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Command List — Bardock.zip ← Back to Overview

; コンフィギュレーション [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| CPUアルゴリズム用コマンド |------------------------------ [Command] name = "cpu1" command = a,U,D,F,F,B,B,D,U,U time = 1 [Command] name = "cpu2" command = b,U,D,F,B,F,B,D,U,D time = 1 [Command] name = "cpu3" command = c,U,D,B,F,B,F,D,U,B time = 1 [Command] name = "cpu4" command = x,U,D,B,F,F,B,D,U,F time = 1 [Command] name = "cpu5" command = y,U,D,F,F,B,B,D,U,a time = 1 [Command] name = "cpu6" command = z,U,D,F,B,F,B,D,U,b time = 1 [Command] name = "cpu7" command = s,U,D,B,F,B,F,D,U,c time = 1 [Command] name = "cpu8" command = b,U,D,B,F,F,B,D,U,x time = 1 [Command] name = "cpu9" command = c,U,D,F,B,F,B,D,U,y time = 1 [Command] name = "cpu10" command = c,U,D,B,B,F,B,D,U,y time = 1 [Command] name = "cpu11" command = a,U,D,F,F,B,B,B,D,U,U time = 1 [Command] name = "cpu12" command = b,U,D,F,B,F,B,B,D,U,D time = 1 [Command] name = "cpu13" command = c,U,D,B,B,F,B,F,D,U,B time = 1 [Command] name = "cpu14" command = x,U,D,B,F,B,F,B,D,U,F time = 1 [Command] name = "cpu15" command = y,U,D,F,F,B,B,B,D,U,a time = 1 [Command] name = "cpu16" command = z,U,B,D,F,B,F,B,D,U,b time = 1 [Command] name = "cpu17" command = s,U,D,B,F,B,F,B,D,U,c time = 1 [Command] name = "cpu18" command = b,U,D,B,F,B,F,B,D,U,x time = 1 [Command] name = "cpu19" command = c,U,D,F,B,B,F,B,D,U,y time = 1 [Command] name = "cpu20" command = c,U,D,B,B,B,F,B,D,U,y time = 1 [Command] name = "cpu21" command = a,U,D,F,F,s,B,B,D,U,U time = 1 [Command] name = "cpu22" command = b,U,s,D,F,B,F,B,D,U,D time = 1 [Command] name = "cpu23" command = c,U,D,B,F,B,F,s,D,U,B time = 1 [Command] name = "cpu24" command = x,U,D,B,s,F,F,B,D,U,F time = 1 [Command] name = "cpu25" command = y,U,D,s,F,F,B,B,D,U,a time = 1 [Command] name = "cpu26" command = z,U,D,F,B,F,s,B,D,U,b time = 1 [Command] name = "cpu27" command = s,U,D,s,B,F,B,F,D,U,c time = 1 [Command] name = "cpu28" command = b,U,D,B,s,F,F,B,s,D,U,x time = 1 [Command] name = "cpu29" command = c,U,D,F,s,B,F,B,D,U,y time = 1 [Command] name = "cpu30" command = c,U,D,B,B,F,B,s,D,U,y time = 1 ; コマンド ;-| Super Motions |-------------------------------------------------------- [Command] name = "dragonrush" command = ~D, B, F, b time = 30 [Command] name = "shinkuu" command = ~D, F, D, F, y time = 25 [Command] name = "bakuhatsu" command = ~D, F, D, F, b time = 25 [Command] name = "mega" command = ~D, B, F, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "shoryuken" command = ~F, D, DF, x time = 20 [Command] name = "shoryuken2" command = ~F, D, DF, y time = 20 [Command] name = "hadouken" command = ~D, F, x time = 20 [Command] name = "hadouken2" command = ~D, F, y time = 20 [Command] name = "tatsumaki" command = ~D, B, a time = 20 [Command] name = "tatsumaki" command = ~D, B, b time = 20 [Command] name = "flyingattack" command = ~D, B, x time = 20 [Command] name = "flyingattack2" command = ~D, B, y time = 20 [command] name = "superdash" command = ~D, F, a time = 20 [command] name = "superdash2" command = ~D, F, b time = 20 [Command] name = "dash_x" command = ~F, F, x [Command] name = "dash_y" command = ~F, F, y [Command] name = "dash_a" command = ~F, F, a [Command] name = "dash_b" command = ~F, F, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" command = x+a time = 1 [Command] name = "recovery" command = c time = 1 [Command] name = "charge" command = y+b time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name="fwd" command=F time=1 [Command] name="back" command=B time=1 [Command] name="up" command=U time=1 [Command] name="down" command=D time=1 [Command] name = "hold_a" command = /$a time = 1 [Command] name = "hold_b" command = /$b time = 1 [Command] name = "hold_c" command = /$c time = 1 [Command] name = "hold_x" command = /$x time = 1 [Command] name = "hold_y" command = /$y time = 1 [Command] name = "hold_z" command = /$z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [Command] name = "holddownfwd";Required (do not remove) command = /$DF time = 1 [Command] name = "longjump" command = ~D, $U time = 11 [Statedef -1] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;=============================必殺技======================================== ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; プラネットバースト [State -1,] type = ChangeState value = 2300 triggerall = var(59) = 0 triggerall = command = "dragonrush" triggerall = power >= 3000 trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact trigger16 = stateno = 550 && movecontact ; 超爆発波 [State -1,] type = ChangeState value = 2200 triggerall = var(59) = 0 triggerall = command = "bakuhatsu" triggerall = power >= 2000 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact ; ギャリック砲 [State -1,] type = ChangeState value = 2000 triggerall = var(59) = 0 triggerall = command = "shinkuu" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact ; 空中ギャリック砲 [State -1,] type = ChangeState value = 2100 triggerall = var(59) = 0 triggerall = command = "shinkuu" triggerall = power >= 1000 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; ダッシュボム [State -1,] type = ChangeState value = 1700 triggerall = var(59) = 0 triggerall = command = "mega" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact ; スラッシュアロー(弱) [State -1,] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = command = "shoryuken" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact; = 1 trigger4 = stateno = 210 && movecontact; = 1 trigger5 = stateno = 230 && movecontact; = 1 trigger6 = stateno = 200 && movecontact; = 1 trigger7 = stateno = 204 && movecontact; = 1 trigger8 = stateno = 250 && movecontact; = 1 trigger9 = stateno = 260 && movecontact; = 1 trigger10 = stateno = 270 && movecontact; = 1 trigger11 = stateno = 400 && movecontact; = 1 trigger12 = stateno = 410 && movecontact; = 1 trigger13 = stateno = 420 && movecontact; = 1 trigger14 = stateno = 450 && movecontact; = 1 trigger15 = stateno = 500 && movecontact; = 1 trigger16 = stateno = 550 && movecontact trigger17 = stateno = 5120 trigger18 = stateno = 101 || stateno = 102 ; スラッシュアロー(強) [State -1,] type = ChangeState value = 1250 triggerall = var(59) = 0 triggerall = command = "shoryuken2" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact; = 1 trigger4 = stateno = 210 && movecontact; = 1 trigger5 = stateno = 230 && movecontact; = 1 trigger6 = stateno = 200 && movecontact; = 1 trigger7 = stateno = 204 && movecontact; = 1 trigger8 = stateno = 250 && movecontact; = 1 trigger9 = stateno = 260 && movecontact; = 1 trigger10 = stateno = 270 && movecontact; = 