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Command List — kazuma.zip ← Back to Overview

;========================================================================== ;コマンド関連ファイル ;========================================================================== [Command] name = "236236a" command = D, DF, F, D, DF, F, a time = 30 [Command] name = "236236b" command = D, DF, F, D, DF, F, b time = 30 [Command] name = "236a" command = D, DF, F, a time = 20 [Command] name = "236b" command = D, DF, F, b time = 20 [Command] name = "236c" command = D, DF, F, c time = 20 [Command] name = "214a" command = D, DB, B, a time = 45 [Command] name = "214b" command = D, DB, B, b time = 45 [Command] name = "214c" command = D, DB, B, c time = 45 [Command] name = "632a" command = F, DF, D, a time = 45 [Command] name = "632b" command = F, DF, D, b time = 25 [Command] name = "632c" command = F, DF, D, c time = 25 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF";Required (do not remove) command = F, F time = 10 [Command] name = "BB";Required (do not remove) command = B, B time = 10 [Command] name = "DD";Required (do not remove) command = D, D time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = a+b time = 1 [Command] name = "ab" command = a+b time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "fwd_a" command = /F,a time = 1 [Command] name = "fwd_b" command = /F,b time = 1 [Command] name = "fwd_c" command = /F,c time = 1 [Command] name = "fwd_x" command = /F,x time = 1 [Command] name = "fwd_y" command = /F,y time = 1 [Command] name = "downfwd_a" command = /DF,a time = 1 [Command] name = "downfwd_b" command = /DF,b time = 1 [Command] name = "back_x" command = /B,x time = 1 [Command] name = "back_a" command = /B,a time = 1 [Command] name = "back_b" command = /B,b time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_ab" command = /F, a+b time = 1 [Command] name = "back_ab" command = /B, a+b time = 1 ;-| 攻撃ボタン押しっぱなし |----------------------------------------------- [Command] name = "hold_med" command = /b time = 1 [Command] name = "hold_med" command = /a time = 1 [Command] name = "hold_med" command = /a+b time = 1 [Command] name = "hold_med" command = /c time = 1 [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_x" command = /y time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 [Command] name = "u" command = $U time = 1 [Command] name = "uu" command = /$U time = 1 [Command] name = "F" command = F time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup";Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [Command] name = "f_a" command = F, a time = 15 [Command] name = "f_b" command = F, b time = 15 [Command] name = "f_c" command = F, c time = 15 ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] [State -1, AI起動用トリガー] Type = VarSet triggerall = RoundState = 2 triggerall = var(52) != 1 triggerall = IsHelper = 0 triggerall = alive trigger1 = 1 ; trigger1 = Ctrl ; trigger1 = stateno = 0 || stateno = 7000 ; trigger2 = movetype != I var(52) = 1 ; var(40) = AI用。直前に実行していたステートを判定するフラグ [State -1] Type = VarSet triggerall = IsHelper = 0 triggerall = stateno = 4110 trigger1 = 1 var(40) = 1 [State -1] Type = VarSet triggerall = IsHelper = 0 triggerall = stateno = 420 trigger1 = 1 var(40) = 2 [State -1] Type = VarSet triggerall = IsHelper = 0 triggerall = stateno = 320 trigger1 = 1 var(40) = 3 [State -1] Type = VarSet triggerall = IsHelper = 0 triggerall = stateno = 930 trigger1 = 1 var(40) = 4 [State -1] Type = VarSet triggerall = IsHelper = 0 triggerall = stateno = 105 trigger1 = 1 var(40) = 105 [State -1] Type = VarSet triggerall = IsHelper = 0 triggerall = stateno = 300 trigger1 = 1 var(40) = 300 [State -1] Type = VarSet triggerall = IsHelper = 0 triggerall = stateno = 400 trigger1 = 1 var(40) = 400 [State -1] Type = VarSet triggerall = IsHelper = 0 triggerall = stateno != 4110 triggerall = stateno != 420 triggerall = stateno != 320 triggerall = stateno != 930 triggerall = stateno != 105 triggerall = stateno != 300 triggerall = stateno != 400 trigger1 = movetype = A || movetype = H trigger2 = Time > 3 trigger3 = stateno = [140,156] ; ガード中 var(40) = 0 ;=========================================================================== ;コマンド実行部分(優先順位が高いものを先に表記) ;=========================================================================== ;------------------------------------------------------------------------------ ; 自慢の拳 [State -1] type = ChangeState value = 8500 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) = 10 ; 羽根フラグ 10 最終形態 triggerall = statetype != A triggerAll = ctrl = 1 trigger1 = p2bodydist X > -10 trigger1 = P2StateNo = 5300 trigger2 = power < 50 trigger3 = p2bodydist X > 0 trigger3 = P2movetype = A || P2movetype = H trigger4 = p2bodydist X > 0 trigger4 = Life < 80 ; 後方ダッシュ [State -1] type = ChangeState value = 8126 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) = 10 ; 羽根フラグ 10 最終形態 triggerall = statetype = S triggerall = stateno != 8126 ; trigger1 = command = "B" trigger1 = ctrl = 1 trigger1 = p2bodydist X < 0 trigger1 = BackEdgeBodyDist > 50 ; 画面端までの距離 trigger1 = power > 500 trigger1 = Life < 500 ; 一撃必殺_準備 [State -1] type = ChangeState value = 8000 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 9 ; 羽根フラグ 9以上は一撃発動後 triggerall = Var(12) >= IFELSE(palno=2,0,2) ; バーストフラグ 2:最終形態発動_可 triggerall = power > 50 triggerall = statetype != A triggerall = ctrl trigger1 = P2StateNo = 5300 trigger1 = power > 100 trigger2 = Life < 150 trigger2 = P2Life - Life > 300 trigger2 = p2bodydist X > 100 trigger3 = P2name = "ryu-hou" Trigger3 = enemynear,StateNo = 8000 || enemynear,StateNo = 8500 trigger3 = enemynear,time > 6 [State -1] type = ChangeState value = 3500 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(12) >= IFELSE(palno=2,0,1) ; バーストフラグ 1:済 triggerall = power >= 2000 triggerall = statetype != A triggerAll = ctrl = 1 triggerall = p2bodydist X > IFELSE( p2movetype = A , 100 , -300 ) triggerAll = P2stateno != 5120 triggerall = P2statetype != L triggerAll = P2stateno != [120,156] ; ガード中 trigger1 = P2Life < 400 trigger1 = P2movetype = A || P2movetype = H trigger2 = Life < 400 trigger2 = P2Life > Life trigger2 = P2movetype = A || P2movetype = H ; シェルブリットバースト_反動回避 [State -1] type = ChangeState value = 3525 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = power >= 500 trigger1 = stateno = 3520 ; SBB_反動 trigger1 = Time > 30 trigger1 = Pos Y < -5 ;--------------------------------------------------------------------------- ; ; 拳で受ける [State -1] type = hitoverride triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = statetype != A triggerall = InGuardDist ; triggerall = Pos Y >= -5 trigger1 = ctrl = 1 trigger1 = random <= IFELSE( LIFE > 500, 10, IFELSE( LIFE > 100, Ceil((1000-LIFE)*0.1), 120))+(time*2) ; 実行確率 trigger2 = stateno = [120,156] ; ガード中 trigger2 = ctrl = 1 trigger2 = random <= IFELSE( LIFE > 500, 10, IFELSE( LIFE > 100, Ceil((1200-LIFE)*0.1), 140))+(time*4) ; 実行確率 attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP stateno = 4100 slot = 0 time = 6 ;--------------------------------------------------------------------------- ; 追撃:しゃがみ_強 [State -1] type = ChangeState value = IFELSE( frontEdgeBodyDist > 100, 100 , IFELSE( Var(20) = 1 , 930 , 320 ) ) ; 0 相手が空中にいない場合 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno != 421 trigger1 = Var(40) = 2 ; 420 しゃがみ_強_成功 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = p2movetype = H ; 追撃:立_強 [State -1] type = ChangeState value = IFELSE( frontEdgeBodyDist < 80, 610 , IFELSE( frontEdgeBodyDist < 250&&P2StateNo != 5210 , 930 , 100 ) ) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = Var(40) = 3 ; 320 立_強_成功 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = NumTarget(320) >= 1 ; 追撃:相手落下時_X40未満 [State -1] type = ChangeState value = 600 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerAll = statetype != A triggerAll = ctrl = 1 trigger1 = p2movetype = H Trigger1 = enemynear,Vel Y < 0 trigger1 = p2bodydist X =[ -40,40] trigger1 = p2bodydist Y < -100 trigger2 = stateno = 20 trigger2 = Time > 60 trigger2 = p2bodydist X =[ -40,40] trigger2 = p2bodydist Y < -100 trigger3 = NumTarget(920) > 0 trigger3 = p2bodydist X =[ -40,40] trigger3 = p2bodydist Y < -150 ; 追撃:相手落下時_1000 [State -1] type = ChangeState value = IFELSE( p2bodydist Y >-40, 300, IFELSE( p2bodydist X <20, 920, IFELSE( stateno = 100,930,100))) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = p2movetype = H trigger1 = p2bodydist X =[ -30,100] trigger1 = p2bodydist Y = [-200,-10] trigger1 = P2stateno = 1002 || P2stateno = 1003 trigger1 = BackEdgeBodyDist < 100 ; trigger1 = NumTarget(1000) >= 1 ; Trigger1 = Target(1000),Vel Y >= 0 ; ; 追撃:相手落下時_X40未満 ; [State -1] ; type = ChangeState ; value = IFELSE(BackEdgeBodyDist > 90, 20,100) ; triggerall = RoundState = 2 ; triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 ; trigger1 = statetype != A ; trigger1 = ctrl = 1 ; trigger1 = p2movetype = H ; Trigger1 = enemynear,Vel Y < 0 ; trigger1 = p2bodydist X =[ -40,40] ; trigger1 = p2bodydist Y < -200 ; 追撃:相手落下時_X30未満 [State -1] type = ChangeState value = IFELSE( p2bodydist Y >-140, 300, IFELSE( p2bodydist Y > -200 && p2bodydist X > 10, 920, IFELSE(BackEdgeBodyDist > 90, 20,100))) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = p2movetype = H Trigger1 = enemynear,Vel Y >= 0 trigger1 = p2bodydist X =[ -30,30] trigger1 = p2bodydist Y = [-200,-30] ; 追撃:相手落下時_X60未満 [State -1] type = ChangeState value = IFELSE( p2bodydist Y > -120, 300, IFELSE( p2bodydist Y > -200, 320, IFELSE(BackEdgeBodyDist > 90, 20,100))) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = p2movetype = H Trigger1 = enemynear,Vel Y >= 0 trigger1 = p2bodydist X =[ 30,60] trigger1 = p2bodydist Y = [-200,-30] ; 追撃:相手落下時_X60以上 [State -1] type = ChangeState value = IFELSE( Var(8)=0,100,IFELSE(p2bodydist Y > -160 , 930, IFELSE(P2statetype=L, 990, 100))) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = p2movetype = H Trigger1 = enemynear,Vel Y >= 0 trigger1 = p2bodydist X >= 60 trigger1 = p2bodydist Y = [-250,-30] ; 追撃:振りおろし_壁際 [State -1] type = ChangeState value = IFELSE( p2bodydist Y > -50, 3300, 3000) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = stateno = 970 triggerall = moveHit trigger1 = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = Var(10) <= 2 ; 羽根フラグ trigger1 = frontEdgeBodyDist < 70 trigger1 = p2bodydist X > -5 trigger1 = p2bodydist Y > -30 trigger1 = Power>=1000 ; 追撃:前裏軒 [State -1] type = ChangeState value = IFELSE( frontEdgeBodyDist < 40, 920, 930 ) ; (8)エンハンサー triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = stateno = 950 triggerall = moveHit trigger1 = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = P2BodyDist X < 150 trigger1 = P2BodyDist Y < -30 ; 追撃:ブリットジャンプ [State -1] type = ChangeState value = IFELSE( frontEdgeBodyDist < 40, 920, 500) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = stateno = 610 triggerall = moveHit trigger1 = Var(10) < 10 ; 羽根フラグ 10 最終形態 ; ------------------------------------ ; ブリット123 [State -1] type = ChangeState value = IFELSE( p2bodydist X > 10 && p2bodydist X < 50 && p2bodydist Y < -50 , 3300 , 3000) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = power >= 1000 triggerall = Var(10) <= 2 ; 羽根フラグ triggerall = Time > 8 triggerall = p2bodydist X > 0 triggerall = p2bodydist Y > -200 triggerAll = gametime-var(6) >= IFELSE(Life<600,30,IFELSE(Var(10)=0, 30, 150)) ; moveType=A時間 trigger1 = stateno = 320 trigger1 = moveHit trigger2 = stateno = 930 trigger2 = moveHit trigger3 = stateno = 921 ; 着地回転 trigger4 = stateno = 900 trigger4 = moveHit [State -1] type = ChangeState value = 3000 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = power >= 1000 triggerall = Var(10) <= 2 ; 羽根フラグ triggerAll = P2Life<IFELSE( Var(10) = 0, 200 , IFELSE( Var(10) = 1 , 210 , 250 )) trigger1 = stateno = 320 trigger1 = moveHit trigger2 = stateno = 930 trigger2 = moveHit trigger3 = stateno = 900 trigger3 = moveHit [State -1] type = ChangeState value = IFELSE( p2bodydist X > 10 && p2bodydist X < 50 && p2bodydist Y < -50 , 3300 , 3000) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = power >= 1000 triggerall = Var(10) <= 2 ; 羽根フラグ triggerall = Time > 8 triggerall = p2bodydist X > 0 trigger1 = stateno = 995 trigger1 = moveHit trigger1 = P2Life<IFELSE( Var(10) = 0, 200 , IFELSE( Var(10) = 1 , 210 , 250 )) ; ------------------------------------ ; 追撃:右ストレート [State -1] type = ChangeState value = IFELSE( frontEdgeBodyDist < 40, 320, 920) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = stateno = 930 triggerall = moveHit trigger1 = Var(10) < 10 ; 羽根フラグ 10 最終形態 ; trigger1 = Var(10) > 2 ; || power < 1000 trigger1 = frontEdgeBodyDist < 60 trigger1 = p2bodydist Y > -120 [State -1] type = ChangeState value = 900 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = stateno = 930 triggerall = moveHit trigger1 = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = power < 1000 || Var(10) > 2 trigger1 = frontEdgeBodyDist < 120 trigger1 = p2bodydist Y > -40 ; 追撃:右ストレート_撃ち終わり [State -1] type = ChangeState value = IFELSE( P2statetype = L, 105, IFELSE(frontEdgeBodyDist < 110 ,970, IFELSE(frontEdgeBodyDist < 210, 930, 610))) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 trigger1 = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = Var(40) = 4 || Var(40) = 3 ; 930 _成功 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = p2movetype = H trigger1 = frontEdgeBodyDist > 40 trigger1 = NumTarget(930) >= 1 trigger1 = target(930),Vel X < 0 trigger1 = P2stateno != 5120 [State -1] type = ChangeState value = IFELSE( P2statetype = L, 105, IFELSE(frontEdgeBodyDist < 160, 970, IFELSE(frontEdgeBodyDist < 220, 930, 100))) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 trigger1 = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = Var(40) = 4 || Var(40) = 3 ; 930 _成功 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = p2movetype = H trigger1 = NumTarget(930) >= 1 trigger1 = target(930),Vel X >= 0 trigger1 = P2stateno != 5120 ;しゃがみ攻撃 強 [State -1] type = ChangeState value = 420 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 ; triggerall = P2BodyDist X > -30 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = var(8) = 1 ; エンハンサー 1 on trigger1 = Var(40) = 4 ; 930 _右ストレート trigger1 = InGuardDist=0 trigger1 = P2stateno != 5120 ; trigger1 = P2statetype != L ; 追撃:立_弱 [State -1] type = ChangeState value = IFELSE( p2bodydist Y > -10 && p2bodydist X < 30, 310 , IFELSE( frontEdgeBodyDist < 40 || p2bodydist Y < -40, 920 , 970 ) ) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 300 trigger1 = moveHit trigger1 = p2bodydist Y <= 0 [State -1] type = ChangeState value = IFELSE( p2bodydist Y > -10 && p2bodydist X < 30,410 , IFELSE( frontEdgeBodyDist < 40 || p2bodydist Y < -40, 920 , 970 ) ) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 400 trigger1 = moveHit trigger1 = p2bodydist Y <= 0 ; 追撃:立_弱 [State -1] type = ChangeState value = IFELSE( p2bodydist Y > -10 && p2bodydist X < 30, 410 , IFELSE( frontEdgeBodyDist < 40 || p2bodydist Y < -40, 920 , 970 ) ) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 300 trigger1 = moveGuarded trigger1 = p2bodydist Y <= 0 trigger1 = random <= IFELSE( InGuardDist = 0 , 900 , 60 ) [State -1] type = ChangeState value = IFELSE( p2bodydist Y > -10 && p2bodydist X < 30,310 , IFELSE( frontEdgeBodyDist < 40 || p2bodydist Y < -40, 920 , 970 ) ) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 400 trigger1 = moveGuarded trigger1 = p2bodydist Y <= 0 trigger1 = random <= IFELSE( InGuardDist = 0 , 900 , 60 ) ; ブリットジャンプ_後壁 [State -1] type = ChangeState value = 620 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = BackEdgeBodyDist < 50 ; 画面端までの距離 triggerall = stateno != 620 triggerall = statetype = A triggerall = ctrl = 1 trigger1 = p2bodydist Y > 20 trigger1 = P2BodyDist X <= 90 ; trigger2 = PrevStateNo = 1000 trigger2 = NumTarget(1000) >= 1 trigger2 = P2MoveType = H trigger2 = P2BodyDist X > 10 trigger2 = Pos Y < -30 ;--------------------------------------------------------------------------- ; 追撃:拳で受ける [State -1] type = ChangeState value = 100 