y") print("new.z: "..new.z.." - "..old.z.." :old.z") local truth = true if (new.x - old.x > distance) || (new.x - old.x < -distance) then --if (math.abs(new.x) - math.abs(old.x) > distance) then truth = false end if (new.y - old.y > distance) || (new.y - old.y < -distance) then --if (math.abs(new.y) - math.abs(old.y) > distance) then truth = false end if (new.z - old.z > distance) || (new.z - old.z < -distance) then --if (math.abs(new.z) - math.abs(old.z) > distance) then truth = false end --if truth then print("truth") end return truth end function ENT:vectorToString(vec) local toReturn = "" toReturn = "("..vec.x..", "..vec.y..", "..vec.z..")" return toReturn end
buffer = Procedural.TextureBuffer(128) Procedural.Image(buffer):setFile("red_brick.jpg"):process() Procedural.Flip(buffer):setAxis(Procedural.Flip_FLIP_HORIZONTAL):process() tests:addTextureBuffer(buffer) dotfile = tests:getDotFile("texture_14c", "Flip_horizontal_Demo") dotfile:set("Image", "texture_image", "Flip", "texture_flip_3")
-- shared --[[ duck typing: ]]-- local _={} _.do_grow=function(entity,sprite_name) -- log("Growable.do_grow. sprite:"..sprite_name.." ent:"..Inspect(entity)) entity.sprite=sprite_name entity.grow_phase_index=entity.grow_phase_index+1 end return _
object_mobile_dressed_dathomir_nightsister_sage = object_mobile_shared_dressed_dathomir_nightsister_sage:new { } ObjectTemplates:addTemplate(object_mobile_dressed_dathomir_nightsister_sage, "object/mobile/dressed_dathomir_nightsister_sage.iff")
local Scene = require("lib.scene") local ep = require("Advice.allep") local MM = Scene:derive("message1") local img = love.graphics.newImage("Advice/invierno.png") function MM:new(scene_mngr) self.super.new(self,scene_mngr) self.ep_ = ep() self.em:add(self.ep_) end local entered = false function MM:enter() MM.super.enter(self) end function MM:exit() MM.super.exit(self) end function MM:update(dt) self.super.update(self,dt) --self.ep_.spr:animation("ep4") end function MM:draw() love.graphics.draw(img,0,0) --love.graphics.setColor(1, 0, 0,1) end return MM
require("lib/path") -- Global libraries local turtle = require("turtle" ) local common = require("common" ) local complex = require("complex" ) local colormap = require("colormap") -- Local project libraries local keys = require("lib/keys" ) local level = require("lib/level") local logStatus = common.logStatus local W, H = level.getScreenSize() local cZero = complex.getNew() local scType = cZero:getType() local clBlu = colr(colormap.getColorBlueRGB()) local clBlk = colr(colormap.getColorBlackRGB()) local clGrn = colr(colormap.getColorGreenRGB()) local clRed = colr(colormap.getColorRedRGB()) local vlMgn = colr(colormap.getColorMagenRGB()) local clGry180 = colr(colormap.getColorPadRGB(180)) local __items = {__size = 0} -- Items stack local __setup = {} local __mode = { ID = 1, ST = {"board", "ball", "brick"}, CM = { "Board player controlled", "Balls which break blocks", "Ordinary breakable blocks" }, DT = { { ID = 1, {"Velocity" , 10, 0.1 , {0.1}, true}, {"Angle" , 0 , -1 , {-360, 360}}, {"Static" , false} , {"Hard" , true} , {"Life" , 1 , 0.1, {0.1}}, {"Color R" , 255, 1 , {0, 255}}, {"Color G" , 0 , 1 , {0, 255}}, {"Color B" , 0 , 1 , {0, 255}}, {"Trail" , 0 , 1 , {0}} }, {ID = 1, {"Size" , 5 , 0.1, {0.1}, true}, {"Damage", 1 , 0.1, nil , true}, {"Angle" , 0 , -1, {-360, 360}}, {"Static", false}, {"Hard" , true}, {"Life" , 1 , 0.1, {0.1}}, {"Color R" , 0 , 1, {0, 255}}, {"Color G" , 255, 1, {0, 255}}, {"Color B" , 0 , 1, {0, 255}}, {"Trail" , 0, 1, {0}} }, {ID = 1, {"Angle" , 0 , -1, {-360, 360}}, {"Static" , true }, {"Hard" , false}, {"Life" , 3 , 0.1, {0.1}}, {"Color R", 0 , 1, {0, 255}}, {"Color G", 0 , 1, {0, 255}}, {"Color B", 255 , 1, {0, 255}}, {"Trail" , 0 , 1, {0}} } }, SL = {0, 0, 0}, -- table/position/velocity/vertexes(clockwise)/angle/static/hard/life/colorRGB/trail EX = { Base = "{Type=\"%s\"%s}/%s/%s/%s/%f/%s/%s/%f/%d,%d,%d/%d", ",Velocity=%f", ",Size=%f,Damage=%f", ""} } local function typeID(iID) if(iID) then __mode.ID = iID end return __mode.ID end local function typeSelect(iID, vID) if(vID) then __mode.SL[iID] = vID end return __mode.SL[iID] end local function typeName(iID) return __mode.ST[iID] end local function typeData(iID) return __mode.DT[iID] end local function typeComment(iID) return __mode.CM[iID] end local function typeExport(iID) return __mode.EX[iID] end local function getItems() return __items end local function getItem(iID) return __items[iID] end local function setItem(iID, vI) __items[iID] = vI end local function addItem(iID) setItem(iID, {__top = 0, __data = {}, __name = typeName(iID)}) if(__items.__size <= iID) then __items.__size = iID end return getItem(iID) end local function getItemsN() return __items.__size end local function isSelected(aKey, iID) return (aKey == typeSelect(iID)) end local function getVertex(tBlk) local vT, vtx = "", tBlk.vtx for ID = 1, #vtx do vT = vT..tostring(vtx[ID]):sub(2,-2) if(vtx[ID+1]) then vT = vT..";" end end; return vT end local function getValueSet(sNam, tSet, iD, vF) local exp = typeName(iD) if(not (sNam and tSet)) then return logStatus("getValueSet("..exp.."): <"..tostring(sNam).."/"..tostring(tSet)..">", vF) end local ID = __setup[iD][sNam]; if(not ID) then return logStatus("getValueSet("..exp.."): Cannot retrieve ID for <"..tostring(sNam)..">", vF) end local tDat = tSet[ID]; if(not tDat) then common.logTable(tSet, "getValueSet: tSet") return logStatus("getValueSet("..exp.."): No table provided <"..tostring(ID)..">", vF) end local out = tDat[2]; return common.getPick(out~=nil, out, vF) end local function getItemColor(tSet, iD) return getValueSet("Color R", tSet, iD), getValueSet("Color G", tSet, iD), getValueSet("Color B", tSet, iD) end local function getStringSet(tSet, iD) local tPar, tOut, I = typeData(iD), {}, 1 while(tPar[I][5]) do tOut[I] = getValueSet(tPar[I][1], tSet, iD); I = I + 1 end; return typeExport(iD):format(unpack(tOut)) end local function openFile() local fNam, tStu, key = "", getItems(), keys.getKey() while(not (keys.getCheck(key, "enter") or keys.getCheck(key, "nument"))) do wipe() if(key) then fNam = fNam..tostring(keys.getChar(key) or ""):sub(1,1) if(keys.getCheck(key, "backsp")) then fNam = fNam:sub(1,-2) end end; text("Open: "..tostring(fNam):lower(),0,0,0) key = keys.getKey(); updt() end; fNam = "levels/"..fNam:lower()..".txt" local iO = io.open(fNam, "rb"); if(not iO) then return common.logStatus("saveLevel: File invalid <"..fNam..">", false) end local sLine, bEOF = common.fileRead(iO, "*line", true) while(not bEOF) do if(sLine:sub(1,1) ~= "#") then local tPar = common.stringExplode(sLine, "/") end sLine, bEOF = common.fileRead(iO, "*line", true) end end local function saveFile() local fNam, tStu, key = "", getItems(), keys.getKey() while(not (keys.getCheck(key, "enter") or keys.getCheck(key, "nument"))) do wipe() if(key) then fNam = fNam..tostring(keys.getChar(key) or ""):sub(1,1) if(keys.getCheck(key, "backsp")) then fNam = fNam:sub(1,-2) end end; text("Save: "..tostring(fNam):lower(),0,0,0) key = keys.getKey(); updt() end; fNam = "levels/"..fNam:lower()..".txt" local iO = io.open(fNam, "wb"); if(not iO) then return common.logStatus("saveLevel: File invalid <"..fNam..">", false) end iO:write("# Blocks general parameters\n") iO:write("# table/position/velocity/vertexes(clockwise)/angle/static/hard/life/colorRGB/trail\n\n") local tItems = getItems(); common.logTable(tItems, "tItems") for ID = 1, getItemsN() do local tInfo, sType = getItem(ID), typeName(ID) if(tInfo) then local tDat = tInfo.__data iO:write("# "..typeComment(ID).."\n") for I = 1, #tDat do local v = tDat[I] if(v) then local tSet = v.set local sVtx = getVertex(v) local sPos = tostring(v.pos):sub(2,-2) local sVel = tostring(v.vel):sub(2,-2) local parE = typeExport("Base"):format(sType, "%s", sPos, sVel, sVtx, getValueSet("Angle" , tSet, ID), tostring(getValueSet("Static" , tSet, ID)), tostring(getValueSet("Hard" , tSet, ID)), getValueSet("Life" , tSet, ID), getValueSet("Color R", tSet, ID), getValueSet("Color G", tSet, ID), getValueSet("Color B", tSet, ID), getValueSet("Trail" , tSet, ID)) -- Generate table and format it inside the string second stage iO:write(parE:format(getStringSet(tSet, ID))); iO:write("\n") end end; iO:write("\n") end end iO:flush() iO:close() return true end local function drawComplexOrigin(oC, nS, oO, clDrw) local ss = common.getClamp(tonumber(nS) or 0, 0, 50) local xx, yy = oC:getParts() local ox, oy = nil, nil if(oO) then ox, oy = oO:getParts() pncl(clBlk); line(ox, oy, xx, yy) end pncl(clDrw or vlMgn); rect(xx-ss, yy-ss, 2*ss, 2*ss) end complex.setAction("editor_draw_complex", drawComplexOrigin) local function drawPoly(tInfo, vID) local iID = common.getPick(vID, vID, typeID()) local tDat = tInfo.__data for k, v in pairs(tDat) do local ang = getValueSet("Angle", v.set, iID) local clr = colr(getItemColor(v.set, iID)) local pos, vtx = v.pos, v.vtx if(vtx[1]) then local vts = vtx[1]:getRotDeg(ang):Add(pos) vts:Action("editor_draw_complex", nil, pos) end if(isSelected(k, iID)) then pos:Action("editor_draw_complex", 10) end local len, ftx = #vtx, vtx[1]; pos:Action("editor_draw_complex", 3) for i = 1, len do local n = (i+1) local s = (vtx[i] or ftx):getRotDeg(ang):Add(pos) local e = (vtx[n] or ftx):getRotDeg(ang):Add(pos) local sx, sy = s:getParts() local ex, ey = e:getParts() if(not vtx[n]) then pncl(vlMgn) else pncl(clr) end line(sx, sy, ex, ey) end end end local function drawBall(tInfo, vID) local iID = common.getPick(vID, vID, typeID()) local tDat = tInfo.__data for k, v in pairs(tDat) do local pos, vel = v.pos, v.vel local clr = colr(getItemColor(v.set, iID)) local px, py = pos:getParts() local sz = getValueSet("Size", v.set, iID) if(isSelected(k, iID)) then pos:Action("editor_draw_complex",sz + 4) end pncl(clBlk); oval(px, py, sz, sz, clr) if(vel) then local vx, vy = vel:getParts() pncl(clBlk); line(px, py, px+vx, py+vy) end end end local function modPoly(tInfo, bUndo) local tDat = tInfo.__data local tTop = tDat[tInfo.__top] local tSel = tDat[typeSelect(typeID())] if(not bUndo) then local rx, ry = keys.getMouseRD() if(rx and ry) then if(tTop and tTop.vtx and #tTop.vtx <= 2) then local sType = typeName(typeID()) tDat[tInfo.__top] = nil; tInfo.__top = tInfo.__top - 1 common.logStatus("Add ["..sType.."]: Deleted missing vertex #"..#tTop.vtx) end; if(tTop) then tTop.cmp = true end tInfo.__top = tInfo.__top + 1 tDat[tInfo.__top] = { vtx = {}, cmp = false, vel = complex.getNew(0,0), pos = complex.getNew(rx, ry), set = common.copyItem(typeData(typeID())) } tTop = tDat[tInfo.__top]; tTop.set["FUNC"] = "modPoly" typeSelect(typeID(), tInfo.__top) end local lx, ly = keys.getMouseLD() if(tSel) then if(lx and ly) then local ang = getValueSet("Angle", tSel.set, typeID()) local ver = complex.getNew(lx, ly):Sub(tSel.pos):RotDeg(-ang) tSel.vtx[#tSel.vtx + 1] = ver end if(not tSel.cmp and (#tSel.vtx >= 3)) then tSel.cmp = true end end else if(tTop) then local nVtx = common.getPick(tTop.vtx, #tTop.vtx, 0) if(nVtx == 0) then local iTop = tInfo.__top tDat[iTop] = nil; iTop = (iTop - 1) while(iTop > 0 and not tDat[iTop]) do iTop = iTop - 1 end tTop, tInfo.__top = tDat[iTop], iTop typeSelect(typeID(), tInfo.__top) else if(tTop and tTop.vtx) then tTop.vtx[#tTop.vtx] = nil end end end end end local function adjustParam(key, aP, aW, tL) local typ = type(aP) local cng = ((keys.getCheck(key, "up") and 1 or 0) - (keys.getCheck(key, "down" ) and 1 or 0)) if(typ == "boolean") then return common.getPick(cng == 0, aP, not aP) end if(typ == "number") then local new = (aP + aW * cng) if(tL and tL[1] and new < tL[1]) then return tL[1] end if(tL and tL[2] and new > tL[2]) then return tL[2] end return new end return aP end local function setSettings(key, tInfo) local iTyp = typeID() local iTop = tInfo.__top local tDat = tInfo.__data local tTop = tDat[iTop] local iSel = typeSelect(iTyp) local tSel = tDat[iSel] if(tSel) then if(keys.getCheck(key, "num5") and tSel.cmp) then iTop = iTop + 1; tInfo.__top = iTop -- Adjust Top pointer tDat[iTop] = common.copyItem(tSel, {[scType]=complex.getNew}) tTop = tDat[iTop] -- Select the new item iSel = typeSelect(iTyp, iTop); tSel = tDat[iSel] end iSel = iSel + ((keys.getCheck(key, "pgup") and 1 or 0) - (keys.getCheck(key, "pgdn") and 1 or 0)) iSel = common.getClamp(iSel, 1, tInfo.__top) typeSelect(iTyp, iSel) -- Adjust the settings union for every item if(tSel.set) then local tSet = tSel.set tSet.ID = tSet.ID + ((keys.getCheck(key, "right") and 1 or 0) - (keys.getCheck(key, "left" ) and 1 or 0)) tSet.ID = common.getClamp(tSet.ID, 1, #tSet); tCnt = tSet[tSet.ID] tCnt[2] = adjustParam(key, tCnt[2], tCnt[3], tCnt[4]) text("Configure: "..tostring(tSet[tSet.ID][1]).." > "..tostring(tSet[tSet.ID][2]),0,100,0) end if(tSel.__vel) then local dif = (keys.getCheck(key, "num+") and 1 or 0) + (keys.getCheck(key, "num-") and -1 or 0) tSel.__vel:Add(tSel.__vel:getUnit():Mul(dif)) end if(tSel.pos) then local px, py = tSel.pos:getParts() px = px + ((keys.getCheck(key, "num3") and 1 or 0) + (keys.getCheck(key, "num6") and 1 or 0) + (keys.getCheck(key, "num9") and 1 or 0) - (keys.getCheck(key, "num1") and 1 or 0) - (keys.getCheck(key, "num4") and 1 or 0) - (keys.getCheck(key, "num7") and 1 or 0)) py = py + ((keys.getCheck(key, "num1") and 1 or 0) + (keys.getCheck(key, "num2") and 1 or 0) + (keys.getCheck(key, "num3") and 1 or 0) - (keys.getCheck(key, "num7") and 1 or 0) - (keys.getCheck(key, "num8") and 1 or 0) - (keys.getCheck(key, "num9") and 1 or 0)) tSel.pos:Set(px, py) text("Position ["..typeSelect(iTyp).."]: "..tostring(tSel.pos),0,280,0) end end end local function modBall(tInfo, bUndo) local tDat = tInfo.__data local tTop = tDat[tInfo.__top] local tSel = tDat[typeSelect(typeID())] if(not bUndo) then local rx, ry = keys.getMouseRD() if(rx and ry) then if(tTop) then tTop.cmp = true if(tTop.vel) then nV = tTop.vel:getNorm2() if(nV == 0 or common.isNan(nV)) then common.logStatus("Add ["..typeName(typeID()).."]: Deleted invalid velocity <"..tostring(tTop.vel)..">") tDat[tInfo.__top] = nil; tInfo.__top = (tInfo.__top - 1) end end end tInfo.__top = tInfo.__top + 1 tDat[tInfo.__top] = { vtx = {}, cmp = false, vel = complex.getNew(0, 0), pos = complex.getNew(rx, ry), set = common.copyItem(typeData(typeID())), __vel = complex.getNew(0, 0) } tTop = tDat[tInfo.__top]; tTop.set["FUNC"] = "modBall" typeSelect(typeID(), tInfo.__top) end local lx, ly = keys.getMouseLD() if(lx and ly and tSel) then tSel.__vel:Set(lx, ly):Sub(tSel.pos); tSel.vel:Set(tSel.__vel) end if(tSel and tSel.vel and tSel.__vel) then tSel.vel:Set(tSel.__vel):RotDeg(getValueSet("Angle", tSel.set, typeID())) tSel.cmp = true end else if(tTop) then tDat[tInfo.__top] = nil tInfo.__top = tInfo.__top - 1 while(tInfo.__top > 0 and not tDat[tInfo.__top]) do tInfo.__top = tInfo.__top - 1 end typeSelect(typeID(), tInfo.__top) end end end local function drawStuff() local tItems, nCnt = getItems(), getItemsN() for ID = 1, nCnt do local tInfo = getItem(ID) local sType = typeName(ID) if(tInfo) then local tData = tInfo.__data local niTop = tInfo.__top for DI = 1, niTop do if(sType == "brick" or sType == "board") then drawPoly(tInfo, ID) elseif(sType == "ball") then drawBall(tInfo, ID) end end end end end local function mainStart() for ID = 1, #__mode.DT do __setup[ID] = {} local tSet = typeData(ID) for I = 1, #tSet do __setup[ID][tSet[I][1]] = I end end local key = keys.getKey() while(not keys.getCheck(key, "escape")) do wipe() local tInfo = getItem(typeID()) if (keys.getCheck(key, "f1")) then tInfo = getItem(typeID(1)) elseif(keys.getCheck(key, "f2")) then tInfo = getItem(typeID(2)) elseif(keys.getCheck(key, "f3")) then tInfo = getItem(typeID(3)) elseif(keys.getCheck(key, "S")) then saveFile() elseif(keys.getCheck(key, "O")) then openFile() end if(not tInfo) then tInfo = addItem(typeID()) end local sType = typeName(typeID()) text("Adding: "..sType,0,0,0) if(sType == "brick" or sType == "board") then modPoly(tInfo, keys.getCheck(key, "Z")) elseif(sType == "ball") then modBall(tInfo, keys.getCheck(key, "Z")) end setSettings(key, tInfo) drawStuff() key = keys.getKey(); updt() end return true end open("Block braker level maker") size(W, H); zero(0, 0); updt(false) mainStart()
local ice = { surface = material.refractive { ior = 1.30144, dispersion = 0.00287, color = 1, }, } local background = { surface = material.diffuse { color = spectrum { format = "curve", points = {{400, 0.025}, {600, 0.0175}, {700, 0.01}}, } * 0.2, }, } return { image = {width = 512, height = 512}, renderer = renderer.bidirectional { pixel_samples = 100, spectrum_samples = 5, spectrum_bins = 50, tile_size = 32, bounces = 256, light_samples = 2, }, camera = camera.perspective { fov = 11, transform = transform.look_at { from = vector(15, -10, 40), to = vector(), up = vector(0, 1, 2), }, focus_distance = 43.874821937, aperture = 3, }, world = { sky = spectrum { format = "curve", points = {{400, 0.3}, {600, 0.2}, {700, 0.1}}, }, objects = { shape.mesh {file = "snowflake.obj", materials = {snowflake = ice}}, shape.sphere { position = vector(0, 150, 50), radius = 30, material = { surface = material.emissive {color = light_source.d65 * 6}, }, }, shape.sphere { position = vector(100, -100, 50), radius = 10, material = { surface = material.emissive {color = light_source.d65 * 3}, }, }, shape.sphere { radius = 200, position = vector(0, 0, -205), material = background, }, }, }, }
local base = require 'calc.base' local air_helper = require 'hj212.calc.air_helper' local calc = base:subclass('HJ212_CALC_AIR_DRYC') function calc:calc(value) local cems = self:station():cems() assert(cems) return air_helper.DryC(value, cems:Xsw()) end return calc
local K, C, L, _ = unpack(select(2, ...)) C["position"] = { ["achievements"] = {"TOP", UIParent, "TOP", 0, -22}, ["bag"] = {"RIGHT", UIParent, "RIGHT", -140, -20}, ["bagsbar"] = {"TOPLEFT", UIParent, "TOPLEFT", 270, -2}, ["bank"] = {"LEFT", UIParent, "LEFT", 23, 150}, ["bgscore"] = {"BOTTOMLEFT", "ActionButton12", "BOTTOMRIGHT", 100, 0}, ["capturebar"] = {"TOP", UIParent, "TOP", 0, -170}, ["chat"] = {"BOTTOMLEFT", UIParent, "BOTTOMLEFT", 3, 5}, ["group_loot"] = {"BOTTOM", UIParent, "BOTTOM", -238, 700}, ["locframe"] = {"TOP", "Minimap", "BOTTOM", 0, -2}, ["loot"] = {"TOPLEFT", UIParent, "TOPLEFT", 245, -220}, ["micromenu"] = {"TOPLEFT", UIParent, "TOPLEFT", 2, -2}, ["minimap"] = {"TOPRIGHT", UIParent, "TOPRIGHT", -7, -7}, ["minimap_buttons"] = {"TOPRIGHT", "Minimap", "TOPLEFT", -3, 2}, ["partyframe"] = {"LEFT", UIParent, "LEFT", 120, 125}, ["playercastbar"] = {"CENTER", UIParent, "CENTER", 0, -146}, ["playerframe"] = {"CENTER", UIParent, "CENTER", -210, -160}, ["powerbar"] = {"CENTER", UIParent, "CENTER", 0, -180}, ["quest"] = {"RIGHT", UIParent, "RIGHT", -120, 200}, ["statsframe"] = {"TOP", "Minimap", "BOTTOM", 0, -24}, ["targetcastbar"] = {"CENTER", UIParent, "CENTER", 0, 200}, ["targetframe"] = {"CENTER", UIParent, "CENTER", 210, -160}, ["ticket"] = {"TOPLEFT", UIParent, "TOPLEFT", 0, -1}, ["tooltip"] = {"BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -3, 3}, ["uierror"] = {"TOP", UIParent, "TOP", 0, -30}, ["worldmap"] = {"CENTER", UIParent, "CENTER", 0, 70}, -- Filger positions filger = { ["cooldown"] = {"BOTTOMRIGHT", "PlayerFrame", "TOPRIGHT", 63, 17}, ["player_buff_icon"] = {"BOTTOMRIGHT", "PlayerFrame", "TOPRIGHT", 2, 173}, ["player_proc_icon"] = {"BOTTOMLEFT", "TargetFrame", "TOPLEFT", -2, 173}, ["pve_cc"] = {"TOPLEFT", "PlayerFrame", "BOTTOMLEFT", -2, -44}, ["pve_debuff"] = {"BOTTOMRIGHT", "PlayerFrame", "TOPRIGHT", 2, 253}, ["special_proc_icon"] = {"BOTTOMRIGHT", "PlayerFrame", "TOPRIGHT", 2, 213}, ["target_bar"] = {"BOTTOMLEFT", "TargetFrame", "BOTTOMRIGHT", 9, -41}, ["target_buff_icon"] = {"BOTTOMLEFT", "TargetFrame", "TOPLEFT", -2, 253}, ["target_debuff_icon"] = {"BOTTOMLEFT", "TargetFrame", "TOPLEFT", -2, 213}, }, }
return {'alk','alkali','alkalimetaal','alkalimetalen','alkaline','alkalisch','alkaliseren','alkaloide','alkaloiden','alkanna','alkoof','alkalinebatterij','alkemade','alken','alkmaar','alkmaarder','alkmaars','alkema','alkan','alkalinebatterijen','alkalische','alkalischer','alkaliseert','alkalien','alken','alkoven','alkaliseerde','alkmaarse','alkmaarders'}
-- Translated by @// Parintele //®#0069 Locales = { -- NUI Nui = { -- LeftNav leftNav = { actions = 'Actiuni', savingAccountCont = 'Se salveaza contul', creditCardsCont = 'Card Credit/Debit', cryptoCurrencyCont = "Monede Virtuale <sup class='text-danger'>HOT</sup>", statisticsCont = 'Statistice', loggedInTxt = 'Connectat ca:', accountIdTxt = 'Numar Cont:', }, -- Modals modals = { error = 'Eroare!', success = 'Succes!', confirm = 'Confirma', cancel = 'Anulare', continue = 'Continua', widtrawModal = { header = 'Introduceti suma pentru retragere', willget = 'Veti primi', fees = 'Taxele pentru retragere sunt', }, depoModal = { header = 'Introduceti suma pentru depozitare', willget = 'Veti depozita', }, transferModal = { header = 'Introduceti suma pentru transfer', willget = 'Vor primi', fees = 'Taxele pentru transfer sunt', }, cryptosModal = { header = 'Introduceti suma pentru vanzare (In $)', willget = 'Veti primi', }, cryptobModal = { header = 'Introduceti suma pentru cumparare (In $)', willget = 'Veti cumpara', } }, -- Main Page accBalance = 'Balanta Cont', accRevenueLast = 'Venituri (Ultimele 24 Ore)', accCards = 'Carduri Active', accRevenue = 'Venituri Cont', accQActions = 'Actiuni Rapide', Withdraw = 'Retragere', Deposit = 'Depozitare', Transfer = 'Transfer', accCrypt = 'Monede virtuale', accCryptBalance = 'BALANTA:', accCryptWaller = 'Portofelul dvs.', -- Crypto cryptPrice = 'PRET BITCOIN', cryptPriceLast = 'PRET Bitcoin (Ultimele 30 Zile)', cryptBalance = 'BALANTA BITCOIN', -- Saving svingNoAcc = "Nu aveti inca un cont de economisire", svingCreate = "CREATI UNUL", svingBalance = "Soldul contului de economisire", svingActions = "Contul de economisire Actiuni", -- Stats stsWithLast = 'S-a retras (Ultimele 24 Ore)', stsDepoLast = 'S-a depus (Ultimele 24 Ore)', stsHeader = 'Istoric', stsTable = { 'Cont', 'Sursa', 'Actiuni', 'Suma', 'Descriere' }, -- ATM atmEnterPin = 'Introduceți PIN-ul [4 Cifre]', atmCards = 'Cardurile detinute', atmBalance = 'Balanta curenta', -- v1.0.3 UPDATE daysT = 'Days', yesterdayT = 'Yesterday', todayT = 'Today1', currentCashAmount = 'CURRENT CASH AMOUNT', currentCash = 'CURRENT CASH', popup = { toAccess = "To access the", bank = 'Banking Menu', atm = 'ATM Menu' }, }, Server = { sWithdrawnS = '$ Retras din contul dvs.', sWithdrawnT = '$ Retras in contul dvs. principal.', sDepoT = '$ Depus in contul dvs.', sDepoS = '$ Depus in contul dvs. de economii', sTransT = '$ Transferat catre ', sTrans_ERR_SRC = 'A aparut o eroare, Sursa nu se potriveste?', sTrans_ERR_IBAN = 'A aparut o eroare, Iban-ul nu exista', sCardNew = 'A fost creat un nou card', sATMWith = 'Ai retras $', sATM_ERR_IBAN = 'IBAN Gresit', sATM_ERR_LIMIT = 'Ati trecut de Limita zilnica', sATM_ERR_AMOUNT = 'Suma invalida', } }
return {'umbrisch','umbrie','umbrier','umberto'}