1 trigger11 = stateno = 400 && movecontact; = 1 trigger12 = stateno = 410 && movecontact; = 1 trigger13 = stateno = 420 && movecontact; = 1 trigger14 = stateno = 450 && movecontact; = 1 trigger15 = stateno = 500 && movecontact; = 1 trigger16 = stateno = 550 && movecontact trigger17 = stateno = 5120 trigger18 = stateno = 101 || stateno = 102 ; 連続エネルギー弾(弱) [State -1] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "hadouken" triggerall = power >= 100 triggerall = numproj = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact; = 1 trigger4 = stateno = 210 && movecontact; = 1 trigger5 = stateno = 230 && movecontact; = 1 trigger6 = stateno = 200 && movecontact; = 1 trigger7 = stateno = 204 && movecontact; = 1 trigger8 = stateno = 250 && movecontact; = 1 trigger9 = stateno = 260 && movecontact; = 1 trigger10 = stateno = 270 && movecontact; = 1 trigger11 = stateno = 400 && movecontact; = 1 trigger12 = stateno = 410 && movecontact; = 1 trigger13 = stateno = 420 && movecontact; = 1 trigger14 = stateno = 450 && movecontact; = 1 trigger15 = stateno = 500 && movecontact; = 1 ; エネルギー弾(強) [State -1] type = ChangeState value = 1005 triggerall = var(59) = 0 triggerall = command = "hadouken2" triggerall = power >= 100 triggerall = numproj = 0 || Numprojid(1000) = 2 || Numprojid(1005) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact; = 1 trigger4 = stateno = 210 && movecontact; = 1 trigger5 = stateno = 230 && movecontact; = 1 trigger6 = stateno = 200 && movecontact; = 1 trigger7 = stateno = 204 && movecontact; = 1 trigger8 = stateno = 250 && movecontact; = 1 trigger9 = stateno = 260 && movecontact; = 1 trigger10 = stateno = 270 && movecontact; = 1 trigger11 = stateno = 400 && movecontact; = 1 trigger12 = stateno = 410 && movecontact; = 1 trigger13 = stateno = 420 && movecontact; = 1 trigger14 = stateno = 450 && movecontact; = 1 trigger15 = stateno = 500 && movecontact; = 1 trigger16 = stateno = 1000 && AnimElem = 9, >= 1 && AnimElem = 11, <= 1 ; 空中連続エネルギー弾(弱) [State -1,] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = command = "hadouken" triggerall = power >= 100 triggerall = numproj = 0 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; 空中エネルギー弾(強) [State -1,] type = ChangeState value = 1105 triggerall = var(59) = 0 triggerall = command = "hadouken2" triggerall = power >= 100 triggerall = numproj = 0 || Numprojid(1100) = 2 || Numprojid(1105) = 0 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact trigger9 = stateno = 1100 && AnimElem = 9, >= 1 && AnimElem = 11, <= 1 ; ジャンピングアロー [State -1,] type = ChangeState value = 1300 triggerall = var(59) = 0 triggerall = command = "tatsumaki" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact ; フライングアロー(弱) [State -1,] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = command = "flyingattack" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact ; フライングアロー(強) [State -1,] type = ChangeState value = 1450 triggerall = var(59) = 0 triggerall = command = "flyingattack2" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact ; フライングアロー(弱) [State -1,] type = ChangeState value = 1800 triggerall = var(59) = 0 triggerall = command = "flyingattack" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; フライングアロー(強) [State -1,] type = ChangeState value = 1850 triggerall = var(59) = 0 triggerall = command = "flyingattack2" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; スーパーダッシュ(弱) [State -1,] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = command = "superdash" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact ; スーパーダッシュ(強) [State -1,] type = ChangeState value = 1510 triggerall = var(59) = 0 triggerall = command = "superdash2" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 250 && movecontact trigger9 = stateno = 260 && movecontact trigger10 = stateno = 270 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 420 && movecontact trigger14 = stateno = 450 && movecontact trigger15 = stateno = 500 && movecontact ; ドライビングエルボー ;[State -1,] ;type = ChangeState ;value = 1600 ;triggerall = stateno = 1500 || stateno = 1510 ;triggerall = command = "x" || command = "y" ;trigger1 = statetype != A ;trigger1 = ctrl ;trigger2 = stateno = 1500 ;trigger2 = animelem = 5, >= 1 ;trigger3 = stateno = 1510 ;trigger3 = animelem = 5, >= 1 ; ダッシュ強パンチ (ニュートラル) [State -1,] type = ChangeState value = 510 triggerall = var(59) = 0 triggerall = command = "dash_y" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 220 && movecontact; = 1 trigger4 = stateno = 210 && movecontact; = 1 trigger5 = stateno = 230 && movecontact; = 1 trigger6 = stateno = 200 && movecontact; = 1 trigger7 = stateno = 204 && movecontact; = 1 trigger8 = stateno = 250 && movecontact; = 1 trigger9 = stateno = 260 && movecontact; = 1 trigger10 = stateno = 270 && movecontact; = 1 trigger11 = stateno = 400 && movecontact; = 1 trigger12 = stateno = 410 && movecontact; = 1 trigger13 = stateno = 420 && movecontact; = 1 trigger14 = stateno = 450 && movecontact; = 1 trigger15 = stateno = 500 && movecontact; = 1 ;--------------------------------------------------------------------------- ;============================特殊技========================================= ;--------------------------------------------------------------------------- ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;空中ダッシュ [State -1, Run Fwd] type = ChangeState value = 110 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl ; バックステップ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ; 空中バックダッシュ [State -1, Run Back] type = ChangeState value = 112 triggerall = vel x <= 0;-1 trigger1 = command = "BB" trigger1 = statetype = A trigger1 = ctrl ; 投げ [State -1,] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = (command = "holdfwd" || command = "holdback") && (command = "y") triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 7 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ; きたねぇ花火(カウンター) [State -1] type = ChangeState value = 305 triggerall = var(59) = 0 triggerall = command = "recovery" ^^ command = "z" trigger1 = (stateno = 150 || stateno = 151) && power >= 1000 trigger2 = (stateno = 152 || stateno = 153) && power >= 1000 ; 気力溜め [State -1] type = ChangeState value = 1900 triggerall = var(59) = 0 triggerall = statetype = S triggerall = Power < 3000 triggerall = ctrl = 1 trigger1 = command = "hold_b" && command = "hold_y" trigger2 = command = "hold_c" ; 挑発 [State -1] type = ChangeState value = 195 triggerall = var(59) = 0 trigger1 = command = "start" trigger1 = Vel X = 0 trigger1 = stateno != 195 trigger1 = statetype = S trigger1 = ctrl = 1 ; 高速移動 (後方) [State -1] type = ChangeState value = 360 triggerall = var(59) = 0 triggerall = command = "recovery" ^^ command = "z" triggerall = command = "holdback" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 101 trigger4 = stateno = 102 ; 高速移動 (前方) [State -1] type = ChangeState value = 361 triggerall = var(59) = 0 triggerall = command = "recovery" ^^ command = "z" trigger1 = statetype = S trigger1 = ctrl ダッシュ高速移動 (前方) [State -1] type = ChangeState value = 361 triggerall = var(59) = 0 triggerall = stateno = 100 || stateno = 101 || stateno = 102 triggerall = ctrl = 0 trigger1 = command = "hold_x" && command = "hold_a" trigger2 = command = "hold_z" trigger3 = command = "hold_c" ;--------------------------------------------------------------------------- ;=======================ダッシュ攻撃======================================== ;--------------------------------------------------------------------------- ; ダッシュ強パンチ (ダッシュ中) [State -1,] type = ChangeState value = 511 triggerall = var(59) = 0 triggerall = stateno = 101 trigger1 = command = "hold_y" ; ダッシュ弱パンチ (ダッシュ中) [State -1,] type = ChangeState value = 500 triggerall = var(59) = 0 triggerall = stateno = 101 trigger1 = command = "hold_x" ダッシュ弱キック (スライディングキック) [State -1,] type = ChangeState value = 550 triggerall = var(59) = 0 triggerall = stateno = 101 trigger1 = command = "hold_a" ダッシュ強キック (ダッシュ中) [State -1,] type = ChangeState value = 525 triggerall = var(59) = 0 triggerall = stateno = 101 trigger1 = command = "hold_b" ;--------------------------------------------------------------------------- ;============================通常技========================================= ;--------------------------------------------------------------------------- ;-------------パンチ ; 弱パンチ (近距離) [State -1,] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" triggerall = p2bodydist x < 4 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 210 && movecontact trigger4 = stateno = 500 && movecontact ; 弱パンチ [State -1,] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 trigger3 = time > 9 trigger4 = stateno = 210 && movecontact trigger5 = stateno = 260 && movecontact trigger6 = stateno = 500 && movecontact ; 強パンチ (近距離) [State -1,] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 210 && movecontact trigger3 = stateno = 200 && movecontact trigger4 = stateno = 500 && movecontact ; 強パンチ [State -1,] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 230 && movecontact trigger3 = stateno = 200 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 250 && movecontact trigger6 = stateno = 260 && movecontact trigger7 = stateno = 500 && movecontact ;-------------------------------------------キック ; 弱キック (近距離) [State -1,] type = ChangeState value = 260 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" triggerall = p2bodydist x < 5 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 235 trigger2 = time > 3 trigger3 = stateno = 210 && movecontact trigger4 = stateno = 200 && movecontact trigger5 = stateno = 500 && movecontact ; 弱キック [State -1,] type = ChangeState value = 250 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 250 trigger2 = time > 14 trigger3 = stateno = 260 trigger3 = time > 3 trigger4 = stateno = 210 && movecontact trigger5 = stateno = 200 && movecontact trigger6 = stateno = 500 && movecontact trigger7 = stateno = 250 && movecontact ; 強キック (近距離) [State -1,] type = ChangeState value = 280 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" triggerall = p2bodydist x < 25 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 230 && movecontact trigger3 = stateno = 200 && movecontact ;trigger4 = stateno = 250 && movecontact trigger4 = stateno = 260 && movecontact trigger5 = stateno = 500 && movecontact ; 強キック [State -1] type = ChangeState value = 270 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 220 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 200 && movecontact trigger6 = stateno = 250 && movecontact ;trigger7 = stateno = 260 && movecontact trigger7 = stateno = 500 && movecontact ;--------------------------------------------------------------------------- ;============================しゃがみ========================================= ;--------------------------------------------------------------------------- ; しゃがみ弱パンチ [State -1] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 410 trigger3 = time > 6 trigger4 = stateno = 500 && movecontact ; しゃがみ強パンチ [State -1] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 260 && movecontact trigger9 = stateno = 500 && movecontact ; しゃがみ弱キック [State -1] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger3 = time > 4 trigger4 = stateno = 410 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 200 && movecontact trigger7 = stateno = 500 && movecontact ; しゃがみ強キック [State -1] type = ChangeState value = 450 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 200 && movecontact trigger6 = stateno = 210 && movecontact trigger7 = stateno = 250 && movecontact ;trigger8 = stateno = 280 && movecontact trigger8 = stateno = 220 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 400 && movecontact trigger11 = stateno = 500 && movecontact ;--------------------------------------------------------------------------- ;============================空中技========================================= ;--------------------------------------------------------------------------- ; ジャンプ弱パンチ [State -1] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 ;trigger2 = stateno = 610 && movecontact; = 1 ; ジャンプ弱パンチ (垂直) [State -1] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact; = 1 ; ジャンプ強パンチ [State -1] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact; = 1 trigger3 = stateno = 610 && movecontact; = 1 trigger4 = stateno = 630 && movecontact; = 1 trigger5 = stateno = 635 && movecontact; = 1 ; ジャンプ弱キック [State -1] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 trigger2 = stateno = 610 && movecontact; = 1 ;trigger3 = stateno = 630 && movecontact; = 1 ; ジャンプ弱キック (垂直) [State -1] type = ChangeState value = 635 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact; = 1 trigger3 = stateno = 635 && movecontact; = 1 ; ジャンプ強キック [State -1] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 trigger2 = stateno = 610 && movecontact; = 1 trigger3 = stateno = 630 && movecontact; = 1 trigger4 = stateno = 620 && movecontact; = 1 ; ジャンプ強キック (垂直) [State -1] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact; = 1 trigger3 = stateno = 635 && movecontact; = 1 trigger4 = stateno = 620 && movecontact; = 1 ;=============================デバッグ======================================== [State -1, デバッグ表示1] type = null;AppendToClipboard