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(40) = 1 ; 4110 拳で受ける_成功 triggerAll = ctrl = 1 trigger1 = p2bodydist X >= 160 ; 遠距離対策 trigger1 = stateno != 100 trigger1 = InGuardDist=0 [State -1] type = ChangeState value = IFELSE(p2bodydist Y < -40&&p2bodydist X < 40, IFELSE( p2bodydist Y < -80, 920, 420 ), IFELSE(p2bodydist X < 30, 300, IFELSE(p2bodydist X < 50, IFELSE( p2bodydist Y < -30, 920, 970 ), 930 ))) ; value = IFELSE( p2bodydist Y < -40&&p2bodydist X < 40, IFELSE( p2bodydist Y < -80, 920, 420 ), IFELSE(p2bodydist X < 30, 300, IFELSE(p2bodydist X < 50, IFELSE( p2bodydist Y < -30, 920, 970 ), 300 ))) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(40) = 1 ; 4110 拳で受ける_成功 triggerAll = ctrl = 1 trigger1 = p2bodydist X < 110 Trigger1 = enemynear,hitdefattr = SCA,NA ; 多段ヒット対策_通常攻撃の場合 trigger2 = p2bodydist X < 110 trigger2 = random <= IFELSE( LIFE > 750, 999,IFELSE( InGuardDist = 0 , 9999 , 30))+(Time*10) ; trigger1 = random <= IFELSE( InGuardDist = 0 , 9999 , 30)+(Time*10) [State -1] type = ChangeState value = 120 ; value = IFELSE( p2bodydist Y < -40&&p2bodydist X < 40, IFELSE( p2bodydist Y < -80, 920, 420 ), IFELSE(p2bodydist X < 30, 300, IFELSE(p2bodydist X < 50, IFELSE( p2bodydist Y < -30, 920, 970 ), 300 ))) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(40) = 1 ; 4110 拳で受ける_成功 trigger1 = ctrl = 1 trigger1 = p2bodydist X < 160 trigger1 = InGuardDist=1 trigger1 = random <= IFELSE( LIFE > 750, 10, IFELSE( LIFE > 350, 30, 90)) ; 実行確率 ; trigger1 = Time <= 1 ;--------------------------------------------------------------------------- ; 攻撃をバックステップでかわした後の_ひじ打ち [State -1] type = ChangeState value = IFELSE( P2MoveType=A, 900, IFELSE(enemynear,Ctrl=0, IFELSE(p2bodydist X> 40, 610, 800), 20)) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = P2statetype != L trigger1 = P2MoveType!=H trigger1 = P2StateNo>160 trigger1 = p2bodydist X <=150 trigger1 = Var(40) = 105 ; PrevStateNo = 105 trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = random <= IFELSE( InGuardDist = 0 , 999 , 80 ) ctrl = 1 ; 後歩き_緊急回避 [State -1] type = ChangeState value = IFELSE(enemynear,Ctrl =1 || p2bodydist X<60, 20, 105) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = statetype != A triggerall = ctrl = 1 triggerAll = stateno != 20 triggerall = BackEdgeBodyDist > 70 ; 画面端までの距離 triggerAll = p2bodydist X = [-19, 40] trigger1 = P2Movetype=I ; Trigger1 = enemynear,Ctrl = 1 ; trigger1 = P2stateno < 120 ; trigger1 = random <= IFELSE(enemynear,Ctrl =1, 30, 250) ; trigger1 = random <= IFELSE(P2stateno < 120, 130, 50) ctrl = 1 ; バックステップ_緊急回避 [State -1] type = ChangeState value = 105 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = statetype != A ; triggerall = BackEdgeBodyDist > 50 ; 画面端までの距離 triggerall = ctrl = 1 triggerAll = p2bodydist X = [-20, 18] TriggerAll = enemynear,hitdefattr != SCA,HA,HP trigger1 = P2stateno != var(42) ; 超必殺ステート trigger1 = P2Movetype=A Trigger1 = enemynear,time <= 1 trigger2 = P2Movetype=I trigger2 = P2stateno > 160 trigger2 = random <= 80 trigger3 = P2Movetype=I trigger3 = P2stateno < 120 trigger3 = BackEdgeBodyDist > 50 ; 画面端までの距離 ; バックステップ_緊急回避_投げ [State -1] type = ChangeState value = 105 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = statetype != A triggerall = ctrl = 1 triggerAll = p2bodydist X = [-20, 48] trigger1 = var(41) != 0 trigger1 = P2stateno = var(41) ; 投げステート Trigger2 = enemynear,hitdefattr = SCA,AT ; ; バックステップ_相手が何もしていない場合 ; [State -1] ; type = ChangeState ; value = 105 ; triggerall = RoundState = 2 ; triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 ; triggerall = statetype != A ; triggerall = BackEdgeBodyDist > 50 ; 画面端までの距離 ; triggerall = ctrl = 1 ; triggerAll = p2bodydist X = [-20, 18] ; triggerAll = P2stateno != var(42) ; 超必殺ステート ; trigger1 = P2Movetype=I ; trigger1 = P2stateno > 160 ; trigger1 = random <= 80 ; trigger2 = P2Movetype=I ; trigger2 = P2stateno < 120 ; trigger2 = random <= 80 ; 攻撃をガードした後の_ひじ打ち [State -1] type = ChangeState value = IFELSE( enemynear,time >=6&&p2bodydist X <=40, IFELSE(P2StateType =S, 400, 300), IFELSE(InGuardDist,120,IFELSE(p2bodydist X >=100, 100,105))) ; value = IFELSE( p2bodydist X <=80&&random <= 80, 900, 120) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = ctrl = 1 triggerAll = statetype != A ; triggerAll = InGuardDist ; trigger1 = P2MoveType=A ; trigger1 = p2bodydist X <=150 trigger1 = StateNo = 140 || StateNo = 151 || StateNo = 153 ; trigger1 = random <= IFELSE( InGuardDist = 0 , 999 , 80 ) trigger2 = PrevStateNo = 140 || PrevStateNo = 151 || PrevStateNo = 153 ; trigger2 = p2bodydist X <=100 ;------------------------------------------------------------- ;立ち攻撃_左ハイキック [State -1] type = ChangeState value = 350 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = P2BodyDist X > 0 triggerall = var(8) = 1 ; エンハンサー 1 on trigger1 = statetype = S trigger1 = ctrl = 1 trigger1 = P2MoveType = A Trigger1 = enemynear,hitdefattr = SCA,NA ; 通常攻撃の場合 ; trigger1 = random <= IFELSE( Life>800, 300, IFELSE( Life>600, 200, IFELSE( Life>400, 120, 60))) ; trigger2 = stateno = 300 ; trigger2 = moveHit ; trigger3 = stateno = 400 ; trigger3 = moveHit ; ガード [State -1] type = ChangeState value = 120 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = ctrl = 1 && stateno != [120,155] triggerAll = StateNo != 620 triggerAll = P2stateno != (41) ; 投げステート ; trigger1 = P2BodyDist X < 90 trigger1 = InGuardDist ; trigger2 = Time >= IFELSE( stateNo=100,60 , 0) trigger2 = p2movetype = A trigger2 = P2BodyDist X >= 90 trigger2 = (Pos X > EnemyNear,Pos X ^^ EnemyNear,Facing = -1 ) != 0 ; 相手が正面向きの場合 ctrl = 1 [State -1, 空中受け身] Type = ChangeState Value = 5210 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerAll = Vel Y > -1 triggerAll = Alive triggerAll = StateNo = 5050 trigger1 = CanRecover trigger1 = Random <= 700 [State -1, 空中リカバリー] Type = ChangeState Value = 5040 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerAll = Alive triggerAll = StateNo = 5050 triggerAll = CanRecover triggerAll = hitover ; 受けた攻撃ののけぞり時間が終わったら1 trigger1 = Random <= 700 Trigger2 = enemynear,movetype=A && !enemynear,movehit Trigger2 = enemynear,time <= 6 || enemynear,hitdefattr = SCA,AA,AT ;--------------------------------------------------------------------------- ;前方ダッシュ_停止 [State -1] type = ChangeState value = 101 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = stateno = 100 trigger1 = frontEdgeBodyDist < 50 ; 画面端までの距離 trigger1 = Power>2990 trigger2 = P2MoveType=H trigger2 = p2bodydist Y < -40 trigger2 = p2bodydist X < -20 ;前方ダッシュ [State -1] type = ChangeState value = 100 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = stateno = 0 || stateno = 11 ; || stateno = 20 triggerall = stateno != 100 ; ダッシュ triggerall = stateno != 105 ; バックステップ triggerall = stateno != 101 ; ダッシュ_停止 TriggerAll = StateNo != 10 ;立ちからしゃがむ triggerAll = stateno != [120,156] ; ガード中 triggerAll = statetype != A triggerAll = ctrl = 1 trigger1 = p2bodydist X > 60 trigger1 = InGuardDist = 0 trigger2 = PrevStateNo = 995 trigger2 = P2stateno = [120,156] ; ガード中 trigger3 = PrevStateNo = 995 trigger3 = p2movetype != H ;--------------------------------------------------------------------------- ; ダウンした相手が飛んできた場合_振りおろし [State -1] type = ChangeState value = IFELSE(P2BodyDist Y >-100,300,970) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = P2stateno = [5000,5100] trigger1 = P2BodyDist X < 70 trigger1 = P2BodyDist Y = [-190,-30] trigger1 = enemynear,Vel X > -3 trigger1 = (Pos X > EnemyNear,Pos X ^^ EnemyNear,Facing = -1 ) != 0 ; 相手が正面向きの場合 trigger1 = statetype != A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;バックステップ [State -1] type = ChangeState value = 105 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = statetype != A triggerAll = stateno != 105 triggerall = BackEdgeBodyDist > 50 ; 画面端までの距離 triggerAll = ctrl = 1 triggerAll = P2stateno != var(42) ; 超必殺ステート trigger1 = P2stateno = 5040 || P2stateno = 5120 || P2stateno = 5200 || P2stateno = 5201 || P2stateno = 5210 trigger1 = p2bodydist X = [-10,40] trigger2 = FrontEdgeBodyDist < 50 ; 画面端までの距離 trigger2 = p2bodydist X = [-30, 30] trigger2 = p2bodydist Y < -40 trigger3 = p2movetype = A trigger3 = p2bodydist X = [30,50] ; trigger4 = Prevstateno = 300 || Prevstateno = 400 ; trigger4 = p2movetype != H ; ブリットジャンプ_前壁 [State -1] type = ChangeState value = 620 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = statetype = A triggerAll = stateno != 620 triggerAll = stateno = 50 triggerAll = FrontEdgeBodyDist < 10 ; 画面端までの距離 triggerAll = p2bodydist X = [-20, 30] triggerAll = p2bodydist Y > 20 triggerAll = Time > 2 trigger1 = P2statetype = L trigger2 = P2Movetype = A ;--------------------------------------------------------------------------- ; バースト [State -2] ; type = ChangeState value = 4500 triggerAll = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 9 ; 羽根フラグ 10 最終形態 triggerAll = Var(10) != 5 ; 非アルター以外であること triggerAll = Alive triggerAll = stateno != 4500 ; バースト中以外であること triggerall = IsHelper = 0 ; ヘルパーではないこと triggerall = Var(12) = 0 ; バーストフラグ 0 B未使用 2 SBB済 triggerAll = Movetype != A triggerAll = p2movetype = A triggerAll = p2bodydist X = [-30,100] triggerAll = movetype = H trigger1 = Life <= 600 trigger1 = enemynear,Time < 5 trigger2 = Life <= 400 ;=========================================================================== ; 超必殺技 ;=========================================================================== ;衝撃のファーストブリット_地上 [State -1] type = ChangeState value = 3000 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = power >= 1000 triggerall = Var(10) <= 2 ; 羽根フラグ triggerall = command = "236236a" triggerall = statetype != A triggerall = p2bodydist X > 0 triggerAll = gametime-var(6) >= IFELSE(Life<600,0,90) ; moveType=A時間 trigger1 = stateno = 995 ; シェルブリット 拳圧 trigger1 = moveHit trigger2 = stateno = 300 || stateno = 310 || stateno = 320 trigger2 = moveHit trigger3 = stateno = 330 || stateno = 350 trigger3 = moveHit trigger4 = stateno = 400 || stateno = 420 trigger4 = moveHit trigger5 = stateno = 900 trigger5 = moveHit trigger6 = stateno = 930 || stateno = 950 || stateno = 970 trigger6 = moveHit trigger7 = stateno = 921 ; 着地回転 ;------------------------------------------------------------- ;衝撃のファーストブリット_空中 [State -1] type = ChangeState value = 3200 triggerall = Var(52) = 1 triggerall = RoundState = 2 triggerall = power >= 1000 triggerall = Var(10) <= 2 ; 羽根フラグ triggerall = p2bodydist X > 0 triggerall = p2bodydist Y > -30 trigger1 = stateno = 520 trigger1 = moveHit ;衝撃のファーストブリット_対空中 [State -1] type = ChangeState value = 3300 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = power >= 1000 triggerall = Var(10) <= 2 ; 羽根フラグ triggerall = p2bodydist X = [5,120] triggerall = p2bodydist Y = [-210,-80] trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = p2movetype = H trigger2 = stateno = 300 || stateno = 310 || stateno = 320 trigger2 = moveHit trigger3 = stateno = 330 || stateno = 350 trigger3 = moveHit trigger4 = stateno = 400 || stateno = 420 trigger4 = moveHit trigger4 = frontEdgeBodyDist < 150 trigger5 = stateno = 900 trigger5 = moveHit trigger6 = stateno = 930 || stateno = 950 || stateno = 970 trigger6 = moveHit trigger7 = stateno = 921 ; 着地回転 trigger8 = stateno = 995 ; シェルブリット 拳圧 trigger8 = moveHit ; シェルブリットバースト [State -1] type = ChangeState value = 3500 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(12) >= IFELSE(palno=2,0,1) ; バーストフラグ 1:済 triggerall = power >= 2000 triggerall = command = "236236b" triggerall = statetype != A triggerAll = P2stateno != 5120 triggerall = P2statetype != L triggerAll = p2movetype = H || p2movetype = A triggerall = p2bodydist X > IFELSE( p2movetype = A , 100 , -300 ) trigger1 = ctrl = 1 trigger2 = stateno = 300 || stateno = 310 || stateno = 320 trigger2 = moveHit trigger3 = stateno = 330 || stateno = 350 trigger3 = moveHit trigger4 = stateno = 400 || stateno = 420 trigger4 = moveHit trigger5 = stateno = 900 trigger5 = moveHit trigger6 = stateno = 930 || stateno = 950 || stateno = 970 trigger6 = moveHit trigger7 = stateno = 921 ; 着地回転 trigger8 = stateno = 995 ; シェルブリット 拳圧 trigger8 = moveHit [State -1] type = ChangeState value = 3500 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(12) >= IFELSE(palno=2,0,1) ; バーストフラグ 1:済 triggerall = power >= 2000 triggerAll = P2stateno != 5120 triggerall = P2statetype != L triggerAll = p2movetype = H || p2movetype = A triggerall = p2bodydist X > IFELSE( p2movetype = A , 100 , -300 ) triggerAll = gametime-var(6) >= IFELSE(Life<600,0,90) ; moveType=A時間 trigger1 = stateno = 320 trigger1 = moveHit trigger2 = stateno = 930 trigger2 = moveHit trigger3 = stateno = 900 trigger3 = moveHit ;=========================================================================== ; 必殺技 ;=========================================================================== ; ブリットジャンプ_前 [State -1] type = ChangeState value = 610 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 900 trigger1 = moveHit trigger1 = p2bodydist X > 20 Trigger2 = P2StateType =L trigger2 = p2bodydist X = [-10,40] trigger2 = p2bodydist Y < -40 trigger2 = BackEdgeBodyDist < 50 trigger2 = statetype != A trigger2 = ctrl = 1 [State -1, NoJump] Type = ChangeState Value = IFELSE(p2bodydist X > 180, 990, IFELSE(p2bodydist Y < -180, 900, IFELSE(p2bodydist Y < -20, 320, 105))) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 TriggerAll = P2StateType =L TriggerAll = p2Movetype =H TriggerAll = p2bodydist X > 60 Trigger1 = StateType != A && StateType != L && Ctrl && !Time ;立ち+Ctrl+Time=0 Trigger1 = StateNo = 40 ;ジャンプ Trigger2 = StateNo = 10 ;立ちからしゃがむ ; Trigger3 = StateNo = 20 ;歩く Ctrl =1 [State -1, NoJump] Type = ChangeState Value = 350 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 TriggerAll = StateType != A && StateType != L && Ctrl && !Time ;立ち+Ctrl+Time=0 triggerall = P2BodyDist X > 0 triggerall = var(8) = 1 ; エンハンサー 1 on triggerall = P2MoveType = A Triggerall = enemynear,hitdefattr = SCA,NA ; 通常攻撃の場合 Trigger1 = StateNo = 40 ;ジャンプ Trigger2 = StateNo = 10 ;立ちからしゃがむ Trigger3 = StateNo = 20 ;歩く [State -1, NoJump] Type = ChangeState Value = IFELSE(BackEdgeBodyDist > 80,105,100) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 TriggerAll = Prevstateno = 101 ;ダッシュ Trigger1 = StateType != A && StateType != L && Ctrl && !Time ;立ち+Ctrl+Time=0 Trigger1 = StateNo = 40 ;ジャンプ Trigger2 = StateNo = 10 ;立ちからしゃがむ ; Trigger3 = StateNo = 20 ;歩く Ctrl =1 [State -1, NoJump] Type = ChangeState Value = IFELSE( p2Movetype=A, IFELSE( BackEdgeBodyDist > 80, 105, 101 ), IFELSE( (p2Movetype=H && p2bodydist X < 120 && p2bodydist Y < -60), 900, IFELSE( enemynear,Ctrl=0, IFELSE( p2bodydist X > 180, 610,100),101))) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 TriggerAll = Prevstateno = 100 ;ダッシュ Trigger1 = StateType != A && StateType != L && Ctrl && !Time ;立ち+Ctrl+Time=0 Trigger1 = StateNo = 40 ;ジャンプ ; Trigger2 = StateNo = 10 ;立ちからしゃがむ ; Trigger3 = StateNo = 20 ;歩く ; Ctrl =1 [State -1, NoJump] Type = ChangeState Value = IFELSE( p2Movetype=A, IFELSE( BackEdgeBodyDist > 80, 105, 100), IFELSE( (p2Movetype=H && p2bodydist X<120 && p2bodydist Y< -60), 900, IFELSE( Var(8)=1, IFELSE( p2bodydist X>100, 350,20 ) ,100 ))) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 TriggerAll = Prevstateno != 100 ;ダッシュ TriggerAll = StateType != A && StateType != L && Ctrl && !Time ;立ち+Ctrl+Time=0 Trigger1 = StateNo = 40 ;ジャンプ ; Trigger2 = StateNo = 10 ;立ちからしゃがむ Ctrl =1 [State -1, NoJump] Type = ChangeState Value = IFELSE( GameTime%2=0,IFELSE(Var(8)=1,350,610),105) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 TriggerAll = StateType != A && StateType != L && Ctrl && !Time ;立ち+Ctrl+Time=0 Trigger1 = StateNo = 10 ;立ちからしゃがむ trigger1 = InGuardDist = 0 ; trigger1 = random <= 50 ;------------------------------------------------------------- ; ; シェルブリット_拳圧 [State -1, 2] type = ChangeState value = 990 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(10) >= 1 ; 羽根フラグ 2nd以降から trigger1 = p2statetype = L trigger1 = statetype != A trigger1 = ctrl = 1 trigger1 = BackEdgeBodyDist > 70 trigger1 = frontEdgeBodyDist > 100 trigger1 = InGuardDist = 0 trigger1 = p2bodydist Y <= -30 trigger2 = statetype != A trigger2 = ctrl = 1 trigger2 = InGuardDist = 0 trigger2 = P2Movetype != A trigger2 = p2bodydist X >= 200 trigger2 = random <= IFELSE(p2statetype = L,40,8) ;呼出し:発射 [State -1, 2] type = ChangeState triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = stateno = 990 triggerall = Time >= 20 trigger1 = Time >= 320 trigger2 = p2statetype != L trigger2 = P2stateno != 0 trigger2 = P2stateno != [ 119 , 156 ] trigger2 = P2stateno != [5000,5999] ;5040 && P2stateno != 5120 && P2stateno != 5200 && P2stateno != 5201 && P2stateno != 5210 trigger2 = p2bodydist X <= 160 trigger3 = p2bodydist X < 100 trigger3 = P2stateno = [5000,5999] trigger4 = p2bodydist X < -1 trigger5 = P2stateno = 40 trigger6 = InGuardDist = 1 trigger7 = P2Movetype = A value = 995 ;------------------------------------------------------------- ; 振りおろし [State -1] type = ChangeState value = 970 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = frontEdgeBodyDist > 60 trigger1 = P2BodyDist X > -10 trigger1 = stateno = 300 || stateno = 310 trigger1 = moveHit trigger2 = stateno = 950 trigger2 = moveHit trigger2 = Var(8) = 1 ; コンボフラグ追い打ち 1 on trigger2 = P2BodyDist X < 40 ;------------------------------------------------------------- ; 前裏軒 [State -1] type = ChangeState value = 950 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = P2BodyDist X > -5 trigger1 = stateno = 970 trigger1 = moveHit ;------------------------------------------------------------- ; 右ストレート [State -1] type = ChangeState value = 930 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 995 ; シェルブリット 拳圧 trigger1 = moveHit trigger1 = p2movetype =H trigger1 = p2bodydist X < 220 ; 追撃_ブリットジャンプ [State -1] type = ChangeState value = IFELSE( p2bodydist X < 20,500,1000) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = statetype = A trigger1 = ctrl = 1 trigger1 = stateno = 600 trigger1 = p2bodydist Y = [-50,20] ;------------------------------------------------------------- ; 空中・打ち下し [State -1] type = ChangeState value = IFELSE(p2bodydist Y > -30 && p2bodydist X > 0, 1000, IFELSE( power > 1000&&Var(10) < 3 , 520 , 500)) triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 920 trigger1 = moveHit && (UniqHitCount >= 2) trigger1 = p2bodydist Y > -60 ;------------------------------------------------------------- ; 空中_拳圧 [State -1] type = ChangeState value = 1000 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = statetype = A trigger1 = ctrl = 1 trigger1 = NumTarget(520) >= 1 trigger1 = p2movetype =H trigger1 = Pos Y < 0 trigger1 = p2bodydist X > 0 trigger1 = p2bodydist Y = [-40,0] ; trigger2 = Var(16) >= 1 ; アッパー空中発動回数 trigger2 = stateno = 510 trigger2 = moveHit trigger2 = p2bodydist Y = [-60,20] trigger3 = stateno = 610 trigger3 = ctrl = 1 trigger3 = Time >= 32 trigger3 = p2bodydist X > 0 trigger4 = stateno = 610 || stateno = 620 trigger4 = ctrl = 1 trigger4 = Time <= 12 trigger4 = random <= IFELSE(p2bodydist X > 150, 150, IFELSE(p2bodydist X > 100, 80,10)) trigger4 = P2MoveType != A ; trigger4 = p2bodydist X > 180 ; trigger4 = p2StateNo <120 || P2MoveType = H ;------------------------------------------------------------- ; アッパー [State -1] type = ChangeState value = 920 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(16) < 1 ; アッパー空中発動回数 triggerall = command = "632a" triggerall = P2BodyDist X > 5 trigger1 = stateno = 600 trigger2 = stateno = 300 || stateno = 310 trigger2 = moveHit trigger3 = stateno = 400 || stateno = 410 || stateno = 420 trigger3 = moveHit ; アッパー [State -1] type = ChangeState value = 920 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = Var(16) < 1 ; アッパー空中発動回数 triggerall = P2BodyDist X > 5 trigger1 = stateno = 510 trigger1 = moveHit trigger2 = stateno = 410 trigger2 = moveHit trigger3 = stateno = 930 trigger3 = moveHit trigger3 = frontEdgeBodyDist < 90 trigger3 = NumTarget(930) >= 1 trigger3 = target(930),Vel X > 1 ; trigger3 = random <= 80 ;------------------------------------------------------------- [State -1] type = ChangeState value = 3300 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) <= 2 ; 羽根フラグ 10 最終形態 trigger1 = power > 1000 trigger1 = P2Life<IFELSE( Var(10) = 1, 200 , IFELSE( Var(10) = 2 , 210 , 250 )) trigger1 = P2BodyDist Y < -25 trigger1 = stateno = 420 trigger1 = moveHit ;=========================================================================== ; 通常技 ;=========================================================================== ; ブリットジャンプ [State -1] type = ChangeState value = 421 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 420 trigger1 = moveHit ;--------------------------------------------------------------------------- ;しゃがみ攻撃 中 [State -1] type = ChangeState value = 410 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = command = "b" triggerall = command = "holddown" triggerall = P2BodyDist X > 0 trigger1 = stateno = 400 trigger1 = MoveHit trigger2 = stateno = 300 trigger2 = Prevstateno != 400 trigger2 = moveGuarded ;しゃがみ攻撃 強 [State -1] type = ChangeState value = 420 triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = command = "c" triggerall = P2BodyDist X > 0 trigger1 = statetype = C trigger1 = ctrl = 1 trigger1 = var(8) = 1 ; エンハンサー 1 on trigger1 = P2MoveType != A trigger2 = stateno = 300 trigger2 = moveHit trigger3 = stateno = 400 || stateno = 410 trigger3 = moveHit trigger4 = stateno = 330 trigger4 = moveHit ;------------------------------------------------------------- ; ; ガードされた場合 ; [State -1] ; type = ChangeState ; value = 400 ; triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで ; triggerall = Var(52) = 1 ; triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 ;; triggerAll = P2stateno = [120,160] ; triggerAll = statetype != A ; TriggerAll = Prevstateno != 400 ; trigger1 = stateno = 300 ; trigger1 = moveGuarded ;; trigger1 = p2bodydist X = [0,35] ; [State -1] ; type = ChangeState ; value = 300 ; triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで ; triggerall = Var(52) = 1 ; triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 ;; triggerAll = P2stateno = [120,160] ; triggerAll = statetype != A ; TriggerAll = Prevstateno != 300 ; trigger1 = stateno = 400 ; trigger1 = moveGuarded ;; trigger1 = p2bodydist X = [0,35] ;立ち攻撃_弱 [State -1] type = ChangeState value = IFELSE( P2stateno >160&&enemynear,Anim !=5300&&random <=40, 800, IFELSE( P2statetype = S , 400 , 300)) triggerall = RoundState = 2 ; ラウンドの現在の状態 2:戦闘中 ファイトコール〜決着まで triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerAll = P2stateno != 5120 triggerAll = statetype != A triggerAll = Var(40) != 300 && Var(40) != 400 trigger1 = ctrl = 1 trigger1 = p2bodydist X >= IFELSE(var(8)=1,75,-10) trigger1 = p2bodydist X <= IFELSE(var(8)=1,85,5) trigger1 = p2bodydist Y = [-20,10] trigger1 = p2movetype != A trigger1 = InGuardDist = 0 trigger1 = enemynear,Time > IFELSE( P2stateno < 120 , 20 , 100 ) trigger1 = enemynear,Vel X < 2 ; trigger2 = Life>800 ; StateNo<120を速攻で攻撃する trigger2 = var(8) = 1 ; エンハンサー 1 on trigger2 = ctrl = 1 trigger2 = p2bodydist X = [75,85] trigger2 = p2bodydist Y = [-20,10] trigger2 = enemynear,Time > IFELSE( P2stateno < 120 , 0 , 100 ) trigger2 = enemynear,Vel X < 2 trigger2 = random <= IFELSE( InGuardDist = 0 , 999 , 50 ) trigger2 = random <= IFELSE( Life>800, 999, IFELSE( Life>600, 200, IFELSE( Life>400, 90, 20))) Trigger3 = enemynear,Anim = 5300 ; 相手ダウンしている場合 trigger3 = ctrl = 1 trigger3 = p2bodydist X >= IFELSE(var(8)=1,65,-10) trigger3 = p2bodydist X <= IFELSE(var(8)=1,85,5) trigger3 = p2bodydist Y = [-20,10] trigger3 = p2movetype != A trigger3 = InGuardDist = 0 ; trigger4 = Life>800 ; MoveType=Iを狙う trigger4 = ctrl = 1 trigger4 = p2bodydist X >= -10 ;IFELSE(var(8)=1,65,-10) trigger4 = p2bodydist X <= IFELSE(var(8)=1,85,15) trigger4 = p2bodydist Y = [-50,10] trigger4 = p2movetype = I || p2movetype = A trigger4 = InGuardDist = 0 trigger4 = enemynear,Ctrl=0 trigger4 = random <= IFELSE( Life>800, 999, IFELSE( Life>600, 200, IFELSE( Life>400, 120, 60))) ;------------------------------------------------------------- ;立ち攻撃_膝蹴り [State -1] type = ChangeState value = 340 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = command = "fwd_b" triggerAll = P2statetype != L triggerall = P2BodyDist X = [0,50] trigger1 = stateno = 400 trigger1 = moveHit ;立ち攻撃_膝蹴り [State -1] type = ChangeState value = 340 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = Var(8) = 1 ; コンボフラグ追い打ち 1 on trigger1 = stateno = 350 trigger1 = moveHit ;------------------------------------------------------------- ;立ち攻撃_中 [State -1] type = ChangeState value = 310 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = command = "b" triggerall = command != "holddown" triggerall = P2BodyDist X > 0 trigger1 = stateno = 300 trigger1 = MoveHit trigger2 = stateno = 400 trigger2 = moveGuarded trigger2 = Prevstateno != 300 ;------------------------------------------------------------- ;立ち攻撃_強1 [State -1] type = ChangeState value = 320 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = command = "c" triggerall = P2BodyDist X > 0 trigger1 = stateno = 995 ; シェルブリット 拳圧 trigger1 = moveHit trigger1 = p2bodydist X < 60 trigger2 = stateno = 300 || stateno = 310 trigger2 = moveHit trigger3 = stateno = 400 trigger3 = moveHit ;--------------------------------------------------------------------------- ;ジャンプ攻撃 [State -1] type = ChangeState value = 500 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerAll = stateno != 620 trigger1 = statetype = A trigger1 = ctrl = 1 trigger1 = p2bodydist X = [-10,30] trigger1 = p2bodydist Y = [0,20] trigger2 = stateno = 340 trigger2 = moveHit trigger3 = stateno = 920 ; アッパーhitして相手が後ろにいる時のキャンセル trigger3 = moveHit trigger3 = p2bodydist X < -10 ;ジャンプ攻撃_中A [State -1] type = ChangeState value = 510 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = command = "b" triggerall = statetype = A triggerAll = stateno != 610 triggerAll = p2bodydist X > 0 trigger1 = ctrl = 1 trigger1 = p2bodydist Y = [-10,20] trigger2 = stateno = 340 trigger2 = moveHit trigger3 = stateno = 920 trigger3 = moveHit ;ジャンプ攻撃_B [State -1] type = ChangeState value = 510 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 trigger1 = stateno = 500 trigger1 = moveHit ;------------------------------------------------------------------------------ ; 投げ [State -1] type = ChangeState value = 800 triggerall = RoundState = 2 triggerall = Var(52) = 1 triggerall = Var(10) < 10 ; 羽根フラグ 10 最終形態 triggerall = statetype != A triggerall = ctrl = 1 trigger1 = P2statetype != L trigger1 = P2MoveType!=H trigger1 = Life>750 trigger1 = p2bodydist X >= IFELSE(var(8)=1,75,-10) trigger1 = p2bodydist X <= IFELSE(var(8)=1,85,5) trigger1 = p2bodydist Y = [-20,10] trigger1 = p2movetype != A trigger1 = InGuardDist = 0 trigger1 = enemynear,Vel X < 2
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