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Command List — Vega_SS.zip ← Back to Overview

;------------------------------------------------------------------------------ ;-| ボタンリマップ(ボタンコンフィグ)|---------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;------------------------------------------------------------------------------ ;-| デフォルト設定 |----------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;------------------------------------------------------------------------------ ;-| AIコマンド |--------------------------------------------------------------- ;判定用[Command] [Command] name = "F" command = $F time = 1 [Command] name = "B" command = $B time = 1 [Command] name = "U" command = $U time = 1 [Command] name = "D" command = $D time = 1 ;人操作フラグ用[Command]:ラベルは同一で問題ない。 [Command] name = "AI" command = a time = 1 [Command] name = "AI" command = b time = 1 [Command] name = "AI" command = c time = 1 [Command] name = "AI" command = x time = 1 [Command] name = "AI" command = y time = 1 [Command] name = "AI" command = z time = 1 [Command] name = "AI" command = s time = 1 [Command] name = "AI" command = $F time = 1 [Command] name = "AI" command = $B time = 1 [Command] name = "AI" command = $U time = 1 [Command] name = "AI" command = $D time = 1 ;AI判定用[Command]:ラベルは同一で問題ない。 [Command] name = "/command" command = /a time = 1 [Command] name = "/command" command = /b time = 1 [Command] name = "/command" command = /c time = 1 [Command] name = "/command" command = /x time = 1 [Command] name = "/command" command = /y time = 1 [Command] name = "/command" command = /z time = 1 [Command] name = "/command" command = /s time = 1 [Command] name = "/command" command = /$F time = 1 [Command] name = "/command" command = /$B time = 1 [Command] name = "/command" command = /$U time = 1 [Command] name = "/command" command = /$D time = 1 ;------------------------------------------------------------------------------ ;-| TagTeamSystem |------------------------------------------------------------ [Command] name = "交代" command = z time = 1 [Command] name = "アシスト" command = c time = 1 [Command] name = "ディレイドハイパーコンボ" command = c+z time = 1 ;------------------------------------------------------------------------------ ;-| CLIMAX超必殺技 |----------------------------------------------------------- [Command] name = "ファイナルサイコクラッシャー" command = ~D, DF, F, D, B, y+b time = 30 [Command] name = "ファイナルサイコクラッシャー" command = ~D, DF, F, DF, B, y+b time = 30 [Command] name = "ファイナルサイコクラッシャー タメ" command = ~30$B, $F, $B, $F, y+b time = 30 ;------------------------------------------------------------------------------ ;-| MAX超必殺技 |-------------------------------------------------------------- [Command] name = "MAXハートブレイクディスピアー" command = ~D, DF, F, D, B, x+y time = 30 [Command] name = "MAXハートブレイクディスピアー" command = ~D, DF, F, DF, B, x+y time = 30 [Command] name = "MAXハートブレイクディスピアー タメ" command = ~30$B, $F, $B, $F, x+y time = 30 [Command] name = "MAXニープレスナイトメア" command = ~D, DF, F, D, DF, F, a+b time = 30 [Command] name = "MAXニープレスナイトメア タメ" command = ~30$B, $F, $B, $F, a+b time = 30 ;------------------------------------------------------------------------------ ;-| 超必殺技 |----------------------------------------------------------------- [Command] name = "ハートブレイクディスピアー 弱" command = ~D, DF, F, D, B, x time = 30 [Command] name = "ハートブレイクディスピアー 弱" command = ~D, DF, F, DF, B, x time = 30 [Command] name = "ハートブレイクディスピアー 弱 タメ" command = ~30$B, $F, $B, $F, x time = 30 [Command] name = "ハートブレイクディスピアー 強" command = ~D, DF, F, D, B, y time = 30 [Command] name = "ハートブレイクディスピアー 強" command = ~D, DF, F, DF, B, y time = 30 [Command] name = "ハートブレイクディスピアー 強 タメ" command = ~30$B, $F, $B, $F, y time = 30 [Command] name = "ニープレスナイトメア 弱" command = ~D, DF, F, D, DF, F, a time = 30 [Command] name = "ニープレスナイトメア 弱 タメ" command = ~30$B, $F, $B, F, a time = 30 [Command] name = "ニープレスナイトメア 強" command = ~D, DF, F, D, DF, F, b time = 30 [Command] name = "ニープレスナイトメア 強 タメ" command = ~30$B, $F, $B, F, b time = 30 ;------------------------------------------------------------------------------ ;-| EX必殺技 |----------------------------------------------------------------- [Command] name = "EXサイコクラッシャー" command = ~30$B, $F, x+y time = 15 [Command] name = "EXダブルニープレス" command = ~30$B, $F, a+b time = 15 [Command] name = "EXデビルリバース" command = ~30$D, $U, x+y time = 15 [Command] name = "EXヘッドプレス" command = ~30$D, $U, a+b time = 15 [Command] name = "EXサイコインパクト" command = ~F, D, DF, x+y time = 15 [Command] name = "EXサイコインパクト" command = ~F, D, F, x+y time = 15 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "サイコクラッシャー 弱" command = ~30$B, $F, x time = 15 [Command] name = "サイコクラッシャー 強" command = ~30$B, $F, y time = 15 [Command] name = "ダブルニープレス 弱" command = ~30$B, $F, a time = 15 [Command] name = "ダブルニープレス 強" command = ~30$B, $F, b time = 15 [Command] name = "ヘッドプレス 弱" command = ~30$D, $U, a time = 15 [Command] name = "ヘッドプレス 強" command = ~30$D, $U, b time = 15 [Command] name = "デビルリバース" command = ~30$D, $U, x time = 15 [Command] name = "デビルリバース" command = ~30$D, $U, y time = 15 [Command] name = "デビルリバース 弱" command = ~30$D, UB, x time = 15 [Command] name = "デビルリバース 弱" command = ~30$D, UB, y time = 15 [Command] name = "デビルリバース 中" command = ~30$D, U, x time = 15 [Command] name = "デビルリバース 中" command = ~30$D, U, y time = 15 [Command] name = "デビルリバース 強" command = ~30$D, UF, x time = 15 [Command] name = "デビルリバース 強" command = ~30$D, UF, y time = 15 [Command] name = "ベガワープ・前方 弱" command = ~F, D, DF, a time = 15 [Command] name = "ベガワープ・前方 弱" command = ~F, D, DF, a time = 15 [Command] name = "ベガワープ・前方 強" command = ~F, D, DF, b time = 15 [Command] name = "ベガワープ・前方 強" command = ~F, D, F, b time = 15 [Command] name = "ベガワープ・後方 弱" command = ~B, D, DB, a time = 15 [Command] name = "ベガワープ・後方 弱" command = ~B, D, DB, a time = 15 [Command] name = "ベガワープ・後方 強" command = ~B, D, DB, b time = 15 [Command] name = "ベガワープ・後方 強" command = ~B, D, B, b time = 15 [Command] name = "サイコインパクト 弱" command = ~F, D, DF, x time = 15 [Command] name = "サイコインパクト 弱" command = ~F, D, F, x time = 15 [Command] name = "サイコインパクト 強" command = ~F, D, DF, y time = 15 [Command] name = "サイコインパクト 強" command = ~F, D, F, y time = 15 ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" command = x+a time = 1 [Command] name = "同時押し" command = a+b time = 1 [Command] name = "同時押し" command = a+c time = 1 [Command] name = "同時押し" command = a+x time = 1 [Command] name = "同時押し" command = a+y time = 1 [Command] name = "同時押し" command = a+z time = 1 [Command] name = "同時押し" command = b+c time = 1 [Command] name = "同時押し" command = b+x time = 1 [Command] name = "同時押し" command = b+y time = 1 [Command] name = "同時押し" command = b+z time = 1 [Command] name = "同時押し" command = c+x time = 1 [Command] name = "同時押し" command = c+y time = 1 [Command] name = "同時押し" command = c+z time = 1 [Command] name = "同時押し" command = x+y time = 1 [Command] name = "同時押し" command = x+z time = 1 [Command] name = "同時押し" command = y+z time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holds" command = /s time = 1 [Command] name = "1ボタン" command = a time = 1 [Command] name = "1ボタン" command = b time = 1 [Command] name = "1ボタン" command = c time = 1 [Command] name = "1ボタン" command = x time = 1 [Command] name = "1ボタン" command = y time = 1 [Command] name = "1ボタン" command = z time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー |----------------------------------------------------------------- [Command] name = "fwd" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "DU" command = $D, $U time = 12 [Command] name = "highjump" command = $D, $U time = 12 ;------------------------------------------------------------------------------ [Statedef -1] ;--- 特殊技 --- [State -1, Channel Var] type = varset triggerall = !ishelper trigger1 = var(10) = 1 v = 10 value = 0 [State -1, Chancel Var] type = varset triggerall = !ishelper trigger1 = stateno = 200 && animelemtime(2) > 0 && animelemtime(3) < 0 trigger2 = stateno = 205 && animelemtime(2) > 0 && animelemtime(3) < 0 trigger3 = stateno = 215 && animelemtime(5) > 0 && animelemtime(6) < 0 trigger4 = stateno = 235 && animelemtime(4) > 0 && animelemtime(5) < 0 trigger5 = stateno = 245 && animelemtime(4) > 0 && animelemtime(5) < 0 trigger6 = stateno = 400 && animelemtime(2) > 0 && animelemtime(3) < 0 trigger7 = stateno = 410 && animelemtime(5) > 0 && animelemtime(10) < 0 trigger8 = stateno = 430 && animelemtime(3) > 0 && animelemtime(4) < 0 v = 10 value = 1 ignorehitpause = 1 ;--- 必殺技 --- [State -1, Channel Var] type = varset triggerall = !ishelper trigger1 = var(11) = 1 v = 11 value = 0 [State -1, Chancel Var] type = varset triggerall = !ishelper trigger1 = stateno = 200 && animelemtime(2) > 0 && animelemtime(3) < 0 trigger2 = stateno = 205 && animelemtime(2) > 0 && animelemtime(3) < 0 trigger3 = stateno = 215 && animelemtime(5) > 0 && animelemtime(6) < 0 trigger4 = stateno = 235 && animelemtime(4) > 0 && animelemtime(5) < 0 trigger5 = stateno = 245 && animelemtime(4) > 0 && animelemtime(5) < 0 trigger6 = stateno = 250 && animelemtime(6) > 0 && animelemtime(7) < 0 trigger7 = stateno = 300 && animelemtime(6) > 0 && animelemtime(7) < 0 && var(1) = 1 trigger8 = stateno = 400 && animelemtime(2) > 0 && animelemtime(3) < 0 trigger9 = stateno = 410 && animelemtime(5) > 0 && animelemtime(10) < 0 trigger10 = stateno = 430 && animelemtime(3) > 0 && animelemtime(4) < 0 v = 11 value = 1 ignorehitpause = 1 ;--- スーパーキャンセル --- [State -1, Channel Var] type = varset triggerall = !ishelper trigger1 = var(12) = 1 v = 12 value = 0 [State -1, Chancel Var] type = varset triggerall = !ishelper trigger1 = stateno = 1000 && animelemtime(5) > 0 && movecontact trigger2 = stateno = 1050 && animelemtime(5) > 0 && movecontact trigger3 = stateno = 1100 && animelemtime(7) > 0 && movecontact trigger4 = stateno = 1150 && animelemtime(7) > 0 && movecontact trigger5 = stateno = 1500 && animelemtime(5) > 0 && animelemtime(8) < 0 && movecontact trigger6 = stateno = 1500 && animelemtime(14) > 0 && animelemtime(15) < 0 && movecontact trigger7 = stateno = 1550 && animelemtime(5) > 0 && animelemtime(8) < 0 && movecontact trigger8 = stateno = 1550 && animelemtime(14) > 0 && animelemtime(15) < 0 && movecontact v = 12 value = 1 ignorehitpause = 1 ;--- MUGENオート禁止 --- [State -1, NoWalk] type = assertspecial trigger1 = 1 flag = nowalk flag2 = noautoturn [State -1, NoAutoGuard] type = assertspecial trigger1 = 1 flag = nostandguard flag2 = nocrouchguard flag3 = noairguard ;============================================================================== ; CLIMAX超必殺技 ;============================================================================== ;------------------------------------------------------------------------------ ;ファイナルサイコクラッシャー [State -1, Final Psycho Crusher] type = changestate value = 4000 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(28) > 0 triggerall = statetype != A triggerall = power >= 3000 || (fvar(2) && power >= 2000) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 trigger3 = var(12) = 1 && (power >= 4000 || (fvar(2) && power >= 3000)) ;============================================================================== ; MAX超必殺技 ;============================================================================== ;------------------------------------------------------------------------------ ;MAXニープレスナイトメア [State -1, MAX Knee Press Nightmare] type = changestate value = 3150 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(27) > 0 triggerall = statetype != A triggerall = power >= 2000 || (fvar(2) && power >= 1000) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 trigger3 = var(12) = 1 && (power >= 3000 || (fvar(2) && power >= 2000)) ;MAXハートブレイクディスピアー [State -1, MAX Heart Break Despair] type = changestate value = 3050 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(24) > 0 triggerall = statetype != A triggerall = power >= 2000 || (fvar(2) && power >= 1000) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 trigger3 = var(12) = 1 && (power >= 3000 || (fvar(2) && power >= 2000)) ;============================================================================== ; 超必殺技 ;============================================================================== ;------------------------------------------------------------------------------ ;ニープレスナイトメア [State -1, Knee Press Nightmare] type = changestate value = 3100 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(25) > 0 || helper(9999),var(26) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 trigger3 = var(12) = 1 && (power >= 2000 || (fvar(2) && power >= 1000)) ;メガ・サイコクラッシャー [State -1, Mega Psycho Crusher] type = changestate value = 3200 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(22) > 0 || helper(9999),var(23) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) triggerall = var(49) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 trigger3 = var(12) = 1 && (power >= 2000 || (fvar(2) && power >= 1000)) ;ハートブレイクディスピアー [State -1, Heart Break Despair] type = changestate value = 3000 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(22) > 0 || helper(9999),var(23) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) triggerall = var(49) = 0 trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 trigger3 = var(12) = 1 && (power >= 2000 || (fvar(2) && power >= 1000)) ;============================================================================== ; EX必殺技 ;============================================================================== ;------------------------------------------------------------------------------ ;EXヘッドプレス [State -1, EX Head Press] type = changestate value = 1350 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(14) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) trigger1 = ctrl || stateno = 40 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;EXデビルリバース [State -1, EX Devil Reverse] type = changestate value = 1250 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(11) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) trigger1 = ctrl || stateno = 40 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;EXサイコインパクト [State -1, EX Psycho Impact] type = changestate value = 1550 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(21) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;EXダブルニープレス [State -1, EX Somersault Kick] type = changestate value = 1150 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(7) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;EXサイコクラッシャー [State -1, EX Psycho Crasher] type = changestate value = 1050 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(4) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) triggerall = var(49) = 0 trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;EXサイコショット [State -1, EX Psycho Shot] type = changestate value = 1650 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(4) > 0 triggerall = statetype != A triggerall = power >= 1000 || fvar(2) triggerall = var(20) = 0 triggerall = var(49) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;============================================================================== ; 必殺技 ;============================================================================== ;------------------------------------------------------------------------------ ;ヘッドプレス [State -1, Head Press] type = changestate value = 1300 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(12) > 0 || helper(9999),var(13) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 40 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;デビルリバース [State -1, Devil Reverse] type = changestate value = 1200 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(8) > 0 || helper(9999),var(9) > 0 || helper(9999),var(10) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 40 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;ベガワープ [State -1, Vega Warp] type = changestate value = 1400 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(15) > 0 || helper(9999),var(16) > 0 || helper(9999),var(17) > 0 || helper(9999),var(18) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;サイコインパクト [State -1, Psycho Impact] type = changestate value = 1500 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(19) > 0 || helper(9999),var(20) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;ダブルニープレス [State -1, Double Knee Press] type = changestate value = 1100 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(5) > 0 || helper(9999),var(6) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;サイコクラッシャー [State -1, Psycho Crusher] type = changestate value = 1000 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(2) > 0 || helper(9999),var(3) > 0 triggerall = statetype != A triggerall = var(49) = 0 trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;サイコショット [State -1, Psycho Shot] type = changestate value = 1600 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(2) > 0 || helper(9999),var(3) > 0 triggerall = statetype != A triggerall = var(20) = 0 triggerall = var(49) trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;============================================================================== ; 