require 'lib.astar.astar' -- Caches area objects area_manager = { areas = {}, get = function(areaname) if not area_manager.areas[areaname] then area_manager.areas[areaname] = Area(areaname) end return area_manager.areas[areaname] end } Area = leaf.Object:extend() local WORLD_TILESIZE = 32 / math.sqrt(2) -- Logical tile local LogicTile = leaf.Object:extend() function LogicTile:init(conf) _.extend(self, conf or {}) assert(self.x and self.y and self.type, "Logic tile was missing property") end -- Define areas with corresponding area file function Area:init(areaname) self.name = areaname -- Parse area map file self.data = assets.areas[areaname]() -- For specific layers self.tilelayers = {} -- Logical tiles self.logic_tiles = {} -- Special objects self.chamber = nil -- For sp init data self.sp_init = {} -- For saved state between transitions self.save_state = {} -- Persistent flags self.flags = { init = true, lights = false, used_chamber = false, } end function Area:destroy() -- Unload anything we dont want to keep anymore end -- Given a row, col index for a tile, return world coords function Area.tileToWorld(row, col) return row * WORLD_TILESIZE, col * WORLD_TILESIZE end -- Given a world coord, return row, col index for a tile function Area.worldToTile(x, y) return math.floor(x / WORLD_TILESIZE), math.floor(y / WORLD_TILESIZE) end -- Returns a logic tile at world, if exists function Area:logicTileAtWorld(world_x, world_y) local tx, ty = self.worldToTile(world_x, world_y) return self:logicTileAt(tx, ty) end -- Returns a logic tile at an index, if exists function Area:logicTileAt(row, col) if row >= 1 and col >= 1 and row <= self.data.width and col <= self.data.height then for i, tile in ipairs(self.logic_tiles) do if tile.x == row and tile.y == col then return tile end end end return nil end -- Determins if floor is at a world coord function Area:floorAtWorld(world_x, world_y) local tx, ty = self.worldToTile(world_x, world_y) return self:floorAt(tx, ty) end -- Determines if floor is at an index function Area:floorAt(row, col) if row < 1 or col < 1 or row > self.data.width or col > self.data.height then return false end local index = row + (col - 1) * self.tilelayers.floor.height return self.tilelayers.floor.data[index] > 0 end function Area:halfAt(row, col) if not self.tilelayers.half then return false end if row < 1 or col < 1 or row > self.data.width or col > self.data.height then return false end local index = row + (col - 1) * self.tilelayers.floor.height return self.tilelayers.half.data[index] > 0 end function Area:bulletAtWorld(world_x, world_y) local tx, ty = self.worldToTile(world_x, world_y) return self:floorAt(tx, ty) or self:halfAt(tx, ty) end -- Get vectors to adjacent foor tiles function Area:getAdjacentTileVectors(x, y) local ortho = {} for i, d in ipairs { {-1,0}, {1,0}, {0,-1}, {0,1} } do local dx, dy = unpack(d) if self:floorAt(x+dx, y+dy) then table.insert(ortho, {dx, dy}) end end return ortho end function Area:getAdjacentTileVectorsWorld(x, y) return self:getAdjacentTileVectors(Area.worldToTile(x,y)) end -- Get the world position of a conneciton tile based on name function Area:getConnectionWorldPosition(areaname) for i, tile in ipairs(self.logic_tiles) do if tile.type == 'connection' then if not areaname then local wx, wy = self.tileToWorld(tile.x, tile.y) return wx + WORLD_TILESIZE / 2, wy + WORLD_TILESIZE / 2 elseif tile.area == areaname then local wx, wy = self.tileToWorld(tile.x, tile.y) return wx + WORLD_TILESIZE / 2, wy + WORLD_TILESIZE / 2 end end end return nil, nil end -- Process area data and load anything necessary function Area:load() -- Cache floor and special layers self.tilelayers.floor = self:getLayer('floor') self.tilelayers.sp = self:getLayer('sp') self.tilelayers.half = self:getLayer('half') assert(self.tilelayers.floor.width, "No floor layer") -- Process map SP layer self.sp_init = {} local layer = self.tilelayers.sp if layer then for x=1, layer.width do for y=1, layer.height do local index = x + (y - 1) * layer.height local tile_id = layer.data[index] local wx, wy = self.tileToWorld(x, y) table.insert(self.sp_init, { id = tile_id, x = wx + WORLD_TILESIZE / 2, y = wy + WORLD_TILESIZE / 2, }) -- Add some sp tiles as logic tiles instead -- local logic_tile = nil -- if tile_id == 57 then -- logic_tile = LogicTile { -- x = x, -- y = y, -- type = 'chamber', -- } -- end -- if logic_tile then table.insert(self.logic_tiles, logic_tile) end end end end -- Process connections in map local connection_layer = self:getLayer('connections') if connection_layer then for i, connection in ipairs(connection_layer.objects) do local tile = LogicTile { x = math.floor(connection.x / 16), y = math.floor(connection.y / 16), type = 'connection', area = connection.name, } table.insert(self.logic_tiles, tile) end end -- Setup pathfinder self.astar = AStar(self) end -- Return the layer object from Tiled data given name function Area:getLayer(layername) for i, tilelayer in ipairs(self.data.layers) do if tilelayer.name == layername then return tilelayer end end return nil end -- Return a unique ID for a tile, used for sorting function Area:getTileIndex(x, y) return x + (y - 1) * self.data.height end function Area:getTileIndexFromWorld(world_x, world_y) return self:getTileIndex(Area.worldToTile(world_x, world_y)) end -- A* Methods -- Given x, y in world coordinates, find an appropriate velocity vector -- to the player based on A* function Area:findPathVector(world_x, world_y, cost) local src = vector.new(self.worldToTile(world_x, world_y)) local dst = vector.new(self.worldToTile(game.player.x, game.player.y)) local path = self.astar:findPath(src, dst) if path then local first_node = path:getNodes()[1] if first_node then local tile_worldx, tile_worldy = self.tileToWorld(first_node.location.x, first_node.location.y) tile_worldx = tile_worldx + WORLD_TILESIZE / 2 tile_worldy = tile_worldy + WORLD_TILESIZE / 2 return tile_worldx - world_x, tile_worldy - world_y, path:getTotalMoveCost() end end return nil end function Area:getNode(location) -- Here you make sure the requested node is valid (i.e. on the map, not blocked) -- if the location is not valid, return nil, otherwise return a new Node object if self:floorAt(location.x, location.y) then return Node(location, 1, self:getTileIndex(location.x, location.y)) end return nil end function Area:locationsAreEqual(a, b) -- Here you check to see if two locations (not nodes) are equivalent -- If you are using a vector for a location you may be able to simply -- return a == b -- however, if your location is represented some other way, you can handle -- it correctly here without having to modufy the AStar class return a.x == b.x and a.y == b.y end function Area:getAdjacentNodes(curnode, dest) -- Given a node, return a table containing all adjacent nodes -- The code here works for a 2d tile-based game but could be modified -- for other types of node graphs local result = {} local cl = curnode.location local dl = dest local n_up, n_left, n_down, n_right = nil, nil, nil, nil n = self:_handleNode(cl.x + 1, cl.y, curnode, dl.x, dl.y) if n then n_right = n table.insert(result, n) end n = self:_handleNode(cl.x, cl.y + 1, curnode, dl.x, dl.y) if n then n_down = n table.insert(result, n) end n = self:_handleNode(cl.x - 1, cl.y, curnode, dl.x, dl.y) if n then n_left = n table.insert(result, n) end n = self:_handleNode(cl.x, cl.y - 1, curnode, dl.x, dl.y) if n then n_up = n table.insert(result, n) end -- Diagonals if n_right and n_down then n = self:_handleNode(cl.x + 1, cl.y + 1, curnode, dl.x, dl.y) if n then table.insert(result, n) end end if n_left and n_up then n = self:_handleNode(cl.x - 1, cl.y - 1, curnode, dl.x, dl.y) if n then table.insert(result, n) end end if n_left and n_down then n = self:_handleNode(cl.x - 1, cl.y + 1, curnode, dl.x, dl.y) if n then table.insert(result, n) end end if n_right and n_up then n = self:_handleNode(cl.x + 1, cl.y - 1, curnode, dl.x, dl.y) if n then table.insert(result, n) end end return result end function Area:_handleNode(x, y, fromnode, destx, desty) -- Fetch a Node for the given location and set its parameters local n = self:getNode(vector.new(x, y)) if n ~= nil then local dx = math.max(x, destx) - math.min(x, destx) local dy = math.max(y, desty) - math.min(y, desty) local emCost = dx + dy n.mCost = n.mCost + fromnode.mCost n.score = n.mCost + emCost n.parent = fromnode return n end return nil end
-- server scripts server_scripts{ "deletepoliceweapons-server.lua" } -- client scripts client_scripts{ "crouch-client.lua", "pointfinger-client.lua", "handsup-client.lua", "lockcar-client.lua", "stopwanted-client.lua", "names-client.lua", "gameui-client.lua", "deletepoliceweapons-client.lua", "taxi-client.lua", "missiontext-client.lua" }
-- Slightly Improved™ Dialogues -- The MIT License © 2016 Arthur Corenzan local NAMESPACE = "SlightlyImprovedDialogues" -- Uncomment to prevent debug messages local function d() end local function df() end -- See esoui/ingame/interactwindow/keyboard/interactwindow_keyboard.lua:2 local chatterOptionIndent = 30 -- See esoui/ingame/interactwindow/keyboard/interactwindow_keyboard.lua:13 local chosenBeforeColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_GENERAL, INTERFACE_GENERAL_COLOR_DISABLED)) -- Updated position for the background. local backgroundOffsetX = -40 -- was -10. local backgroundHeight = 120 -- stayed the same. -- Since GetChatterOptionData doesn't provide an index -- for the chatter option we keep count ourselves. -- No, optionIndex is NOT a number. Don't ask me why. local chatterOptionCount = 1 -- Intercept the method that prepares conversation data for the UI. local function hookInteractionGetChatterOptionData(savedVars) local getChatterOptionData = INTERACTION.GetChatterOptionData function INTERACTION:GetChatterOptionData(...) -- Invoke the original method. local chatterData = getChatterOptionData(self, ...) -- Bail early if it's moot. if (not chatterData.optionText) or (not chatterData.optionType) then return chatterData end d("Valid chatter option") d(chatterData) d("---") -- Add number prefix to static options. if (savedVars.addNumberPrefix) then chatterData.optionText = chatterOptionCount..". "..chatterData.optionText chatterOptionCount = chatterOptionCount + 1 end -- Always flag Goodbye as "seen before" unless you're -- under arrest, because then its the Flee option. if (savedVars.goodbyeAlwaysSeen) then if (chatterData.optionType == CHATTER_GOODBYE and not IsUnderArrest()) then chatterData.chosenBefore = true end end -- Return the modified data. return chatterData end end -- Tried: -- - Listening to EVENT_CONVERSATION_UPDATED event; -- - Hooking into INTERACTION.UpdateChatterOptions; -- - Hooking into INTERACTION.PopulateChatterOptions; -- But all the above miss some edge case where the conversation is updated -- but these methods aren't called. Though I finanly found one that is -- always called. local function hookInteractionInitializeInteractWindow(savedVars) local initializeInteractWindow = INTERACTION.InitializeInteractWindow function INTERACTION:InitializeInteractWindow(...) df("initializeInteractWindow called at %d", GetTimeStamp()) chatterOptionCount = 1 initializeInteractWindow(self, ...) end end -- For some reason there are times when there's only one important option. -- In these cases we skip the second press, since there's no point in confirming our only option. local function countImportantChatterOptions() local count = 0 for optionIndex, optionControl in ipairs(INTERACTION.optionControls) do if optionControl.isImportant then count = count + 1 end end return count end -- Since we're emulating a "mouse over" with the first key press, it -- never is going to trigger a "mouse exit", so we emulate that too. local function exitInteractionCurrentMouseLabel() if (INTERACTION.currentMouseLabel ~= nil) then ZO_ChatterOption_MouseExit(INTERACTION.currentMouseLabel) end end -- To add the "press again to confirm" when selecting important options with the keyboard we intercept -- this method and instead of making the selection right away we first highlight the option by emulating -- a "mouse over" and only if it's already highlighted we let it proceed as usual. local function hookInteractionSelectChatterOptionByIndex() local selectChatterOptionByIndex = INTERACTION.SelectChatterOptionByIndex -- See esoui/ingame/interactwindow/keyboard/interactwindow_keyboard.lua:224 function INTERACTION:SelectChatterOptionByIndex(optionIndex) local optionControl = INTERACTION.optionControls[optionIndex] if optionControl.isImportant then if (INTERACTION.currentMouseLabel == optionControl or countImportantChatterOptions() == 1) then selectChatterOptionByIndex(self, optionIndex) exitInteractionCurrentMouseLabel() else exitInteractionCurrentMouseLabel() ZO_ChatterOption_MouseEnter(optionControl) end else selectChatterOptionByIndex(self, optionIndex) end end end local defaultSavedVars = { goodbyeAlwaysSeen = true, addNumberPrefix = true, } local function onAddOnLoaded(event, addOnName) if (addOnName == NAMESPACE) then local savedVars = ZO_SavedVars:New(NAMESPACE.."_SavedVars", 1, nil, defaultSavedVars) -- Reposition the top part of the background. -- See esoui/ingame/interactwindow/keyboard/interactwindow_keyboard.xml:131 ZO_InteractWindowTopBG:ClearAnchors() ZO_InteractWindowTopBG:SetAnchor(TOPLEFT, ZO_InteractWindowTargetAreaTitle, nil, backgroundOffsetX, -backgroundHeight) ZO_InteractWindowTopBG:SetAnchor(BOTTOMRIGHT, GuiRoot, RIGHT) -- The bottom part of the background is repositioned dynamically, so we're overriding this method. -- See esoui/ingame/interactwindow/keyboard/interactwindow_keyboard.lua:204 function INTERACTION:AnchorBottomBG(optionControl) self.control:GetNamedChild("BottomBG"):ClearAnchors() self.control:GetNamedChild("BottomBG"):SetAnchor(TOPRIGHT, GuiRoot, RIGHT) self.control:GetNamedChild("BottomBG"):SetAnchor(BOTTOMLEFT, optionControl, BOTTOMLEFT, backgroundOffsetX - chatterOptionIndent, backgroundHeight) end -- Hide the old highlight effect. ZO_InteractWindowPlayerAreaHighlight:GetNamedChild("Top"):SetHidden(true) ZO_InteractWindowPlayerAreaHighlight:GetNamedChild("Bottom"):SetHidden(true) -- Create the new highlight effect. local highlight = CreateControl("ZO_InteractWindowPlayerAreaHighlightBackground", ZO_InteractWindowPlayerAreaHighlight, CT_TEXTURE) highlight:SetTexture("esoui\\art\\buttons\\gamepad\\inline_controllerbkg_darkgrey-center.dds") highlight:SetTextureCoords(0.5, 1, 0, 1) highlight:SetAlpha(0.75) highlight:SetBlendMode(TEX_BLEND_MODE_ALPHA) highlight:SetAnchor(TOPLEFT, ZO_InteractWindowPlayerAreaHighlight, nil, -chatterOptionIndent + backgroundOffsetX, -2) highlight:SetAnchor(BOTTOMRIGHT, ZO_InteractWindowPlayerAreaHighlight, nil, 0, 3) -- Replace the title's format with one without the dashes. ZO_CreateStringId("SI_INTERACT_TITLE_FORMAT", "<<1>>") -- Restyle the label. ZO_InteractWindowTargetAreaTitle:SetHorizontalAlignment(TEXT_ALIGN_LEFT) ZO_InteractWindowTargetAreaTitle:SetFont("ZoFontCallout") -- Hook up. hookInteractionInitializeInteractWindow() hookInteractionGetChatterOptionData(savedVars) hookInteractionSelectChatterOptionByIndex() -- Fire a callback so code can hook after this add-on. CALLBACK_MANAGER:FireCallbacks(NAMESPACE.."_OnAddOnLoaded", savedVars) end end EVENT_MANAGER:RegisterForEvent(NAMESPACE, EVENT_ADD_ON_LOADED, onAddOnLoaded)
-- This is a language file for mattata -- Language: scottish -- Author: LKD70 -- DO NOT CHANGE ANYTHING THAT BEGINS OR ENDS WITH A % -- THESE ARE PLACEHOLDERS! -- DO NOT CHANGE ANY MARKDOWN/HTML FORMATTING! -- IF YOU ARE UNSURE, ASK ON TELEGRAM (t.me/flaunt_and_dither) return { ['errors'] = { ['connection'] = 'Connection mistak.', ['results'] = 'A coudna airt oot ony results for that.', ['supergroup'] = 'This commaund can anely be used in supergruips.', ['admin'] = 'Ye need tae be a moderator ore an administrator in thes tauk in maun tae use thes commaund.', ['unknown'] = 'A daena recognise that usar. If ye wud like tae lear me who thei be, forrit a message from them tae any tauk that Am in.', ['generic'] = 'A mistak occured!', ['use'] = 'You are not allowed to use this!', ['private'] = 'You can only use this command in private chat!' }, ['addcommand'] = { ['1'] = 'Please specify the command in the format <code>/command - description</code>', ['2'] = 'I couldn\'t retrieve my commands!', ['3'] = 'The command description can\'t be longer than 256 characters!', ['4'] = 'An unknown error occurred! I couldn\'t add your command!', ['5'] = 'Success! Command added.' }, ['addrule'] = { ['1'] = 'Please specify the rule you would like to add!', ['2'] = 'You don\'t have any rules to add to! Please set group rules using /setrules!', ['3'] = 'I couldn\'t add that rule, as it would make the length of the rules longer than Telegram\'s 4096 character limit!', ['4'] = 'I couldn\'t add that rule, it appears it contains invalid Markdown formatting!', ['5'] = 'Successfully updated the rules!' }, ['addslap'] = { ['1'] = 'You can only use this command in groups!', ['2'] = 'The slap cannot contain curly braces apart from placeholders!', ['3'] = 'The slap cannot be any longer than 256 characters in length!', ['4'] = 'I\'ve successfully added that slap as a possibility for /slap in this group!', ['5'] = 'You must include placeholders in your slap. Use {ME} for the person executing and {THEM} for the victim.' }, ['administration'] = { ['1'] = 'Enable Administration', ['2'] = 'Disable Administration', ['3'] = 'Anti-Spam Settings', ['4'] = 'Warning Settings', ['5'] = 'Vote-Ban Settings', ['6'] = 'Welcome New Users?', ['7'] = 'Send Rules On Join?', ['8'] = 'Send Rules In Group?', ['9'] = 'Back', ['10'] = 'Next', ['11'] = 'Word Filter', ['12'] = 'Anti-Bot', ['13'] = 'Anti-Link', ['14'] = 'Log Actions?', ['15'] = 'Anti-RTL', ['16'] = 'Anti-Spam Action', ['17'] = 'Ban', ['18'] = 'Kick', ['19'] = 'Delete Commands?', ['20'] = 'Force Group Language?', ['21'] = 'Send Settings In Group?', ['22'] = 'Delete Reply On Action?', ['23'] = 'Require Captcha?', ['24'] = 'Use Inline Captcha?', ['25'] = 'Ban SpamWatch-flagged users?', ['26'] = 'Number of warnings until %s:', ['27'] = 'Upvotes needed to ban:', ['28'] = 'Downvotes needed to dismiss:', ['29'] = 'Deleted %s, and its matching link from the database!', ['30'] = 'There were no entries found in the database matching "%s"!', ['31'] = 'You\'re not an administrator in that chat!', ['32'] = 'The minimum number of upvotes required for a vote-ban is %s.', ['33'] = 'The maximum number of upvotes required for a vote-ban is %s.', ['34'] = 'The minimum number of downvotes required for a vote-ban is %s.', ['35'] = 'The maximum number of downvotes required for a vote-ban is %s.', ['36'] = 'The maximum number of warnings is %s.', ['37'] = 'The minimum number of warnings is %s.', ['38'] = 'You can add one or more words to the word filter by using /filter <word(s)>', ['39'] = 'You will no longer be reminded that the administration plugin is disabled. To enable it, use /administration.', ['40'] = 'That\'s not a valid chat!', ['41'] = 'You don\'t appear to be an administrator in that chat!', ['42'] = 'My administrative functionality can only be used in groups/channels! If you\'re looking for help with using my administrative functionality, check out the "Administration" section of /help! Alternatively, if you wish to manage the settings for a group you administrate, you can do so here by using the syntax /administration <chat>.', ['43'] = 'Use the keyboard below to adjust the administration settings for <b>%s</b>:', ['44'] = 'Please send me a [private message](https://t.me/%s), so that I can send you this information.', ['45'] = 'I have sent you the information you requested via private chat.', ['46'] = 'Remove Channel Pins?', ['47'] = 'Remove Other Pins?', ['48'] = 'Remove Pasted Code?', ['49'] = 'Prevent Inline Bots?', ['50'] = 'Kick Media On Join?', ['51'] = 'Enable Plugins For Admins?', ['52'] = 'Kick URLs On Join?' }, ['afk'] = { ['1'] = 'Sorry, Am afraid thes feature is anely available tae usars with a public @usarname!', ['2'] = '%s has returned after being awa for %s!', ['3'] = 'Jot', ['4'] = '%s is now awa.%s' }, ['antispam'] = { ['1'] = 'Disable', ['2'] = 'Enable', ['3'] = 'Disable limit', ['4'] = 'Enable limits on %s', ['5'] = 'All Administration Settings', ['6'] = '%s [%s] has kicked %s [%s] from %s [%s] for hitting the configured anti-spam limit for [%s] media.', ['7'] = 'Kicked %s for hitting the configured antispam limit for [%s] media.', ['8'] = 'The maximum limit is 100.', ['9'] = 'The minimum limit is 1.', ['10'] = 'Modify the anti-spam settings for %s below:', ['11'] = 'Hey %s, if you\'re going to send code that is longer than %s characters in length, please do so using /paste in <a href="https://t.me/%s">private chat with me</a>!', ['12'] = '%s <code>[%s]</code> has %s %s <code>[%s]</code> from %s <code>[%s]</code> for sending Telegram invite link(s).\n#chat%s #user%s', ['13'] = '%s %s for sending Telegram invite link(s).', ['14'] = 'Hey, I noticed you\'ve got anti-link enabled and you\'re currently not allowing your users to mention a chat you\'ve just mentioned, if you\'d like to allowlist it, use /allowlink <links>.', ['15'] = 'Kicked %s <code>[%s]</code> from %s <code>[%s]</code> for sending media within their first few messages.\n#chat%s #user%s', ['16'] = 'Kicked %s <code>[%s]</code> from %s <code>[%s]</code> for sending a URL within their first few messages.\n#chat%s #user%s', ['17'] = 'Action', ['18'] = 'Kick', ['19'] = 'Ban', ['20'] = 'Mute' }, ['appstore'] = { ['1'] = 'veu on iTunes', ['2'] = 'rating', ['3'] = 'ratings' }, ['authspotify'] = { ['1'] = 'You are already authorised using that account.', ['2'] = 'Authorising, please wait...', ['3'] = 'A connection error occured. Are you sure you replied with the correct link? It should look like', ['4'] = 'Successfully authorised your Spotify account!' }, ['avatar'] = { ['1'] = 'A coudna get the profile photaes for that usar, pleese mak siccar ye specified a valid usarname ore numerical ID.', ['2'] = 'That usar daesna have any profile photos.', ['3'] = 'That usar daesna have that many profile photaes!', ['4'] = 'That user has opted-out of data-collecting functionality, therefore I am not able to show you any of their profile photos.', ['5'] = 'User: %s\nPhoto: %s/%s\nSend /avatar %s [offset] to @%s to view a specific photo of this user', ['6'] = 'User: %s\nPhoto: %s/%s\nUse /avatar %s [offset] to view a specific photo of this user' }, ['ban'] = { ['1'] = 'Which usar wud ye like me tae ban? Ye can specify thes usar by thair @usarname ore numerical ID.', ['2'] = 'A cannae ban thes usar becawis thei be a moderator ore an administrator in thes tauk.', ['3'] = 'A cannae ban thes usar becawis thei have alrady left thes tauk.', ['4'] = 'A cannae ban thes usar becawis thei have alrady been banned from thes tauk.', ['5'] = 'A need tae have administrative permissions in maun tae ban thes usar. Pleese mend thes issue, and pree again.', ['6'] = '%s <code>[%s]</code> has banned %s <code>[%s]</code> from %s <code>[%s]</code>%s.\n%s %s', ['7'] = '%s has banned %s%s.' }, ['bash'] = { ['1'] = 'Pleese specify a commaund tae run!', ['2'] = 'Success!' }, ['blocklist'] = { ['1'] = 'Which usar wud ye like me tae blocklist? Ye can specify thes usar by thair @usarname ore numerical ID.', ['2'] = 'A cannae blocklist thes usar becawis thei be a moderator ore an administrator in thes tauk.', ['3'] = 'A cannae blocklist thes usar becawis thei have alrady left thes tauk.', ['4'] = 'A cannae blocklist thes usar becawis thei have alrady been banned from thes tauk.', ['5'] = '%s <code>[%s]</code> has blocklisted %s <code>[%s]</code> from using %s <code>[%s]</code> in %s <code>[%s]</code>%s.\n%s %s', ['6'] = '%s has blocklisted %s from using %s%s.' }, ['blocklistchat'] = { ['1'] = '%s has now been blocklisted, and A will leave whenever A am added there!', ['2'] = '%s is a usar, thes commaund is anely for blocklisting tauks such as gruips and channels!', ['3'] = '%s daesna appeir tae be a valid tauk!' }, ['bugreport'] = { ['1'] = 'Success! Your bug report has been sent. The ID of thes report is #%s.', ['2'] = 'There was a problem whilst reporting that bug! Ha, the irony!' }, ['calc'] = { ['1'] = 'Click tae send the result.', ['2'] = '"%s" was an unexpected word!', ['3'] = 'You cannot have a unit before a number!' }, ['cats'] = { ['1'] = 'Meow!' }, ['channel'] = { ['1'] = 'Ye be not allowed tae use thes!', ['2'] = 'Ye daena appeir tae be an administrator in that tauk anymore!', ['3'] = 'A coudna send yer message, be ye sure A still have permission tae send messages in that tauk?', ['4'] = 'Your message has been sent!', ['5'] = 'A was unable tae retrieve a list of administrators for that tauk!', ['6'] = 'Ye daena appeir tae be an administrator in that tauk!', ['7'] = 'Pleese specify the message tae send, using the syntax /channel <channel> <message>.', ['8'] = 'Are ye sure ye want tae send thes message? This is how it will look:', ['9'] = 'Yes, Am sure!', ['10'] = 'That message contains invalid Markdoun formatting! Pleese correct yer syntax and pree again.' }, ['chatroulette'] = { ['1'] = 'Hey! Please don\'t send messages longer than %s characters. We don\'t want to annoy the other user!', ['2'] = '*Anonymous said:*\n```\n%s\n```\nTo end your session, send /endchat.', ['3'] = 'I\'m afraid I lost connection from the other user! To begin a new chat, please send /chatroulette!', ['4'] = 'The other person you were chatting with has ended the session. To start a new one, send /chatroulette.', ['5'] = 'Successfully ended your session. To start a new one, send /chatroulette.', ['6'] = 'I have successfully removed you from the list of available users.', ['7'] = 'You don\'t have a session set up at the moment. To start one, send /chatroulette.', ['8'] = 'Finding you a session, please wait...', ['9'] = 'I\'m afraid there aren\'t any available users right now, but I have added you to the list of available users! To stop this completely, please send /endchat.', ['10'] = 'I have successfully paired you with another user to chat to! Please remember to be kind to them! To end the chat, send /endchat.', ['11'] = 'I\'m afraid the user who I tried to pair you with has since blocked me. Please try and send /chatroulette again to try and connect to me!', ['12'] = 'I have successfully paired you with another user to chat to! Please remember to be kind to them! To end the chat, send /endchat.' }, ['commandstats'] = { ['1'] = 'No commands have been sent in this chat!', ['2'] = '<b>Command statistics for:</b> %s\n\n%s\n<b>Total commands sent:</b> %s', ['3'] = 'The command statistics for this chat have been reset!', ['4'] = 'I could not reset the command statistics for this chat. Perhaps they have already been reset?' }, ['copypasta'] = { ['1'] = 'The replied-to text musn\'t be any longer than %s characters!' }, ['coronavirus'] = { ['1'] = [[*COVID-19 Statistics for:* %s *New confirmed cases:* %s *Total confirmed cases:* %s *New deaths:* %s *Total deaths:* %s *New recovered cases:* %s *Total recovered cases:* %s]] }, ['custom'] = { ['1'] = 'Success! That message will now be sent every time somebody uses %s!', ['2'] = 'The trigger "%s" does not exist!', ['3'] = 'The trigger "%s" has been deleted!', ['4'] = 'Ye daena have any custom triggers set!', ['5'] = 'Custom commands for %s:\n', ['6'] = 'To create a new, custom commaund, use the following syntax:\n/custom new #trigger <value>. tae list all current triggers, use /custom list. tae delete a trigger, use /custom del #trigger.' }, ['delete'] = { ['1'] = 'I could not delete that message. Perhaps the message is too old or non-existent?' }, ['demote'] = { ['1'] = 'Which usar wud ye like me tae demote? Ye can specify thes usar by thair @usarname ore numerical ID.', ['2'] = 'A cannae demote thes usar becawis thei be not a moderator ore an administrator in thes tauk.', ['3'] = 'A cannae demote thes usar becawis thei have alrady left thes tauk.', ['4'] = 'A cannae demote thes usar becawis thei have alrady been kicked from thes tauk.' }, ['doge'] = { ['1'] = 'Pleese enter the text ye want tae Doge-ify. Each sentence should be separated using slashes ore new lines.' }, ['donate'] = { ['1'] = '<b>Hello, %s!