trigger1 = 1 text = " Lv:%d,%d,BodyDist X=%d,Y=%d" params = var(59),var(58),floor(P2BodyDist X),ceil(P2BodyDist Y) ignorehitpause = 1 [State -1, デバッグ表示2] type = null;AppendToClipboard trigger1 = 1 text = " Edge F=%d,B=%d" params = FrontEdgeBodyDist,BackEdgeBodyDist ignorehitpause = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;======================ここからAI用記述===================================== ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;====================反撃=================================================== [State -1,超爆発波] type = ChangeState value = 2200 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = power >= 2000 triggerall = statetype != A triggerall = ctrl triggerall = p2statetype != L triggerall = Life > 75 trigger1 = P2MoveType = A trigger1 = p2bodydist X = [0,55] trigger1 = Random = [900,900+var(59)] trigger2 = p2movetype != H trigger2 = p2bodydist X = [20,60] trigger2 = p2bodydist Y = [-100,-50] trigger2 = Random = [900,901+var(59)] [State -1, スラッシュアロー(弱)] type = ChangeState value = 1200 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl triggerall = p2statetype != L trigger1 = p2bodydist X = [-5,40] trigger1 = Random = [900,900+var(59)] [State -1,スーパーダッシュ(弱)] type = ChangeState value = 1500 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl trigger1 = p2bodydist X = [-10,60] trigger1 = Random = [905,905+(var(59)*2)] trigger2 = p2movetype != H trigger2 = p2bodydist X = [-25,60] trigger2 = p2bodydist Y = [-100,-50] trigger2 = Random = [900,904+(var(59)*4)] [State -1,高速移動 (前方)] type = ChangeState value = 361 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl triggerall = p2statetype != L trigger1 = p2bodydist X = [-10,60] trigger1 = Random = [910,910+(var(59)*2)] trigger2 = p2movetype != H trigger2 = p2bodydist X = [-25,60] trigger2 = p2bodydist Y = [-100,-50] trigger2 = Random = [913,916+(var(59)*4)] [State -1,遠距離立ち弱パンチ] type = ChangeState value = 200 triggerall = var(59) = [1,2] triggerall = statetype != A triggerall = RoundState = 2 triggerall = ctrl triggerall = P2StateType != L triggerall = P2BodyDist X = [5,40] triggerall = EnemyNear,AnimTime <= -5 triggerall = (PrevStateNo=[5000,5120]) || (PrevStateNo=[120,159]) triggerall = EnemyNear,ctrl = 0 trigger1 = Random = [0,14+(var(59)*10)] [State -1, 屈み弱パンチ] type = ChangeState value = 410 triggerall = var(59) = [1,2] triggerall = statetype != A triggerall = RoundState = 2 triggerall = ctrl triggerall = P2StateType != L triggerall = P2BodyDist X = [-5,45] triggerall = EnemyNear,AnimTime <= -4 triggerall = (PrevStateNo=[5000,5120]) || (PrevStateNo=[120,159]) triggerall = EnemyNear,ctrl = 0 trigger1 = Random = [600,ifelse(P2BodyDist X<5,634+(var(59)*16),613+(var(59)*8))] [State -1, 投げ] Type = ChangeState value = 800 triggerall = var(59) = [1,2] triggerall = statetype = S triggerall = ctrl triggerall = p2bodydist X = [-1,6] triggerall = (p2statetype = S) || (p2statetype = C) triggerall = P2MoveType = A triggerall = EnemyNear,AnimTime <= -1 trigger1 = Random = [30,30+var(59)] ;=============================ガード======================================== [State -1, 空中ガード] type = ChangeState value = 132 triggerall = inguarddist triggerall = statetype = A triggerall = var(59) = [1,2] triggerall = ctrl triggerall = stateno != [190,194] triggerall = p2statetype = A trigger1 = p2bodydist X = [40,80] trigger1 = var(58) = [0,var(59)*35] trigger2 = p2bodydist X = [-20,39] trigger2 = var(58) = [0,var(59)*47] trigger3 = enemy,Numproj > 0 trigger3 = var(58) = [0,var(59)*25] [State -1, 対地 立ちガード] type = ChangeState value = 130 triggerall = inguarddist triggerall = statetype != A triggerall = var(59) = [1,2] triggerall = ctrl triggerall = stateno != [190,194] triggerall = p2statetype = S trigger1 = p2bodydist X = [40,90] trigger1 = var(58) = [0,var(59)*20] trigger2 = p2bodydist X = [-15,39] trigger2 = var(58) = [10,var(59)*25] trigger3 = enemy,teammode = simul trigger3 = p2bodydist X = [-50,-16] trigger3 = var(58) = [0,var(59)*40] trigger4 = p2bodydist X = [-15,39] trigger4 = enemy,hitdefattr = S, NA,SA,HA trigger4 = Random < var(59)*150 [State -1, 対空 立ちガード] type = ChangeState value = 130 triggerall = inguarddist triggerall = statetype != A triggerall = var(59) = [1,2] triggerall = ctrl triggerall = stateno != [190,194] triggerall = p2statetype = A trigger1 = p2bodydist X = [40,90] trigger1 = var(58) = [0,var(59)*40] trigger2 = p2bodydist X = [-40,39] trigger2 = var(58) = [0,var(59)*40] trigger3 = p2bodydist X = [-40,39] trigger3 = enemy,hitdefattr = A, NA,SA,HA trigger3 = Random < var(59)*300 [State -1, しゃがみガード] type = ChangeState value = 131 triggerall = inguarddist triggerall = statetype != A triggerall = var(59) = [1,2] triggerall = ctrl triggerall = stateno != [190,194] trigger1 = p2statetype = C trigger1 = p2bodydist X = [40,85] trigger1 = var(58) = [0,var(59)*25] trigger2 = p2statetype = C trigger2 = p2bodydist X = [-20,39] trigger2 = var(58) = [0,var(59)*40] trigger3 = p2statetype = S trigger3 = p2bodydist X = [-15,39] trigger3 = var(58) = [0,var(59)*15] trigger4 = p2statetype = C trigger4 = enemy,teammode = simul trigger4 = p2bodydist X = [-50,-16] trigger4 = var(58) = [0,var(59)*40] trigger5 = p2bodydist X = [-20,39] trigger5 = enemy,hitdefattr = C, NA,SA,HA trigger5 = Random < var(59)*225 trigger6 = enemy,Numproj > 0 trigger6 = var(58) = [0,var(59)*45] ;=============================投げ======================================== [State -1, 投げ] type = ChangeState value = 800 triggerall = var(59) = [1,2] triggerall = statetype = S triggerall = ctrl triggerall = p2bodydist X = [-1,4] triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2movetype != H trigger1 = Random = [35,43+(var(59)*8)] ;=============================AI専用======================================== [State -1, 頭突き待機] type = ChangeState value = 8000 triggerall = var(59) = [1,2] triggerall = roundstate = 2 trigger1 = stateno = 1460 trigger1 = AnimTime = 0 trigger1 = P2StateType = A && P2Movetype = H trigger1 = P2Stateno != [120,152] [State -1, エリアルへ] type = ChangeState value = 8040 triggerall = var(59) = [1,2] triggerall = roundstate = 2 trigger1 = stateno = 280 trigger1 = movehit trigger1 = var(58) = [0,67+(var(59)*15)] [State -1, エネルギー波待機] type = ChangeState value = 8100 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = Animtime = 0 triggerall = statetype != A trigger1 = stateno = 1000 trigger1 = p2bodydist X > 145 trigger2 = stateno = 1005 trigger2 = p2bodydist X > 235 [State -1, 追撃待機] type = ChangeState value = 8200 triggerall = var(59) = [1,2] triggerall = StateType != A triggerall = roundstate = 2 trigger1 = stateno = 450 trigger1 = AnimTime = 0 trigger1 = MoveHit trigger1 = var(58) = [0,33] trigger2 = stateno = 512 trigger2 = AnimTime = 0 trigger2 = P2Movetype = H trigger2 = P2Stateno != [120,152] trigger2 = var(58) = [0,59] trigger3 = stateno = 1005 || stateno = 1750 trigger3 = AnimTime = 0 trigger3 = P2BodyDist X <= 100 && FrontEdgeDist < 140 trigger3 = P2Movetype = H trigger3 = P2Stateno != [120,152] trigger3 = var(58) = [0,59] ;=============================超必殺技======================================== [State -1,プラネットバースト] type = ChangeState value = 2300 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = power >= 3000 triggerall = var(58) = [0,59+(var(59)*15)] trigger1 = stateno = 8000 trigger1 = anim = 0 trigger1 = p2bodydist Y > -100 trigger1 = p2bodydist X > 0 trigger2 = stateno = 270 trigger2 = prevstateno = [220,230] trigger2 = movehit trigger3 = stateno = 220 trigger3 = (prevstateno = [200,210]) || (prevstateno = [250,260]) trigger3 = movehit trigger3 = p2bodydist X > 30 trigger4 = stateno = 400 trigger4 = prevstateno = 420 trigger4 = movehit trigger5 = stateno = 400 trigger5 = prevstateno = 8000 trigger5 = movehit [State -1,超爆発波] type = ChangeState value = 2200 triggerall = var(59) = [1,2] triggerall = power >= 2100 triggerall = statetype != A triggerall = ctrl triggerall = p2bodydist X < 80 && p2bodydist Y > -120 trigger1 = p2statetype = A && vel Y > 1 trigger1 = var(58) = [90,91] trigger2 = p2life < 150 trigger2 = random = [400,439+(var(59)*30)] trigger2 = p2statetype != L trigger2 = p2movetype != H [State -1,ギャリック砲] type = ChangeState value = 2000 triggerall = var(59) = [1,2] triggerall = power >= 1100 triggerall = statetype != A trigger1 = stateno = 8000 trigger1 = anim = 0 trigger1 = p2bodydist Y > -100 trigger1 = p2bodydist X > 0 trigger1 = var(58) = [0,29+(var(59)*10)] trigger2 = stateno = 270 trigger2 = prevstateno = [220,230] trigger2 = movehit trigger2 = var(58) = [0,15+(var(59)*7)] trigger3 = stateno = 220 trigger3 = (prevstateno = [200,210]) || (prevstateno = [250,260]) trigger3 = movehit trigger3 = p2bodydist X > 30 trigger3 = var(58) = [0,15+(var(59)*7)] trigger4 = stateno = 400 trigger4 = prevstateno = 420 trigger4 = movehit trigger4 = var(58) = [0,15+(var(59)*7)] trigger5 = stateno = 400 trigger5 = prevstateno = 8000 trigger5 = movehit trigger5 = var(58) = [0,29+(var(59)*10)] trigger6 = stateno = 8100 trigger6 = time > 5 trigger6 = P2MoveType = H && P2StateNo != [120,155] trigger6 = var(58) = [0,29+(var(59)*10)] trigger7 = ctrl trigger7 = p2bodydist x > 120 && p2bodydist Y > -30 trigger7 = enemy,Numproj > 0 && !inguarddist trigger7 = var(58) = [0,1+(P2BodyDist X/(60-(var(59)*15)))] [State -1,空中ギャリック砲] type = ChangeState value = 2100 triggerall = var(59) = [1,2] triggerall = power >= 1100 trigger1 = ctrl trigger1 = p2bodydist x > 120 && (p2bodydist Y = [-17,17]) trigger1 = enemy,Numproj > 0 && !inguarddist trigger1 = var(58) = [0,1+(P2BodyDist X/(60-(var(59)*15)))] ;=============================必殺技======================================== [State -1,ダッシュボム] type = ChangeState value = 1700 triggerall = var(59) = [1,2] trigger1 = stateno = 400 && movehit trigger1 = prevstateno = 8000 trigger1 = var(58) = [0,60+(var(59)*12)] trigger2 = stateno = 270 trigger2 = prevstateno = [220,230] trigger2 = movehit trigger2 = var(58) = [0,4+(var(59)*5)] trigger3 = stateno = 220 trigger3 = (prevstateno = [200,210]) || (prevstateno = [250,260]) trigger3 = movehit trigger3 = p2bodydist X > 30 trigger3 = var(58) = [0,4+(var(59)*5)] trigger4 = stateno = 400 trigger4 = prevstateno = 420 trigger4 = movehit trigger4 = var(58) = [0,4+(var(59)*5)] [State -1,スラッシュアロー(弱)] type = ChangeState value = 1200 triggerall = var(59) = [1,2] triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist X < 60 && p2bodydist Y > -75 trigger1 = p2statetype = A && vel Y > 0 trigger1 = var(58) = [80,81] trigger2 = stateno = 550 trigger2 = P2StateNo = [5070,5079] trigger2 = movehit = [3,12-var(59)] trigger2 = var(58) = [0,MoveHit*3.5] [State -1,スラッシュアロー(強)] type = ChangeState value = 1250 triggerall = var(59) = [1,2] triggerall = statetype != A trigger1 = stateno = 8000 trigger1 = p2bodydist Y > -100 trigger1 = p2bodydist X > 0 trigger1 = var(58) = [0,35+(var(59)*7)] trigger2 = stateno = 400 trigger2 = prevstateno = 420 trigger2 = movehit trigger2 = var(58) = [67,71+(var(59)*4)] trigger3 = stateno = 550 trigger3 = P2StateNo != [5070,5079] trigger3 = movehit = [5,16-var(59)] trigger3 = var(58) = [0,MoveHit*6.5] [State -1,連続エネルギー弾(弱)] type = ChangeState value = 1000 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = power >= 100 triggerall = numproj = 0 triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist X > 150 trigger1 = var(58) = [80,82] trigger2 = stateno = 270 trigger2 = prevstateno = [220,230] trigger2 = movehit trigger2 = var(58) = [0,25+(var(59)*7)] trigger3 = stateno = 220 trigger3 = movecontact trigger3 = p2bodydist X > 30 trigger3 = var(58) = [0,25+(var(59)*7)] trigger4 = stateno = 400 trigger4 = movecontact trigger4 = var(58) = [0,25+(var(59)*6)] trigger5 = ctrl trigger5 = Life < 225 trigger5 = p2bodydist X > 150 trigger5 = random < p2bodydist X*(.3+(var(59)*.1)) trigger6 = stateno = 8100 trigger6 = Life < 225 trigger6 = time > 5 trigger6 = p2bodydist X > 180 trigger6 = var(58) = [0,50+(var(59)*8)] trigger7 = (stateno = 106) || (stateno = 360) trigger7 = (Life < 225) && (p2bodydist X > 165) trigger7 = AnimTime = 0 trigger7 = var(58) = [0,35+(var(59)*7)] trigger8 = stateno = 400 trigger8 = prevstateno = 420 trigger8 = movecontact trigger8 = var(58) = [57,60+(var(59)*3)] trigger9 = stateno = 230 && prevstateno = 500 trigger9 = MoveContact trigger9 = var(58) = [ifelse(MoveGuarded,85,90),90+(var(59)*2)] [State -1,エネルギー弾(強)] type = ChangeState value = 1005 triggerall = var(59) = [1,2] triggerall = power >= 100 triggerall = numproj = 0 || Numprojid(1000) = 2 || Numprojid(1005) = 0 triggerall = stateno = 1000 && AnimElem = 9, >= 1 && AnimElem = 11, <= 1 trigger1 = var(58) = [0,65+(var(59)*7)] trigger1 = p2bodydist X < 100 trigger2 = var(58) = [0,39+(var(59)*5)] trigger2 = p2bodydist X >= 100 [State -1,空中連続エネルギー弾(弱)] type = ChangeState value = 1100 triggerall = var(59) = [1,2] triggerall = power >= 100 triggerall = numproj = 0 triggerall = statetype = A trigger1 = ctrl trigger1 = p2bodydist X > 150 trigger1 = random = [800,816+(var(59)*4)] [State -1,空中エネルギー弾(強)] type = ChangeState value = 1105 triggerall = var(59) = [1,2] triggerall = power >= 100 triggerall = numproj = 0 || Numprojid(1100) = 2 || Numprojid(1105) = 0 triggerall = stateno = 1100 && AnimElem = 9, >= 1 && AnimElem = 11, <= 