特殊システム ;============================================================================== ;------------------------------------------------------------------------------ ;パワーMAX発動 [State -1, Power Max] type = null;changestate value = 730 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(25) > 0 triggerall = fvar(2) = 0 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;ガードキャンセルふっとばし攻撃 [State -1, GC Blow Off] type = changestate value = 260 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(24) > 0 triggerall = power >= 1000 || fvar(2) triggerall = statetype != A trigger1 = stateno = 150 || stateno = 152 trigger1 = hitshakeover ;ガードキャンセル緊急回避 [State -1, GC Evasion] type = changestate value = 710 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(22) > 0 || helper(9999),fvar(23) > 0 triggerall = power >= 1000 || fvar(2) triggerall = statetype != A trigger1 = stateno = 150 || stateno = 152 trigger1 = hitshakeover ;空中ふっとばし攻撃 [State -1, Air Blow Off] type = changestate value = 650 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(24) > 0 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;地上ふっとばし攻撃 [State -1, Stand Blow Off] type = changestate value = 250 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(24) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;緊急回避 [State -1, Evasion] type = changestate value = 700 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(22) > 0 || helper(9999),fvar(23) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ ;デスタワー [State -1, Throw] type = changestate value = 850 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(21) > 0 triggerall = p2bodydist x <= 10 triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = [120,139] ;デッドリースルー [State -1, Throw] type = changestate value = 800 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(20) > 0 triggerall = p2bodydist x <= 10 triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = [120,139] ;トルネーディアッパー [State -1, Tornado Upper] type = changestate value = 300 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),var(0) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = var(10) = 1 ;============================================================================== ; 通常技 ;============================================================================== ;------------------------------------------------------------------------------ ;斜め空中強キック [State -1, Air Hard Kick] type = changestate value = 645 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(10) > 0 || helper(9999),fvar(16) > 0 triggerall = vel x != 0 || sysvar(2) = 1 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;垂直空中強キック [State -1, Air Hard Kick] type = changestate value = 640 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(10) > 0 || helper(9999),fvar(16) > 0 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;斜め空中強パンチ [State -1, Air Hard Punch] type = changestate value = 615 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(9) > 0 || helper(9999),fvar(15) > 0 triggerall = vel x != 0 || sysvar(2) = 1 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;垂直空中強パンチ [State -1, Air Hard Punch] type = changestate value = 610 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(9) > 0 || helper(9999),fvar(15) > 0 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;斜め空中弱キック [State -1, Air Light Kick] type = changestate value = 635 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(8) > 0 || helper(9999),fvar(14) > 0 triggerall = vel x != 0 || sysvar(2) = 1 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;垂直空中弱キック [State -1, Air Light Kick] type = changestate value = 630 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(8) > 0 || helper(9999),fvar(14) > 0 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;斜め空中弱パンチ [State -1, Air Light Punch] type = changestate value = 605 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(7) > 0 || helper(9999),fvar(13) > 0 triggerall = vel x != 0 || sysvar(2) = 1 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;垂直空中弱パンチ [State -1, Air Light Punch] type = changestate value = 600 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(7) > 0 || helper(9999),fvar(13) > 0 triggerall = statetype = A trigger1 = ctrl || stateno = [120,139] ;しゃがみ強キック [State -1, Crouch Hard Kick] type = changestate value = 440 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(16) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;しゃがみ強パンチ [State -1, Crouch Hard Punch] type = changestate value = 410 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(15) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;しゃがみ弱キック [State -1, Crouch Light Kick] type = changestate value = 430 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(14) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = stateno = 200 && animelemtime(3) > 0 trigger3 = stateno = 205 && animelemtime(3) > 0 trigger4 = stateno = 400 && animelemtime(3) > 0 trigger5 = stateno = 430 && animelemtime(4) > 0 ;しゃがみ弱パンチ [State -1, Crouch Light Punch] type = changestate value = 400 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(13) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = stateno = 200 && animelemtime(3) > 0 trigger3 = stateno = 205 && animelemtime(3) > 0 trigger4 = stateno = 400 && animelemtime(3) > 0 trigger5 = stateno = 430 && animelemtime(4) > 0 ;近距離立ち強キック [State -1, Stand Hard Kick] type = changestate value = 245 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(10) > 0 triggerall = p2bodydist x < 50 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;遠距離立ち強キック [State -1, Stand Hard Kick] type = changestate value = 240 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(10) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;近距離立ち強パンチ [State -1, Stand Hard Punch] type = changestate value = 215 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(9) > 0 triggerall = p2bodydist x < 35 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;遠距離立ち強パンチ [State -1, Stand Hard Punch] type = changestate value = 210 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(9) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;近距離立ち弱キック [State -1, Stand Light Kick] type = changestate value = 235 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(8) > 0 triggerall = p2bodydist x < 30 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = stateno = 200 && animelemtime(3) > 0 trigger3 = stateno = 205 && animelemtime(3) > 0 trigger4 = stateno = 400 && animelemtime(3) > 0 trigger5 = stateno = 430 && animelemtime(4) > 0 ;遠距離立ち弱キック [State -1, Stand Light Kick] type = changestate value = 230 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(8) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = stateno = 200 && animelemtime(3) > 0 trigger3 = stateno = 205 && animelemtime(3) > 0 trigger4 = stateno = 400 && animelemtime(3) > 0 trigger5 = stateno = 430 && animelemtime(4) > 0 ;近距離立ち弱パンチ [State -1, Stand Light Punch] type = changestate value = 205 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(7) > 0 triggerall = p2bodydist x < 30 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = stateno = 200 && animelemtime(3) > 0 trigger3 = stateno = 205 && animelemtime(3) > 0 trigger4 = stateno = 400 && animelemtime(3) > 0 trigger5 = stateno = 430 && animelemtime(4) > 0 ;遠距離立ち弱パンチ [State -1, Stand Light Punch] type = changestate value = 200 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(7) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] trigger2 = stateno = 200 && animelemtime(3) > 0 trigger3 = stateno = 205 && animelemtime(3) > 0 trigger4 = stateno = 400 && animelemtime(3) > 0 trigger5 = stateno = 430 && animelemtime(4) > 0 ;============================================================================== ; 基本システム ;============================================================================== ;------------------------------------------------------------------------------ ;挑発 [State -1, Taunt] type = changestate value = 195 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(19) > 0 triggerall = statetype != A triggerall = stateno != 195 trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;ダッシュ [State -1, Dash] type = changestate value = 100 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = command = "FF" triggerall = statetype != A trigger1 = ctrl || stateno = [120,139] ;バックステップ [State -1, Back Step] type = changestate value = 105 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = command = "BB" triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;ジャンプ [State -3, Jump] type = changestate value = 40 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(2) > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || stateno = [120,139] ;ガード [State -1, Guard] type = changestate value = 120 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(0) <= 0 || stateno = 20 || stateno = 100 triggerall = helper(9999),fvar(1) > 0 triggerall = inguarddist triggerall = var(36) || statetype != A trigger1 = ctrl ;空中ガード [State -1, Air Guard] type = changestate value = 132 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(0) <= 0 && helper(9999),fvar(1) > 0 triggerall = statetype = A triggerall = !inguarddist triggerall = var(36) trigger1 = ctrl ;しゃがみガード [State -1, Crouch Guard] type = changestate value = 131 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(0) <= 0 && helper(9999),fvar(1) > 0 triggerall = helper(9999),fvar(3) > 0 triggerall = statetype != A triggerall = !inguarddist trigger1 = ctrl ;後ろ歩き&立ちガード [State -1, Walk&Guard] type = changestate value = 130 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(0) <= 0 && helper(9999),fvar(1) > 0 triggerall = helper(9999),fvar(3) <= 0 triggerall = statetype != A triggerall = !inguarddist trigger1 = ctrl ;前歩き [State -1, Walk] type = changestate value = 20 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = roundstate = 2 triggerall = helper(9999),fvar(0) > 0 && helper(9999),fvar(3) <= 0 triggerall = statetype != A trigger1 = ctrl || stateno = [120,139] ;============================================================================== ; AI ;============================================================================== ;--- AI起動用ヘルパー --- [State -1, Helper] type = helper trigger1 = !numhelper(20000) trigger1 = var(59) = 0 helpertype = normal name = "AI" stateno = 20000 ID = 20000 pos = 9999,9999 keyctrl = 1 pausemovetime = 2147483647 supermovetime = 2147483647 persistent = 0 [State -1, ChangeState] type = changestate trigger1 = ishelper(20000) trigger1 = stateno != 20000 value = 20000 [State -1, VarSet] type = varset trigger1 = !ishelper trigger1 = numhelper(20000) trigger1 = helper(20000),var(59) v = 59 value = helper(20000),var(59) ignorehitpause = 1 [State -1, VarSet] type = varset trigger1 = !ishelper trigger1 = var(50) trigger1 = var(59) <= 0 var(59) = 1 ignorehitpause = 1 ;--- 飛び道具確認ヘルパー --- [State -1, 飛び道具確認ヘルパー] Type = Helper ;triggerall = var(59) > 0 trigger1 =!NumHelper(21000) trigger1 =!ishelper HelperType = Normal Name = "TOBIDOUGU" StateNo = 21000 ID = 21000 Pos = 9999,9999 KeyCtrl = 0 persistent = 0 pausemovetime=2147483647 supermovetime=2147483647 [State -1, 飛び道具確認ヘルパー] Type = Helper ;triggerall = var(59) > 0 trigger1 =!NumHelper(21100) trigger1 =!ishelper HelperType = Normal Name = "TOBIDOUGU ITI A" StateNo = 21100 ID = 21100 Pos = 9999,9999 KeyCtrl = 0 persistent = 0 pausemovetime=2147483647 supermovetime=2147483647 [State -1, 飛び道具確認ヘルパー] Type = Helper ;triggerall = var(59) > 0 trigger1 =!NumHelper(21101) trigger1 =!ishelper HelperType = Normal Name = "TOBIDOUGU ITI B" StateNo = 21100 ID = 21101 Pos = 9999,9999 KeyCtrl = 0 persistent = 0 pausemovetime=2147483647 supermovetime=2147483647 ;--- 確率用変数 --- [State -3, VarSet] type = varset triggerall = !ishelper trigger1 = 1;var(59) v = 58 value = random ;--- 行動指定リセット --- [State -3, VarSet] type = varset triggerall = !ishelper trigger1 = var(55) trigger1 = p2movetype != H v = 55 value = 0 ;-------------------------< 割り込み >------------------------- ;--- 2ゲージ以上 --- ;MAXハートブレイクディスピアー [State -3, Heartbreak Despair MAX] type = changestate value = 3050 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*5 triggerall = var(59) = [0,124] triggerall = p2bodydist x = [0,90] triggerall = p2bodydist y = [-40,0] triggerall = enemynear,vel y >= 0 triggerall = p2movetype = A triggerall = (fvar(2) = 0 && power >= 2000) || (fvar(2) && power >= 1000) triggerall = statetype != A triggerall = movetype != H trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;ハートブレイクディスピアー 強 [State -3, Heartbreak Despair H] type = changestate value = 3000+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*5 triggerall = var(59) = [125,249] triggerall = p2bodydist x = [0,90] triggerall = p2bodydist y = 0 triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = (fvar(2) = 0 && power >= 2000) || (fvar(2) && power >= 1000) triggerall = statetype != A triggerall = movetype != H trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;--- 1ゲージ --- ;ハートブレイクディスピアー 強 [State -3, Heartbreak Despair H] type = changestate value = 3000+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*5 triggerall = var(59) = [0,249] triggerall = p2bodydist x = [0,90] triggerall = p2bodydist y = 0 triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = (fvar(2) = 0 && power >= 1000 && power < 2000) || (fvar(2) && power < 1000) triggerall = statetype != A triggerall = movetype != H trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;-------------------------< 遠距離攻撃潰し >------------------------- ;ファイナルサイコクラッシャー [State -3, Final Psycho Crusher] type = changestate value = 4000 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*10 triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = enemynear,ctrl = 0 triggerall = enemynear,animtime < -9+((enemynear,frontedgebodydist)/18) triggerall = (fvar(2) = 0 && power >= 3000) || (fvar(2) && power >= 2000) triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;EXサイコクラッシャー [State -3, EX Psycho Crusher] type = changestate value = 1050 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*5 triggerall = p2bodydist x = [120,300] triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = enemynear,ctrl = 0 triggerall = enemynear,vel x <= 0 triggerall = enemynear,animtime < -12+((p2bodydist x-80)/9) triggerall = power >= 1000 || fvar(2) triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;EXデビルリバース [State -3, EX Devil Reverse] type = changestate value = 1250 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*3 triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = enemynear,ctrl = 0 triggerall = enemynear,vel x = 0 triggerall = enemynear,animtime < -41 triggerall = power >= 1000 || fvar(2) triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;EXヘッドプレス [State -3, EX Head Press] type = changestate value = 1350 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*3 triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = enemynear,ctrl = 0 triggerall = enemynear,vel x = 0 triggerall = enemynear,animtime < -36 triggerall = power >= 1000 || fvar(2) triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;-------------------------< 緊急回避 >------------------------- ;ガードキャンセル前転 [State -1, GC Evasion] type = changestate value = 710+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(53)*30 triggerall = p2bodydist x = [30,130] triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = enemynear,animtime < -26 triggerall = enemynear,ctrl = 0 triggerall = power >= 1000 || fvar(2) triggerall = statetype != A trigger1 = stateno = 150 || stateno = 152 trigger1 = hitshakeover ;ベガワープ 弱 [State -1, Vega Warp L] type = changestate value = 1400+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*20 triggerall = p2bodydist x = [-10,130] triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = enemynear,animtime < -55 triggerall = inguarddist triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;ベガワープ 強 [State -1, Vega Warp L] type = changestate value = 1400+((var(1) := ifelse(enemynear,pos x*facing<=0,1,3))*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*15 triggerall = p2bodydist x = [-10,60] triggerall = p2statetype != L triggerall = p2movetype = A triggerall = inguarddist triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;前転 [State -1, Evasion] type = changestate value = 700+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*20 triggerall = p2bodydist x = [-10,110] triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = A triggerall = !