</b>\n\nIf you\'re feeling generous, you can contribute to the mafflebot project by making a monetary donation of any amount. This will go towards server costs and any time and resources used to develop mafflebot. This is an optional act, however it is greatly appreciated and your name will also be listed publically on the bot\'s GitHub page.\n\nIf you\'re still interested, you can donate <a href="%s">here</a>. Thank you for your continued support!' }, ['fact'] = { ['1'] = 'Generate Another' }, ['fban'] = { ['1'] = 'Which user would you like me to Fed-ban? You can specify this user by their @username or numerical ID.', ['2'] = 'I cannot Fed-ban this user because they are a moderator or an administrator in this chat.' }, ['flickr'] = { ['1'] = 'Ye serched for:', ['2'] = 'Pleese enter a serch query (that is, what ye want me tae serch Flickr for, i.e. "Big Ben" will return a photograph of Big Ben in London).', ['3'] = 'More Results' }, ['game'] = { ['1'] = 'Total wyns: %s\nTotal losses: %s\nBalance: %s mattacoins', ['2'] = 'Join Gemm', ['3'] = 'This gemm has alrady ended!', ['4'] = 'It\'s not yer turn!', ['5'] = 'Ye be not part of thes gemm!', ['6'] = 'Ye cannae go here!', ['7'] = 'Ye be alrady part of thes gemm!', ['8'] = 'This gemm has alrady started!', ['9'] = '%s [%s] is playing against %s [%s]\nIt is currently %s\'s turn!', ['10'] = '%s won the gemm against %s!', ['11'] = '%s drew the gemm against %s!', ['12'] = 'Waiting for opponent...', ['13'] = 'Tic-Tac-Toe', ['14'] = 'Click tae send the gemm tae yer tauk!', ['15'] = 'Statistics for %s:\n', ['16'] = 'Play Tic-Tac-Toe!' }, ['gblocklist'] = { ['1'] = 'Pleese reply-to the usar ye\'d like tae globally blocklist, ore specify them by usarname/ID.', ['2'] = 'A coudna get information about "%s", pleese check it\'s a valid usarname/ID and pree again.', ['3'] = 'That\'s a %s, not a usar!' }, ['gallowlist'] = { ['1'] = 'Pleese reply-to the usar ye\'d like tae globally allowlist, ore specify them by usarname/ID.', ['2'] = 'A coudna get information about "%s", pleese check it\'s a valid usarname/ID and pree again.', ['3'] = 'That\'s a %s, not a usar!' }, ['hackernews'] = { ['1'] = 'Top Stories from Hacker News:' }, ['help'] = { ['1'] = 'No results found!', ['2'] = 'There were no features found matching "%s", pleese pree and be more specific!', ['3'] = '\n\nArguments: <required> [optional]\n\nSerch for a feature ore get help with a commaund by using my inline serch functionality - just mention me in any tauk using the syntax @%s <serch query>.', ['4'] = 'Previous', ['5'] = 'Next', ['6'] = 'Back', ['7'] = 'Serch', ['8'] = 'Ye be on page %s of %s!', ['9'] = [[ A can perform many administrative actions in yer gruips, just add me as an administrator and send /administration tae adjust the settings for yer gruip. Here be some administrative commands and a brief comment regarding what thei do: • /pin <text> - Send a Markdoun-formatted message which can be edited by using the same commaund with different text, tae save ye from having tae re-pin a message if ye can't edit it (which happens if the message is older than 48 hours) • /ban - Ban a usar by replying tae one of thair messages, ore by specifying them by usarname/ID • /kick - Kick (ban and then unban) a usar by replying tae one of thair messages, ore by specifying them by usarname/ID • /unban - Unban a usar by replying tae one of thair messages, ore by specifying them by usarname/ID • /setrules <text> - Set the given Markdoun-formatted text as the gruip rules, which will be sent whenever somebody uses /rules ]], ['10'] = [[ • /setwelcome - Set the given Markdoun-formatted text as a welcome message that will be sent every time a usar joins yer gruip (the welcome message can be disabled in the administration menu, accessible via /administration). Ye can use placeholders tae automatically customise the welcome message for each usar. Use $usar\_id tae insert the usar's numerical ID, $chat\_id tae insert the tauk's numerical ID, $name tae insert the usar's name, $title tae insert the tauk title and $usarname tae insert the usar's usarname (if the usar doesn't have an @usarname, thair name will be used instead, so it is best tae avoid using thes with $name) • /warn - Warn a usar, and ban them when thei hit the maximum number of warnings • /mod - Promote the replied-to usar, giving them access tae administrative commands such as /ban, /kick, /warn etc. (this is useful when ye don't want somebody tae have the ability tae delete messages!) • /demod - Demote the replied-to usar, stripping them from thair moderation status and revoking thair ability tae use administrative commands • /staff - veu the gruip's creator, administrators, and moderators in a neatly-formatted list ]], ['11'] = [[ • /report - Forwards the replied-to message tae all administrators and alerts them of the current situation • /setlink <URL> - Set the gruip's link tae the given URL, which will be sent whenever somebody uses /link • /links <text> - Allowlists all of the Telegram links found in the given text (includes @usarname links) ]], ['12'] = 'Below be some links ye might find useful:', ['13'] = 'Development', ['14'] = 'Channel', ['15'] = 'Support', ['16'] = 'FAQ', ['17'] = 'Source', ['18'] = 'Donate', ['19'] = 'Rate', ['20'] = 'Administration Log', ['21'] = 'Admin Settings', ['22'] = 'Plugins', ['23'] = [[ <b>Hi %s! My name's %s, it's a pleasure tae meet ye</b> %s A understand many commands, which ye can learn more about by pressing the "Commands" button using the attached keyboard. %s <b>Tip:</b> Use the "Settings" button tae change how A work%s! %s <b>Find me useful, or just want to help?</b> Donations are very much appreciated, use /donate for more information! ]], ['24'] = 'in' }, ['id'] = { ['1'] = 'Am sorry, but A daena recognise that usar. tae lear me who thei be, forrit a message from them tae me ore get them tae send me a message.', ['2'] = 'Queried Chat:', ['3'] = 'This Chat:', ['4'] = 'Click tae send the result!' }, ['imdb'] = { ['1'] = 'Previous', ['2'] = 'Next', ['3'] = 'Ye be on page %s of %s!' }, ['import'] = { ['1'] = 'A daena recognise that tauk!', ['2'] = 'That\'s not a supergruip, therefore A cannae import any settings from it!', ['3'] = 'Successfully imported administrative settings & toggled plugins from %s tae %s!' }, ['info'] = { ['1'] = [[ ``` Redis: %s Config File: %s %s Mode: %s %s TCP Port: %s %s Version: %s %s Uptime: %s days %s Process ID: %s %s Expired Keys: %s %s Usar Cownt: %s %s Gruip Cownt: %s System: %s OS: %s ``` ]] }, ['instagram'] = { ['1'] = '@%s on Instagram' }, ['ipsw'] = { ['1'] = '<b>%s</b> iOS %s\n\n<code>MD5 sum: %s\nSHA1 sum: %s\nFile size: %s GB</code>\n\n<i>%s %s</i>', ['2'] = 'This firmwhere is no longer being signed!', ['3'] = 'This firmwhere is still being signed!', ['4'] = 'Pleese select yer model:', ['5'] = 'Pleese select yer firmwhere version:', ['6'] = 'Pleese select yer device type:', ['7'] = 'iPod Touch', ['8'] = 'iPhone', ['9'] = 'iPad', ['10'] = 'Apple TV' }, ['itunes'] = { ['1'] = 'Name:', ['2'] = 'Artist:', ['3'] = 'Album:', ['4'] = 'Track:', ['5'] = 'Disc:', ['6'] = 'The original query could not be found, ye\'ve probably deleted the original message.', ['7'] = 'The artwork can be found below:', ['8'] = 'Pleese enter a serch query (that is, what ye want me tae serch iTunes for, i.e. "Green Day American Idiot" will return information about the first result for American Idiot by Green Day).', ['9'] = 'Get Album Artwork' }, ['kick'] = { ['1'] = 'Which usar wud ye like me tae keek? Ye can specify thes usar by thair @usarname ore numerical ID.', ['2'] = 'A cannae keek thes usar becawis thei be a moderator ore an administrator in thes tauk.', ['3'] = 'A cannae keek thes usar becawis thei have alrady left thes tauk.', ['4'] = 'A cannae keek thes usar becawis thei have alrady been keeked from thes tauk.', ['5'] = 'A need tae have administrative permissions in maun tae keek thes usar. Pleese amend thes issue, and pree again.' }, ['lastfm'] = { ['1'] = '%s\'s last.fm usarname has been set tae "%s".', ['2'] = 'Your last.fm usarname has been forgotten!', ['3'] = 'Ye daena currently have a last.fm usarname set!', ['4'] = 'Pleese specify yer last.fm usarname ore set it with /fmset.', ['5'] = 'No history was found for thes usar.', ['6'] = '%s is currently listening to:\n', ['7'] = '%s last listened to:\n', ['8'] = 'Unknown', ['9'] = 'Click tae send the result.' }, ['location'] = { ['1'] = 'Ye daena have a location set. What wud ye like yer new location tae be?' }, ['logchat'] = { ['1'] = 'Pleese enter the usarname ore numerical ID of the tauk ye wish tae log all administrative actions into.', ['2'] = 'Checking tae see whether that tauk is valid...', ['3'] = 'Am sorry, it appeirs ye\'ve either specified an invalid tauk, ore ye\'ve specified a tauk A haven\'t been added tae yet. Pleese rectify thes and pree again.', ['4'] = 'Ye can\'t set a usar as yer log tauk!', ['5'] = 'Ye daena appeir tae be an administrator in that tauk!', ['6'] = 'It seems Am alrady logging administrative actions into that tauk! Use /logchat tae specify a new one.', ['7'] = 'That tauk is valid, Am now going tae pree and send a test message tae it, just tae ensure A have permission tae post!', ['8'] = 'Hello, World - thes is a test message tae check my posting permissions - if ye\'re reading thes, then everything went OK!', ['9'] = 'All done! From now on, any administrative actions in thes tauk will be logged into %s - tae change the tauk ye want me tae log administrative actions into, just send /logchat.' }, ['lua'] = { ['1'] = 'Pleese enter a string of Lua tae execute!' }, ['minecraft'] = { ['1'] = '<b>%s has changed his/her usarname %s time</b>', ['2'] = '<b>%s has changed his/her usarname %s times</b>', ['3'] = 'Previous', ['4'] = 'Next', ['5'] = 'Back', ['6'] = 'UUID', ['7'] = 'Avatar', ['8'] = 'Usarname History', ['9'] = 'Pleese select an option:', ['10'] = 'Pleese enter the usarname of the Minecraft player ye wud like tae view information about (i.e. sending "Notch" will view information about the player Notch).', ['11'] = 'Minecraft usarnames be between 3 and 16 characters long.' }, ['mute'] = { ['1'] = 'Which user would you like me to mute? You can specify this user by their @username or numerical ID.', ['2'] = 'I cannot mute this user because they are already muted in this chat.', ['3'] = 'I cannot mute this user because they are a moderator or an administrator in this chat.', ['4'] = 'I cannot mute this user because they have already left (or been kicked from) this chat.', ['5'] = 'I need to have administrative permissions in order to mute this user. Please amend this issue, and try again.' }, ['myspotify'] = { ['1'] = 'Profile', ['2'] = 'Following', ['3'] = 'Recently Played', ['4'] = 'Currently Playing', ['5'] = 'Top Tracks', ['6'] = 'Top Artists', ['7'] = 'You don\'t appear to be following any artists!', ['8'] = 'Your Top Artists', ['9'] = 'You don\'t appear to have any tracks in your library!', ['10'] = 'Your Top Tracks', ['11'] = 'You don\'t appear to be following any artists!', ['12'] = 'Artists You Follow', ['13'] = 'You don\'t appear to have recently played any tracks!', ['14'] = '<b>Recently Played</b>\n%s %s\n%s %s\n%s Listened to at %s:%s on %s/%s/%s.', ['15'] = 'The request has been accepted for processing, but the processing has not been completed.', ['16'] = 'You don\'t appear to be listening to anything right now!', ['17'] = 'Currently Playing', ['18'] = 'An error occured whilst re-authorising your Spotify account!', ['19'] = 'Successfully re-authorised your Spotify account! Processing your original request...', ['20'] = 'Re-authorising your Spotify account, please wait...', ['21'] = 'You need to authorise me in order to connect your Spotify account. Click [here](https://accounts.spotify.com/en/authorize?client_id=%s&response_type=code&redirect_uri=%s&scope=user-library-read,playlist-read-private,playlist-read-collaborative,user-read-private,user-read-email,user-follow-read,user-top-read,user-read-playback-state,user-read-recently-played,user-read-currently-playing,user-modify-playback-state) and press the green "OKAY" button to link mattata to your Spotify account. After you\'ve done that, send the link you were redirected to (it should begin with "%s", followed by a unique code) in reply to this message.', ['22'] = 'Playlists', ['23'] = 'Use Inline Mode', ['25'] = 'No devices were found.', ['26'] = 'You don\'t appear to have any playlists.', ['27'] = 'Your Playlists', ['28'] = '%s %s [%s tracks]', ['29'] = '%s %s [%s]\nSpotify %s user\n\n<b>Devices:</b>\n%s', ['30'] = 'Playing previous track...', ['31'] = 'You are not a premium user!', ['32'] = 'I could not find any devices.', ['33'] = 'Playing next track...', ['34'] = 'Resuming track...', ['35'] = 'Your device is temporarily unavailable...', ['36'] = 'No devices were found!', ['37'] = 'Pausing track...', ['38'] = 'Now playing', ['39'] = 'Shuffling your music...', ['40'] = 'That\'s not a valid volume. Please specify a number between 0 and 100.', ['41'] = 'The volume has been set to %s%%!', ['42'] = 'This message is using an old version of this plugin, please request a new one by sending /myspotify!' }, ['news'] = { ['1'] = '"<code>%s</code>" isn\'t a valid Lua pattern.', ['2'] = 'A coudna retrieve a list of sources.', ['3'] = '<b>News sources found matching</b> "<code>%s</code>":\n\n%s', ['4'] = '<b>Here be the current available news sources ye can use with</b> /news<b>. Use</b> /nsources &lt;query&gt; <b>to serch the list of news sources for a more specific set of results. Serches be matched using Lua patterns</b>\n\n%s', ['5'] = 'Ye daena have a preferred news source. Use /setnews <source> tae set one. veu a list of sources using /nsources, ore narrow doun the results by using /nsources <query>.', ['6'] = 'Your current preferred news source is %s. Use /setnews <source> tae change it. veu a list of sources using /nsources, ore narrow doun the results by using /nsources <query>.', ['7'] = 'Your preferred source is alrady set tae %s! Use /news tae view the current top story.', ['8'] = 'That\'s not a valid news source. veu a list of sources using /nsources, ore narrow doun the results by using /nsources <query>.', ['9'] = 'Your preferred news source has been updated tae %s! Use /news tae view the current top story.', ['10'] = 'That\'s not a valid source, use /nsources tae view a list of available sources. If ye have a preferred source, use /setnews <source> tae automatically have news from that source sent when ye send /news, without any arguments needed.', ['11'] = 'Read more.' }, ['nick'] = { ['1'] = 'Your nickname has now been forgotten!', ['2'] = 'Your nickname has been set tae "%s"!' }, ['pin'] = { ['1'] = 'You haven\'t set a pin before. Use /pin <text> to set one. Markdown formatting is supported.', ['2'] = 'Here is the last message generated using /pin.', ['3'] = 'I found an existing pin in the database, but the message I sent it in seems to have been deleted, and I can\'t find it anymore. You can set a new one with /pin <text>. Markdown formatting is supported.', ['4'] = 'There was an error whilst updating your pin. Either the text you entered contained invalid Markdown syntax, or the pin has been deleted. I\'m now going to try and send you a new pin, which you\'ll be able to find below - if you need to modify it then, after ensuring the message still exists, use /pin <text>.', ['5'] = 'I couldn\'t send that text because it contains invalid Markdown syntax.', ['6'] = 'Click here to see the pin, updated to contain the text you gave me.' }, ['pokedex'] = { ['1'] = 'Name: %s\nID: %s\nType: %s\nDescription: %s' }, ['promote'] = { ['1'] = 'A cannae promote thes usar becawis thei be a moderator ore an administrator of thes tauk.', ['2'] = 'A cannae promote thes usar becawis thei have alrady left thes tauk.', ['3'] = 'A cannae promote thes usar becawis thei have alrady been kicked from thes tauk.' }, ['quote'] = { ['1'] = 'This usar has opted out of data-storing functionality.', ['2'] = 'There be no saved quotes for %s! Ye can save one by using /save in reply tae a message thei send.' }, ['report'] = { ['1'] = 'Please reply to the message you would like to report to the group\'s administrators.', ['2'] = 'You can\'t report your own messages, are you just trying to be funny?', ['3'] = '<b>%s needs help in %s!</b>', ['4'] = 'Click here to view the reported message.', ['5'] = 'I\'ve successfully reported that message to %s admin(s)!' }, ['save'] = { ['1'] = 'This usar has opted out of data-storing functionality.', ['2'] = 'That message has been saved in my database, and added tae the list of possible responses for when /quote is used in reply tae %s!' }, ['sed'] = { ['1'] = '%s\n\n<i>%s didn\'t mean tae say thes!</i>', ['2'] = '%s\n\n<i>%s has admitted defeat.</i>', ['3'] = '%s\n\n<i>%s isn\'t sure if the were mistaken...</i>', ['4'] = 'Screw ye, <i>when am A ever wrong?</i>', ['5'] = '"<code>%s</code>" isn\'t a valid PCRE pattern.', ['6'] = 'Hey %s, %s seems to think you meant:\n<i>%s</i>', ['7'] = 'Yes', ['8'] = 'No', ['9'] = 'Not sure', ['10'] = 'Just edit your message, idiot.' }, ['setgrouplang'] = { ['1'] = 'This group\'s language has been set to %s!', ['2'] = 'This group\'s language is currently %s.\nPlease note that some strings may not be translated as of yet. If you\'d like to change your language, select one using the keyboard below:', ['3'] = 'The option to force users to use the same language in this group is currently disabled. This setting should be toggled from /administration but, to make things easier for you, I\'ve included a button below.', ['4'] = 'Enable', ['5'] = 'Disable' }, ['setlang'] = { ['1'] = 'Your language has been set tae %s!', ['2'] = 'Your language is currently %s.\nPleese note that some strings may not be translated as of yet. If ye\'d like tae change yer language, select one using the keyboard below:' }, ['setrules'] = { ['1'] = 'Invalid Markdown formatting.', ['2'] = 'Successfully set the new rules!' }, ['setwelcome'] = { ['1'] = 'What wud ye like the welcome message tae be? The text ye specify will be Markdoun-formatted and sent every time a usar joins the tauk (the welcome message can be disabled in the administration menu, accessible via /administration). Ye can use placeholders tae automatically customise the welcome message for each usar. Use $usar_id tae insert the usar\'s numerical ID, $chat_id tae insert the tauk\'s numerical ID, $name tae insert the usar\'s name, $title tae insert the tauk\'s title and $usarname tae insert the usar\'s usarname (if the usar daesna have an @usarname, thair name will be used instead, so it is best tae avoid using thes in conjunction with $name).', ['2'] = 'There was a mistak formatting yer message, pleese check yer Markdoun syntax and pree again.', ['3'] = 'The welcome message for %s has successfully been updated!' }, ['share'] = { ['1'] = 'Shbe' }, ['statistics'] = { ['1'] = 'No messages have been sent in this chat!', ['2'] = '<b>Statistics for:</b> %s\n\n%s\n<b>Total messages sent:</b> %s', ['3'] = 'The statistics for this chat have been reset!', ['4'] = 'I could not reset the statistics for this chat. Perhaps they have already been reset?' }, ['steam'] = { ['1'] = 'Your Steam usarname has been set tae "%s".', ['2'] = '"%s" isn\'t a valid Steam usarname.', ['3'] = '%s has been a usar on Steam since %s, on %s. They last logged off at %s, on %s. Click <a href="%s">here</a> tae view thair Steam profile.', ['4'] = '%s, AKA "%s",' }, ['trust'] = { ['1'] = 'I cannot trust this user because they are a moderator or an administrator of this chat.', ['2'] = 'I cannot trust this user because they have already left this chat.', ['3'] = 'I cannot trust this user because they have already been kicked from this chat.' }, ['unmute'] = { ['1'] = 'Which user would you like me to unmute? You can specify this user by their @username or numerical ID.', ['2'] = 'I cannot unmute this user because they are not currently muted in this chat.', ['3'] = 'I cannot unmute this user because they are a moderator or an administrator in this chat.', ['4'] = 'I cannot unmute this user because they have already left (or been kicked from) this chat.' }, ['untrust'] = { ['1'] = 'Which user would you like me to untrust? You can specify this user by their @username or numerical ID.', ['2'] = 'I cannot untrust this user because they are a moderator or an administrator in this chat.', ['3'] = 'I cannot untrust this user because they have already left this chat.', ['4'] = 'I cannot untrust this user because they have already been kicked from this chat.' }, ['weather'] = { ['1'] = 'Ye daena have a location set. Use /setloc <location> tae set one.', ['2'] = 'It\'s currently %s (feels like %s) in %s. %s' }, ['welcome'] = { ['1'] = 'Group Rules' }, ['allowlist'] = { ['1'] = 'Which user would you like me to allowlist? You can specify this user by their @username or numerical ID.', ['2'] = 'I cannot allowlist this user because they are a moderator or an administrator in this chat.', ['3'] = 'I cannot allowlist this user because they have already left this chat.', ['4'] = 'I cannot allowlist this user because they have already been banned from this chat.' }, ['wikipedia'] = { ['1'] = 'Read more.' }, ['youtube'] = { ['1'] = 'Previous', ['2'] = 'Next', ['3'] = 'Ye be on page %s of %s!' } }
local floor = math.floor local encode, decode do local ok, l = pcall(require, 'base64') if ok then encode = l.encode decode = l.decode else encode = function() error('base64 encode is not implemented') end decode = function() error('base64 decode is not implemented') end end end local encoded_len = function(n) return floor((n + 2) / 3) * 4 end local decoded_len = function(n) return floor(n / 4) * 3 end return { encode = encode, decode = decode, encoded_len = encoded_len, decoded_len = decoded_len }
LEntity = SimpleClass() function LEntity:__init(uid,data) self:__init_self() self.data = data self.uid = uid end function LEntity:__init_self() self.uid = nil --实体id self.eType = nil --实体类型 self.data = nil --实体配置 self.root = nil --实体obj根节点 self.csEntity = nil --CEntity self.audioListener = Bind(self.playAudio,self) self.effectListener = Bind(self.playEffect,self) self.hitListener = Bind(self.playHit,self) self.compPool = { } end function LEntity:playAudio(args) print("cs call lua animator event playAudio args "..tostring(args)) end function LEntity:playEffect(args) end function LEntity:playHit(args) end function LEntity:onLoading() self.root = Utils:newObj(tostring(self.uid)) self.csEntity = self.root:AddComponent(CEntity) self.csEntity.UID = self.uid self.csEntity:setPlayAudioEvent(self.audioListener) self.csEntity:setPlayEffectEvent(self.effectListener) self.csEntity:setPlayHitEvent(self.hitListener) --add component local lst = self.data:getCompLst() if lst then for k,v in pairs(lst) do local c = ComponentMgr:addComponent(self,k,v) if c then self.compPool[k] = c end end end end function LEntity:onBaseDispose() self:onDispose() for k,v in pairs(self.compPool) do ComponentMgr:removeComponent(self,v) end LuaExtend:destroyObj(self.root) self.uid = nil self.data = nil self.root = nil end function LEntity:getRoot() return self.root end function LEntity:onDispose() self.audioListener = nil self.effectListener = nil self.hitListener = nil end function LEntity:updateComp(type,...) if self.compPool[type] then self.compPool[type]:update(...) end end function LEntity:getComp(type) return self.compPool[type] end