1 trigger1 = var(58) = [0,39+(var(59)*5)] [State -1,ジャンピングアロー] type = ChangeState value = 1300 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl trigger1 = p2bodydist x < 160 trigger1 = random = [700,700+(P2BodyDist X/30)] trigger2 = p2bodydist x >= 160 trigger2 = random = [700,740] [State -1,フライングアロー(強)] type = ChangeState value = 1450 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl trigger1 = p2bodydist x > 75 trigger1 = var(58) = [70,72] trigger2 = enemy,Numproj > 0 trigger2 = var(58) = [0,14+(var(59)*5)] [State -1,フライングアロー(弱)] type = ChangeState value = 1400 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl trigger1 = Enemy,FrontEdgeDist < 155 trigger1 = p2bodydist x > 60 trigger1 = var(58) = [73,74] [State -1,空中フライングアロー(弱)] type = ChangeState value = 1800 triggerall = var(59) = [1,2] trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist X < 100 trigger1 = stateno = 50 && time = 20 trigger1 = var(58) = [70,79] trigger2 = stateno = 1303 trigger2 = var(58) = [0,24+(var(59)*5)] trigger3 = stateno = 630 trigger3 = prevstateno = 610 trigger3 = movecontact trigger3 = var(58) = [0,79+(var(59)*5)] [State -1,空中フライングアロー(強)] type = ChangeState value = 1850 triggerall = var(59) = [1,2] trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist X >= 100 trigger1 = stateno = 50 && time = 20 trigger1 = var(58) = [70,79] trigger2 = stateno = 1303 trigger2 = var(58) = [35,59+(var(59)*5)] [State -1,スーパーダッシュ(弱)] type = ChangeState value = 1500 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x = [60,85] trigger1 = var(58) = [75,76] trigger2 = stateno = 270 trigger2 = prevstateno = [220,230] trigger2 = moveguarded trigger2 = var(58) = [0,24] trigger3 = stateno = 220 trigger3 = (prevstateno = [200,210]) || (prevstateno = [250,260]) trigger3 = moveguarded trigger3 = p2bodydist X > 30 trigger3 = var(58) = [0,24] trigger4 = stateno = 400 trigger4 = prevstateno = 420 trigger4 = moveguarded trigger4 = var(58) = [60,69] trigger5 = stateno = 400 trigger5 = movecontact trigger5 = var(58) = [70,79] trigger6 = stateno = 450 trigger6 = prevstateno = 420 trigger6 = moveguarded trigger6 = var(58) = [50,54] trigger7 = stateno = 450 trigger7 = movecontact trigger7 = var(58) = [55,64] trigger8 = ctrl trigger8 = BackEdgeBodyDist <= 30 trigger8 = P2BodyDist X <= 50 trigger8 = var(58) = [12,23] trigger9 = stateno = 230 && prevstateno = 500 trigger9 = MoveGuarded trigger9 = var(58) = [30,44] [State -1,スーパーダッシュ(強)] type = ChangeState value = 1510 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x = [130,160] trigger1 = var(58) = [75,76] trigger2 = stateno = 270 trigger2 = prevstateno = [220,230] trigger2 = moveguarded trigger2 = var(58) = [25,49] trigger3 = stateno = 220 trigger3 = (prevstateno = [200,210]) || (prevstateno = [250,260]) trigger3 = moveguarded trigger3 = p2bodydist X > 30 trigger3 = var(58) = [25,49] trigger4 = stateno = 400 trigger4 = prevstateno = 420 trigger4 = moveguarded trigger4 = var(58) = [80,89] trigger5 = stateno = 400 trigger5 = movecontact trigger5 = var(58) = [90,99] trigger6 = stateno = 450 trigger6 = prevstateno = 420 trigger6 = moveguarded trigger6 = var(58) = [0,33] trigger7 = stateno = 450 trigger7 = movecontact trigger7 = var(58) = [34,49] trigger8 = ctrl trigger8 = BackEdgeBodyDist <= 30 trigger8 = P2BodyDist X <= 50 trigger8 = var(58) = [24,35] trigger9 = stateno = 230 && prevstateno = 500 trigger9 = MoveGuarded trigger9 = var(58) = [45,59] [State -1, ドライビングエルボー] type = ChangeState value = 1600 triggerall = var(59) = [1,2] triggerall = animelem = 2, >= 1 triggerall = stateno = [1500,1510] triggerall = statetime > 12 triggerall = P2StateType != L trigger1 = p2dist x = [10,20] trigger1 = var(58) = [0,39] trigger2 = p2dist x = [-15,-5] trigger2 = var(58) = [40,79] [State -1,ダッシュ強パンチ (ニュートラル)] type = ChangeState value = 510 triggerall = var(59) = [1,2] trigger1 = power < 3000 trigger1 = stateno = 8000 trigger1 = anim = 12 trigger1 = p2bodydist X > 0 trigger1 = var(58) = [50,79+(var(59)*5)] trigger2 = stateno = 270 trigger2 = prevstateno = [220,230] trigger2 = movehit trigger2 = var(58) = [40,79+(var(59)*5)] trigger3 = stateno = 220 trigger3 = (prevstateno = [200,210]) || (prevstateno = [250,260]) trigger3 = movehit trigger3 = p2bodydist X > 30 trigger3 = var(58) = [40,79+(var(59)*5)] trigger4 = stateno = 400 trigger4 = prevstateno = 420 trigger4 = movehit trigger4 = var(58) = [38,50+(var(59)*3)] ;============================通常技========================================= [State -1,弱パンチ] type = ChangeState value = ifelse(P2BodyDist X < 4,210,200) triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = p2bodydist x = [-4,34] triggerall = statetype = S triggerall = ctrl = 1 trigger1 = random = [0,ifelse(p2movetype = A,3+(var(59)*13),9+(var(59)*90))] trigger1 = P2StateType != L trigger2 = var(58) = [0,7+(var(59)*7)] trigger2 = p2stateno != [120,159] trigger2 = p2statetype != L trigger2 = p2movetype = H trigger3 = p2movetype = I trigger3 = p2statetype != L trigger3 = enemynear,ctrl = 0 trigger3 = ctrl trigger3 = var(58) = [0,7+(var(59)*7)] [State -1,弱キック (近距離)] type = ChangeState value = 260 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = p2bodydist x < 5 triggerall = statetype = S trigger1 = p2bodydist x = [-5,5] trigger1 = random = [300,ifelse(p2movetype = A,303+(var(59)*11),309+(var(59)*40))] trigger1 = p2statetype != L trigger1 = ctrl = 1 trigger2 = var(58) = [22,22+(var(59)*11)] trigger2 = p2stateno != [120,159] trigger2 = p2statetype != L trigger2 = p2movetype = H trigger2 = ctrl = 1 trigger3 = stateno = [200,210] trigger3 = movecontact trigger3 = var(58) = [0,74+(var(59)*10)] trigger4 = p2movetype = I trigger4 = p2statetype != L trigger4 = enemynear,ctrl = 0 trigger4 = ctrl trigger4 = var(58) = [22,22+(var(59)*11)] [State -1,弱キック] type = ChangeState value = 250 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = statetype = S trigger1 = stateno = [200,210] trigger1 = movecontact trigger1 = var(58) = [0,74+(var(59)*10)] trigger1 = p2bodydist x <= 12 [State -1,強パンチ (近距離)] type = ChangeState value = 230 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = p2bodydist x < 15 trigger1 = stateno = 500 && movecontact trigger1 = var(58) = [0,74+(var(59)*10)] [State -1,強パンチ] type = ChangeState value = 220 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = p2bodydist x < 55 trigger1 = statetype = S trigger1 = ctrl = 1 trigger1 = random = [900,905+(var(59)*7)] trigger2 = stateno = [250,260] trigger2 = movecontact trigger2 = prevstateno = [200,210] trigger2 = var(58) = [0,74+(var(59)*10)] trigger3 = stateno = [200,210] trigger3 = movecontact