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Command List — ChromeDome.zip ← Back to Overview

;-| AI |------------------------------------------------------ [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 ;-| 超必殺技 |----------------------------------------------------------------- [Command] name = "Bomb1" command = ~D,F,D,F,x time = 20 [Command] name = "Bomb1" command = ~D,F,D,F,y time = 20 [Command] name = "Bomb2" command = ~D,F,D,F,a time = 20 [Command] name = "Bomb2" command = ~D,F,D,F,b time = 20 [Command] name = "Bomb2-b" command = ~D,B,D,B,a time = 20 [Command] name = "Bomb2-b" command = ~D,B,D,B,b time = 20 [Command] name = "PD-H" command = ~D,B,D,B,x time = 20 [Command] name = "PD-H" command = ~D,B,D,B,y time = 20 [Command] name = "GC" command = ~B,F,D,z time = 20 ;------------------------------------------------------------------------------ [Command] name = "Bomb1" command = ~D,F,z time = 20 [Command] name = "Bomb2" command = ~D,F,c time = 20 [Command] name = "Bomb2-b" command = ~D,B,c time = 20 [Command] name = "PD-H" command = ~D,B,z time = 20 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "AD-1" command = ~D,F,x time = 20 [Command] name = "AD-2" command = ~D,F,y time = 20 [Command] name = "PD-1" command = ~D,B,x time = 20 [Command] name = "PD-2" command = ~D,B,y time = 20 ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "FF" command = F, F time = 20 [Command] name = "BB" command = B, B time = 20 [Command] name = "recovery" command = D, D time = 20 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = a+b time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー押しっぱなし |----------------------------------------------------- [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "holdx" command = /$x time = 1 [Command] name = "holdc" command = /$c time = 1 [Command];(前ブロッキングコマンド) name = "block" command = F time = 1 [Command];(下ブロッキングコマンド) name = "block2" command = D time = 1 ;--------------------------------------------------------------------------------- ;================================================================================= ;--------------------------------------------------------------------------------- [Statedef -1] ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;AI ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -1, ai] type = varset triggerall = var(59) = 0 triggerall = RoundState = 2 trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" trigger2 = Command = "AI3" || Command = "AI4" || Command = "AI5" trigger3 = Command = "AI6" || Command = "AI7" || Command = "AI8" trigger4 = Command = "AI9" || Command = "AI10" || Command = "AI11" trigger5 = Command = "AI12" || Command = "AI13" || Command = "AI14" trigger6 = Command = "AI15" || Command = "AI16" || Command = "AI17" trigger7 = Command = "AI18" || Command = "AI19" || Command = "AI20" trigger8 = Command = "AI21" || Command = "AI22" || Command = "AI23" trigger9 = Command = "AI24" || Command = "AI25" || Command = "AI26" trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29" trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32" trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35" trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38" trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41" trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44" trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47" trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50" ;--------------------------------Level-------------------------------- var(59) = 2 ;   AIレベル 0:AI無し 1:普通 2:強い ;--------------------------------------------------------------------- ;しゃがみガード [State -1,AI] type = ChangeState Value = 131 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2movetype = A Triggerall = ctrl triggerall = P2bodydist X < 60 trigger1 = p2statetype = C trigger2 = enemy,hitdefattr = C, NA,SA,HA trigger2 = Random < var(59) * 250 ;空中ガード [State -1,AI] type = ChangeState Value = 132 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype = A triggerall = p2statetype != L triggerall = p2movetype = A triggerAll = stateno != [100,105] Triggerall = ctrl trigger1 = P2bodydist X < 80;(abs(enemynear,Pos X - Pos X)<= 80 trigger2 = P2bodydist X < 80 trigger2 = enemy,hitdefattr = A, NA,SA,HA trigger2 = Random < var(59) * 250 ;立ちガード [State -1,AI] type = ChangeState Value = 130 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2movetype = A Triggerall = ctrl trigger1 = p2statetype = S trigger1 = p2bodydist X < 50 trigger2 = p2statetype = A trigger2 = p2bodydist X < 70 trigger3 = p2bodydist X < 50 trigger3 = enemy,hitdefattr = S, NA,SA,HA trigger3 = Random < var(59) * 250 trigger4 = p2bodydist X < 70 trigger4 = enemy,hitdefattr = A, NA,SA,HA trigger4 = Random < var(59) * 250 ;ガード [State -1,AI] type = ChangeState value = 120 triggerall = var(59) != 0 triggerall = alive = 1 triggerall = inguarddist triggerall = stateno = [0,12] triggerall = ctrl trigger1 = p2movetype = A trigger1 = Random < var(59) * 400 Trigger2 = Enemy,NumProj = 1 ; フロント ウォーク [State -1,AI] type = ChangeState value = 21 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = StateType != A triggerAll = p2bodydist X >= 30 triggerAll = ctrl trigger1 = Random <= 250 ; バック ウォーク [State -1,AI] type = ChangeState value = 22 