(enemynear,hitdefattr = SCA,AT) triggerall = enemynear,animtime < -34 triggerall = inguarddist triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;後転 [State -1, Evasion] type = null;changestate value = 700+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*5 triggerall = p2bodydist x = [-10,80] triggerall = p2statetype = S || p2statetype = C triggerall = backedgebodydist > 40 triggerall = inguarddist triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;飛び道具回避 [State -1, Evasion] type = changestate value = 700+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(53)*20 triggerall = p2bodydist x >= 150 triggerall = inguarddist triggerall = statetype != A triggerall = (enemy,numhelper > 0 && (enemy,numhelper > helper(21000),var(1))) || enemy,numproj != 0 triggerall = helper(21100),var(0) = 1 || helper(21101),var(1) = 1 trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< 起き攻め >------------------------- ;サイコブロー [State -1, Psycho Blow] type = changestate value = 300 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*10 triggerall = !inguarddist triggerall = p2statetype = L triggerall = p2bodydist x = [-10,75] triggerall = statetype != A triggerall = enemynear,stateno = 5120 triggerall = enemynear,animtime = [-18,-15] trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;しゃがみ弱キック [State -1, Crouch Light Kick] type = changestate value = 430 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*50 triggerall = !inguarddist triggerall = p2statetype = L triggerall = p2bodydist x = [-10,55] triggerall = statetype != A triggerall = enemynear,stateno = 5120 triggerall = enemynear,animtime = [-5,-3] trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;小ジャンプ [State -3, Jump] type = changestate value = 40+((var(56) := 2)*(var(57) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(59)*10 triggerall = !inguarddist triggerall = p2statetype = L triggerall = p2stateno = 5110 triggerall = p2bodydist x = [-10,140] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< EXサイコインパクトヒット時 >------------------------- ;後退 [State -1, Walk Back] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = numtarget(1550) triggerall = p2movetype = H triggerall = p2statetype = A triggerall = p2bodydist x = [-20,30] triggerall = statetype != A trigger1 = ctrl || stateno = [120,139] v = 56 value = 21 ;-------------------------< EXサイコインパクトヒット時 3ゲージ >------------------------- ;ファイナルサイコクラッシャー [State -3, Final Psycho Crusher] type = changestate value = 4000 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [1,3] triggerall = var(57) >= 3 triggerall = numtarget(1550) triggerall = p2movetype = H triggerall = p2statetype = A triggerall = enemynear,vel y < 0 triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< EXサイコインパクトヒット時 2ゲージ >------------------------- ;--- Lv2,3 --- ;吹っ飛ばし攻撃→MAXニープレスナイトメア [State -3, Blow Off] type = changestate value = 250+((var(55) := 3100)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = var(57) = 2 triggerall = numtarget(1550) triggerall = p2movetype = H triggerall = p2statetype = A triggerall = p2bodydist x = [0,100] triggerall = p2bodydist y = [-85,-75] triggerall = enemynear,vel y > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;→MAX二―プレスナイトメア [State -3, MAX Knee Press Nightmare] type = changestate value = 3150 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = var(57) = 2 triggerall = stateno = 250 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = A triggerall = p2bodydist x = [-10,70] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< EXサイコインパクトヒット時 1ゲージ >------------------------- ;--- Lv2,3 --- ;吹っ飛ばし攻撃→ニープレスナイトメア [State -3, Blow Off] type = changestate value = 250+((var(55) := 3100)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = var(57) = 1 triggerall = numtarget(1550) triggerall = p2movetype = H triggerall = p2statetype = A triggerall = p2bodydist x = [0,100] triggerall = p2bodydist y = [-85,-75] triggerall = enemynear,vel y > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;→二―プレスナイトメア [State -3, Knee Press Nightmare] type = changestate value = 3100 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = var(57) = 1 triggerall = stateno = 250 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = A triggerall = p2bodydist x = [-10,70] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< EXサイコインパクトヒット時 ゲージなし >------------------------- ;サイコクラッシャー 強 [State -3, Psycho Crusher H] type = changestate value = 1000+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(57) = 0 triggerall = numtarget(1550) triggerall = p2movetype = H triggerall = p2statetype = A triggerall = p2bodydist x = [0,100] triggerall = p2bodydist y = [-85,-70] triggerall = enemynear,vel y > 0 triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< EXダブルニープレスヒット時 >------------------------- ;--- Lv2,3 --- ;近距離強パンチ [State -3, Stand Hard Panch] type = changestate value = 215 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = p2movetype = H && numtarget(1150) triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,35] triggerall = statetype != A trigger1 = ctrl || stateno = 0 || stateno = 30 || stateno = 100 || stateno = [120,139] ;しゃがみ弱キック [State -3, Crouch Light Kick] type = changestate value = 430 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = p2movetype = H && numtarget(1150) triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [35,50] triggerall = statetype != A trigger1 = ctrl || stateno = 0 || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< 弱攻撃ヒット時 動作指定 >------------------------- ;--- 3ゲージ以上 --- ;3消費 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 3000) || (fvar(2) && power >= 2000) trigger1 = 1 v = 57 value = 3 ;2消費 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 3000) || (fvar(2) && power >= 2000) trigger1 = p2life < 350 v = 57 value = 2 ;1消費 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 3000) || (fvar(2) && power >= 2000) trigger1 = p2life < 250 v = 57 value = 1 ;--- 2ゲージ --- [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 2000 && power < 3000) || (fvar(2) && power >= 1000 && power < 2000) trigger1 = var(58) = [0,333] v = 57 value = 0 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 2000 && power < 3000) || (fvar(2) && power >= 1000 && power < 2000) trigger1 = var(58) = [334,666] trigger2 = p2life < 350 v = 57 value = 2 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 2000 && power < 3000) || (fvar(2) && power >= 1000 && power < 2000) trigger1 = var(58) = [667,999] trigger2 = p2life < 250 v = 57 value = 1 ;--- 1ゲージ --- [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 1000 && power < 2000) || (fvar(2) && power < 1000) trigger1 = var(58) = [0,499] v = 57 value = 0 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 1000 && power < 2000) || (fvar(2) && power < 1000) trigger1 = var(58) = [500,999] trigger2 = p2life < 250 v = 57 value = 1 ;--- ゲージなし --- [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H trigger1 = fvar(2) = 0 && power < 1000 v = 57 value = 0 ;-------------------------< 弱攻撃ヒット時 2ゲージ >------------------------- ;--- Lv2 --- ;MAXニープレスナイトメア [State -3, MAX Knee Press Nightmare] type = changestate value = 3150 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 2 triggerall = var(57) = 2 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,80] triggerall = statetype != A trigger1 = var(10) = 1 ;--- Lv3 --- ;EXダブルニープレス [State -3, Double Knee Press EX] type = changestate value = 1150 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 3 triggerall = var(57) = 2 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,70] triggerall = statetype != A trigger1 = var(10) = 1 ;-------------------------< 弱攻撃ヒット時 1ゲージ >------------------------- ;--- Lv2 --- ;ニープレスナイトメア [State -3, Knee Press Nightmare] type = changestate value = 3100 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 2 triggerall = var(57) = 1 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,80] triggerall = statetype != A trigger1 = var(10) = 1 ;--- Lv3 --- ;EXダブルニープレス [State -3, Double Knee Press EX] type = changestate value = 1150 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 3 triggerall = var(57) = 1 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,70] triggerall = statetype != A trigger1 = var(10) = 1 ;-------------------------< 弱攻撃ヒット時 ゲージなし >------------------------- ;--- Lv2 --- ;サイコクラッシャー 強 [State -3, Psycho Crusher H] type = changestate value = 1000+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 2 triggerall = var(57) = 0 triggerall = var(58) = [0,499] triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,70] triggerall = statetype != A trigger1 = var(10) = 1 ;サイコインパクト 弱 [State -3, Psycho Impuct L] type = changestate value = 1500+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 2 triggerall = var(57) = 0 triggerall = var(58) = [500,999] triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,55] triggerall = statetype != A trigger1 = var(10) = 1 ;--- Lv3 --- ;サイコクラッシャー 強 [State -3, Psycho Crusher H] type = changestate value = 1000+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 