trigger3 = var(58) = [0,74+(var(59)*10)] trigger3 = p2bodydist x > 12 [State -1,強キック (近距離)] type = ChangeState value = 280 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = p2bodydist x < 25 trigger1 = stateno = 260 trigger1 = movecontact trigger1 = var(58) = [0,ifelse(MoveHit,ifelse(PrevStateNo=210,74+(var(59)*10),64+(var(59)*5)),54-(var(59)*10))] trigger2 = stateno = 230 && prevstateno = 500 trigger2 = movecontact trigger2 = var(58) = [0,ifelse(MoveHit,74+(var(59)*10),44-(var(59)*10))] [State -1,強キック] type = ChangeState value = 270 triggerall = roundstate = 2 triggerall = var(59) = [1,2] trigger1 = stateno = 220 && movecontact trigger1 = (prevstateno = [200,210]) || (prevstateno = [250,260]) trigger1 = var(58) = [0,74+(var(59)*10)] trigger1 = p2bodydist X < 30 trigger2 = stateno = 220 && movecontact trigger2 = prevstateno != [250,260] trigger2 = var(58) = [50,69+(var(59)*5)] ;============================しゃがみ========================================= [State -1,しゃがみ弱キック] type = ChangeState value = 420 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = statetype != A triggerall = p2bodydist x < 33 trigger1 = random = [600,ifelse(p2movetype = A,630+(var(59)*15),609+(var(59)*70))] trigger1 = p2statetype != L && P2StateType != A trigger1 = p2movetype != A trigger1 = ctrl trigger2 = p2stateno != [120,159] trigger2 = p2statetype != L && p2statetype != A trigger2 = p2movetype = H trigger2 = ctrl trigger2 = var(58) = [50,79+(var(59)*5)] trigger3 = p2movetype = I trigger3 = p2statetype != L && p2statetype != A trigger3 = enemynear,ctrl = 0 trigger3 = ctrl trigger3 = var(58) = [50,79+(var(59)*5)] [State -1,しゃがみ強パンチ] type = ChangeState value = 400 triggerall = roundstate = 2 triggerall = var(59) = [1,2] trigger1 = p2bodydist x < 32 trigger1 = (stateno = [410,420]) && movecontact trigger1 = var(58) = [0,74+(var(59)*10)] trigger2 = stateno = 8000 trigger2 = NumTarget trigger2 = Target,Vel Y > 0 trigger2 = (-P2BodyDist Y)/(Target,Vel Y) < 22 trigger2 = P2BodyDist X < 0 trigger2 = var(58) = [10*(((-P2BodyDist Y)/(Target,Vel Y))-12),99] [State -1,しゃがみ強キック] type = ChangeState value = 450 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = statetype != A trigger1 = stateno = 400 trigger1 = movecontact trigger1 = var(58) = [40,79+(var(59)*5)] trigger1 = p2statetype != A trigger2 = p2bodydist x = [34,70] trigger2 = random = [600,605+(var(59)*17)] trigger2 = p2statetype != L trigger2 = p2movetype != A trigger2 = ctrl trigger3 = stateno = 230 && prevstateno = 500 trigger3 = MoveGuarded trigger3 = var(58) = [60,69] trigger4 = p2bodydist x >= 32 trigger4 = (stateno = [410,420]) && movecontact trigger4 = var(58) = [0,69+(var(59)*10)] ;============================空中技========================================= [State -1,ジャンプ弱パンチ] type = ChangeState value = 610 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = stateno != 105 trigger1 = statetype = A && vel x != 0 trigger1 = stateno = 8050 trigger1 = pos y < -50 [State -1,ジャンプ弱キック] type = ChangeState value = ifelse(vel x = 0,635,630) triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = statetype = A triggerall = stateno != 105 trigger1 = stateno = 610 trigger1 = movecontact trigger1 = var(58) = [0,87+(var(59)*5)] trigger2 = ctrl trigger2 = P2StateType = A trigger2 = P2BodyDist X = [-5,25] trigger2 = P2BodyDist Y = [-15,15] trigger2 = var(58) = [0,66] [State -1,ジャンプ強パンチ] type = ChangeState value = 620 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = statetype = A triggerall = stateno != 105 trigger1 = ctrl = 1 trigger1 = pos Y > -90 && vel Y > 0 trigger1 = var(58) = [0,39] trigger2 = stateno = [630,635] trigger2 = movecontact trigger2 = var(58) = [0,ifelse(MoveHit,64+(var(59)*10),59-(var(59)*10))] [State -1,ジャンプ強キック] type = ChangeState value = ifelse(vel x = 0,640,650) triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = statetype = A triggerall = stateno != 105 trigger1 = ctrl = 1 trigger1 = pos Y > -100 && vel Y > 0 trigger1 = var(58) = [40,79] trigger2 = stateno = 620 trigger2 = PrevStateNo = [630,635] trigger2 = movecontact trigger2 = var(58) = [0,ifelse(MoveHit,69+(var(59)*10),59-(var(59)*10))] ;=======================ダッシュ攻撃======================================== [State -1,ダッシュ強パンチ (ダッシュ中)] type = ChangeState value = 511 triggerall = stateno = 101 triggerall = var(59) = [1,2] trigger1 = p2bodydist x = [140,190] trigger1 = p2statetype != L trigger1 = var(58) = [80,89] [State -1,ダッシュ弱パンチ (ダッシュ中)] type = ChangeState value = 500 triggerall = stateno = 101 triggerall = var(59) = [1,2] trigger1 = p2bodydist x < 50 trigger1 = p2statetype != L trigger1 = var(58) = [0,46] [State -1,ダッシュ弱キック (スライディングキック)] type = ChangeState value = 550 triggerall = stateno = 101 triggerall = var(59) = [1,2] trigger1 = p2bodydist x = [80,100] trigger1 = var(58) = [85,94] trigger1 = p2statetype != L trigger2 = P2StateType = L && p2stateno != 5120 trigger2 = P2BodyDist X < 100 ;============================特殊技========================================= [State -1, ジャンプ開始] type = ChangeState value = 40 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = p2bodydist X > 160 triggerall = statetype = S triggerall = Random < p2bodydist X triggerall = ctrl trigger1 = p2statetype = L trigger2 = enemy, numproj >= 1 [State -1, 前にジャンプ] type = VarSet triggerall = var(59) = [1,2] triggerall = Random < (p2bodydist X) * 4 trigger1 = stateno = 40 sysvar(1) = 1 [State -1, ダッシュ] type = ChangeState value = 100 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemy,Numproj= 0 trigger1 = p2bodydist X > 45 trigger1 = p2statetype != L && p2movetype != A trigger1 = ctrl trigger1 = Random = [400,400+(p2bodydist X*0.2)] trigger2 = stateno = 8100 trigger2 = Life >= 225 trigger2 = time > 5 trigger2 = p2bodydist X < 180 trigger2 = var(58) = [70,99] trigger3 = stateno = 8200 trigger3 = var(58) = [0,statetime*10] [State -1, 空中ダッシュ] type = ChangeState value = 110 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = p2bodydist X > 100 && vel Y = 0 trigger1 = var(58) = [10,13] [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl triggerall = BackEdgeBodyDist > 30 trigger1 = p2stateno = 5120 trigger1 = var(58) = [0,ifelse(life>225,24,33)] trigger2 = P2BodyDist X > 30 trigger2 = Life < 225 trigger2 = var(58) = [0,17] trigger3 = stateno = 8100 trigger3 = Life < 225 trigger3 = time > 5 trigger3 = p2bodydist X <= 180 trigger3 = var(58) = [0,33] trigger4 = (stateno = 106) || (stateno = 360) trigger4 = (Life < 225) && (p2bodydist X <= 165) trigger4 = AnimTime = 0 trigger4 = var(58) = [0,33] [State -1,高速移動 (後方)] type = ChangeState value = 360 