;------------------------------------------------------------------------------
;-| 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)