ITEM.name = "5.45x39mm Hollow-Point" ITEM.model = "models/lostsignalproject/items/ammo/545x39.mdl" ITEM.width = 2 ITEM.height = 1 ITEM.ammo = "5.45x39MM -HP-" // type of the ammo ITEM.ammoAmount = 60 // amount of the ammo ITEM.description = "" ITEM.quantdesc = "A box that contains %s rounds of Hollow-Point 5.45x39mm ammo. " ITEM.longdesc = "Military 5.45x39 7H10 caliber is an improved piercing round for automatic rifles of Warsaw Pact countries. Provides better accuracy than the 7.62 caliber round thanks to reduced recoil and a 100 meter increase in range." ITEM.price = 1500 ITEM.img = ix.util.GetMaterial("cotz/icons/ammo/ammo_long_8_2.png") ITEM.weight = 0.010 ITEM.flatweight = 0.05 function ITEM:GetWeight() return self.flatweight + (self.weight * self:GetData("quantity", self.ammoAmount)) end
data.raw.item["gun-turret"].icon = "__5dim_battlefield__/graphics/icon/icon-normal-gun-turret.png" data.raw.item["laser-turret"].icon = "__5dim_battlefield__/graphics/icon/icon-normal-laser-turret.png" require("prototypes.atack-parameters") require("prototypes.scalecolor") require("prototypes.damage") require ("prototypes.turret-function") local color = {r=1, g=0.1, b=0.1, a=1} data:extend({ --Gun turret { type = "ammo-turret", name = "gun-turret", icon = "__5dim_battlefield__/graphics/icon/icon-normal-gun-turret.png", flags = {"placeable-player", "player-creation"}, minable = {mining_time = 0.5, result = "gun-turret"}, max_health = 400, corpse = "medium-remnants", fast_replaceable_group = "turret", collision_box = {{-0.7, -0.7 }, {0.7, 0.7}}, selection_box = {{-1, -1 }, {1, 1}}, rotation_speed = 0.015, preparing_speed = 0.08, folding_speed = 0.08, dying_explosion = "medium-explosion", inventory_size = 1, automated_ammo_count = 10, attacking_speed = 0.5, folded_animation = { layers = { gun_turret_extension{frame_count=1, line_length = 1}, gun_turret_extension_mask{frame_count=1, line_length = 1, tint = color}, gun_turret_extension_shadow{frame_count=1, line_length = 1} } }, preparing_animation = { layers = { gun_turret_extension{}, gun_turret_extension_mask{tint = color}, gun_turret_extension_shadow{} } }, prepared_animation = gun_turret_attack{frame_count=1, tint = color}, attacking_animation = gun_turret_attack{tint = color}, folding_animation = { layers = { gun_turret_extension{run_mode = "backward"}, gun_turret_extension_mask{run_mode = "backward", tint = color}, gun_turret_extension_shadow{run_mode = "backward"} } }, base_picture = gun_turret_base{tint = color}, vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 }, attack_parameters = { type = "projectile", ammo_category = "bullet", cooldown = 6, projectile_creation_distance = 1.39375, projectile_center = {0.0625, -0.0875}, -- same as gun_turret_attack shift damage_modifier = 2, shell_particle = { name = "shell-particle", direction_deviation = 0.1, speed = 0.1, speed_deviation = 0.03, center = {0, 0}, creation_distance = -1.925, starting_frame_speed = 0.2, starting_frame_speed_deviation = 0.1 }, range = 17, sound = make_heavy_gunshot_sounds(), }, call_for_help_radius = 40, }, -- Laser turret { type = "electric-turret", name = "laser-turret", icon = "__5dim_battlefield__/graphics/icon/icon-normal-laser-turret.png", flags = { "placeable-player", "placeable-enemy", "player-creation"}, minable = { mining_time = 0.5, result = "laser-turret" }, max_health = 1000, corpse = "medium-remnants", fast_replaceable_group = "turret", collision_box = {{ -0.7, -0.7}, {0.7, 0.7}}, selection_box = {{ -1, -1}, {1, 1}}, rotation_speed = 0.01, preparing_speed = 0.05, dying_explosion = "medium-explosion", folding_speed = 0.05, call_for_help_radius = 40, energy_source = { type = "electric", buffer_capacity = "801kJ", input_flow_limit = "4800kW", drain = "24kW", usage_priority = "primary-input" }, folded_animation = { layers = { laser_turret_extension{frame_count=1, line_length = 1}, laser_turret_extension_shadow{frame_count=1, line_length=1}, laser_turret_extension_mask{frame_count=1, line_length=1, tint = color} } }, preparing_animation = { layers = { laser_turret_extension{}, laser_turret_extension_shadow{}, laser_turret_extension_mask{tint = color} } }, prepared_animation = laser_turret_attack{tint = color}, folding_animation = { layers = { laser_turret_extension{run_mode = "backward"}, laser_turret_extension_shadow{run_mode = "backward"}, laser_turret_extension_mask{run_mode = "backward", tint = color} } }, base_picture = laser_turret_base{tint = color}, vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 }, attack_parameters = { type = "projectile", ammo_category = "electric", cooldown = 20, projectile_center = {0, -0.2}, projectile_creation_distance = 1.4, range = 25, damage_modifier = 8, ammo_type = { type = "projectile", category = "laser-turret", energy_consumption = "800kJ", action = { { type = "direct", action_delivery = { { type = "projectile", projectile = "laser", starting_speed = 0.28 } } } } }, sound = make_laser_sounds() } }, })
local GSE = GSE local Statics = GSE.Static local L = GSE.L local ldb = LibStub:GetLibrary("LibDataBroker-1.1") local dataobj = ldb:NewDataObject(L["GSE"] .." ".. L["GnomeSequencer-Enhanced"], { type = "data source", text = "GSE", icon = "Interface\\Icons\\INV_Chest_Cloth_17", OnLeave = dataObject_OnLeave }) local LibQTip = LibStub('LibQTip-1.0') local LibSharedMedia = LibStub('LibSharedMedia-3.0') local baseFont = CreateFont("baseFont") -- CHeck for ElvUI if GSE.isEmpty(ElvUI) then baseFont:SetFont(GameTooltipText:GetFont(), 10) elseif LibSharedMedia:IsValid('font', ElvUI[1].db.general.font) then baseFont:SetFont(LibSharedMedia:Fetch('font', ElvUI[1].db.general.font), 10) else baseFont:SetFont(GameTooltipText:GetFont(), 10) end function dataobj:OnEnter() -- Acquire a tooltip with 3 columns, respectively aligned to left, center and right --local tooltip = LibQTip:Acquire("GSSE", 3, "LEFT", "CENTER", "RIGHT") local tooltip = LibQTip:Acquire("GSSE", 3, "LEFT", "CENTER", "RIGHT") self.tooltip = tooltip tooltip:SetHighlightTexture("Interface\\FriendsFrame\\UI-FriendsFrame-HighlightBar") tooltip:Clear() tooltip:SetFont(baseFont) --tooltip:SetHeaderFont(red17font) local y,x = tooltip:AddLine() tooltip:SetCell(y, 1, L["GSE: Left Click to open the Sequence Editor"],"CENTER", 3) y,x = tooltip:AddLine() tooltip:SetCell(y, 1, L["GSE: Middle Click to open the Transmission Interface"],"CENTER", 3) y,x = tooltip:AddLine() tooltip:SetCell(y, 1, L["GSE: Right Click to open the Sequence Debugger"],"CENTER", 3) -- If in party add other users and their versions if not GSE.isEmpty(GSE.UnsavedOptions["PartyUsers"]) and GSEOptions.showGSEUsers then tooltip:AddSeparator() y,x = tooltip:AddLine() tooltip:SetCell(y,1,L["GSE Users"],"CENTER", 3) for k,v in pairs(GSE.UnsavedOptions["PartyUsers"]) do tooltip:AddLine(k, nil, v) end end tooltip:AddSeparator() y,x = tooltip:AddLine() tooltip:SetCell(y,1, GSE.ReportTargetProtection(), "CENTER", 3) local RequireTargetStatusline = y tooltip:SetLineScript(y, "OnMouseDown", function(obj, button) GSE.ToggleTargetProtection() tooltip:SetCell(RequireTargetStatusline, 1, GSE.CheckOOCQueueStatus(),"CENTER", 3) end) -- Show GSE OOCQueue Information if GSEOptions.showGSEoocqueue then tooltip:AddSeparator() y,x = tooltip:AddLine() tooltip:SetCell(y, 1, string.format(L["The GSE Out of Combat queue is %s"], GSE.CheckOOCQueueStatus()),"CENTER", 3) local OOCStatusline = y tooltip:SetLineScript(y, "OnMouseDown", function(obj, button) GSE.ToggleOOCQueue() tooltip:SetCell(OOCStatusline, 1, string.format(L["The GSE Out of Combat queue is %s"], GSE.CheckOOCQueueStatus()),"CENTER", 3) end) tooltip:AddSeparator() y,x = tooltip:AddLine() if table.getn(GSE.OOCQueue) > 0 then tooltip:SetCell(y, 1, string.format(L["There are %i events in out of combat queue"], table.getn(GSE.OOCQueue)),"CENTER", 3) for k,v in ipairs(GSE.OOCQueue) do y,x = tooltip:AddLine() GSE.prepareTooltipOOCLine(tooltip, v, y, k) end else -- No Items tooltip:SetCell(y, 1, string.format(L["There are no events in out of combat queue"]),"CENTER", 3) end end tooltip:AddSeparator() y,x = tooltip:AddLine() tooltip:SetCell(y, 1, string.format(L["GSE Version: %s"], GSE.formatModVersion(GSE.VersionString)),"CENTER", 3) -- Use smart anchoring code to anchor the tooltip to our frame tooltip:SmartAnchorTo(self) -- Show it, et voil� ! tooltip:Show() end local function dataObject_OnLeave(self) -- Dont close the tooltip if mouseover if not MouseIsOver(self.tooltip) then -- Release the tooltip LibQTip:Release(self.tooltip) self.tooltip = nil end end function dataobj:OnLeave() dataObject_OnLeave(self) end function dataobj:OnClick(button) if button == "LeftButton" then GSE.GUIShowViewer() elseif button == "MiddleButton" then GSE.GUIShowTransmissionGui() elseif button == "RightButton" then GSE.GUIShowDebugWindow() end end
require('helper') local path = require('path') local spawn = require('childprocess').spawn local os = require('os') local childPath = path.join(__dirname, 'fixtures', 'parent-process-nonpersistent.lua') local persistentPid = -1 if os.type() == 'win32' then return end local child = spawn(process.execPath, { childPath }) child.stdout:on('data', function(data) persistentPid = tonumber(data) end) process:on('exit', function() assert(persistentPid ~= -1) local err = pcall(function() process.kill(child.pid) end) process.kill(persistentPid) end)
-- ... purescript.lua
cflags{ '-std=c99', '-pedantic', '-Wall', '-Wextra', '-D _DEFAULT_SOURCE', '-I $builddir/pkg/libjpeg-turbo/include', '-I $builddir/pkg/libpng/include', } cc('util.c') exe('png2ff', {'png2ff.c', 'util.c.o', '$builddir/pkg/libpng/libpng.a.d'}, {'pkg/libpng/headers'}) exe('ff2png', {'ff2png.c', 'util.c.o', '$builddir/pkg/libpng/libpng.a.d'}, {'pkg/libpng/headers'}) exe('jpg2ff', {'jpg2ff.c', 'util.c.o', '$builddir/pkg/libjpeg-turbo/libjpeg-turbo.a'}, {'pkg/libjpeg-turbo/headers'}) exe('ff2jpg', {'ff2jpg.c', 'util.c.o', '$builddir/pkg/libjpeg-turbo/libjpeg-turbo.a'}, {'pkg/libjpeg-turbo/headers'}) exe('ff2pam', {'ff2pam.c', 'util.c.o'}) exe('ff2ppm', {'ff2ppm.c', 'util.c.o'}) for _, cmd in ipairs{'png2ff', 'ff2png', 'jpg2ff', 'ff2jpg', 'ff2pam', 'ff2ppm'} do file('bin/'..cmd, '755', '$outdir/'..cmd) man{cmd..'.1'} end man{'farbfeld.5'} fetch 'git'
local collation = require "tools.collation" local serpent = require "tools.serpent" local collator = collation.new() local ducet_file = io.open("data/allkeys.txt", "r") local content = ducet_file:read("*all") collator:load_ducet(content) ducet_file:close() print(serpent.dump(collator.keys))
yatm_reactors:require("items/nuclear_pellets.lua")
next_file_load = os.time() + math.random(60500, 90500) local files = { --[[ File values: - maps (1) - webhooks (1 and 2) - update (1) - ranks (1) - banned (2) - ranking (2) - suspects (2) ]] [1] = 1, -- maps, update, ranks [2] = 2 -- ranking, banned, suspects } local total_files = 2 local players_file = {} local room = tfm.get.room local file_index = 1 file_id = files[file_index] local showMigrationPopup local data_migrations = { ["0.0"] = function(player, data) data.parkour = data.modules.parkour data.drawbattle = data.modules.drawbattle data.modules = nil data.parkour.v = "0.4" -- version data.parkour.c = data.parkour.cm -- completed maps data.parkour.ckpart = 1 -- particles for checkpoints (1 -> true, 0 -> false) data.parkour.mort = 1 -- /mort hotkey data.parkour.pcool = 1 -- power cooldowns data.parkour.pbut = 1 -- powers button data.parkour.keyboard = (room.playerList[player] or room).community == "fr" and 0 or 1 -- 1 -> qwerty, 0 -> false data.parkour.killed = 0 data.parkour.hbut = 1 -- help button data.parkour.congrats = 1 -- contratulations message data.parkour.cm = nil end, ["0.1"] = function(player, data) data.parkour.v = "0.4" data.parkour.ckpart = 1 data.parkour.mort = 1 data.parkour.pcool = 1 data.parkour.pbut = 1 data.parkour.keyboard = (room.playerList[player] or room).community == "fr" and 0 or 1 data.parkour.killed = 0 data.parkour.congrats = 1 end, ["0.2"] = function(player, data) data.parkour.v = "0.4" data.parkour.killed = 0 data.parkour.hbut = 1 data.parkour.congrats = 1 end, ["0.3"] = function(player, data) data.parkour.v = "0.4" data.parkour.hbut = 1 data.parkour.congrats = 1 end } local function savePlayerData(player) if not players_file[player] then return end system.savePlayerData( player, json.encode(players_file[player]) ) end onEvent("PlayerDataLoaded", function(player, data) if player == stream_bot then return end local corrupt if data == "" then data = {} showMigrationPopup(player) else local done done, data = pcall(json.decode, data) if not done then data = {} translatedChatMessage("corrupt_data", player) corrupt = true end end if not data.parkour then if data.modules then data.parkour = {v = "0.0"} else data.parkour = { v = "0.1", -- version c = 0 -- completed maps } end end local migration = data_migrations[data.parkour.v or "0.0"] while migration do corrupt = true -- just so this process is made only once migration(player, data) migration = data_migrations[data.parkour.v] end players_file[player] = data if corrupt then savePlayerData(player) end eventPlayerDataParsed(player, data) end) onEvent("SavingFile", function(id, data) system.saveFile(json.encode(data), id) end) onEvent("FileLoaded", function(id, data) data = json.decode(data) eventGameDataLoaded(data) eventSavingFile(id, data) -- if it is reaching a critical point, it will pause and then save the file end) onEvent("Loop", function() if os.time() >= next_file_load then system.loadFile(file_id) next_file_load = os.time() + math.random(60500, 63000) file_index = file_index % total_files + 1 file_id = files[file_index] end end) onEvent("GameStart", function() system.loadFile(file_id) next_file_load = os.time() + math.random(60500, 90500) end) onEvent("NewPlayer", function(player) system.loadPlayerData(player) end)
-- Copyright (c) 2016 Thermo Fisher Scientific -- -- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files -- (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, -- merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished -- to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE -- FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN -- CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -- templates.lua -- Notebooks templates and associated functions -- name: Shows up in template menu -- AddPage method: Controls creation of pages for the notebook -- Load necessary libraries local menu = require("menu") local zPane = require("zPane") local msPane = require("msPane") local headerPage = require("headerPage") local multiPlotPage = require("multiPlotPage") local spectrumPage = require("spectrumPage") local chromatogramPage = require("chromatogramPage") local statusPage = require("statusPage") local tunePage = require("tunePage") local methodPage = require("methodPage") local errorPage = require("errorPage") templates = {} templates.templateList = {} -- List of templates local p2g = {} p2g.name = "p2g" -- Include these lines if you want to use a fixed size for the notebook --p2g.height = 800 --p2g.width = 1000 function p2g.AddPages(noteBook) local multi = multiPlotPage{name = "Multi", panes = {msPane({rawFile = noteBook.rawFile}), msPane({rawFile = noteBook.rawFile, mode = "spectrum"})}, rows = 2} noteBook:AddPage(multi) local header = headerPage{name = "Scan Header", rawFile = noteBook.rawFile} noteBook:AddPage(header) end local midsize = {} midsize.name = "midsize" function midsize.AddPages(noteBook) local multi = multiPlotPage{name = "Multi", panes = {msPane({rawFile = noteBook.rawFile}), msPane({rawFile = noteBook.rawFile, mode = "spectrum"})}, rows = 2} noteBook:AddPage(multi) local header = headerPage{name = "Scan Header", rawFile = noteBook.rawFile} noteBook:AddPage(header) local status = statusPage{name = "Status", rawFile = noteBook.rawFile} noteBook:AddPage(status) local tune = tunePage{name = "Tune", rawFile = noteBook.rawFile} noteBook:AddPage(tune) local method = methodPage{name = "Method", rawFile = noteBook.rawFile} noteBook:AddPage(method) local errorLog = errorPage{name = "Error Log", rawFile = noteBook.rawFile} noteBook:AddPage(errorLog) end local big = {} big.name = "Big Notebook" function big.AddPages(noteBook) -- Add some pages local spectrum = spectrumPage{name = "Spectrum", rawFile = noteBook.rawFile} noteBook:AddPage(spectrum) local chromatogram = chromatogramPage{name = "Chromatogram", rawFile = noteBook.rawFile} noteBook:AddPage(chromatogram) local generic = multiPlotPage{name = "Generic", rawFile = noteBook.rawFile} noteBook:AddPage(generic) generic:AddXYTable({data = {{1,1},{2,4},{3,9}}, xKey = 1, yKey = 2}) local header = headerPage{name = "Scan Header", rawFile = noteBook.rawFile} noteBook:AddPage(header) local multi = multiPlotPage{name = "Multi", panes = {zPane(), msPane({rawFile = noteBook.rawFile}), msPane({rawFile = noteBook.rawFile, mode = "spectrum"})}, rows = 3} noteBook:AddPage(multi) local status = statusPage{name = "Status", rawFile = noteBook.rawFile} noteBook:AddPage(status) local tune = tunePage{name = "Tune", rawFile = noteBook.rawFile} noteBook:AddPage(tune) local method = methodPage{name = "Method", rawFile = noteBook.rawFile} noteBook:AddPage(method) local errorLog = errorPage{name = "Error Log", rawFile = noteBook.rawFile} noteBook:AddPage(errorLog) end -- Template Methods function templates.InitializeTemplates() templates.Register(p2g) templates.Register(midsize) templates.Register(big) templates.SetDefault(midsize) end function templates.Register(template) table.insert(templates.templateList, template) -- Add to the template list template.menuItem = menu.AddMenu({name = template.name, parentName = "Templates", callBack = templates.SelectCB}) template.menuItem.Tag = template -- Set the tag for easy reverse referencing end -- Call back for when a new default template is selected function templates.SelectCB(sender) templates.SetDefault(sender.Tag) end function templates.SetDefault(template) if templates.default then templates.default.menuItem.Checked = false -- Uncheck the prior default end template.menuItem.Checked = true -- Check the new default templates.default = template -- Set this as the default end return templates
local helpers = require "spec.helpers" local cjson = require "cjson" describe("Plugin: hmac-auth (API)", function() local client, credential, consumer setup(function() helpers.prepare_prefix() assert(helpers.start_kong()) client = helpers.admin_client() end) teardown(function() if client then client:close() end assert(helpers.stop_kong()) helpers.clean_prefix() end) describe("/consumers/:consumer/hmac-auth/", function() describe("POST", function() before_each(function() helpers.dao:truncate_tables() consumer = assert(helpers.dao.consumers:insert { username = "bob", custom_id = "1234" }) end) it("[SUCCESS] should create a hmac-auth credential", function() local res = assert(client:send { method = "POST", path = "/consumers/bob/hmac-auth/", body = { username = "bob", secret = "1234" }, headers = {["Content-Type"] = "application/json"} }) local body = assert.res_status(201, res) credential = cjson.decode(body) assert.equal(consumer.id, credential.consumer_id) end) it("[SUCCESS] should create a hmac-auth credential with a random secret", function() local res = assert(client:send { method = "POST", path = "/consumers/bob/hmac-auth/", body = { username = "bob", }, headers = {["Content-Type"] = "application/json"} }) local body = assert.res_status(201, res) credential = cjson.decode(body) assert.is.not_nil(credential.secret) end) it("[FAILURE] should return proper errors", function() local res = assert(client:send { method = "POST", path = "/consumers/bob/hmac-auth/", body = {}, headers = {["Content-Type"] = "application/json"} }) local body = assert.res_status(400, res) assert.equal('{"username":"username is required"}', body) end) end) describe("PUT", function() it("[SUCCESS] should create and update", function() local res = assert(client:send { method = "PUT", path = "/consumers/bob/hmac-auth/", body = { username = "bob", secret = "1234" }, headers = {["Content-Type"] = "application/json"} }) local body = assert.res_status(201, res) credential = cjson.decode(body) assert.equal(consumer.id, credential.consumer_id) end) it("[FAILURE] should return proper errors", function() local res = assert(client:send { method = "PUT", path = "/consumers/bob/hmac-auth/", body = {}, headers = {["Content-Type"] = "application/json"} }) local body = assert.res_status(400, res) assert.equal('{"username":"username is required"}', body) end) end) describe("GET", function() it("should retrieve all", function() local res = assert(client:send { method = "GET", path = "/consumers/bob/hmac-auth/", body = {}, headers = {["Content-Type"] = "application/json"} }) local body_json = assert.res_status(200, res) local body = cjson.decode(body_json) assert.equal(1, #(body.data)) end) end) end) describe("/consumers/:consumer/hmac-auth/:id", function() describe("GET", function() it("should retrieve by id", function() local res = assert(client:send { method = "GET", path = "/consumers/bob/hmac-auth/"..credential.id, body = {}, headers = {["Content-Type"] = "application/json"} }) local body_json = assert.res_status(200, res) local body = cjson.decode(body_json) assert.equals(credential.id, body.id) end) it("should retrieve by username", function() local res = assert(client:send { method = "GET", path = "/consumers/bob/hmac-auth/"..credential.username, body = {}, headers = {["Content-Type"] = "application/json"} }) local body_json = assert.res_status(200, res) local body = cjson.decode(body_json) assert.equals(credential.id, body.id) end) end) describe("PATCH", function() it("[SUCCESS] should update a credential by id", function() local res = assert(client:send { method = "PATCH", path = "/consumers/bob/hmac-auth/"..credential.id, body = {username = "alice"}, headers = {["Content-Type"] = "application/json"} }) local body_json = assert.res_status(200, res) credential = cjson.decode(body_json) assert.equals("alice", credential.username) end) it("[SUCCESS] should update a credential by username", function() local res = assert(client:send { method = "PATCH", path = "/consumers/bob/hmac-auth/"..credential.username, body = {username = "aliceUPD"}, headers = {["Content-Type"] = "application/json"} }) local body_json = assert.res_status(200, res) credential = cjson.decode(body_json) assert.equals("aliceUPD", credential.username) end) it("[FAILURE] should return proper errors", function() local res = assert(client:send { method = "PATCH", path = "/consumers/bob/hmac-auth/"..credential.id, body = {username = ""}, headers = {["Content-Type"] = "application/json"} }) local response = assert.res_status(400, res) assert.equal('{"username":"username is required"}', response) end) end) describe("DELETE", function() it("[FAILURE] should return proper errors", function() local res = assert(client:send { method = "DELETE", path = "/consumers/bob/hmac-auth/aliceasd", body = {}, headers = {["Content-Type"] = "application/json"} }) assert.res_status(404, res) local res = assert(client:send { method = "DELETE", path = "/consumers/bob/hmac-auth/00000000-0000-0000-0000-000000000000", body = {}, headers = {["Content-Type"] = "application/json"} }) assert.res_status(404, res) end) it("[SUCCESS] should delete a credential", function() local res = assert(client:send { method = "DELETE", path = "/consumers/bob/hmac-auth/"..credential.id, body = {}, headers = {["Content-Type"] = "application/json"} }) assert.res_status(204, res) end) end) end) end)
return { id = "oreAdurite", name = "Adurite Ore", tier = 7, spriteSheet = "materials", spriteCoords = Vector2.new(8,1), tags = { "material", } }
--[[------------------------------------------------------ xml bindings generator ------------------------ This uses the 'dub' tool and Doxygen to generate the bindings for mimas. Input: headers in 'include/xml' Output: cpp files in 'src/core' --]]------------------------------------------------------ local lub = require 'lub' local dub = require 'dub' local ins = dub.Inspector { INPUT = { lub.path '|include/xml', }, --doc_dir = base .. '/tmp', --html = true, --keep_xml = true, } local binder = dub.LuaBinder() binder:bind(ins, { output_directory = lub.path '|src/bind', -- Remove this part in included headers header_base = lub.path '|include', -- Create a single library. single_lib = 'xml', -- Open the library with require 'xml.core' (not 'xml') luaopen = 'xml_core', })