3 triggerall = var(57) = 0 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,70] triggerall = statetype != A trigger1 = var(10) = 1 ;-------------------------< 強攻撃ヒット時 動作指定 >------------------------- ;--- 4ゲージ --- [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 4000) || (fvar(2) && power >= 3000) trigger1 = 1 v = 57 value = 4 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 4000) || (fvar(2) && power >= 3000) trigger1 = p2life < 450 v = 57 value = 3 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 4000) || (fvar(2) && power >= 3000) trigger1 = p2life < 350 v = 57 value = 2 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 4000) || (fvar(2) && power >= 3000) trigger1 = p2life < 250 v = 57 value = 1 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 4000) || (fvar(2) && power >= 3000) trigger1 = p2life < 150 v = 57 value = 0 ;--- 3ゲージ --- [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 3000 && power < 4000) || (fvar(2) && power >= 2000 && power < 3000) trigger1 = var(58) = [0,249] trigger2 = p2life < 450 v = 57 value = 3 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 3000 && power < 4000) || (fvar(2) && power >= 2000 && power < 3000) trigger1 = var(58) = [250,499] trigger2 = p2life < 350 v = 57 value = 2 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 3000 && power < 4000) || (fvar(2) && power >= 2000 && power < 3000) trigger1 = var(58) = [500,749] trigger2 = p2life < 250 v = 57 value = 1 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 3000 && power < 4000) || (fvar(2) && power >= 2000 && power < 3000) trigger1 = var(58) = [750,999] trigger2 = p2life < 150 v = 57 value = 0 ;--- 2ゲージ --- [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 2000 && power < 3000) || (fvar(2) && power >= 1000 && power < 2000) trigger1 = var(58) = [0,333] trigger2 = p2life < 350 v = 57 value = 2 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 2000 && power < 3000) || (fvar(2) && power >= 1000 && power < 2000) trigger1 = var(58) = [334,666] trigger2 = p2life < 250 v = 57 value = 1 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 2000 && power < 3000) || (fvar(2) && power >= 1000 && power < 2000) trigger1 = var(58) = [667,999] trigger2 = p2life < 250 v = 57 value = 0 ;--- 1ゲージ --- [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 1000 && power < 2000) || (fvar(2) && power < 1000) trigger1 = var(58) = [0,499] trigger2 = p2life < 250 v = 57 value = 1 [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = (fvar(2) = 0 && power >= 1000 && power < 2000) || (fvar(2) && power < 1000) trigger1 = var(58) = [500,999] trigger2 = p2life < 150 v = 57 value = 0 ;--- ゲージなし --- [State -3, VarSet] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype != A trigger1 = fvar(2) = 0 && power < 1000 v = 57 value = 0 ;-------------------------< 強攻撃ヒット時 ゲージあり >------------------------- ;--- Lv1 --- ;サイコブロー [State -3, Psycho Blow] type = changestate value = 300 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 1 triggerall = var(57) >= 1 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,25] triggerall = statetype != A trigger1 = var(10) = 1 ;--- Lv2,3 --- ;サイコブロー [State -3, Psycho Blow] type = changestate value = 300 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 2 triggerall = var(57) >= 1 triggerall = var(58) = [0,666] triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,25] triggerall = statetype != A trigger1 = var(10) = 1 ;EXサイコインパクト [State -3, Psycho Impuct EX] type = changestate value = 1550+((var(57) := (var(57)-1))*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 2 triggerall = var(57) >= 1 triggerall = var(58) = [0,666] triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [25,75] triggerall = statetype != A trigger1 = var(11) = 1 ;EXダブルニープレス [State -3, Double Knee Press EX] type = changestate value = 1150 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 2 triggerall = var(57) >= 1 triggerall = var(58) = [667,999] triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,50] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 強攻撃ヒット時 ゲージなし >------------------------- ;サイコブロー [State -3, Psycho Blow] type = changestate value = 300 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(57) = 0 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,25] triggerall = statetype != A trigger1 = var(10) = 1 ;サイコインパクト 弱 [State -3, Psycho Impuct L] type = changestate value = 1500+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(57) = 0 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [25,75] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 弱攻撃ガード時 >------------------------- ;サイコクラッシャー 強 [State -3, Double Knee Press H] type = changestate value = 1000+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [0,749] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,40] triggerall = enemynear,backedgebodydist >= 60 triggerall = statetype != A trigger1 = var(11) = 1 ;ダブルニープレス 弱 [State -3, Double Knee Press L] type = changestate value = 1100+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [0,749] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [40,100] triggerall = enemynear,backedgebodydist >= 40 triggerall = statetype != A trigger1 = var(11) = 1 ;サイコクラッシャー 弱 [State -3, Psycho Crusher L] type = changestate value = 1000+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [0,749] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [100,120] triggerall = enemynear,backedgebodydist >= 60 triggerall = statetype != A trigger1 = var(11) = 1 ;デビルリバース 中 [State -3, Devil Reverse M] type = changestate value = 1200+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [750,874] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = var(11) = 1 ;デビルリバース 強 [State -3, Devil Reverse H] type = changestate value = 1200+((var(1) := 2)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [875,999] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 200 || stateno = 205 || stateno = 235 || stateno = 400 || stateno = 430 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 強攻撃ガード時 >------------------------- ;サイコクラッシャー 強 [State -3, Psycho Crusher H] type = changestate value = 1000+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [0,749] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,25] triggerall = enemynear,backedgebodydist >= 60 triggerall = statetype != A trigger1 = var(11) = 1 ;ダブルニープレス 弱 [State -3, Double Knee Press L] type = changestate value = 1100+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [0,749] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [25,60] triggerall = enemynear,backedgebodydist >= 40 triggerall = statetype != A trigger1 = var(11) = 1 ;サイコクラッシャー 弱 [State -3, Psycho Crusher L] type = changestate value = 1000+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [0,749] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [60,120] triggerall = enemynear,backedgebodydist >= 60 triggerall = statetype != A trigger1 = var(11) = 1 ;デビルリバース 中 [State -3, Devil Reverse M] type = changestate value = 1200+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [750,874] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = var(11) = 1 ;デビルリバース 強 [State -3, Devil Reverse H] type = changestate value = 1200+((var(1) := 2)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = random < var(59)*100 triggerall = var(58) = [875,999] triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = stateno = 215 || stateno = 245 || stateno = 410 triggerall = moveguarded = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 6A攻撃ヒット時 4ゲージ >------------------------- ;EXサイコインパクト [State -3, Psycho Impuct EX] type = changestate value = 1550+((var(57) := 3)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(57) = 4 triggerall = stateno = 300 && var(1) = 1 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,75] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 6A攻撃ヒット時 3ゲージ >------------------------- ;EXサイコインパクト [State -3, Psycho Impuct EX] type = changestate value = 1550+((var(57) := 2)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(57) = 3 triggerall = stateno = 300 && var(1) = 1 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,75] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 6A攻撃ヒット時 2ゲージ >------------------------- ;--- Lv1 --- ;MAX二―プレスナイトメア [State -3, MAX Knee Press Nightmare] type = changestate value = 3150 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 1 triggerall = var(57) = 2 triggerall = var(58) = [0,499] triggerall = stateno = 300 && var(1) = 1 