content stringlengths 5 1.05M |
|---|
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 <query> <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 |
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