--!A cross-toolchain build utility based on Lua -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- Copyright (C) 2015-present, TBOOX Open Source Group. -- -- @author ruki -- @file check.lua -- -- imports import("core.project.config") import("lib.detect.find_path") import("detect.sdks.find_xcode") import("detect.sdks.find_cross_toolchain") -- find xcode on macos function _find_xcode(toolchain) -- find xcode local xcode_sdkver = toolchain:config("xcode_sdkver") or config.get("xcode_sdkver") local xcode = find_xcode(toolchain:config("xcode") or config.get("xcode"), {force = true, verbose = true, find_codesign = false, sdkver = xcode_sdkver, plat = toolchain:plat(), arch = toolchain:arch()}) if not xcode then cprint("checking for Xcode directory ... ${color.nothing}${text.nothing}") return end -- xcode found xcode_sdkver = xcode.sdkver if toolchain:is_global() then config.set("xcode", xcode.sdkdir, {force = true, readonly = true}) cprint("checking for Xcode directory ... ${color.success}%s", xcode.sdkdir) end toolchain:config_set("xcode", xcode.sdkdir) toolchain:config_set("xcode_sdkver", xcode_sdkver) toolchain:configs_save() cprint("checking for SDK version of Xcode for %s (%s) ... ${color.success}%s", toolchain:plat(), toolchain:arch(), xcode_sdkver) end -- check the cross toolchain function main(toolchain) -- get sdk directory local sdkdir = toolchain:sdkdir() local bindir = toolchain:bindir() if not sdkdir and not bindir then if is_host("linux") and os.isfile("/usr/bin/llvm-ar") then sdkdir = "/usr" elseif is_host("macosx") then local bindir = find_path("llvm-ar", "/usr/local/Cellar/llvm/*/bin") if bindir then sdkdir = path.directory(bindir) end end end -- find cross toolchain from external envirnoment local cross_toolchain = find_cross_toolchain(sdkdir, {bindir = bindir}) if not cross_toolchain then -- find it from packages for _, package in ipairs(toolchain:packages()) do local installdir = package:installdir() if installdir and os.isdir(installdir) then cross_toolchain = find_cross_toolchain(installdir) if cross_toolchain then break end end end end if cross_toolchain then toolchain:config_set("cross", cross_toolchain.cross) toolchain:config_set("bindir", cross_toolchain.bindir) toolchain:configs_save() else raise("llvm toolchain not found!") end -- attempt to find xcode to pass `-isysroot` on macos if toolchain:is_plat("macosx") then _find_xcode(toolchain) end return cross_toolchain end
--[[ Skeleton A simple containment data structure for bones, animations, and skins. Actors hold a reference to a skeleton, which defines what animations and skins it can use. --]] local util = RequireLibPart("util"); local newBone = RequireLibPart("bone"); local SKELETON_ROOT_NAME = util.SKELETON_ROOT_NAME; local MSkeleton = util.Meta.Skeleton; MSkeleton.__index = MSkeleton; local function newSkeleton() local skeleton = setmetatable({}, MSkeleton); skeleton.BoneNames = {}; skeleton.Bones = {}; skeleton.Bones[SKELETON_ROOT_NAME] = newBone(); skeleton.RenderOrder = {}; skeleton.Valid = true; return skeleton; end function MSkeleton:IsValid() return self.Valid; end -- Checks all bones to see if parents are valid, and populates children lists. function MSkeleton:Validate() self.Valid = true; for boneName, bone in pairs(self.Bones) do local parentName = bone:GetParent(); if (parentName) then if (not self.Bones[parentName]) then print("Validation failed: Could not find parent '" .. parentName .. "' for bone '" .. boneName .. "'"); self.Valid = false; break; else if (parentName == boneName) then print("Validation failed: Bone '" .. parentName .. "' cannot be its own parent"); self.Valid = false; break; end local parent = self.Bones[parentName]; parent.Children = parent.Children or {}; print("Adding child",boneName,"to",parentName); table.insert(parent.Children, boneName); end elseif (boneName ~= SKELETON_ROOT_NAME) then print("Validation failed: No parent found for bone '" .. boneName .. "'"); self.Valid = false; break; end end if (self.Valid) then self:BuildRenderOrder(); end return self.Valid; end -- Adds a bone to the skeleton. function MSkeleton:SetBone(boneName, boneObj) if (not boneName or type(boneName) ~= "string") then error(util.errorArgs("BadArg", 1, "SetBone", "string", type(boneName))); elseif (not boneObj or not util.isType(boneObj, "Bone")) then error(util.errorArgs("BadMeta", 2, "SetBone", "Bone", tostring(util.Meta.Bone), tostring(getmetatable(boneObj)))); end if (not boneObj:GetParent() and boneName ~= SKELETON_ROOT_NAME) then boneObj:SetParent(SKELETON_ROOT_NAME); end self.Bones[boneName] = boneObj; self.Valid = false; end -- Rebuilds the rendering order of bones based on their current layer. function MSkeleton:BuildRenderOrder() if (not self:IsValid()) then print("Warning: Could not build render order for invalid skeleton!"); return; end self.RenderOrder = {}; for boneName, bone in pairs(self.Bones) do local i = 1; for _, v in pairs(self.RenderOrder) do if (self.Bones[v]:GetLayer() <= bone:GetLayer()) then i = i + 1; end end table.insert(self.RenderOrder, i, boneName); end end -- Get a bone object. function MSkeleton:GetBone(boneName) return self.Bones[boneName]; end -- Returns a list of bones that belong to the skeleton, starting from the optional rootName. function MSkeleton:GetBoneList(rootName, t) if (not self:IsValid()) then print("Warning: Could not get bone tree for invalid skeleton!"); return; end rootName = rootName or SKELETON_ROOT_NAME; t = t or {}; table.insert(t, rootName); local children = self:GetBone(rootName).Children; if (not children or #children == 0) then return t; end for i = 1, #children do self:GetBoneList(children[i], t); end return t; end -- Returns the skeleton bind pose. function MSkeleton:GetBindPose() if (not self:IsValid()) then print("Warning: Could not get bind pose for invalid skeleton!"); return; end -- TODO: Validate? -- TODO: Cache this? local pose = {}; for boneName, bone in pairs(self.Bones) do local keyframe = {}; keyframe.time = 0; keyframe.rotation = bone:GetDefaultRotation(); keyframe.translation = {bone:GetDefaultTranslation()}; keyframe.scale = {bone:GetDefaultScale()}; --print("BindPos:".. boneName ..":",keyframe.time, keyframe.rotation, "[" .. keyframe.translation[1] .. "," .. keyframe.translation[2] .. "]"); pose[boneName] = keyframe; end return pose; end return newSkeleton;
--[[ Copyright (c) 2014 by Adam Hellberg. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local NAME, T = ... -- The frame is only shown if the player is in one of these zones. local ENABLED_ZONES = { [525] = true, -- Frostfire Ridge [543] = true, -- Gorgrond [550] = true, -- Nagrand [539] = true, -- Shadowmoon Valley [542] = true, -- Spires of Arak [535] = true, -- Talador [534] = true, -- Tanaan Jungle [630] = true, -- Aszuna [646] = true, -- Broken Shore [790] = true, -- Eye of Azshara [650] = true, -- Highmountain [634] = true, -- Stormheim [680] = true, -- Suramar [641] = true -- Val'sharah } local function GetCurrentMapContinent() if not MapUtil then return 0 end return MapUtil.GetMapParentInfo(C_Map.GetBestMapForUnit("player"), Enum.UIMapType.Continent).mapID end local function GetCurrentMapZone() if not MapUtil or not C_Map then return 0 end local currentMapId = C_Map.GetBestMapForUnit("player") if currentMapId == nil then return 0 end local parentInfo = MapUtil.GetMapParentInfo(C_Map.GetBestMapForUnit("player"), Enum.UIMapType.Zone) if not parentInfo then return currentMapId end return parentInfo.mapID end local function GetCurrentMapId() return C_Map.GetBestMapForUnit("player") end local function GetMapNameById(mapId) return C_Map.GetMapInfo(mapId).name end local function IsValidZone() local cid = GetCurrentMapContinent() local zid = GetCurrentMapZone() local isDungeon = C_Map.GetMapInfo(C_Map.GetBestMapForUnit("player")).mapType == Enum.UIMapType.Dungeon if isDungeon then return false end T:Log(("IVZ: cid == %d, zid == %d (%s)"):format(cid, zid, GetMapNameById(zid) or "Unknown"), true) local valid = ENABLED_ZONES[zid] T.DB.char.IsInValidZone = valid return valid end local defaults = { profile = { Enabled = true, Debug = false, EnableWarn = true, WarnSound = "BGH: Health Warning", CloseGossip = false, CloseGossipModifier = "control", FrameSettings = { ClickThrough = false, Width = 200, Height = 60, Scale = 1, Point = "CENTER", RelPoint = nil, Offset = { X = 0, Y = 0 }, Font = "Friz Quadrata TT", FontSize = 20, FontFlags = "OUTLINE", FontColor = { R = 1, G = 1, B = 1, A = 1 }, Texture = "Blizzard", HealthBasedColor = true, CustomColor = { R = 1, G = 1, B = 1 }, HealthTextStyle = "PERCENTAGE", Backdrop = { Background = "Blizzard Dialog Background", Border = "Blizzard Tooltip", Color = { R = 1, G = 1, B = 1, A = 1 }, BorderColor = { R = 1, G = 1, B = 1, A = 1 }, Tile = true, BorderSize = 16, TileSize = 32, Insets = { Left = 2.5, Right = 2.5, Top = 2.5, Bottom = 2.5 } }, Opacity = 100, UseCombatOpacity = false, CombatOpacity = 100 } }, char = { HasBodyguard = false } } local modifier_funcs = { control = IsControlKeyDown, shift = IsShiftKeyDown, alt = IsAltKeyDown } function T:ADDON_LOADED(name) if name ~= NAME then return end self.LSM = LibStub("LibSharedMedia-3.0") self.LBG = LibStub("LibBodyguard-1.0") self.DB = LibStub("AceDB-3.0"):New("BodyguardHealthDB", defaults, true) self.LSM:Register(self.LSM.MediaType.SOUND, "BGH: Health Warning", "Interface\\AddOns\\BodyguardHealth\\audio\\warn_health.ogg") local function refresh() T.BodyguardFrame:UpdateSettings() end self.DB:RegisterCallback("OnProfileChanged", refresh) self.DB:RegisterCallback("OnProfileCopied", refresh) self.DB:RegisterCallback("OnProfileReset", refresh) local lbg = self.LBG lbg:UpdateFromBuilding() lbg:RegisterCallback("status", function(lib, status) T.BodyguardFrame:UpdateStatus(status) if status == lib.Status.Active then T.BodyguardFrame:UpdateName(lib:GetName()) T.BodyguardFrame:UpdateHealthBar(lib:GetHealth(), lib:GetMaxHealth()) T.BodyguardFrame:Show() elseif status == lib.Status.Inactive and T.BodyguardFrame:IsLocked() then T.BodyguardFrame:Hide() end T.DB.char.HasBodyguard = status ~= lib.Status.Inactive end) local login_health_flag = true lbg:RegisterCallback("health", function(lib, health, maxhealth) -- Don't update health values if addon has restored them from savedvars -- This essentially ignores the initial health update from LibBodyguard as it's inaccurate -- if the player logged out with an active bodyguard if maxHealth == 0 and (T.DB.char.HasBodyguard and T.DB.char.MaxHealth ~= 0) and login_health_flag then login_health_flag = false return end T.BodyguardFrame:UpdateHealthBar(health, maxhealth) T.DB.char.Health = health T.DB.char.MaxHealth = maxhealth end) lbg:RegisterCallback("name", function(lib, name) T.BodyguardFrame:UpdateName(name) end) lbg:RegisterCallback("gossip_opened", function(lib) if not T.DB.profile.Enabled or not T.DB.profile.CloseGossip then return end local func = modifier_funcs[T.DB.profile.CloseGossipModifier] if func and func() then return end CloseGossip() end) if type(self.DB.char.IsInValidZone) ~= "boolean" then self.DB.char.IsInValidZone = IsValidZone() end if self.DB.char.HasBodyguard and self.DB.char.IsInValidZone then self.BodyguardFrame:Show() self.BodyguardFrame:UpdateHealthBar(self.DB.char.Health, self.DB.char.MaxHealth) end self.Dropdown:Create() self.BodyguardFrame:SetMenu(not self.DB.profile.FrameSettings.ClickThrough) self.Options:Initialize() -- DEBUG _G["BodyguardHealth"] = self end function T:PLAYER_ENTERING_WORLD() self:Log("PLAYER_ENTERING_WORLD", true) local showing = self.BodyguardFrame:IsShowing() if not self.LBG:Exists() and not self.DB.char.HasBodyguard then if showing then self.BodyguardFrame:Hide() end return end if not IsValidZone() then self:Log("PEW: Not in a valid zone, hiding.", true) self.BodyguardFrame:Hide() elseif showing then self.BodyguardFrame:UpdateSettings() elseif self.LBG:GetStatus() ~= self.LBG.Status.Inactive and self.DB.char.HasBodyguard then self.BodyguardFrame:Show() end end function T:ZONE_CHANGED_NEW_AREA() self:Log("ZONE_CHANGED_NEW_AREA", true) local validZone = IsValidZone() if not validZone then if not self.BodyguardFrame:IsShowing() then return end self:Log("Banned zone, hiding", true) self.BodyguardFrame:Hide() elseif self.DB.char.HasBodyguard and self.LBG:GetStatus() ~= self.LBG.Status.Inactive then self.BodyguardFrame:Show() end end function T:PLAYER_REGEN_DISABLED() self.InCombat = true self.BodyguardFrame:EnterCombat() end function T:PLAYER_REGEN_ENABLED() self.InCombat = false if self.QueuedShow then self.QueuedShow = false self.BodyguardFrame:Show() elseif self.QueuedHide then self.QueuedHide = false self.BodyguardFrame:Hide() end self.BodyguardFrame:UpdateSettings() end function T:PET_BATTLE_OPENING_START() self.InPetBattle = true self.FrameShowingPrePetBattle = self.BodyguardFrame:IsShowing() if self.FrameShowingPrePetBattle then self.BodyguardFrame:Hide() end end function T:PET_BATTLE_CLOSE() -- [petbattle] conditional returns false on second fire of PET_BATTLE_CLOSE if SecureCmdOptionParse("[petbattle]") then return end self.InPetBattle = false if self.FrameShowingPrePetBattle then self.FrameShowingPrePetBattle = false self.BodyguardFrame:Show() end end function T:QueueShow() if not self.InCombat then return end self.QueuedShow = true self.QueuedHide = false end function T:QueueHide() if not self.InCombat then return end self.QueuedHide = true self.QueuedShow = false end function T:Enable() self.DB.profile.Enabled = true end function T:Disable() self.DB.profile.Enabled = false self.BodyguardFrame:Hide() end T.Frame = CreateFrame("Frame") T.Frame:SetScript("OnEvent", function(frame, event, ...) if T[event] then T[event](T, ...) end end) for k, _ in pairs(T) do if k:match("^[A-Z0-9_]+$") then T.Frame:RegisterEvent(k) end end function T:Log(msg, debug) if debug and not T.DB.profile.Debug then return end DEFAULT_CHAT_FRAME:AddMessage(("|cff00B4FF[BGH]|r%s %s"):format(debug and " |cff00FF00Debug:|r" or "", msg)) end
local utf8 = require "utf8" local dic = {} local cache = {} -- 辞書エントリの取得または初期化 local function get_entry(key) if dic[key] == nil then dic[key] = {} end return dic[key] end -- 辞書初期化 local function init_dic() local function INSERT(entry, value) local tp = type(value) if tp == "function" then table.insert(entry,value) elseif tp == "string" then table.insert(entry,value) elseif tp == "number" then table.insert(entry,value) elseif tp == "table" then for i, sub in ipairs(value) do INSERT(entry, sub) end end end for k,v in pairs(_G) do local entry = get_entry(k) INSERT(entry,v) end end -- 辞書を検索してパターンに一致する辞書エントリ一覧を返す。 local function scan_dic_impl(pattern) local items = {} for k,v in dic do if utf8.find(s, pattern) then items.insert(v) end end return { items = items, swap = nil, } end -- 辞書をキャッシュから検索して辞書エントリーを返す。 local function scan_dic(pattern) if cache[pattern] == nil then cache[pattern] = scan_dic_impl(pattern) end return cache[pattern] end init_dic() return { }
local fun = require('functional') local http = {} local map = fun.map local each = fun.each local PROXY_LOCATION = "/___http_call" local METHODS = { ["GET"] = ngx.HTTP_GET, ["HEAD"] = ngx.HTTP_HEAD, ["PATCH"] = ngx.HTTP_PATCH, ["PUT"] = ngx.HTTP_PUT, ["POST"] = ngx.HTTP_POST, ["DELETE"] = ngx.HTTP_DELETE, ["OPTIONS"] = ngx.HTTP_OPTIONS } local char_escape = function(c) return string.format("%%%02x", string.byte(c)) end local url_escape = function(s) return string.gsub(s, "([^A-Za-z0-9_])", char_escape) end http.encode_query_string = function(t, sep) if sep == nil then sep = "&" end local i = 0 local buf = { } for k, v in pairs(t) do if type(k) == "number" and type(v) == "table" then k, v = v[1], v[2] end buf[i + 1] = url_escape(k) buf[i + 2] = "=" buf[i + 3] = url_escape(v) buf[i + 4] = sep i = i + 4 end buf[i] = nil return table.concat(buf) end local init_headers = function(req) local headers = req.headers or {} local uagent = headers['User-Agent'] or 'APITools' local host = headers.Host or headers.host headers.host = host or string.match(req.url, "^.+://([^/]+)") headers.Host = nil headers['User-Agent'] = uagent return headers end local init_req = function(r) each(assert, {r.url, r.method}) r.headers = headers(r) r.method = METHODS[r.method] r.body = r.body or '' if type(r.body) == 'table' then r.body = http.encode_query_string(r.body) r.headers["Content-type"] = "application/x-www-form-urlencoded" r.headers["content-length"] = #r.body end r.ctx = { headers = r.headers } r.vars = { _url = r.url } return {PROXY_LOCATION, r} end ------------------------- function http.set_proxy_location(loc) PROXY_LOCATION = loc end function http.simple(req, body) if type(req) == "string" then req = { url = req } end req.headers = init_headers(req) if body then req.method = "POST" req.body = body req.headers["content-length"] = #body end if type(req.body) == "table" then req.body = http.encode_query_string(req.body) req.headers["Content-type"] = "application/x-www-form-urlencoded" req.headers["content-length"] = #req.body end local method = METHODS[req.method or "GET"] if method == ngx.HTTP_POST or ngx.HTTP_PUT then req.body = req.body or '' end local res = ngx.location.capture(PROXY_LOCATION, { method = method, body = req.body, ctx = { -- passing the original headers to new request makes nginx segfault headers = req.headers }, vars = { _url = req.url } }) return res.body, res.status, res.header end function http.multi(reqs) local initialized_reqs = map(init_req, reqs) return { ngx.location.capture_multi(initialized_reqs) } end function http.request(url, str_body) local return_res_body local req if type(url) == "table" then req = url else return_res_body = true req = { url = url, source = str_body and ltn12.source.string(str_body), headers = str_body and { ["Content-type"] = "application/x-www-form-urlencoded" } } end req.method = req.method or (req.source and "POST" or "GET") local body if req.source then local buff = { } local sink = ltn12.sink.table(buff) ltn12.pump.all(req.source, sink) body = table.concat(buff) end local res = ngx.location.capture(PROXY_LOCATION, { method = METHODS[req.method], body = body, ctx = { headers = req.headers }, vars = { _url = req.url } }) local out if return_res_body then out = res.body else if req.sink then ltn12.pump.all(ltn12.source.string(res.body), req.sink) end out = 1 end return out, res.status, res.header end function http.ngx_replace_headers(new_headers) if new_headers == nil then new_headers = nil end local req do local _obj_0 = ngx req = _obj_0.req end new_headers = new_headers or ngx.ctx.headers for k, v in pairs(req.get_headers()) do if k ~= 'content-length' and k ~= 'host' then req.clear_header(k) end end if new_headers then for k, v in pairs(new_headers) do req.set_header(k, v) end end end function http.is_success(status) return status >= 200 and status < 300 end return http
local msg, key = ... assert((type(msg) == "string") and (type(key) == "string"), "Invalid Input") function unsafePad(txt, length) if #txt > length then error("Text to pad is too long." elseif #txt < length then return txt .. string.rep(" ", length - #txt) end return txt end function randPad(txt, length, seed) local lengthToFill = length - #txt function permutate(n)
local present, treesitter = pcall(require, 'nvim-treesitter.configs') if not present then return end treesitter.setup { ensure_installed = { 'gomod' }, highlight = { enable = true, use_languagetree = true, disable = { 'cpp', 'c' } }, rainbow = { enable = true, extended_mode = true, -- Highlight also non-parentheses delimiters max_file_lines = 1000, colors = { '#7aa2f7', '#7dcfff', '#2ac3de', '#3d59a1', '#73daca', '#41a6b5', '#b4f9f8' }, disable = { 'c', 'cpp' } } }
local EVENT = {} EVENT.Chance = 0.50 EVENT.Type = EVENT_BAD EVENT.TimeText = { "rd_notices_nuclear_fallout_time", "rd_notices_nuclear_fallout_time2" } EVENT.Times = { 30, 60 } function EVENT:Start() local num = math.random(1,2) EVENT.Delay = CurTime() + 15 EVENT.RadTime = CurTime() + EVENT.Times[ num ] + 15 EVENT.RadDelay = 0 for k,v in pairs( team.GetPlayers( TEAM_ARMY ) ) do v:Notice( translate.ClientGet( v, "rd_notices_nuclear_fallout_coming" ), GAMEMODE.Colors.White, 7 ) v:Notice( translate.ClientGet( v, "rd_notices_nuclear_fallout_coming_help" ), GAMEMODE.Colors.White, 7, 2 ) v:Notice( translate.ClientFormat( v, "rd_notices_nuclear_fallout_coming_in_x", translate.ClientGet( v, EVENT.TimeText[ num ] ) ), GAMEMODE.Colors.White, 7, 15 ) v:Notice( translate.ClientGet( v, "rd_notices_nuclear_fallout_end" ), GAMEMODE.Colors.White, 7, EVENT.Times[ num ] + 15 ) end timer.Simple( 15, function() SetGlobalBool( "Radiation", true ) end ) end function EVENT:Think() if EVENT.Delay < CurTime() then if EVENT.RadDelay < CurTime() then EVENT.RadDelay = CurTime() + 1 for k,v in pairs( team.GetPlayers( TEAM_ARMY ) ) do if not v:IsIndoors() then if math.random(1,2) == 1 then v:EmitSound( table.Random( GAMEMODE.Geiger ), 100, math.random(90,110) ) end if math.random(1,5) == 1 then v:AddRadiation( 1 ) end else if math.random(1,6) == 1 then v:EmitSound( table.Random( GAMEMODE.Geiger ), 100, math.random(120,140) ) end end end end end end function EVENT:EndThink() return EVENT.RadTime < CurTime() end function EVENT:End() SetGlobalBool( "Radiation", false ) end event.Register( EVENT )
object_tangible_collection_rock_bubbling_05 = object_tangible_collection_shared_rock_bubbling_05:new { gameObjectType = 8211,} ObjectTemplates:addTemplate(object_tangible_collection_rock_bubbling_05, "object/tangible/collection/rock_bubbling_05.iff")
NPC.Class = "npc_dragzombie" NPC.Name = translate.Get("npc_class_drifter") NPC.Description = translate.Get("npc_description_drifter") NPC.Icon = "VGUI/zombies/info_drifter" NPC.Flag = FL_SPAWN_DRIFTER_ALLOWED NPC.Cost = GetConVar("zm_cost_drifter"):GetInt() NPC.PopCost = GetConVar("zm_popcost_immolator"):GetInt() NPC.Health = GetConVar("zm_dragzombie_health"):GetInt() NPC.Model = "models/humans/zm_draggy.mdl"
local module = {} local TweenService = game:GetService("TweenService") function module.new(object: Instance, tweeninfo: TweenInfo, goal): Tween local tween = TweenService:Create(object, tweeninfo, goal) tween.Completed:Connect(function() tween:Destroy() end) tween:Play() return tween end return module
AddCSLuaFile() if CLIENT then SWEP.PrintName = "VBRP Stun Stick" SWEP.Slot = 0 SWEP.SlotPos = 1 SWEP.DrawCrosshair = true end SWEP.Spawnable = true SWEP.ViewModel = Model("models/weapons/v_stunstick.mdl") SWEP.WorldModel = Model("models/weapons/w_stunbaton.mdl") SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.Author = "VALVe (models and sounds) and Azzen (lua)" SWEP.Contact = "https://steamcommunity.com/id/azzen" SWEP.Purpose = "" SWEP.Instructions = "" --[[------------------------ User defined SWEP variables ------------------------]]-- SWEP.HoldType = "melee" SWEP.AttackSound = Sound("weapons/stunstick/stunstick_swing1.wav") --[[------------------------ SWEP functions ------------------------]]-- function SWEP:Initialize() if SERVER then self:SetHoldType(self.HoldType) end self.Hit = { Sound("weapons/stunstick/stunstick_impact1.wav"), Sound("weapons/stunstick/stunstick_impact2.wav") } self.FleshHit = { Sound("weapons/stunstick/stunstick_fleshhit1.wav"), Sound("weapons/stunstick/stunstick_fleshhit2.wav") } end function SWEP:Think() end function SWEP:PrimaryAttack() self:SetNextPrimaryFire(CurTime() + 0.9) self.Owner:SetAnimation(PLAYER_ATTACK1) self:EmitSound(self.AttackSound) self:SendWeaponAnim(ACT_VM_HITCENTER) if SERVER then local trace = self.Owner:GetEyeTrace() if IsValid(trace.Entity) and not (self.Owner:EyePos():DistToSqr(trace.Entity:GetPos()) > 100 * 100) then trace.Entity:TakeDamage(math.random(10, 25)) if trace.Entity:IsPlayer() then self.Owner:EmitSound(self.FleshHit[math.random(#self.FleshHit)]) else self.Owner:EmitSound(self.Hit[math.random(#self.Hit)]) end end end end function SWEP:SecondaryAttack() end
Citizen.CreateThread(function() exports.NotyFive:SetQueueMax("global", Config.MaxNotifications) end)
require'lightspeed'.setup { jump_on_partial_input_safety_timeout = 400, -- This can get _really_ slow if the window has a lot of content, -- turn it on only if your machine can always cope with it. highlight_unique_chars = false, grey_out_search_area = true, match_only_the_start_of_same_char_seqs = true, limit_ft_matches = 5, substitute_chars = { ['\r'] = '¬' }, instant_repeat_fwd_key = nil, instant_repeat_bwd_key = nil, -- If no values are given, these will be set at runtime, -- based on `jump_to_first_match`. labels = nil, cycle_group_fwd_key = nil, cycle_group_bwd_key = nil, }
