;==========================================================================
;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