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = BackEdgeBodyDist > 30 trigger1 = ctrl trigger1 = Var(58) = 15 trigger2 = ctrl trigger2 = p2stateno = 5120 trigger2 = var(58) = [50,ifelse(life>225,74,83)] trigger3 = ctrl trigger3 = P2BodyDist X > 30 trigger3 = Life < 225 trigger3 = var(58) = [20,37] trigger4 = stateno = 8100 trigger4 = Life < 225 trigger4 = time > 5 trigger4 = p2bodydist X <= 180 trigger4 = var(58) = [50,83] trigger5 = (stateno = 106) || (stateno = 360) trigger5 = (Life < 225) && (p2bodydist X <= 165) trigger5 = AnimTime = 0 trigger5 = var(58) = [50,83] trigger6 = stateno = 101 trigger6 = P2StateType = L && p2stateno = 5120 trigger6 = P2BodyDist X < 100 trigger6 = var(58) = [50,74] [State -1,高速移動 (前方)] type = ChangeState value = 361 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = Var(58) = 16 trigger2 = ctrl trigger2 = enemy,Numproj > 0 trigger2 = var(58) = [25,49] trigger3 = ctrl trigger3 = BackEdgeBodyDist <= 30 trigger3 = P2BodyDist X <= 50 trigger3 = var(58) = [0,11] trigger4 = stateno = 101 trigger4 = P2StateType = L && p2stateno = 5120 trigger4 = P2BodyDist X < 60 trigger4 = var(58) = [0,24] trigger5 = stateno = 101 trigger5 = P2BodyDist X < 50 trigger5 = P2StateType != L trigger5 = var(58) = [47,79] [State -1,きたねぇ花火(カウンター)] type = ChangeState value = 305 triggerall = var(59) = [1,2] triggerall = stateno = [150,153] triggerall = power >= 1000 trigger1 = power >= 1500 trigger1 = power < 2800 trigger1 = random = [500,500+(var(59)*2)] trigger2 = power >= 1500 trigger2 = BackEdgeBodyDist <= 30 trigger2 = random = [0,1+(var(59)*3)] trigger3 = p2life/((Enemy,Const(data.defence))*.01) < 140*((Const(data.attack))*.01) trigger3 = random = [300,374-(P2Life*.5)] [State -1,挑発] type = ChangeState value = 195 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = Vel X = 0 triggerall = stateno != 195 triggerall = statetype != A triggerall = Life > 250 triggerall = enemy,Numproj= 0 trigger1 = ctrl trigger1 = p2bodydist X > 200 trigger1 = Life-P2Life > 250 trigger1 = Random = [777,777+((Life-P2Life)*(.045-(var(59)*.15)))] trigger2 = stateno = 512 trigger2 = Animtime = 0 trigger2 = p2stateno = [5030,5110] trigger2 = p2bodydist X > 80 trigger2 = Life-P2Life > 225 trigger2 = var(58) = [0,5-var(59)+(Life-P2Life)*.1] trigger3 = stateno = 1600 && MoveHit trigger3 = Animtime = 0 trigger3 = p2bodydist X > 145 trigger3 = Life-P2Life > 225 trigger3 = var(58) = [0,11-(var(59)*4)+(Life-P2Life)*.1] trigger4 = stateno = 1750 trigger4 = Animtime = 0 trigger4 = FrontEdgeDist > 160 trigger4 = Life-P2Life > 225 trigger4 = var(58) = [0,15-(var(59)*6)+(Life-P2Life)*.1] trigger5 = stateno = 1005 || stateno = 2000 trigger5 = AnimTime = 0 trigger5 = p2bodydist X > 145 trigger5 = P2Movetype = H && P2Stateno != [120,152] trigger5 = var(58) = [0,15-(var(59)*6)+(Life-P2Life)*.1] [State -1,気力溜め] type = ChangeState value = 1900 triggerall = var(59) = [1,2] triggerall = roundstate = 2 triggerall = statetype != A triggerall = Power < 3000 triggerall = ctrl = 1 triggerall = enemy,Numproj= 0 trigger1 = p2bodydist X > 35 trigger1 = p2statetype = L trigger1 = Life > 250 trigger1 = Var(58) = [50,52] trigger2 = p2bodydist X > 150 trigger2 = Var(58) = [50,79] trigger3 = Power < 1500 trigger3 = Life > 250 trigger3 = p2bodydist X = [100,149] trigger3 = Var(58) = [50,69] [State -1, 気力溜め中止] type = ChangeState value = 1901 triggerall = var(59) = [1,2] triggerall = stateno = 1900 trigger1 = p2bodydist X < 85 trigger1 = p2statetype != L || P2StateNo = 5120 trigger2 = enemy,Numproj > 0 trigger3 = p2movetype = A trigger3 = Var(58) = [0,84] trigger4 = p2bodydist X < 120 trigger4 = Vel X > 0 trigger5 = random < statetime/10 trigger6 = roundstate != 2 trigger7 = inguarddist trigger7 = Var(58) = [0,89] trigger8 = Life < 250 && Power > 1250 trigger8 = random < statetime [State -1, ガード2] type = ChangeState value = 120 triggerall = var(59) = [1,2] triggerall = alive = 1 triggerall = inguarddist trigger1 = ctrl trigger1 = var(58) = [80-(var(59)*20),99] [State -1, CPU用オートターン] type = Turn triggerall = roundstate = 2 triggerall = var(59) = [1,2] trigger1 = P2BodyDist X < -200 trigger1 = statetype != A trigger1 = stateno = [200,440] trigger1 = Time = 1 [State -1, 地上受身] type = ChangeState value = 5200 triggerall = stateno = 5050 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = vel Y > 0 triggerall = alive triggerall = canrecover triggerall = pos Y < ifelse((anim = [5051,5059])||(anim = [5061,5069]), 0, 25) triggerall = pos Y >= -20 trigger1 = Random < 50 trigger2 = var(58) = [20,39] trigger2 = enemy,hitdefattr = SC, AA, AT, AP [State -1, 空中受身] type = ChangeState value = 5210 triggerall = stateno = 5050 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = vel Y > -1 triggerall = alive triggerall = canrecover triggerall = pos Y = [-120,-20) trigger1 = Random < 30 trigger2 = P2BodyDist X = [-90,90] trigger2 = var(58) = [30,39] trigger2 = enemy,hitdefattr = SA, AA, AT, AP ;=============================AIスイッチ======================================== [State -1, AI起動用ヘルパー] type=helper triggerall = !NumHelper(9741) triggerall = roundstate=2 && alive triggerall = var(59) = 0 triggerall = ctrl && stateno=0 trigger1 = (PrevStateNo=[191,194]) || PrevStateNo=196 trigger2 = PrevStateNo=5900 helpertype=normal name="AI switch" stateno=9741 ID=9741 pos=9999,9999 keyctrl=1 pausemovetime=2147483647 supermovetime=2147483647 persistent = 0 [State -1, AIhelper] type=changestate trigger1= ishelper(9741) trigger1= stateno!=9741 value=9741 [State -1, Random_AIvar] type = VarRandom trigger1 = stateno != [120,155] trigger1 = Time = 1 trigger2 = stateno = [0,99] trigger2 = statetime = 10 v = 58 range = 0,99 [State -1, AI Level] type = VarSet triggerall = !var(59) triggerall=RoundState = 2 trigger1 = (command="cpu1")||(command="cpu2") trigger2 = (command="cpu3")||(command="cpu4") trigger3 = (command="cpu5")||(command="cpu6") trigger4 = (command="cpu7")||(command="cpu8") trigger5 = (command="cpu9")||(command="cpu10") trigger6 = (command="cpu11")||(command="cpu12") trigger7 = (command="cpu13")||(command="cpu14") trigger8 = (command="cpu15")||(command="cpu16") trigger9 = (command="cpu17")||(command="cpu18") trigger10 = (command="cpu19")||(command="cpu20") trigger11 = (command="cpu21")||(command="cpu22") trigger12 = (command="cpu23")||(command="cpu24") trigger13 = (command="cpu25")||(command="cpu26") trigger14 = (command="cpu27")||(command="cpu28") trigger15 = (command="cpu29")||(command="cpu30") trigger16 = NumHelper(9741) trigger16 = Helper(9741),var(59) var(59) = 1 ; AI Level 0-2 ;0 = AIなし ;1 = Normal ;2 = Hard
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