local state = require("../state") local music = require("../music") local event = require("../event") local coin = require("../coin") local image = require("../image") local savefile = require("../savefile") local game = {} game.load = function(loadSave) state.initializeState(loadSave) --event.printEventTable() end game.draw = function (transform) state.draw(state.currentTurn, transform) for i = 1,#state.currentTurn do event.draw(state.currentTurn[i], transform) end for i = 1, #state.currentTurn.coins do coin.draw(state.currentTurn.coins[i]) end end game.update = function (dt, transform) state.update(dt) for i = 1, #state.currentTurn.coins do coin.update(state.currentTurn.coins[i], transform) end end game.mousepressed = function (x,y,button) if button ~= 1 then return end -- Reverse order from drawing so the top most coin gets priority in dragging. for i = #state.currentTurn.coins,1,-1 do local c = state.currentTurn.coins[i] if math.sqrt(math.pow(x - c.x,2) + math.pow(y-c.y,2)) <= 30 then coin.mousepressed(state.currentTurn.coins[i],x,y) return end end for i = 1,#state.currentTurn do event.mousepressed(state,state.currentTurn[i],x,y) end state.mousepressed(state.currentTurn,x,y) end game.mousereleased = function (x,y,button) if button ~= 1 then return end for i = 1, #state.currentTurn.coins do if state.currentTurn.coins[i].dragging then coin.mousereleased(state, state.currentTurn, state.currentTurn.coins[i],x,y) break end end end return game
local exec = require 'espeon.util.exec' local detect_serial_port = require 'espeon.util.detect_serial_port' return { description = 'Format the filesystem of a connected ESP8266 running NodeMCU', execute = function() local serial_port = detect_serial_port() exec('nodemcu-uploader --port ' .. serial_port .. ' file format') end }
---@diagnostic disable: undefined-global local palette = require 'nord-palette' local base = require 'base' local clrs = palette.clrs local lang = function() return { markdownBlockquote {fg = clrs.nord7}, markdownCode {fg = clrs.nord7}, markdownCodeDelimiter {fg = clrs.nord7}, markdownFootnote {fg = clrs.nord7}, markdownId {fg = clrs.nord7}, markdownIdDeclaration {fg = clrs.nord7}, markdownH1 {fg = clrs.nord8}, markdownLinkText {fg = clrs.nord8}, markdownUrl {fg = clrs.nord4, gui = "NONE"}, markdownBold {base.Bold}, markdownBoldDelimiter {base.Keyword}, markdownFootnoteDefinition {markdownFootnote}, markdownH2 {markdownH1}, markdownH3 {markdownH1}, markdownH4 {markdownH1}, markdownH5 {markdownH1}, markdownH6 {markdownH1}, markdownIdDelimiter {base.Keyword}, markdownItalic {base.Italic}, markdownItalicDelimiter {base.Keyword}, markdownLinkDelimiter {base.Keyword}, markdownLinkTextDelimiter {base.Keyword}, markdownListMarker {base.Keyword}, markdownRule {base.Keyword}, markdownHeadingDelimiter {base.Keyword}, } end return lang -- vi:nowrap
----------------------------------- -- -- tpz.effect.MADRIGAL -- getPower returns the TIER (e.g. 1, 2, 3, 4) ----------------------------------- require("scripts/globals/status") ----------------------------------- function onEffectGain(target, effect) target:addMod(tpz.mod.ACC, effect:getPower()) end function onEffectTick(target, effect) end function onEffectLose(target, effect) target:delMod(tpz.mod.ACC, effect:getPower()) end
local LINES_PARALLEL_EPS = 0.05; local function Vector(x, y) if y then return {x = x, y = y} else -- clone vector return {x = x.x, y = x.y} end end local function length(vector) return math.sqrt(vector.x * vector.x + vector.y * vector.y) end local function normal(out, vector, scale) out.x = -vector.y * scale out.y = vector.x * scale return out end local function cross(x1, y1, x2, y2) return x1 * y2 - y1 * x2 end local function renderEdgeNone(anchors, normals, s, len_s, ns, q, r, hw) table.insert(anchors, Vector(q)) table.insert(anchors, Vector(q)) table.insert(normals, Vector(ns)) table.insert(normals, Vector(-ns.x, -ns.y)) s.x, s.y = r.x - q.x, r.y - q.y len_s = length(s) normal(ns, s, hw / len_s) table.insert(anchors, Vector(q)) table.insert(anchors, Vector(q)) table.insert(normals, Vector(-ns.x, -ns.y)) table.insert(normals, Vector(ns)) return len_s end local function renderEdgeMiter(anchors, normals, s, len_s, ns, q, r, hw) local tx, ty = r.x - q.x, r.y - q.y local len_t = math.sqrt(tx * tx + ty * ty) local ntx, nty = -ty * (hw / len_t), tx * (hw / len_t) table.insert(anchors, Vector(q)) table.insert(anchors, Vector(q)) local det = cross(s.x, s.y, tx, ty) if (math.abs(det) / (len_s * len_t) < LINES_PARALLEL_EPS) and (s.x * tx + s.y * ty > 0) then -- lines parallel, compute as u1 = q + ns * w/2, u2 = q - ns * w/2 table.insert(normals, Vector(ns)) table.insert(normals, Vector(-ns.x, -ns.y)) else -- cramers rule local nx, ny = ntx - ns.x, nty - ns.y local lambda = cross(nx, ny, tx, ty) / det local dx, dy = ns.x + (s.x * lambda), ns.y + (s.y * lambda) table.insert(normals, Vector(dx, dy)) table.insert(normals, Vector(-dx, -dy)) end s.x, s.y = tx, ty ns.x, ns.y = ntx, nty return len_t end local function renderEdgeBevel(anchors, normals, s, len_s, ns, q, r, hw) local tx, ty = r.x - q.x, r.y - q.y local len_t = math.sqrt(tx * tx + ty * ty) local ntx, nty = -ty * (hw / len_t), tx * (hw / len_t) local det = cross(s.x, s.y, tx, ty) if (math.abs(det) / (len_s * len_t) < LINES_PARALLEL_EPS) and (s.x * tx + s.y * ty > 0) then -- lines parallel, compute as u1 = q + ns * w/2, u2 = q - ns * w/2 table.insert(anchors, Vector(q)) table.insert(anchors, Vector(q)) table.insert(normals, Vector(ntx, nty)) table.insert(normals, Vector(-ntx, -nty)) s.x, s.y = tx, ty return len_t -- early out end -- cramers rule local nx, ny = ntx - ns.x, nty - ns.y local lambda = cross(nx, ny, tx, ty) / det local dx, dy = ns.x + (s.x * lambda), ns.y + (s.y * lambda) table.insert(anchors, Vector(q)) table.insert(anchors, Vector(q)) table.insert(anchors, Vector(q)) table.insert(anchors, Vector(q)) if det > 0 then -- 'left' turn table.insert(normals, Vector(dx, dy)) table.insert(normals, Vector(-ns.x, -ns.y)) table.insert(normals, Vector(dx, dy)) table.insert(normals, Vector(-ntx, -nty)) else table.insert(normals, Vector(ns.x, ns.y)) table.insert(normals, Vector(-dx, -dy)) table.insert(normals, Vector(ntx, nty)) table.insert(normals, Vector(-dx, -dy)) end s.x, s.y = tx, ty ns.x, ns.y = ntx, nty return len_t end local function renderOverdraw(vertices, offset, vertex_count, overdraw_vertex_count, normals, pixel_size, is_looping) for i=1,vertex_count,2 do vertices[i + offset] = {vertices[i][1], vertices[i][2]} local length = length(normals[i]) vertices[i + offset + 1] = { vertices[i][1] + normals[i].x * (pixel_size / length), vertices[i][2] + normals[i].y * (pixel_size / length) } end for i=1,vertex_count,2 do local k = vertex_count - i + 1 vertices[offset + vertex_count + i] = {vertices[k][1], vertices[k][2]} local length = length(normals[i]) vertices[offset + vertex_count + i + 1] = { vertices[k][1] + normals[k].x * (pixel_size / length), vertices[k][2] + normals[k].y * (pixel_size / length) } end if not is_looping then local spacerx, spacery = vertices[offset + 1][1] - vertices[offset + 3][1], vertices[offset + 1][2] - vertices[offset + 3][2] local spacer_length = math.sqrt(spacerx * spacerx + spacery * spacery) spacerx, spacery = spacerx * (pixel_size / spacer_length), spacery * (pixel_size / spacer_length) vertices[offset + 2][1], vertices[offset + 2][2] = vertices[offset + 2][1] + spacerx, vertices[offset + 2][2] + spacery vertices[offset + overdraw_vertex_count - 2][1] = vertices[offset + overdraw_vertex_count - 2][1] + spacerx vertices[offset + overdraw_vertex_count - 2][2] = vertices[offset + overdraw_vertex_count - 2][2] + spacery spacerx = vertices[offset + vertex_count - 0][1] - vertices[offset + vertex_count - 2][1] spacery = vertices[offset + vertex_count - 0][2] - vertices[offset + vertex_count - 2][2] spacer_length = math.sqrt(spacerx * spacerx + spacery * spacery) spacerx, spacery = spacerx * (pixel_size / spacer_length), spacery * (pixel_size / spacer_length) vertices[offset + vertex_count][1] = vertices[offset + vertex_count][1] + spacerx vertices[offset + vertex_count][2] = vertices[offset + vertex_count][2] + spacery vertices[offset + vertex_count + 2][1] = vertices[offset + vertex_count + 2][1] + spacerx vertices[offset + vertex_count + 2][2] = vertices[offset + vertex_count + 2][2] + spacery vertices[offset + overdraw_vertex_count - 1] = vertices[offset + 1] vertices[offset + overdraw_vertex_count - 0] = vertices[offset + 2] end end local function renderOverdrawNone(vertices, offset, vertex_count, overdraw_vertex_count, normals, pixel_size, is_looping) for i=1,vertex_count-1,4 do local sx, sy = vertices[i][1] - vertices[i + 3][1], vertices[i][2] - vertices[i + 3][2] local tx, ty = vertices[i][1] - vertices[i + 1][1], vertices[i][2] - vertices[i + 1][2] local sl = math.sqrt(sx * sx + sy * sy) local tl = math.sqrt(tx * tx + ty * ty) sx, sy = sx * (pixel_size / sl), sy * (pixel_size / sl) tx, ty = tx * (pixel_size / tl), ty * (pixel_size / tl) local k = 4 * (i - 1) + 1 + offset vertices[k + 00] = {vertices[i + 0][1], vertices[i + 0][2]} vertices[k + 01] = {vertices[i + 0][1] + sx + tx, vertices[i + 0][2] + sy + ty} vertices[k + 02] = {vertices[i + 1][1] + sx - tx, vertices[i + 1][2] + sy - ty} vertices[k + 03] = {vertices[i + 1][1], vertices[i + 1][2]} vertices[k + 04] = {vertices[i + 1][1], vertices[i + 1][2]} vertices[k + 05] = {vertices[i + 1][1] + sx - tx, vertices[i + 1][2] + sy - ty} vertices[k + 06] = {vertices[i + 2][1] - sx - tx, vertices[i + 2][2] - sy - ty} vertices[k + 07] = {vertices[i + 2][1], vertices[i + 2][2]} vertices[k + 08] = {vertices[i + 2][1], vertices[i + 2][2]} vertices[k + 09] = {vertices[i + 2][1] - sx - tx, vertices[i + 2][2] - sy - ty} vertices[k + 10] = {vertices[i + 3][1] - sx + tx, vertices[i + 3][2] - sy + ty} vertices[k + 11] = {vertices[i + 3][1], vertices[i + 3][2]} vertices[k + 12] = {vertices[i + 3][1], vertices[i + 3][2]} vertices[k + 13] = {vertices[i + 3][1] - sx + tx, vertices[i + 3][2] - sy + ty} vertices[k + 14] = {vertices[i + 0][1] + sx + tx, vertices[i + 0][2] + sy + ty} vertices[k + 15] = {vertices[i + 0][1], vertices[i + 0][2]} end end local JOIN_TYPES = { miter = renderEdgeMiter, none = renderEdgeNone, bevel = renderEdgeBevel, } local function polyline(join_type, coords, half_width, pixel_size, draw_overdraw) local renderEdge = JOIN_TYPES[join_type] assert(renderEdge, join_type .. ' is not a valid line join type.') local anchors = {} local normals = {} if draw_overdraw then half_width = half_width - pixel_size * 0.3 end local is_looping = (coords[1] == coords[#coords - 1]) and (coords[2] == coords[#coords]) local s if is_looping then s = Vector(coords[1] - coords[#coords - 3], coords[2] - coords[#coords - 2]) else s = Vector(coords[3] - coords[1], coords[4] - coords[2]) end local len_s = length(s) local ns = normal({}, s, half_width / len_s) local r, q = Vector(coords[1], coords[2]), Vector(0, 0) for i=1,#coords-2,2 do q.x, q.y = r.x, r.y r.x, r.y = coords[i + 2], coords[i + 3] len_s = renderEdge(anchors, normals, s, len_s, ns, q, r, half_width) end q.x, q.y = r.x, r.y if is_looping then r.x, r.y = coords[3], coords[4] else r.x, r.y = r.x + s.x, r.y + s.y end len_s = renderEdge(anchors, normals, s, len_s, ns, q, r, half_width) local vertices = {} local indices = nil local draw_mode = 'strip' local vertex_count = #normals local extra_vertices = 0 local overdraw_vertex_count = 0 if draw_overdraw then if join_type == 'none' then overdraw_vertex_count = 4 * (vertex_count - 4 - 1) else overdraw_vertex_count = 2 * vertex_count if not is_looping then overdraw_vertex_count = overdraw_vertex_count + 2 end extra_vertices = 2 end end if join_type == 'none' then vertex_count = vertex_count - 4 for i=3,#normals-2 do table.insert(vertices, { anchors[i].x + normals[i].x, anchors[i].y + normals[i].y, 0, 0, 255, 255, 255, 255 }) end draw_mode = 'triangles' else for i=1,vertex_count do table.insert(vertices, { anchors[i].x + normals[i].x, anchors[i].y + normals[i].y, 0, 0, 255, 255, 255, 255 }) end end if draw_overdraw then if join_type == 'none' then renderOverdrawNone(vertices, vertex_count + extra_vertices, vertex_count, overdraw_vertex_count, normals, pixel_size, is_looping) for i=vertex_count+1+extra_vertices,#vertices do if ((i % 4) < 2) then vertices[i][8] = 255 else vertices[i][8] = 0 end end else renderOverdraw(vertices, vertex_count + extra_vertices, vertex_count, overdraw_vertex_count, normals, pixel_size, is_looping) for i=vertex_count+1+extra_vertices,#vertices do vertices[i][8] = 255 * (i % 2) -- alpha end end end if extra_vertices > 0 then vertices[vertex_count + 1] = {vertices[vertex_count][1], vertices[vertex_count][2]} vertices[vertex_count + 2] = {vertices[vertex_count + 3][1], vertices[vertex_count + 3][2]} end if draw_mode == 'triangles' then indices = {} local num_indices = (vertex_count + extra_vertices + overdraw_vertex_count) / 4 for i=0,num_indices-1 do -- First triangle. table.insert(indices, i * 4 + 0 + 1) table.insert(indices, i * 4 + 1 + 1) table.insert(indices, i * 4 + 2 + 1) -- Second triangle. table.insert(indices, i * 4 + 0 + 1) table.insert(indices, i * 4 + 2 + 1) table.insert(indices, i * 4 + 3 + 1) end end return vertices, indices, draw_mode end return polyline
local knownSymbols = {} function Symbol(this, name) if this ~= nil then error("Symbol is not a constructor") end local fullName = "Symbol(" .. name .. ")" return { constructor = Symbol, toString = function() return fullName end } end Symbol.__js = true Symbol["for"] = function(_, name) if knownSymbols[name] then return knownSymbols[name] else local symbol = Symbol(nil, name) knownSymbols[name] = symbol return symbol end end Symbol.iterator = Symbol(nil, "Symbol.iterator")
-- Copyright (c) 2012 by Robert G. Jakabosky <bobby@neoawareness.com> -- -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in -- all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -- THE SOFTWARE. local tconcat=table.concat local tinsert=table.insert local assert=assert local error=error local type=type local io=io local pairs=pairs -- -- process some container records -- reg_stage_parser("containers",{ lang = function(self, rec, parent) -- only keep records for current language. if rec.name == gen_lang then -- keep records by moving them up to the parent move_recs(parent, rec) else -- delete this record and it sub-records rec:delete_record() end end, object = function(self, rec, parent) -- re-map c_types new_c_type(rec.name, rec) new_c_type(rec.c_type, rec) end, ffi_files = function(self, rec, parent) for i=1,#rec do local file = assert(io.open(rec[i], "r")) parent:add_record(ffi_source(rec.part)(file:read("*a"))) file:close() end end, constants = function(self, rec, parent) for key,value in pairs(rec.values) do parent:add_record(const(key)({ value })) end rec._rec_type = nil end, export_definitions = function(self, rec, parent) local values = rec.values -- export list of definitions as-is (i.e. no renaming). for i=1,#values do local name = values[i] parent:add_record(const_def(name)({ name })) values[i] = nil end -- export renamed definitions. for key, value in pairs(values) do parent:add_record(const_def(key)({ value })) end rec._rec_type = nil end, error_code = function(self, rec, parent) new_c_type(rec.name, rec) end, unknown = function(self, rec, parent) -- re-map c_types if rec._is_c_type ~= nil then new_c_type(rec.c_type, rec) end end, }) -- register place-holder reg_stage_parser("resolve_types") -- -- convert fields into get/set methods. -- reg_stage_parser("fields",{ field = function(self, rec, parent) local name = rec.name local c_type = rec.c_type parent:add_record(method(name) { var_out{c_type , "field"}, c_source 'src' {"\t${field} = ${this}->", name,";\n" }, }) if rec.is_writable then parent:add_record(method("set_" .. name) { var_in{c_type , "field"}, c_source 'src' {"\t${this}->", name," = ${field};\n" }, }) end end, }) -- -- add 'this' variable to method records. -- reg_stage_parser("this_variable",{ c_function = function(self, rec, parent) if rec._is_method and not rec.override_this then local var if parent.is_meta then var = var_in{ "<any>", "this", is_this = true } elseif rec.is_constructor then var = var_out{ parent.c_type, "this", is_this = true } -- make the first constructor the default. if not parent.default_constructor then parent.default_constructor = rec rec.is_default_constructor = true end else var = var_in{ parent.c_type, "this", is_this = true } end rec:insert_record(var, 1) end end, }) -- -- create callback_func & callback_state records. -- reg_stage_parser("callback",{ var_in = function(self, rec, parent) -- is variable a callback type? if not rec.is_callback then return end -- get grand-parent container local container = parent._parent -- create callback_state instance. local cb_state if rec.owner == 'this' then local wrap_type = container.c_type cb_state = callback_state(wrap_type, rec.wrap_state) -- wrap 'this' object. container.callback_state = cb_state parent.callback_state = cb_state parent.state_owner = rec.owner if rec.state_var ~= 'this' then local state_var = tmp_var{ "void *", rec.state_var } parent.state_var = state_var parent:insert_record(state_var, 1) end else assert("un-supported callback owner type: " .. rec.owner) end container:insert_record(cb_state, 1) -- create callback_func instance. local cb_func = callback_func(rec.c_type)(rec.name) -- move sub-records from 'var_in' callback record into 'callback_func' local cb=rec for i=1,#cb do local rec = cb[i] if is_record(rec) and rec._rec_type ~= "ignore" then cb:remove_record(rec) -- remove from 'var_in' cb_func:add_record(rec) -- add to 'callback_func' end end cb_state:add_record(cb_func) rec.cb_func = cb_func rec.c_type_rec = cb_func end, }) -- -- process extends/dyn_caster records -- reg_stage_parser("dyn_caster",{ _obj_cnt = 0, object = function(self, rec, parent) rec._obj_id = self._obj_cnt self._obj_cnt = self._obj_cnt + 1 end, import_object = function(self, rec, parent) rec._obj_id = self._obj_cnt self._obj_cnt = self._obj_cnt + 1 end, extends = function(self, rec, parent) -- find base-object record. local base = resolve_c_type(rec.name) rec.base = base -- add this object to base. local subs = base.subs if subs == nil then subs = {} base.subs = subs end subs[#subs+1] = parent end, dyn_caster = function(self, rec, parent) parent.has_dyn_caster = rec if rec.caster_type == 'switch' then for k,v in pairs(rec.value_map) do rec.value_map[k] = resolve_c_type(v) end end end, unknown = function(self, rec, parent) resolve_rec(rec) end, }) -- -- Create FFI-wrappers for inline/macro calls -- local ffi_wrappers = {} reg_stage_parser("ffi_wrappers",{ c_call = function(self, rec, parent) if not rec.ffi_need_wrapper then -- normal C call don't need wrapper. return end -- find parent 'object' record. local object = parent while object._rec_type ~= 'object' and object._rec_type ~= 'c_module' do object = object._parent assert(object, "Can't find parent 'object' record of 'c_call'") end local ret_type = rec.ret local ret = ret_type -- convert return type into "var_out" if it's not a "void" type. if ret ~= "void" then if type(ret) ~= 'string' then ret_type = ret[1] end ret = " return " else ret_type = "void" ret = " " end -- build C call statement. local call = {} local cfunc_name = rec.cfunc call[#call+1] = ret call[#call+1] = cfunc_name -- process parameters. local params = {} local list = rec.params params[#params+1] = "(" call[#call+1] = "(" if rec.is_method_call then call[#call+1] = 'this' params[#params+1] = object.c_type .. ' ' params[#params+1] = 'this' if #list > 0 then params[#params+1] = ", " call[#call+1] = ", " end end for i=1,#list,2 do local c_type,name = clean_variable_type_name(list[i], list[i+1]) if i > 1 then params[#params+1] = ", " call[#call+1] = ", " end -- append parameter name call[#call+1] = name -- append parameter type & name to cdef params[#params+1] = c_type .. ' ' params[#params+1] = name end params[#params+1] = ")" call[#call+1] = ");\n" -- convert 'params' to string. params = tconcat(params) call = tconcat(call) -- get prefix local export_prefix = "" if rec.ffi_need_wrapper == 'c_wrap' then export_prefix = "ffi_wrapper_" end rec.ffi_export_prefix = export_prefix -- check for re-definitions or duplicates. local cdef = ret_type .. " " .. export_prefix .. cfunc_name .. params local old_cdef = ffi_wrappers[cfunc_name] if old_cdef == cdef then return -- duplicate, don't need to create a new wrapper. elseif old_cdef then error("Re-definition of FFI wrapper cdef: " .. cdef) end ffi_wrappers[cfunc_name] = cdef -- create wrapper function if rec.ffi_need_wrapper == 'c_wrap' then object:add_record(c_source("src")({ "\n/* FFI wrapper for inline/macro call */\n", "LUA_NOBJ_API ", cdef, " {\n", call, "}\n", })) end object:add_record(ffi_export_function(ret_type)(export_prefix .. rec.cfunc)(params)) end, }) -- -- do some pre-processing of records. -- local ffi_cdefs = {} reg_stage_parser("pre-process",{ c_module = function(self, rec, parent) rec.functions = {} rec.constants = {} rec.fields = {} rec.name_map = {} end, object = function(self, rec, parent) rec.functions = {} rec.constants = {} rec.fields = {} rec.name_map = {} rec.extends = {} end, callback_state = function(self, rec, parent) rec.callbacks = {} end, extends = function(self, rec, parent) -- add base-class to parent's base list. parent.extends[rec.name] = rec end, field = function(self, rec, parent) -- add to name map to reserve the name. assert(parent.name_map[rec.name] == nil) --parent.name_map[rec.name] = rec -- add field to parent's fields list. parent.fields[rec.name] = rec end, const = function(self, rec, parent) -- add to name map to reserve the name. assert(parent.name_map[rec.name] == nil) parent.name_map[rec.name] = rec -- add constant to parent's constants list. parent.constants[rec.name] = rec end, c_function = function(self, rec, parent) local c_name = parent.name .. '__' .. rec.name if rec._is_method then assert(not parent.is_package or parent.is_meta, "Package's can't have methods: package=" .. parent.name .. ", method=" .. rec.name) c_name = c_name .. '__meth' else c_name = c_name .. '__func' end rec.c_name = c_name -- add to name map to reserve the name. assert(parent.name_map[rec.name] == nil, "duplicate functions " .. rec.name .. " in " .. parent.name) parent.name_map[rec.name] = rec -- add function to parent's function list. parent.functions[rec.name] = rec -- prepare wrapped new/delete methods if rec._is_method and parent.callback_state then if rec.is_destructor then rec.callback_state = parent.callback_state end end -- map names to in/out variables rec.var_map = {} function rec:add_variable(var, name) name = name or var.name local old_var = self.var_map[name] if old_var and old_var ~= var then -- allow input variable to share name with an output variable. assert(var.ctype == old_var.ctype, "duplicate variable " .. name .. " in " .. self.name) -- If they are the same type. local v_in,v_out if var._rec_type == 'var_in' then assert(old_var._rec_type == 'var_out', "duplicate input variable " .. name .. " in " .. self.name) v_in = var v_out = old_var elseif var._rec_type == 'var_out' then assert(old_var._rec_type == 'var_in', "duplicate output variable " .. name .. " in " .. self.name) v_in = old_var v_out = var end -- link in & out variables. v_in.has_out = v_out v_out.has_in = v_in -- store input variable in var_map var = v_in end -- add this variable to parent self.var_map[name] = var end end, callback_func = function(self, rec, parent) local func_type = rec.c_type_rec -- add callback to parent's callback list. parent.callbacks[rec.ref_field] = rec local src={"static "} local typedef={"typedef "} -- convert return type into "cb_out" if it's not a "void" type. local ret = func_type.ret if ret ~= "void" then rec.ret_out = cb_out{ ret, "ret" } rec:insert_record(rec.ret_out, 1) end src[#src+1] = ret .. " " typedef[#typedef+1] = ret .. " " -- append c function to call. rec.c_func_name = parent.base_type .. "_".. rec.ref_field .. "_cb" src[#src+1] = rec.c_func_name .. "(" typedef[#typedef+1] = "(*" .. rec.c_type .. ")(" -- convert params to "cb_in" records. local params = func_type.params local vars = {} local idx=1 for i=1,#params,2 do local c_type = params[i] local name = params[i + 1] if i > 1 then src[#src+1] = ", " typedef[#typedef+1] = ", " end -- add cb_in to this rec. local v_in = cb_in{ c_type, name} rec:insert_record(v_in, idx) idx = idx + 1 src[#src+1] = c_type .. " ${" .. v_in.name .. "}" typedef[#typedef+1] = c_type .. " " .. v_in.name vars[#vars+1] = "${" .. v_in.name .. "}" end src[#src+1] = ")" typedef[#typedef+1] = ");" -- save callback func decl. rec.c_func_decl = tconcat(src) rec.c_func_typedef = tconcat(typedef) rec.param_vars = tconcat(vars, ', ') -- map names to in/out variables rec.var_map = {} function rec:add_variable(var, name) name = name or var.name local old_var = self.var_map[name] assert(old_var == nil or old_var == var, "duplicate variable " .. name .. " in " .. self.name) -- add this variable to parent self.var_map[name] = var end end, var_in = function(self, rec, parent) parent:add_variable(rec) end, var_out = function(self, rec, parent) if not rec.is_length_ref then parent:add_variable(rec) end end, cb_in = function(self, rec, parent) parent:add_variable(rec) end, cb_out = function(self, rec, parent) if not rec.is_length_ref then parent:add_variable(rec) end end, c_call = function(self, rec, parent) local src={} local ffi_cdef={} local ffi_pre={} local ffi_src={} local ffi_post={} local ret_type = rec.ret local ret = ret_type -- convert return type into "var_out" if it's not a "void" type. if ret ~= "void" then local is_this = false -- check if return value is for the "this" value in a constructor. if parent.is_constructor then local this_var = parent.var_map.this if this_var and ret == this_var.c_type then ret_type = this_var.c_type is_this = true end end if is_this then ret = " ${this} = " else local rc if type(ret) == 'string' then rc = var_out{ ret, "rc_" .. rec.cfunc, is_unnamed = true } else rc = var_out(ret) end ret_type = rc.c_type if rc.is_length_ref then -- look for related 'var_out'. local rc_val = parent.var_map[rc.name] if rc_val then rc_val.has_length = true rc_val.length = rc.length else -- related 'var_out' not processed yet. -- add place-holder parent.var_map[rc.name] = rc end ret = " ${" .. rc.length .. "} = " else ret = " ${" .. rc.name .. "} = " -- look for related length reference. local rc_len = parent.var_map[rc.name] if rc_len and rc_len.is_length_ref then -- we have a length. rc.has_length = true rc.length = rc_len.length -- remove length var place-holder parent.var_map[rc.name] = nil end -- register var_out variable. parent:add_variable(rc) end -- add var_out record to parent parent:add_record(rc) -- check for dereference. if rc.wrap == '*' then ret = ret .. '*' end end else ret = " " end src[#src+1] = ret ffi_cdef[#ffi_cdef+1] = ret_type .. " " ffi_src[#ffi_src+1] = ret -- append c function to call. local func_start = rec.cfunc .. "(" src[#src+1] = func_start ffi_cdef[#ffi_cdef+1] = func_start if rec.ffi_need_wrapper then ffi_src[#ffi_src+1] = "Cmod." .. rec.ffi_export_prefix else ffi_src[#ffi_src+1] = "C." end ffi_src[#ffi_src+1] = func_start -- convert params to "var_in" records. local params = {} local list = rec.params -- check if this `c_call` is a method call if rec.is_method_call then -- then add `this` parameter to call. local this = parent.var_map.this assert(this, "Missing `this` variable for method_call: " .. rec.cfunc) this = var_ref(this) parent:add_record(this) params[1] = this end for i=1,#list,2 do local c_type = list[i] local name = list[i+1] local param = var_in{ c_type, name} name = param.name -- check if this is a new input variable. if not parent.var_map[name] then -- add param as a variable. parent:add_variable(param) else -- variable exists, turn this input variable into a reference. local ref = var_ref(param) -- invalidate old `var_in` record param._rec_type = nil param = ref end -- add param rec to parent. parent:add_record(param) params[#params + 1] = param end -- append all input variables to "c_source" for i=1,#params do local var = params[i] if i > 1 then src[#src+1] = ", " ffi_cdef[#ffi_cdef+1] = ", " ffi_src[#ffi_src+1] = ", " end local name = var.name if var.is_length_ref then name = "${" .. var.length .. "}" else name = "${" .. name .. "}" end -- append parameter to c source call if var.wrap then src[#src+1] = var.wrap .. "(" src[#src+1] = name .. ")" else src[#src+1] = name end if var.wrap == '&' then -- need a tmp variable to dereference parameter. local var_name = var.name if var.is_length_ref then var_name = var.length end local temp_name = "${function_name}_" .. var_name .. "_tmp" parent:add_record(ffi_source("ffi_temps")( {' local ', temp_name, ' = ffi.new("',var.c_type,'[1]")\n'})) if var.has_in or var._rec_type == 'var_in' then ffi_pre[#ffi_pre+1] = ' ' .. temp_name .. '[0] = ' .. name .. '\n' end ffi_post[#ffi_post+1] = '\n ' .. name .. ' = ' .. temp_name .. '[0]' name = temp_name end -- append parameter to ffi source call ffi_src[#ffi_src+1] = name -- append parameter type & name to ffi cdef record ffi_cdef[#ffi_cdef+1] = var.c_type if var.wrap == '&' then ffi_cdef[#ffi_cdef+1] = '*' end end src[#src+1] = ");" ffi_cdef[#ffi_cdef+1] = ");\n" ffi_src[#ffi_src+1] = ")" -- replace `c_call` with `c_source` record local idx = parent:find_record(rec) idx = idx + 1 parent:insert_record(c_source("src")(src), idx) -- convert to string. ffi_cdef = tconcat(ffi_cdef) -- add pre/post ffi code. if #ffi_pre > 0 then tinsert(ffi_src, 1, tconcat(ffi_pre)) end if #ffi_post > 0 then ffi_src[#ffi_src+1] = tconcat(ffi_post) end -- check for ffi cdefs re-definitions local cfunc = rec.cfunc local cdef = ffi_cdefs[cfunc] if cdef and cdef ~= ffi_cdef then local old_name = cfunc local i = 0 -- search for next "free" alias name. repeat i = i + 1 cfunc = old_name .. i cdef = ffi_cdefs[cfunc] -- search until "free" alias name, or same definition. until not cdef or cdef == ffi_cdef -- update ffi src with new alias name. ffi_src = tconcat(ffi_src) ffi_src = ffi_src:gsub(old_name .. '%(', cfunc .. '(') -- create a cdef "asm" alias. if not cdef then ffi_cdef = ffi_cdef:gsub(old_name, cfunc) ffi_cdef = ffi_cdef:gsub("%);\n$", [[) asm("]] .. old_name .. [[");]]) end end ffi_cdefs[cfunc] = ffi_cdef -- insert FFI source record. if not cdef then -- function not defined yet. parent:insert_record(ffi_source("ffi_cdef")(ffi_cdef), idx) end idx = idx + 1 parent:insert_record(ffi_source("ffi_src")(ffi_src), idx) end, ffi_export = function(self, rec, parent) local ffi_src={} -- load exported symbol ffi_src[#ffi_src+1] = 'local ' ffi_src[#ffi_src+1] = rec.name ffi_src[#ffi_src+1] = ' = ffi.new("' ffi_src[#ffi_src+1] = rec.c_type ffi_src[#ffi_src+1] = ' *", _priv["' ffi_src[#ffi_src+1] = rec.name ffi_src[#ffi_src+1] = '"])\n' -- insert FFI source record. local idx = parent:find_record(rec) parent:insert_record(ffi_source("ffi_import")(ffi_src), idx) end, }) -- -- sort var_in/var_out records. -- local function sort_vars(var1, var2) return (var1.idx < var2.idx) end reg_stage_parser("variables",{ c_function = function(self, rec, parent) local inputs = {} local in_count = 0 local outputs = {} local out_count = 0 local misc = {} local max_idx = #rec -- seperate sub-records for i=1,max_idx do local var = rec[i] local var_type = var._rec_type local sort = true local list if var_type == 'var_in' then list = inputs in_count = in_count + 1 elseif var_type == 'var_out' then list = outputs out_count = out_count + 1 else list = misc sort = false end if sort then local idx = var.idx if idx then -- force index of this variable. local old_var = list[idx] -- variable has a fixed list[idx] = var -- move old variable to next open slot var = old_var end -- place variable in next nil slot. if var then for i=1,max_idx do if not list[i] then -- done, found empty slot list[i] = var var = nil break end end end assert(var == nil, "Failed to find empty slot for variable.") else list[#list + 1] = var end end -- make sure there are no gaps between input/output variables. assert(#inputs == in_count, "Gaps between input variables, check your usage of `<idx` for function: " .. rec.name) assert(#outputs == out_count, "Gaps between output variables, check your usage of `>idx` for function: " .. rec.name) -- put sorted sub-records back into the `c_function` record. local idx=0 for i=1,in_count do idx = idx + 1 rec[idx] = inputs[i] end for i=1,out_count do idx = idx + 1 rec[idx] = outputs[i] end for i=1,#misc do idx = idx + 1 rec[idx] = misc[i] end -- generate list of input parameter names for FFI functions. local ffi_params = {} for i=1,in_count do local name = inputs[i].name if name ~= 'this' then ffi_params[i] = '${' .. inputs[i].name .. '}' else ffi_params[i] = 'self' end end rec.ffi_params = tconcat(ffi_params, ', ') end, }) -- register place-holder reg_stage_parser("lang_type_process") -- -- mark functions which have an error_code var_out. -- reg_stage_parser("error_code",{ var_out = function(self, rec, parent) local var_type = rec.c_type_rec if var_type._is_error_code then assert(parent._has_error_code == nil, "A function/method can only have one var_out with type error_code.") -- mark the function as having an error code. parent._has_error_code = rec elseif var_type.error_on_null then -- if this variable is null then push a nil and error message. rec.is_error_on_null = true end end, }) -- register place-holder reg_stage_parser("pre_gen")
------------------------------------------------------------------------------- -- Filesystem helpers ------------------------------------------------------------------------------- --- Checks if specified file exists. --- @param fileName string --- @return boolean function isFileExists(fileName) local f = io.open(fileName) if f == nil then return false else io.close(f) return true end end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- --- Removes extension from path to file. --- @param filePath string --- @return string function extractFileName(filePath) for i = string.len(filePath), 1, -1 do if string.sub(filePath, i, i) == '.' then return string.sub(filePath, 1, i - 1) end end return filePath end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- --- Loads chunk of Lua code from specified file. --- Will be searched according to the current list of search paths. --- @param fileName string --- @return function function openFile(fileName) local name = extractFileName(fileName) for _, v in ipairs(private.searchPath) do local fullName local subdir if 0 < string.len(v) then fullName = v..'/'..fileName subdir = v..'/'..name else fullName = fileName subdir = name end if isFileExists(fullName) then local f, errorMsg = loadfile(fullName) if f then return f else logError(errorMsg) end end local subFullName = subdir .. '/' .. fileName if isFileExists(subFullName) then local f, errorMsg = loadfile(subFullName) if f then return f, subdir else logError(errorMsg) end end end return nil end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- --- Finds specified resource file. --- Will be searched according to the current list of search resources paths. --- @param fileName string --- @return string function findResourceFile(fileName) for _, v in ipairs(private.searchResourcesPath) do local f = v .. '/' .. fileName if isFileExists(f) then return f end end if not isFileExists(fileName) then return nil else return fileName end end ------------------------------------------------------------------------------- -------------------------------------------------------------------------------
function GravekeeperScorpion_Child121200Battle_Activate(arg0, arg1) Common_Clear_Param({}, {}, {}) if arg0:GetNumber(0) == 1 then arg1:AddSubGoal(GOAL_COMMON_Wait, 10, TARGET_ENE_0, 0, 0, 0) elseif arg0:GetRandam_Int(1, 100) <= 50 then arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_NONE, Dist_None, 0, 0) arg0:SetNumber(0, 1) else arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_NONE, Dist_None, 0, 0) arg0:SetNumber(0, 1) end return end function GravekeeperScorpion_Child121200Battle_Update(arg0, arg1) return GOAL_RESULT_Continue end function GravekeeperScorpion_Child121200Battle_Terminate(arg0, arg1) return end function GravekeeperScorpion_Child121200Battle_Interupt(arg0, arg1) return false end return
module("luci.controller.overture.overture", package.seeall) function index() if not nixio.fs.access("/usr/bin/overture") then return end entry({"admin", "services", "overture"},alias("admin", "services", "overture", "base"), _("Overture")).dependent = true entry({"admin", "services", "overture", "base"},cbi("overture/base")).leaf = true end
for line in io.lines(arg[1]) do if #line > 55 then local i, p = 0, 41 while true do i = string.find(line, " ", i+1) if not i or i > 40 then break end p = i end line = line:sub(1, p-1) .. "... <Read More>" end print(line) end
local K = unpack(select(2, ...)) local Module = K:GetModule("AurasTable") -- 战士的法术监控 local list = { ["Player Aura"] = { -- 玩家光环组 --{AuraID = 32216, UnitID = "player"}, -- 胜利 }, ["Target Aura"] = { -- 目标光环组 {AuraID = 355, UnitID = "target", Caster = "player"}, -- 嘲讽 {AuraID = 772, UnitID = "target", Caster = "player"}, -- 撕裂 {AuraID = 1715, UnitID = "target", Caster = "player"}, -- 断筋 {AuraID = 1160, UnitID = "target", Caster = "player"}, -- 挫志怒吼 {AuraID = 6343, UnitID = "target", Caster = "player"}, -- 雷霆一击 {AuraID = 5246, UnitID = "target", Caster = "player"}, -- 破胆 {AuraID = 7922, UnitID = "target", Caster = "player"}, -- 冲锋:昏迷 {AuraID = 12323, UnitID = "target", Caster = "player"}, -- 刺耳怒吼 }, ["Special Aura"] = { -- 玩家重要光环组 {AuraID = 871, UnitID = "player"}, -- 盾墙 {AuraID = 1719, UnitID = "player"}, -- 战吼 {AuraID = 7384, UnitID = "player"}, -- 压制 {AuraID = 12975, UnitID = "player"}, -- 破釜沉舟 {AuraID = 12292, UnitID = "player"}, -- 浴血奋战 {AuraID = 23920, UnitID = "player"}, -- 法术反射 {AuraID = 18499, UnitID = "player"}, -- 狂暴之怒 }, ["Focus Aura"] = { -- 焦点光环组 }, ["Spell Cooldown"] = { -- 冷却计时组 {SlotID = 13}, -- 饰品1 {SlotID = 14}, -- 饰品2 }, } Module:AddNewAuraWatch("WARRIOR", list)
local market_pin_map = require("qnFiles/qnPlist/hall/market_pin"); local userInfo_pin_map = require("qnFiles/qnPlist/hall/userInfo_pin"); local vipTypeItem= { name="vipTypeItem",type=0,typeName="View",time=0,report=0,x=0,y=0,width=304,height=200,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopLeft, { name="bg",type=1,typeName="Image",time=79687029,report=0,x=0,y=0,width=223,height=142,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTop,file=market_pin_map['vip_month_icon.png'], { name="overflow",type=1,typeName="Image",time=82112623,report=0,x=3,y=0,width=74,height=77,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopRight,file=userInfo_pin_map['overflow.png'] } }, { name="selectImg",type=0,typeName="Image",time=117823027,x=90,y=144,width=40,height=41,nodeAlign=kAlignTopLeft,visible=1,fillParentWidth=0,fillParentHeight=0,file=userInfo_pin_map['checkBox_checked.png'] }, { name="num",type=0,typeName="Text",time=117823135,x=135,y=132,width=64,height=64,nodeAlign=kAlignTopLeft,visible=1,fillParentWidth=0,fillParentHeight=0,string=[[¥12元]],fontSize=30,textAlign=kAlignLeft,colorRed=143,colorGreen=92,colorBlue=31 } } return vipTypeItem;
local parent, ns = ... local CallbackHandler = LibStub and LibStub("CallbackHandler-1.0", true) if not CallbackHandler then return end local Compat = ns.Compat Compat.callbacks = Compat.callbacks or CallbackHandler:New(Compat) local WithinRange = Compat.WithinRange local type = type local assert = assert local setmetatable = setmetatable local CreateFrame = CreateFrame local barFrame = CreateFrame("Frame") local barPrototype_SetScript = barFrame.SetScript local function barPrototype_Update(self, sizeChanged, width, height) local progress = (self.VALUE - self.MINVALUE) / (self.MAXVALUE - self.MINVALUE) local align1, align2 local TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy local TLx_, TLy_, BLx_, BLy_, TRx_, TRy_, BRx_, BRy_ local xprogress, yprogress width = width or self:GetWidth() height = height or self:GetHeight() if self.ORIENTATION == "HORIZONTAL" then xprogress = width * progress -- progress horizontally if self.FILLSTYLE == "CENTER" then align1, align2 = "TOP", "BOTTOM" elseif self.REVERSE or self.FILLSTYLE == "REVERSE" then align1, align2 = "TOPRIGHT", "BOTTOMRIGHT" else align1, align2 = "TOPLEFT", "BOTTOMLEFT" end elseif self.ORIENTATION == "VERTICAL" then yprogress = height * progress -- progress vertically if self.FILLSTYLE == "CENTER" then align1, align2 = "LEFT", "RIGHT" elseif self.REVERSE or self.FILLSTYLE == "REVERSE" then align1, align2 = "TOPLEFT", "TOPRIGHT" else align1, align2 = "BOTTOMLEFT", "BOTTOMRIGHT" end end if self.ROTATE then TLx, TLy = 0.0, 1.0 TRx, TRy = 0.0, 0.0 BLx, BLy = 1.0, 1.0 BRx, BRy = 1.0, 0.0 TLx_, TLy_ = TLx, TLy TRx_, TRy_ = TRx, TRy BLx_, BLy_ = BLx * progress, BLy BRx_, BRy_ = BRx * progress, BRy else TLx, TLy = 0.0, 0.0 TRx, TRy = 1.0, 0.0 BLx, BLy = 0.0, 1.0 BRx, BRy = 1.0, 1.0 TLx_, TLy_ = TLx, TLy TRx_, TRy_ = TRx * progress, TRy BLx_, BLy_ = BLx, BLy BRx_, BRy_ = BRx * progress, BRy end if not sizeChanged then self.bg:ClearAllPoints() self.bg:SetAllPoints() self.bg:SetTexCoord(TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy) self.fg:ClearAllPoints() self.fg:SetPoint(align1) self.fg:SetPoint(align2) self.fg:SetTexCoord(TLx_, TLy_, BLx_, BLy_, TRx_, TRy_, BRx_, BRy_) end if xprogress then self.fg:SetWidth(xprogress > 0 and xprogress or 0.1) Compat.callbacks:Fire("OnValueChanged", self, self.VALUE) end if yprogress then self.fg:SetHeight(yprogress > 0 and yprogress or 0.1) Compat.callbacks:Fire("OnValueChanged", self, self.VALUE) end end local function barPrototype_OnSizeChanged(self, width, height) barPrototype_Update(self, true, width, height) end local barPrototype = setmetatable({ MINVALUE = 0.0, MAXVALUE = 1.0, VALUE = 1.0, ROTATE = true, REVERSE = false, ORIENTATION = "HORIZONTAL", FILLSTYLE = "STANDARD", SetMinMaxValues = function(self, minValue, maxValue) assert( (type(minValue) == "number" and type(maxValue) == "number"), "Usage: StatusBar:SetMinMaxValues(number, number)" ) if maxValue > minValue then self.MINVALUE = minValue self.MAXVALUE = maxValue else self.MINVALUE = 0 self.MAXVALUE = 1 end if not self.VALUE or self.VALUE > self.MAXVALUE then self.VALUE = self.MAXVALUE elseif not self.VALUE or self.VALUE < self.MINVALUE then self.VALUE = self.MINVALUE end barPrototype_Update(self) end, GetMinMaxValues = function(self) return self.MINVALUE, self.MAXVALUE end, SetValue = function(self, value) assert(type(value) == "number", "Usage: StatusBar:SetValue(number)") if WithinRange(value, self.MINVALUE, self.MAXVALUE) then self.VALUE = value barPrototype_Update(self) end end, GetValue = function(self) return self.VALUE end, SetOrientation = function(self, orientation) if orientation == "HORIZONTAL" or orientation == "VERTICAL" then self.ORIENTATION = orientation barPrototype_Update(self) end end, GetOrientation = function(self) return self.ORIENTATION end, SetRotatesTexture = function(self, rotate) self.ROTATE = (rotate ~= nil and rotate ~= false) barPrototype_Update(self) end, GetRotatesTexture = function(self) return self.ROTATE end, SetReverseFill = function(self, reverse) self.REVERSE = (reverse == true) barPrototype_Update(self) end, GetReverseFill = function(self) return self.REVERSE end, SetFillStyle = function(self, style) assert(type(style) == "string" or style == nil, "Usage: StatusBar:SetFillStyle(string)") if style and style:lower() == "center" then self.FILLSTYLE = "CENTER" barPrototype_Update(self) elseif style and style:lower() == "reverse" then self.FILLSTYLE = "REVERSE" barPrototype_Update(self) else self.FILLSTYLE = "STANDARD" barPrototype_Update(self) end end, GetFillStyle = function(self) return self.FILLSTYLE end, SetStatusBarTexture = function(self, texture) self.fg:SetTexture(texture) self.bg:SetTexture(texture) end, GetStatusBarTexture = function(self) return self.fg end, SetForegroundColor = function(self, r, g, b, a) self.fg:SetVertexColor(r, g, b, a) end, GetForegroundColor = function(self) return self.fg end, SetBackgroundColor = function(self, r, g, b, a) self.bg:SetVertexColor(r, g, b, a) end, GetBackgroundColor = function(self) return self.bg:GetVertexColor() end, SetTexture = function(self, texture) self:SetStatusBarTexture(texture) end, GetTexture = function(self) return self.fg:GetTexture() end, SetStatusBarColor = function(self, r, g, b, a) self:SetForegroundColor(r, g, b, a) end, GetStatusBarColor = function(self) return self.fg:GetVertexColor() end, SetVertexColor = function(self, r, g, b, a) self:SetForegroundColor(r, g, b, a) end, GetVertexColor = function(self) return self.fg:GetVertexColor() end, SetStatusBarGradient = function(self, r1, g1, b1, a1, r2, g2, b2, a2) self.fg:SetGradientAlpha(self.ORIENTATION, r1, g1, b1, a1, r2, g2, b2, a2) end, SetStatusBarGradientAuto = function(self, r, g, b, a) self.fg:SetGradientAlpha( self.ORIENTATION, 0.5 + (r * 1.1), g * 0.7, b * 0.7, a, r * 0.7, g * 0.7, 0.5 + (b * 1.1), a ) end, SetStatusBarSmartGradient = function(self, r1, g1, b1, r2, g2, b2) self.fg:SetGradientAlpha(self.ORIENTATION, r1, g1, b1, 1, r2 or r1, g2 or g1, b2 or b1, 1) end, GetObjectType = function(self) return "StatusBar" end, IsObjectType = function(self, otype) return (otype == "StatusBar") and 1 or nil end, SetScript = function(self, event, callback) if event == "OnValueChanged" then assert(type(callback) == "function", 'Usage: StatusBar:SetScript("OnValueChanged", function)') ns.RegisterCallback( self, "OnValueChanged", function() callback(self, self.VALUE) end ) else barPrototype_SetScript(self, event, callback) end end }, {__index = barFrame}) local barPrototype_mt = {__index = barPrototype} function Compat.StatusBarPrototype(name, parent) -- create the bar and its elements. local bar = setmetatable(CreateFrame("Frame", name, parent), barPrototype_mt) bar.fg = bar.fg or bar:CreateTexture(name and "$parent.Texture", "ARTWORK") bar.bg = bar.bg or bar:CreateTexture(name and "$parent.Background", "BACKGROUND") bar.bg:Hide() -- do some stuff then return it. bar:HookScript("OnSizeChanged", barPrototype_OnSizeChanged) bar:SetRotatesTexture(false) return bar end
local assert_error = require("lapis.application").assert_error local yield_error = require("lapis.application").yield_error local mime = require "mime" local models = require "models" local Users = models.users return function(self) if self.req.headers["Authorization"] then -- Decode auth info local auth = mime.unb64(self.req.headers["Authorization"]:sub(7)) local username, api_key = auth:match("^(.+)%:(.+)$") -- DENY if Authorization is malformed if not username or not api_key then yield_error("FIXME: Corrupt auth!") end -- DENY if a user's key isn't properly set if api_key == Users.default_key then yield_error("FIXME: Bad auth!") end local params = { username = username, api_key = api_key } -- Get User self.api_user = assert_error(Users:get_api(params)) Users:format_from_db(self.api_user) return end -- Set basic User self.api_user = { id = -1, role = -1 } end
local AddonName, AddonTable = ... AddonTable.rfd = { -- Aarux 10776, -- Silky Spider Cape 10775, -- Carapace of Tuten'kash 10777, -- Arachnid Gloves -- Mordresh Fire Eye 10770, -- Mordresh's Lifeless Skull 10769, -- Glowing Eye of Mordresh 10771, -- Deathmage Sash -- Mushlump 10772, -- Glutton's Cleaver 10774, -- Fleshhide Shoulders 151453, -- Grungy Necromantic Ring -- Death Speaker Blackthorn 10758, -- X'caliboar 10766, -- Plaguerot Sprig 10767, -- Savage Boar's Guard 10760, -- Swine Fists 10768, -- Boar Champion's Belt 151454, -- Splinterbone Sabatons -- Amnennar the Coldbringer 10761, -- Coldrage Dagger 10763, -- Icemetal Barbute 10764, -- Deathchill Armor 10762, -- Robes of the Lich 10765, -- Bonefingers -- Quest Rewards 65926, -- Coldbringer's Leggings }
