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如何造成多段打击?

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各位大大好,如题。
听说一个hitdef只会造成一次的打击,比如说我现在丢了一个火球,火球碰到敌人后只会造成一次打击。
请问一下要如何让火球碰到敌人的时候发生多次打击/伤害呢?
上网查了一下好像是说要在changestate的部分带回火球本身,然后在达到一定次数的重复后再消失。
请问一下具体是怎么做呢?有没有相关教程文呀?


1楼2019-05-05 01:55回复
    Helper 的程式如下
    ;-------------------------------------------------------------------------------
    ; Regulus Impact Start
    [Statedef 1050]
    type = A
    movetype= A
    physics = N
    juggle = 1
    velset = 0,0
    ctrl = 0
    anim = 1050
    sprpriority = 3
    [State 0, Camara Lenta]
    type = Helper
    Triggerall = numhelper(590) = 0
    trigger1 = movehit = 1
    helpertype = normal
    name = "Camara Lenta"
    ID = 590
    stateno = 590
    pos = 999,999
    postype = p1
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 = time = 0
    value = S5,24
    volume = 50
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 = time = 0
    value = S5,28
    volume = 50
    [State 0, EnvShake]
    type = EnvShake
    trigger1 = timemod = 10,0
    time = 10
    ampl = -2
    [State 0, AngleDraw]
    type = AngleDraw
    trigger1 = 1
    value = 10
    ignorehitpause = 1
    [State 1050,Afterimage]
    type = AfterImage
    trigger1 = time = 0
    time = -1
    trans = Add
    length = 5
    timegap = 1
    framegap = 1
    palbright = 0 , 0 , 0
    palcontrast = 100, 100, 100
    paladd = 0,0,0
    palmul = .90, .90, .90
    [State 0, VelSet]
    type = VelSet
    trigger1 = time = 0
    x = 15
    [State 0, AssertSpecial]
    type = AssertSpecial
    trigger1 = 1
    flag = Noshadow
    ignorehitpause = 1
    [State 0, Trans]
    type = Trans
    trigger1 = 1
    trans = add
    ignorehitpause = 1
    [State 0, Explod]
    type = Explod
    trigger1 = timemod = 4,0
    anim = 7022
    ID = 1051
    pos = 0,40*Helper(999999),Fvar(16)
    postype = p1
    facing = 1
    vfacing = 1
    bindtime = 1
    removetime = -2
    scale = .35*Helper(999999),Fvar(16),.35*Helper(999999),Fvar(16)
    sprpriority = 1
    ontop = 0
    ownpal = 1
    removeongethit = 1
    [State 200, 1]
    type = HitDef
    triggerall = !movecontact
    trigger1 = 1
    attr = A, SP
    animtype = Heavy
    damage = 350,100
    Hitflag = MAFDE
    guardflag = MA
    pausetime = 0,10
    sparkno = -1
    guard.sparkno = s7000
    sparkxy = -8,-5
    hitsound = -1
    guardsound = -1
    ground.type = High
    ground.slidetime = 12
    ground.hittime = 15
    ground.velocity = -6,-5
    air.velocity = -6,-5
    Fall = 1
    Getpower = 0,0
    PalFX.time = 80
    PalFX.add = -200,-200,-200
    PalFX.mul = 256,256,256
    PalFX.sinadd = 50,50,50,50
    PalFX.invertall = 0
    PalFX.color = 256
    Priority = 7, Hit
    yaccel = .2
    [State 0, Fuego en P2]
    type = Helper
    triggerall = numhelper(1080) = 0
    trigger1 = movehit = 1
    helpertype = normal
    name = "Fuego en P2"
    ID = 1080
    stateno = 1080
    pos = 500,500
    postype = p1
    facing = 1
    keyctrl = 0
    ownpal = 0
    [State 0, HitOverride]
    type = HitOverride
    trigger1 = 1
    attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
    stateno = 1055
    [State 200, End]
    type = ChangeState
    trigger1 = frontedgebodydist < - 25
    trigger2 = time = 500
    trigger3 = movecontact
    value = 1055
    ;-------------------------------------------------------------------------------
    ; Regulus Impact Fin
    [Statedef 1055]
    type = S
    movetype= I
    physics = S
    juggle = 1
    velset = 0,0
    ctrl = 0
    anim = 9999
    sprpriority = 2
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 = time = 0
    value = S5,27
    volume = 50
    [State 0, EnvShake]
    type = EnvShake
    trigger1 = time = 1
    time = 30
    [State 0, Explosion]
    type = Explod
    trigger1 = time = 0
    anim = 1060
    ID = 1060
    pos = 10*Helper(999999),Fvar(16),0*Helper(999999),Fvar(16)
    postype = p1
    removetime = -2
    scale = .45*Helper(999999),Fvar(16),.45*Helper(999999),Fvar(16)
    sprpriority = 3
    ontop = 1
    ownpal = 1
    [State 200, End]
    type = Destroyself
    trigger1 = time = 1


    2楼2019-05-05 02:39
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