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,75] triggerall = statetype != A trigger1 = var(11) = 1 ;--- Lv2,3 --- ;EXサイコインパクト [State -3, Psycho Impuct EX] type = changestate value = 1550+((var(57) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = var(57) = 2 triggerall = stateno = 300 && var(1) = 1 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,75] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 6A攻撃ヒット時 1ゲージ >------------------------- ;--- Lv1 --- ;二―プレスナイトメア [State -3, Knee Press Nightmare] type = changestate value = 3100 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = 1 triggerall = var(57) = 1 triggerall = var(58) = [0,499] triggerall = stateno = 300 && var(1) = 1 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,75] triggerall = statetype != A trigger1 = var(11) = 1 ;--- Lv2,3 --- ;EXサイコインパクト [State -3, Psycho Impuct EX] type = changestate value = 1550+((var(57) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = var(57) = 1 triggerall = stateno = 300 && var(1) = 1 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,75] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 6A攻撃ヒット時 ゲージなし >------------------------- ;サイコインパクト 弱 [State -3, Psycho Impuct L] type = changestate value = 1500+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(57) = 0 triggerall = stateno = 300 && var(1) = 1 triggerall = movehit = 1 triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,75] triggerall = statetype != A trigger1 = var(11) = 1 ;-------------------------< 飛び込み 繋ぎ >------------------------- ;--- サマーソルトスカルダイバー --- ;近距離立ち強キック [State -1, Stand Hard Kick] type = changestate value = 245 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = !inguarddist triggerall = numtarget(13300) triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,45] triggerall = p2stateno != [140,159] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;--- ヒット時 --- ;近距離立ち強パンチ [State -1, Stand Hard Panch] type = changestate value = 215 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = !inguarddist triggerall = numtarget(600) triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,35] triggerall = p2stateno != [140,159] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;--- ガード時 --- ;しゃがみ弱キック [State -1, Crouch Light Kick] type = changestate value = 430 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*10 triggerall = !inguarddist triggerall = numtarget(600) triggerall = p2movetype = H triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [-10,50] triggerall = p2stateno = [140,159] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< アドリブコンボ >------------------------- ;サイコクラッシャー 弱 [State -1, Psycho Crusher L] type = changestate value = 1000+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(51) = [2,3] triggerall = !inguarddist triggerall = random <= var(59)*50 triggerall = p2movetype = H triggerall = (numtarget(0) || numtarget(600)) || (!numtarget && !helper,numtarget) triggerall = p2statetype = A triggerall = p2bodydist x = [-10,100] triggerall = p2bodydist y = [-120,-40] triggerall = p2stateno != [140,159] triggerall = enemynear,vel y > 0 triggerall = statetype != A triggerall = var(0) = 0 trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] trigger2 = var(11) = 1 ;-------------------------< 移動 >------------------------- ;バックステップ [State -1, Dash] type = changestate value = 105 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = p2movetype = I triggerall = p2bodydist x = [100,150] triggerall = !inguarddist triggerall = random < var(59)*1 triggerall = statetype != A trigger1 = ctrl || stateno = [120,139] ;ダッシュ [State -1, Dash] type = changestate value = 100 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = enemynear,movetype != A triggerall = !inguarddist triggerall = statetype != A triggerall = ctrl || stateno = [120,139] triggerall = (var(58) = [0,249]) || numhelper(1010) trigger1 = random < var(59)*5 trigger1 = p2bodydist x >= 140 trigger2 = random < var(59)*10 trigger2 = p2bodydist x >= 60 trigger2 = p2stateno = 5120 || (p2stateno = [150,155]) || p2movetype = H ;前進 [State -1, Walk Fwd] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*10 triggerall = p2bodydist x >= 30 triggerall = statetype != A trigger1 = ctrl || stateno = [120,139] v = 56 value = 20 ;前進 [State -1, Walk Fwd] type = varset triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*25 triggerall = p2bodydist x >= 30 triggerall = statetype != A triggerall = numhelper(1010) triggerall = helper(1010),stateno = 1010 trigger1 = ctrl || stateno = [120,139] v = 56 value = 20 ;-------------------------< 飛び込み >------------------------- ;大ジャンプ [State -3, Jump] type = changestate value = 40+((var(56) := 4)*(var(57) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*5 triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [185,220] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;中ジャンプ [State -3, Jump] type = changestate value = 40+((var(56) := 3)*(var(57) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*5 triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [155,185] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;通常ジャンプ [State -3, Jump] type = changestate value = 40+((var(56) := 1)*(var(57) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*5 triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [105,155] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;小ジャンプ [State -3, Jump] type = changestate value = 40+((var(56) := 2)*(var(57) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*5 triggerall = p2statetype = S || p2statetype = C triggerall = p2bodydist x = [105,135] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;空中強キック 小J [State -1, Air Hard Kick] type = changestate value = 645 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(59)*30 triggerall = p2statetype = S || p2statetype = C || p2stateno = 5120 triggerall = p2bodydist x = [-10,60+(12*vel x)] triggerall = vel x > 0 triggerall = sysvar(2) = 1 triggerall = statetype = A triggerall = ctrl || stateno = [120,139] trigger1 = vel y >= 0 trigger1 = pos y = [-55,-45] ;空中強キック 小J [State -1, Air Hard Kick] type = changestate value = 635 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(59)*30 triggerall = p2statetype = S || p2statetype = C || p2stateno = 5120 triggerall = p2bodydist x = [-10,60+(12*vel x)] triggerall = vel x > 0 triggerall = sysvar(2) = 1 triggerall = statetype = A triggerall = ctrl || stateno = [120,139] trigger1 = vel y >= 0 trigger1 = pos y = [-55,-40] ;空中強キック 通常J [State -1, Air Hard Kick] type = changestate value = 645 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(59)*30 triggerall = p2statetype = S || p2statetype = C || p2stateno = 5120 triggerall = p2bodydist x = [-10,60+(12*vel x)] triggerall = vel x > 0 triggerall = sysvar(2) = 0 triggerall = statetype = A triggerall = ctrl || stateno = [120,139] trigger1 = vel y >= 0 trigger1 = pos y = [-85,-65] ;空中強キック 通常J [State -1, Air Light Kick] type = changestate value = 635 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random <= var(59)*30 triggerall = p2statetype = S || p2statetype = C || p2stateno = 5120 triggerall = p2bodydist x = [-10,30+(6*vel x)] triggerall = vel x > 0 triggerall = sysvar(2) = 0 triggerall = statetype = A triggerall = ctrl || stateno = [120,139] trigger1 = vel y >= 0 trigger1 = pos y = [-80,-50] ;-------------------------< 空対空 >------------------------- ;空中弱パンチ [State -3, Air Light Panch] type = changestate value = 605 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(53)*50 triggerall = p2movetype != H triggerall = p2statetype = A triggerall = p2bodydist x = [-10,60+(vel x*8)+(enemynear,vel x*8)] triggerall = p2bodydist y = [-60,0] triggerall = statetype = A && vel x != 0 trigger1 = ctrl || stateno = [120,139] ;空中弱キック [State -3, Air Light Kick] type = changestate value = 635 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(53)*50 triggerall = p2movetype != H triggerall = p2statetype = A triggerall = p2bodydist x = [-10,25+(vel x*8)+(enemynear,vel x*8)] triggerall = p2bodydist y = [0,60] triggerall = statetype = A && vel x != 0 trigger1 = ctrl || stateno = [120,139] ;-------------------------< 地対空 >------------------------- ;しゃがみ強パンチ [State -1, Crouch Hard Panch] type = changestate value = 410 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(58) = [500,999] triggerall = random <= var(59)*30 triggerall = p2movetype != H triggerall = p2statetype = A triggerall = p2bodydist x = [-10+(enemynear,vel x*8),35+(enemynear,vel x*8)] triggerall = p2bodydist y = [-90,-30] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< 投げ >------------------------- ;デスタワー [State -3, Throw] type = changestate value = 850 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(53)*75 triggerall = backedgebodydist < 80 triggerall = p2bodydist x = [-10,10] triggerall = p2statetype = S || p2statetype = C triggerall = p2stateno != 40 triggerall = fvar(7) = 0 triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;デッドリースルー [State -3, Throw] type = changestate value = 800 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(53)*75 triggerall = backedgebodydist >= 80 triggerall = p2bodydist x = [-10,10] triggerall = p2statetype = S || p2statetype = C triggerall = p2stateno != 40 triggerall = fvar(7) = 0 triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< 対地 >------------------------- ;--- 近距離 --- ;近距離強パンチ [State -1, Stand Hard Panch] type = changestate value = 215 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*50 triggerall = !inguarddist && p2movetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x = [-10,35] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;--- 中距離 --- ;しゃがみ強パンチ [State -1, Crouch Hard Panch] type = changestate value = 410 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(58) = [0,499] triggerall = random < var(59)*20 triggerall = !inguarddist && p2movetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x = [35,55] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;しゃがみ弱キック [State -1, Crouch Light Kick] type = changestate value = 430 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(58) = [500,999] triggerall = random < var(59)*20 triggerall = !inguarddist && p2movetype != A triggerall = p2movetype != H triggerall = p2statetype = S triggerall = p2bodydist x = [35,55] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;--- 遠距離 --- ;遠距離弱キック [State -1, Stand Light Kick] type = changestate value = 230 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(58) = [0,399] triggerall = random < var(59)*5 triggerall = !inguarddist && p2movetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x = [60,90] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;遠距離強パンチ [State -1, Stand Hard Panch] type = changestate value = 210 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(58) = [400,799] triggerall = random < var(59)*5 triggerall = !inguarddist && p2movetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x = [60,90] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;鎖骨割り [State -1, Sakotsu Wari] type = changestate value = 300 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*5 triggerall = var(58) = [800,999] triggerall = !inguarddist && p2movetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x = [60,75] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;--- 遠距離 --- ;吹っ飛ばし攻撃 [State -1, Blow Off] type = changestate value = 250 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*2 triggerall = !inguarddist && p2movetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x = [100,115] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;しゃがみ強キック [State -1, Crouch Hard Kick] type = changestate value = 440 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*2 triggerall = !inguarddist && p2movetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x = [120,150] triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< 遠距離 >------------------------- ;サイコクラッシャー 強 [State -1, Psycho Crusher H] type = changestate value = 1000+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*2 triggerall = p2bodydist x = [80,120] triggerall = enemynear,backedgebodydist >= 60 triggerall = !inguarddist triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;ダブルニープレス 弱 [State -1, Double Knee Press L] type = changestate value = 1100+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*5 triggerall = p2bodydist x = [80,140] triggerall = !inguarddist triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;サイコクラッシャー 弱 [State -1, Psycho Crusher L] type = changestate value = 1000+((var(1) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*5 triggerall = p2bodydist x = [120,200] triggerall = enemynear,backedgebodydist >= 60 triggerall = !inguarddist triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;ダブルニープレス 強 [State -1, Double Knee Press H] type = changestate value = 1100+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*3 triggerall = p2bodydist x = [150,180] triggerall = !inguarddist triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;ヘッドプレス [State -1, Head Press] type = changestate value = 1300 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(58) = [0,399] triggerall = random < var(59)*3 triggerall = p2bodydist x >= 100 triggerall = !inguarddist triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;デビルリバース 中 [State -1, Devil Reverse M] type = changestate value = 1200+((var(1) := 1)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(58) = [400,699] triggerall = random < var(59)*3 triggerall = p2bodydist x >= 100 triggerall = !inguarddist triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;デビルリバース 強 [State -1, Devil Reverse H] type = changestate value = 1200+((var(1) := 2)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = var(58) = [700,999] triggerall = random < var(59)*3 triggerall = p2bodydist x >= 100 triggerall = !inguarddist triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< ぶっぱ >------------------------- ;EXデビルリバース [State -1, Devil Reverse EX] type = changestate value = 1250 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*1 triggerall = var(58) = [0,499] triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = power >= 1000 || fvar(2) triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;EXヘッドプレス [State -1, Head Press EX] type = changestate value = 1350 triggerall = !ishelper triggerall = var(59) > 0 triggerall = sysfvar(2) = 0 triggerall = roundstate = 2 triggerall = random < var(59)*1 triggerall = var(58) = [500,999] triggerall = p2movetype != H || !numtarget triggerall = p2statetype = S || p2statetype = C triggerall = power >= 1000 || fvar(2) triggerall = statetype != A trigger1 = ctrl || stateno = 30 || stateno = 100 || stateno = [120,139] ;-------------------------< ガード >------------------------- ;--- オートガード --- ;リセット [State -1, AutoGuard] type = changestate value = 133+((var(56) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [130,131] trigger2 = !inguarddist && p2movetype != A [State -1, AutoGuard] type = changestate value = 50 triggerall = !ishelper triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype = A trigger1 = stateno = 132 trigger1 = !inguarddist && p2movetype != A ;立ち [State -1, AutoGuard] type = changestate value = 130+((var(56) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = random < (var(52)**2)*10 triggerall = statetype != A triggerall = stateno = 133 triggerall = inguarddist || p2movetype = A trigger1 = p2statetype = A ;しゃがみ [State -1, AutoGuard] type = changestate value = 131+((var(56) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = random < (var(52)**2)*10 triggerall = statetype != A triggerall = stateno = 133 triggerall = inguarddist || p2movetype = A trigger1 = p2statetype = C ;空中 [State -1, AutoGuard] type = changestate value = 132 triggerall = !ishelper triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = random < (var(52)**2)*10 triggerall = statetype = A triggerall = inguarddist || p2movetype = A trigger1 = ctrl ;ランダム [State -1, AutoGuard] type = changestate value = 130+(random < 500)+((var(56) := 0)*0) triggerall = !ishelper triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = random < (var(52)**2)*10 triggerall = statetype != A triggerall = stateno = 133 triggerall = inguarddist || p2movetype = A trigger1 = p2statetype = S || p2statetype = L ;切り替え 立ち [State -1, AutoGuard] type = changestate triggerall = !ishelper triggerall = var(59) > 0 triggerall = stateno = 131 triggerall = inguarddist || p2movetype = A trigger1 = p2statetype = A value = 130 ;切り替え しゃがみ [State -1, AutoGuard] type = changestate triggerall = !ishelper triggerall = var(59) > 0 triggerall = stateno = 130 triggerall = inguarddist || p2movetype = A trigger1 = p2statetype = C value = 131 ;切り替え ランダム [State -1, AutoGuard] type = changestate triggerall = !ishelper triggerall = var(59) > 0 triggerall = stateno = [130,131] triggerall = inguarddist || p2movetype = A triggerall = p2statetype = S || p2statetype = L trigger1 = enemynear,time = 1 trigger1 = var(58) = [0,499] value = ifelse(stateno = 130,131,130)
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