#!/usr/bin/env tarantool test = require("sqltester") test:plan(19) -- This file implements regression tests for foreign keys. test:do_execsql_test( "fkey1-1.1", [[ CREATE TABLE t1( a INTEGER PRIMARY KEY, b INTEGER REFERENCES t1 ON DELETE CASCADE REFERENCES t2, c TEXT, FOREIGN KEY (b, c) REFERENCES t2(x, y) ON UPDATE CASCADE); ]], { -- <fkey1-1.1> -- </fkey1-1.1> }) test:do_execsql_test( "fkey1-1.2", [[ CREATE TABLE t2(x PRIMARY KEY, y TEXT); ]], { -- <fkey1-1.2> -- </fkey1-1.2> }) test:do_execsql_test( "fkey1-1.3", [[ CREATE TABLE t3( a INTEGER PRIMARY KEY REFERENCES t2, b INTEGER REFERENCES t1, FOREIGN KEY (a, b) REFERENCES t2(x, y)); ]], { -- <fkey1-1.3> -- </fkey1-1.3> }) test:do_execsql_test( "fkey1-2.1", [[ CREATE TABLE t4(a INTEGER PRIMARY KEY); CREATE TABLE t5(x INTEGER PRIMARY KEY REFERENCES t4); CREATE TABLE t6(x INTEGER PRIMARY KEY REFERENCES t4); CREATE TABLE t7(x INTEGER PRIMARY KEY REFERENCES t4); CREATE TABLE t8(x INTEGER PRIMARY KEY REFERENCES t4); CREATE TABLE t9(x INTEGER PRIMARY KEY REFERENCES t4); CREATE TABLE t10(x INTEGER PRIMARY KEY REFERENCES t4); DROP TABLE t7; DROP TABLE t9; DROP TABLE t5; DROP TABLE t8; DROP TABLE t6; DROP TABLE t10; ]], { -- <fkey1-2.1> -- </fkey1-1.1> }) test:do_execsql_test( "fkey1-3.1", [[ CREATE TABLE t5(a INTEGER PRIMARY KEY, b, c); CREATE TABLE t6(d REFERENCES t5, e PRIMARY KEY REFERENCES t5(c)); PRAGMA foreign_key_list(t6); ]], { -- <fkey1-3.1> 0, 0, 'T5', 'E', 'C', 'NO ACTION', 'NO ACTION', 'NONE', 1, 0, 'T5', 'D', '', 'NO ACTION', 'NO ACTION', 'NONE' -- </fkey1-3.1> }) test:do_execsql_test( "fkey1-3.2", [[ CREATE TABLE t7(d PRIMARY KEY, e, f, FOREIGN KEY (d, e) REFERENCES t5(a, b)); PRAGMA foreign_key_list(t7); ]], { -- <fkey1-3.2> 0, 0, 'T5', 'D', 'A', 'NO ACTION', 'NO ACTION', 'NONE', 0, 1, 'T5', 'E', 'B', 'NO ACTION', 'NO ACTION', 'NONE' -- </fkey1-3.2> }) test:do_execsql_test( "fkey1-3.3", [[ CREATE TABLE t8( d PRIMARY KEY, e, f, FOREIGN KEY (d, e) REFERENCES t5 ON DELETE CASCADE ON UPDATE SET NULL); PRAGMA foreign_key_list(t8); ]], { -- <fkey1-3.3> 0, 0, 'T5', 'D', '', 'SET NULL', 'CASCADE', 'NONE', 0, 1, 'T5', 'E', '', 'SET NULL', 'CASCADE', 'NONE' -- </fkey1-3.3> }) test:do_execsql_test( "fkey1-3.4", [[ CREATE TABLE t9( d PRIMARY KEY, e, f, FOREIGN KEY (d, e) REFERENCES t5 ON DELETE CASCADE ON UPDATE SET DEFAULT); PRAGMA foreign_key_list(t9); ]], { -- <fkey1-3.4> 0, 0, 'T5', 'D', '', 'SET DEFAULT', 'CASCADE', 'NONE', 0, 1, 'T5', 'E', '', 'SET DEFAULT', 'CASCADE', 'NONE' -- </fkey1-3.4> }) test:do_execsql_test( "fkey1-4.1", [[ CREATE TABLE "xx1"("xx2" TEXT PRIMARY KEY, "xx3" TEXT); INSERT INTO "xx1"("xx2","xx3") VALUES('abc','def'); CREATE TABLE "xx4"("xx5" TEXT PRIMARY KEY REFERENCES "xx1" ON DELETE CASCADE); INSERT INTO "xx4"("xx5") VALUES('abc'); INSERT INTO "xx1"("xx2","xx3") VALUES('uvw','xyz'); SELECT 1, "xx5" FROM "xx4"; ]], { -- <fkey1-4.1> 1, 'abc' -- </fkey1-4.1> }) test:do_execsql_test( "fkey1-4.2", [[ DELETE FROM "xx1"; SELECT 2, "xx5" FROM "xx4"; ]], { -- <fkey1-4.2> -- </fkey1-4.2> }) test:do_execsql_test( "fkey1-5.1", [[ CREATE TABLE t11( x INTEGER PRIMARY KEY, parent REFERENCES t11 ON DELETE CASCADE); INSERT INTO t11 VALUES(1, NULL), (2, 1), (3, 2); ]], { -- <fkey1-5.1> -- </fkey1-5.1> }) test:do_catchsql_test( "fkey1-5.2", [[ INSERT OR REPLACE INTO t11 VALUES (2, 3); ]], { -- <fkey1-5.2> 1, "FOREIGN KEY constraint failed" -- </fkey1-5.2> }) test:do_execsql_test( "fkey1-5.3", [[ SELECT * FROM t11; ]], { -- <fkey1-5.3> 1, "", 2, 1, 3, 2 -- </fkey1-5.3> }) test:do_execsql_test( "fkey1-5.4", [[ CREATE TABLE Foo ( Id INTEGER PRIMARY KEY, ParentId INTEGER REFERENCES Foo(Id) ON DELETE CASCADE, C1); INSERT OR REPLACE INTO Foo(Id, ParentId, C1) VALUES (1, null, 'A'); INSERT OR REPLACE INTO Foo(Id, ParentId, C1) VALUES (2, 1, 'A-2-1'); INSERT OR REPLACE INTO Foo(Id, ParentId, C1) VALUES (3, 2, 'A-3-2'); INSERT OR REPLACE INTO Foo(Id, ParentId, C1) VALUES (4, 3, 'A-4-3'); ]], { -- <fkey1-5.4> -- </fkey1-5.4> }) test:do_catchsql_test( "fkey1-5.5", [[ INSERT OR REPLACE INTO Foo(Id, ParentId, C1) VALUES (2, 3, 'A-2-3'); ]], { -- <fkey1-5.5> 1, "FOREIGN KEY constraint failed" -- </fkey1-5.5> }) test:do_execsql_test( "fkey1-5.6", [[ SELECT * FROM Foo; ]], { -- <fkey1-5.6> 1, "", 'A', 2, 1, 'A-2-1', 3, 2, 'A-3-2', 4, 3, 'A-4-3' -- </fkey1-5.6> }) test:do_execsql_test( "fkey1-6.1", [[ CREATE TABLE p1(id PRIMARY KEY, x, y); CREATE UNIQUE INDEX p1x ON p1(x) WHERE y<2; INSERT INTO p1 VALUES(1, 1, 1); CREATE TABLE c1(a PRIMARY KEY REFERENCES p1(x)); ]], { -- <fkey1-6.1> -- </fkey1-6.1> }) test:do_catchsql_test( "fkey1-6.2", [[ INSERT INTO c1 VALUES(1); ]], { -- <fkey1-6.2> 1, "foreign key mismatch - \"C1\" referencing \"P1\"" -- </fkey1-6.2> }) test:do_execsql_test( "fkey1-6.3", [[ CREATE UNIQUE INDEX p1x2 ON p1(x); INSERT INTO c1 VALUES(1); ]], { -- <fkey1-6.3> -- </fkey1-6.3> }) test:finish_test()
command.Register("buy", "Purchase an item from the shop with :star:", "economy", function(msg, args) local DB = require('../handler/items.lua') local starDB = require('../handler/economy.lua') local shopitems = DB.KnownItems local id = DB.CreateRowUser(msg.author) local items = DB.GetUserItems(id) local stars = starDB.GetUserStars(id) local purchase = string.lower(tostring(args[1])) if purchase == nil then msg:reply("Please choose a valid item!") else local v = shopitems[purchase] if not v then msg:reply("Thats not a valid item!") return nil end if stars >= v.price then -- has enough stars if not items[purchase] then items[purchase] = { quantity = 0 } end items[purchase].quantity = items[purchase].quantity + 1 stars = stars - v.price starDB.SetUserStars(id, stars) DB.SetUserItems(id, items) msg:reply("Purchase Complete!") else msg:reply("You don't have enough :star:") end end end)
-- https://bitbucket.org/Jonjonsson/google-analytics-for-corona-sdk/ local ga = require("GoogleAnalytics.ga") local ControlGa = {} ga.init({ -- Only initialize once, not in every file isLive = false, -- REQUIRED testTrackingID = "UA-61775216-1", -- REQUIRED Tracking ID from Google debug = false, -- Recomended when starting appName = "Dawn of Penguins (dev)", appID = "com.stormStudio.kiky", clientID = system.getInfo("deviceID"), userID = system.getInfo("name"), appVersion = "0.0.8", cd1 = "RegularVersion" }) --added after init as the create for this order! ga.enableStoryBoardScenes() -- ga.event("Settings", "Sound", "Off") -- Example user turning off sound function ControlGa.EnterScene (sceneName) ga.enterScene(sceneName) end function ControlGa.SendOption(key,value) ga.event("Options",key,value) end function ControlGa.Social(key,value) ga.social("Facebook",key, value) end function ControlGa.Logger(message,fatal) ga.error(message, fatal) end function ControlGa.Error(message,fatal) ga.error(message,fatal) end return ControlGa
local m = { sizes = {1, 2, 4, 8, 16, 32, 64}, } sbp_memory = m function m.nn(x) return "sbp_memory:" .. x end -- Boxes from Digiline RTC. local chip_nodebox = { type = "fixed", fixed = { {-8/16, -8/16, -8/16, 8/16, -7/16, 8/16}, {-7/16, -7/16, -7/16, 7/16, -5/16, 7/16}, } } local chip_selbox = { type = "fixed", fixed = {{-8/16, -8/16, -8/16, 8/16, -3/16, 8/16}} } local function reply(pos, msg) digiline:receptor_send(pos, digiline.rules.default, minetest.get_meta(pos):get_string("channel"), msg) end for i,size in ipairs(m.sizes) do local function label(text) local b = "Digiline Memory Chip (" .. size .. " KiB)" if text then return b .. " (" .. text .. ")" else return b end end local function init(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", "field[label;Label;${label}] field[channel;Channel;${channel}]") if not meta:get_string("channel") then meta:set_string("channel", "") end if not meta:get_string("label") then meta:set_string("label", "") end if not meta:get_string("data") or meta:get_string("data") == "" then meta:set_string("data", "return {}") end meta:set_string("infotext", label(meta:get_string("label"))) end minetest.register_node(m.nn(size), { description = label(), drawtype = "nodebox", -- Thanks for the texture, jogag! tiles = {"sbp_memory.png"}, stack_max = 1, paramtype = "light", paramtype2 = "facedir", groups = {dig_immediate = 2, sbp_memory = 1}, selection_box = chip_selbox, node_box = chip_nodebox, sbp_set = function(meta, data) local ok, serialized = pcall(minetest.serialize, data) if ok then if #serialized > size * 1024 then return false, "limit" end meta:set_string("data", serialized) return true else return false, "serialize" end end, digiline = { receptor = {}, effector = { action = function(pos, node, channel, msg) local meta = minetest.get_meta(pos) if channel ~= meta:get_string("channel") then return end if type(msg) ~= "table" then return end local data = minetest.deserialize(meta:get_string("data")) or {} if msg.type == "label" then meta:set_string("label", tostring(msg.text)) meta:set_string("infotext", label(tostring(msg.text))) elseif msg.type == "get" then reply(pos, { type = "data", id = msg.id, data = data, }) elseif msg.type == "set" then local ok, err = minetest.registered_items[m.nn(size)].sbp_set(meta, msg.data) if ok then reply(pos, {type = "setok", id = msg.id}) else reply(pos, {type = "error", error = err, id = msg.id}) end end end, }, }, on_construct = init, on_receive_fields = function(pos, _, fields, sender) local meta = minetest.get_meta(pos) if minetest.is_protected(pos, sender:get_player_name()) then minetest.record_protection_violation(pos, sender:get_player_name()) return end if fields.channel then meta:set_string("channel", fields.channel) end if fields.label then meta:set_string("label", fields.label) end meta:set_string("infotext", label(meta:get_string("label"))) end, on_dig = function (pos, node, digger) if minetest.is_protected(pos, digger:get_player_name()) then minetest.record_protection_violation(pos, digger:get_player_name()) return end local meta = minetest.get_meta(pos) local stack = ItemStack({ name = m.nn(size), }) -- Set itemstack data. local data = { data = meta:get_string("data") or "", channel = meta:get_string("channel") or "", label = meta:get_string("label") or "", } data.description = label(data.label) stack:get_meta():from_table({fields = data}) -- Standard logic. stack = digger:get_inventory():add_item("main", stack) if not stack:is_empty() then minetest.item_drop(stack, digger, pos) end minetest.remove_node(pos) digiline:update_autoconnect(pos) end, on_place = function(itemstack, placer, pointed_thing) -- Standard logic. local plname = placer:get_player_name() local pos = pointed_thing.under local node = minetest.get_node_or_nil(pos) local def = node and minetest.registered_nodes[node.name] if not def or not def.buildable_to then pos = pointed_thing.above node = minetest.get_node_or_nil(pos) def = node and minetest.registered_nodes[node.name] if not def or not def.buildable_to then return itemstack end end if minetest.is_protected(pos, placer:get_player_name()) then minetest.record_protection_violation(pos, placer:get_player_name()) return itemstack end local fdir = minetest.dir_to_facedir(placer:get_look_dir()) minetest.set_node(pos, { name = m.nn(size), param2 = fdir, }) -- Set meta from item. local meta = minetest.get_meta(pos) local data = itemstack:get_meta():to_table().fields meta:set_string("data", data.data or "") meta:mark_as_private("data") meta:set_string("label", data.label or "") meta:set_string("channel", data.channel or "") meta:set_string("infotext", label(meta:get_string("label"))) digiline:update_autoconnect(pos) if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end return itemstack end, }) if i ~= 1 then minetest.register_craft{ output = m.nn(size), type = "shapeless", recipe = { m.nn(m.sizes[i - 1]), m.nn(m.sizes[i - 1]), }, } end end minetest.register_craft({ output = m.nn(1), recipe = { {"", "mesecons_materials:silicon", ""}, {"mesecons_materials:silicon", "mesecons_luacontroller:luacontroller0000", "mesecons_materials:silicon"}, {"mesecons_materials:fiber", "digilines:wire_std_00000000", "mesecons_materials:fiber"}, }, })
--[[ Copyright 2020 Matthew Hesketh <matthew@matthewhesketh.com> This code is licensed under the MIT. See LICENSE for details. ]] local help = {} local mattata = require('mattata') local utf8 = utf8 or require('lua-utf8') -- Lua 5.2 compatibility. function help:init(configuration) help.commands = mattata.commands(self.info.username):command('help'):command('start').table help.help = '/help [plugin] - A help-orientated menu is sent if no arguments are given. If arguments are given, usage information for the given plugin is sent instead. Alias: /start.' help.per_page = configuration.limits.help.per_page end function help.get_initial_keyboard() return mattata.inline_keyboard():row( mattata.row():callback_data_button( 'Links', 'help:links' ):callback_data_button( 'Admin Help', 'help:acmds' ):callback_data_button( 'Commands', 'help:cmds' ) ):row( mattata.row():switch_inline_query_button( 'Inline Mode', '/' ):callback_data_button( 'Settings', 'help:settings' ):callback_data_button( 'Channels', 'help:channels' ) ) end function help.get_plugin_page(arguments_list, page) local plugin_count = #arguments_list local page_begins_at = tonumber(page) * help.per_page - (help.per_page - 1) local page_ends_at = tonumber(page_begins_at) + (help.per_page - 1) if tonumber(page_ends_at) > tonumber(plugin_count) then page_ends_at = tonumber(plugin_count) end local page_plugins = {} for i = tonumber(page_begins_at), tonumber(page_ends_at) do local plugin = arguments_list[i] if i < tonumber(page_ends_at) then plugin = plugin .. '\n' end table.insert(page_plugins, plugin) end return table.concat(page_plugins, '\n') end function help.get_back_keyboard() return mattata.inline_keyboard():row( mattata.row():callback_data_button( mattata.symbols.back .. ' Back', 'help:back' ) ) end function help.on_inline_query(_, inline_query, _, language) local offset = inline_query.offset and tonumber(inline_query.offset) or 0 local output = mattata.get_inline_help(inline_query.query, offset) if not next(output) and offset == 0 then output = string.format(language['help']['2'], inline_query.query) return mattata.send_inline_article(inline_query.id, language['help']['1'], output) end offset = tostring(offset + 50) return mattata.answer_inline_query(inline_query.id, output, 0, false, offset) end function help:on_callback_query(callback_query, message, _, language) if callback_query.data == 'cmds' then local arguments_list = mattata.get_help(self, false, message.chat.id) local plugin_count = #arguments_list local page_count = math.floor(tonumber(plugin_count) / help.per_page) if math.floor(tonumber(plugin_count) / help.per_page) ~= tonumber(plugin_count) / help.per_page then page_count = page_count + 1 end local output = help.get_plugin_page(arguments_list, 1) output = output .. mattata.escape_html(string.format(language['help']['3'], self.info.username)) return mattata.edit_message_text( message.chat.id, message.message_id, output, 'html', true, mattata.inline_keyboard():row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['4'], 'help:results:0' ):callback_data_button( '1/' .. page_count, 'help:pages:1:' .. page_count ):callback_data_button( language['help']['5'] .. ' ' .. mattata.symbols.next, 'help:results:2' ) ):row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['6'], 'help:back' ):switch_inline_query_current_chat_button( '🔎 ' .. language['help']['7'], '/' ) ) ) elseif callback_query.data:match('^results:%d*$') then local new_page = callback_query.data:match('^results:(%d*)$') local arguments_list = mattata.get_help(self, false, message.chat.id) local plugin_count = #arguments_list local page_count = math.floor(tonumber(plugin_count) / help.per_page) if math.floor(tonumber(plugin_count) / help.per_page) ~= tonumber(plugin_count) / help.per_page then page_count = page_count + 1 end if tonumber(new_page) > tonumber(page_count) then new_page = 1 elseif tonumber(new_page) < 1 then new_page = tonumber(page_count) end local output = help.get_plugin_page(arguments_list, new_page) output = output .. mattata.escape_html(string.format(language['help']['3'], self.info.username)) return mattata.edit_message_text( message.chat.id, message.message_id, output, 'html', true, mattata.inline_keyboard():row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['4'], 'help:results:' .. math.floor(tonumber(new_page) - 1) ):callback_data_button( new_page .. '/' .. page_count, 'help:pages:' .. new_page .. ':' .. page_count ):callback_data_button( language['help']['5'] .. ' ' .. mattata.symbols.next, 'help:results:' .. math.floor(tonumber(new_page) + 1) ) ):row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['6'], 'help:back' ):switch_inline_query_current_chat_button( '🔎 ' .. language['help']['7'], '/' ) ) ) elseif callback_query.data == 'acmds' then local arguments_list = mattata.get_help(self, true, message.chat.id) local plugin_count = #arguments_list local page_count = math.floor(tonumber(plugin_count) / help.per_page) if math.floor(tonumber(plugin_count) / help.per_page) ~= tonumber(plugin_count) / help.per_page then page_count = page_count + 1 end local output = help.get_plugin_page(arguments_list, 1) output = output .. mattata.escape_html(string.format(language['help']['3'], self.info.username)) return mattata.edit_message_text( message.chat.id, message.message_id, output, 'html', true, mattata.inline_keyboard():row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['4'], 'help:aresults:0' ):callback_data_button( '1/' .. page_count, 'help:pages:1:' .. page_count ):callback_data_button( language['help']['5'] .. ' ' .. mattata.symbols.next, 'help:aresults:2' ) ):row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['6'], 'help:back' ) ) ) elseif callback_query.data:match('^aresults:%d*$') then local new_page = callback_query.data:match('^aresults:(%d*)$') local arguments_list = mattata.get_help(self, true, message.chat.id) local plugin_count = #arguments_list local page_count = math.floor(tonumber(plugin_count) / help.per_page) if math.floor(tonumber(plugin_count) / help.per_page) ~= tonumber(plugin_count) / help.per_page then page_count = page_count + 1 end if tonumber(new_page) > tonumber(page_count) then new_page = 1 elseif tonumber(new_page) < 1 then new_page = tonumber(page_count) end local output = help.get_plugin_page(arguments_list, new_page) output = output .. mattata.escape_html(string.format(language['help']['3'], self.info.username)) return mattata.edit_message_text( message.chat.id, message.message_id, output, 'html', true, mattata.inline_keyboard():row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['4'], 'help:aresults:' .. math.floor(tonumber(new_page) - 1) ):callback_data_button( new_page .. '/' .. page_count, 'help:pages:' .. new_page .. ':' .. page_count ):callback_data_button( language['help']['5'] .. ' ' .. mattata.symbols.next, 'help:aresults:' .. math.floor(tonumber(new_page) + 1) ) ):row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['6'], 'help:back' ) ) ) elseif callback_query.data:match('^pages:%d*:%d*$') then local current_page, total_pages = callback_query.data:match('^pages:(%d*):(%d*)$') return mattata.answer_callback_query( callback_query.id, string.format(language['help']['8'], current_page, total_pages) ) elseif callback_query.data:match('^ahelp:') then return mattata.answer_callback_query(callback_query.id, 'This is an old keyboard, please request a new one using /help!') elseif callback_query.data == 'links' then return mattata.edit_message_text( message.chat.id, message.message_id, language['help']['12'], nil, true, mattata.inline_keyboard():row( mattata.row():url_button( language['help']['13'] .. " and " .. language['help']['15'], 'https://t.me/flaunt_and_dither' --):url_button( -- language['help']['14'], -- 'https://t.me/mafflebot' --):url_button( -- language['help']['15'], -- 'https://t.me/flaunt_and_dither' ) ):row( mattata.row():url_button( -- language['help']['16'], -- 'https://t.me/mattataFAQ' --):url_button( language['help']['17'], 'https://github.com/flauntbot/mattata' ):url_button( language['help']['18'], --'https://buy.stripe.com/cN29COdJW1wU2t27su' 'http://t.me/mtfutilsbot?start=donate' ) ):row( mattata.row():url_button( language['help']['19'], 'https://t.me/storebot?start=mafflebot' ) ):row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['6'], 'help:back' ) ) ) elseif callback_query.data == 'channels' then return mattata.edit_message_text( message.chat.id, message.message_id, language['help']['12'], nil, true, mattata.inline_keyboard():row( mattata.row():url_button( 'no context', 'https://t.me/no_context' ) ):row( mattata.row():callback_data_button( mattata.symbols.back .. ' ' .. language['help']['6'], 'help:back' ) ) ) elseif callback_query.data == 'settings' then if message.chat.type == 'supergroup' and not mattata.is_group_admin(message.chat.id, callback_query.from.id) then return mattata.answer_callback_query(callback_query.id, language['errors']['admin']) end return mattata.edit_message_reply_markup( message.chat.id, message.message_id, nil, ( message.chat.type == 'supergroup' and mattata.is_group_admin( message.chat.id, callback_query.from.id ) ) and mattata.inline_keyboard() :row( mattata.row():callback_data_button( language['help']['21'], 'administration:' .. message.chat.id .. ':page:1' ):callback_data_button( language['help']['22'], 'plugins:' .. message.chat.id .. ':page:1' ) ) :row( mattata.row():callback_data_button( language['help']['6'], 'help:back' ) ) or mattata.inline_keyboard():row( mattata.row():callback_data_button( language['help']['22'], 'plugins:' .. message.chat.id .. ':page:1' ) ):row( mattata.row():callback_data_button( language['help']['6'], 'help:back' ) ) ) elseif callback_query.data == 'back' then return mattata.edit_message_text( message.chat.id, message.message_id, string.format( language['help']['23'], mattata.escape_html(callback_query.from.first_name), mattata.escape_html(self.info.first_name), utf8.char(128513), utf8.char(128161), message.chat.type ~= 'private' and ' ' .. language['help']['24'] .. ' ' .. mattata.escape_html(message.chat.title) or '', utf8.char(128176) ), 'html', true, help.get_initial_keyboard(message.chat.type == 'supergroup' and message.chat.id or false) ) end end function help:on_message(message, _, language) local input = mattata.input(message.text) if input and input:match('^[/!]?%w+$') then local plugin_documentation = false input = input:match('^/') and input or '/' .. input for _, v in pairs(self.plugin_list) do if v:match(input) then plugin_documentation = v end end if not plugin_documentation then -- if it wasn't a normal plugin, it might be an administrative one for _, v in pairs(self.administrative_plugin_list) do if v:match(input) then plugin_documentation = v end end end plugin_documentation = plugin_documentation or 'I couldn\'t find a plugin matching that command!' plugin_documentation = plugin_documentation .. '\n\nTo see all commands, just send /help.' return mattata.send_reply(message, plugin_documentation) end return mattata.send_message( message.chat.id, string.format( language['help']['23'], mattata.escape_html(message.from.first_name), mattata.escape_html(self.info.first_name), utf8.char(128513), utf8.char(128161), message.chat.type ~= 'private' and ' ' .. language['help']['24'] .. ' ' .. mattata.escape_html(message.chat.title) or '', utf8.char(128176) ), 'html', false, true, nil, help.get_initial_keyboard(message.chat.type == 'supergroup' and message.chat.id or false) ) end return help
-- Implements the A* algorithm. -- First base of inspiration from http://www.redblobgames.com/pathfinding/a-star/implementation.html#orgheadline18 local heap = require("main/astar/scripts/heap") local M = {} function M.manhattan_distance(x1, y1, x2, y2) local dist = math.abs(x1 - x2) + math.abs(y1 - y2) return dist end --- Finds the shortest path between the start and goal indices, given a grid and the costs for that grid -- @param grid_size A 2-tuple which is the size of the grid -- @param costs The costs for the individual tiles in the grid (where 0 is the lowest). An array which is grid_size[0]*grid_size[1] large -- @param start The start of the search. An index into the costs array -- @param goal The goal of the search. An index into the costs array -- @return A 2-tuple (came_from, cost_so_far) function M.astar_grid(grid_size, costs, start, goal) local frontier = heap() frontier:add(0, start) local came_from = {} came_from[start] = start local cost_so_far = {} cost_so_far[start] = 0 local grid_width = grid_size[1] local grid_height = grid_size[2] local gx = math.floor((goal-1) % grid_width) local gy = math.floor((goal-1) / grid_width) while not frontier:empty() do prio, current = frontier:pop() if current == goal then break end -- make the coords 0 based local x = math.floor((current-1) % grid_width) local y = math.floor((current-1) / grid_width) -- step down, left, right, up local next_coords = { {x, y-1}, {x-1, y}, {x+1, y}, {x, y+1} } for i = 1, 4 do local nx = next_coords[i][1] local ny = next_coords[i][2] local next = ny * grid_width + nx if nx >= 0 and nx < grid_width and ny >= 0 and ny < grid_height then local next = ny * grid_width + nx + 1 local current_cost = cost_so_far[current] local new_cost = current_cost + costs[next] local next_cost = cost_so_far[next] if next_cost == nil or new_cost < next_cost then cost_so_far[next] = new_cost local priority = new_cost + M.manhattan_distance(nx, ny, gx, gy) frontier:add(priority, next) came_from[next] = current end end end end return came_from, cost_so_far end return M
while not _G.META_GAME_MODES do Task.Wait() end local GamemodeName = script:GetCustomProperty("GamemodeName"):WaitForObject() local LOCAL_PLAYER = Game.GetLocalPlayer() local GamemodeManager = _G.META_GAME_MODES local LastId function Tick() if LastId ~= LOCAL_PLAYER.clientUserData.gameModeInfo then LastId = LOCAL_PLAYER.clientUserData.gameModeInfo GamemodeName.text = LastId end Task.Wait(1) end