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = StateType != A TriggerAll = BackEdgeBodyDist >= 40 triggerAll = p2bodydist X <= 60 triggerAll = ctrl trigger1 = Random = [701,800] ; フロント ジャンプ [State -1,AI] type = ChangeState value = 41 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = ctrl triggerAll = p2bodydist X >= 90 trigger1 = Random = [251,300] ; バック ジャンプ [State -1,AI] type = ChangeState value = 42 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A TriggerAll = BackEdgeBodyDist >= 40 triggerAll = ctrl triggerAll = p2bodydist X <= 60 trigger1 = Random >= 951 ;バック ステップ [State -1,AI] type = ChangeState value = 105 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = ctrl triggerAll = p2bodydist X <= 40 trigger1 = BackEdgeBodyDist >= 40 trigger1 = Random = [801,950] ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;AI用ブロッキング率 [State -1,AI] type = VarSet triggerall = (var(59) = [1,11]) && var(59) != 0 trigger1 = 1 var(13) = 6 ;0〜10の割合で変化 10なら100% ignorehitpause = 1 ;立ち - ガード ブロッキング [State -1,AI] type = ChangeState value = 900 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype != A && statetype = S triggerall = stateno = [150,151] trigger1 = (Var(7) = [1,4]) && (var(59) = 0 && (var(59) != [1,11])) trigger2 = (Var(7) = [5,8]) && var(8) && (var(59) = 0 && (var(59) != [1,11])) ignorehitpause = 1 ;屈 - ガード ブロッキング [State -1,AI] type = ChangeState value = 910 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype != A && statetype = C triggerall = stateno = [152,153] trigger1 = (Var(9) = [1,4]) && (var(59) = 0 && (var(59) != [1,11])) trigger2 = (Var(9) = [5,8]) && var(10) && (var(59) = 0 && (var(59) != [1,11])) ignorehitpause = 1 ;空中 - ガード ブロッキング [State -1,AI] type = ChangeState value = 920 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype = A triggerall = stateno = [154,155] trigger1 = (Var(7) = [1,4]) && (var(59) = 0 && (var(59) != [1,11])) trigger2 = (Var(7) = [5,8]) && var(8) && (var(59) = 0 && (var(59) != [1,11])) ignorehitpause = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ストーン・バタフライ - 強 [State -1,AI-01] type = ChangeState value = 1010 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl && Enemy,NumProj = 0 trigger1 = P2MoveType != A trigger1 = p2bodydist X > 140 trigger1 = Random = [350,500] trigger2 = MoveContact && AnimElemTime(5) > 1 && FrontEdgeDist > 100 trigger2 = (stateno = 250) || (stateno = 440) ; ストーン・バタフライ - 弱 [State -1,AI-01] type = ChangeState value = 1000 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl && Enemy,NumProj = 0 trigger1 = P2MoveType != A trigger1 = p2bodydist X = [60,140] trigger1 = Random = [350,500] trigger2 = p2bodydist X <= 55 trigger2 = Random <= ifelse(Power > 1500,325,400 ) trigger2 = MoveContact && AnimElemTime(5) > 1 trigger2 = (stateno = 210) || (stateno = 240) || (stateno = 410) || (stateno = 440) trigger3 = p2bodydist X <= 55 trigger3 = Random <= ifelse(Power > 1500,325,400 ) trigger3 = MoveContact trigger3 = (stateno = 215) || (stateno = 218) trigger4 = p2bodydist X <= 55 trigger4 = Random <= ifelse(Power > 1500,325,400) trigger4 = MoveContact && AnimElemTime(5) > 1 trigger4 = (stateno = 250) && FrontEdgeDist <= 100 trigger5 = p2bodydist X > 55 trigger5 = Random <= ifelse(Power > 1500,900,999 ) trigger5 = MoveContact && AnimElemTime(5) > 1 trigger5 = (stateno = 210) || (stateno = 240) || (stateno = 410) || (stateno = 440) trigger6 = p2bodydist X > 55 trigger6 = Random <= ifelse(Power > 1500,900,999 ) trigger6 = MoveContact trigger6 = (stateno = 215) || (stateno = 218) trigger7 = p2bodydist X > 55 trigger7 = Random <= ifelse(Power > 1500,900,999) trigger7 = MoveContact && AnimElemTime(5) > 1 trigger7 = (stateno = 250) && FrontEdgeDist <= 100 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; じばく [State -1,AI-03A] type = ChangeState value = 1800 triggerall = var(59) != 0 triggerAll = RoundState = 2 triggerall = statetype != A triggerall = FrontEdgeBodyDist <= 110 trigger1 = Power >= 1000 && Power <= 2800 && Random <= ifelse(Power < 2000,300,270) trigger1 = (stateno = 1000) && AnimElemTime(6) = 6 && var(58) = 1 trigger2 = Power >= 1000 && Power <= 2800 && Random <= ifelse(Power < 2000,300,270) trigger2 = (stateno = 1010) && AnimElemTime(12) = 6 && var(58) = 1 trigger3 = Power > 2800 && var(58) = 1 trigger3 = (stateno = 1000) && AnimElemTime(6) = 6 trigger4 = Power > 2800 && var(58) = 1 trigger4 = (stateno = 1010) && AnimElemTime(12) = 6 trigger5 = p2bodydist X <= 50 trigger5 = Random = [376,475] trigger5 = MoveContact && AnimElemTime(5) > 1 && Power >= 1500 trigger5 = (stateno = 210) || (stateno = 240) || (stateno = 410) || (stateno = 440) trigger6 = p2bodydist X <= 50 trigger6 = Random = [376,475] trigger6 = MoveContact && Power >= 1500 trigger6 = (stateno = 215) || (stateno = 218) trigger7 = p2bodydist X <= 50 trigger7 = Random = [376,475] trigger7 = MoveContact && AnimElemTime(5) > 1 && Power >= 1500 trigger7 = (stateno = 250) && FrontEdgeDist <= 100 trigger8 = p2bodydist X > 50 trigger8 = Random > 900 trigger8 = MoveContact && AnimElemTime(5) > 1 && Power >= 1500 trigger8 = (stateno = 210) || (stateno = 240) || (stateno = 410) || (stateno = 440) trigger9 = p2bodydist X > 50 trigger9 = Random > 900 trigger9 = MoveContact && Power >= 1500 trigger9 = (stateno = 215) || (stateno = 218) trigger10 = p2bodydist X > 50 trigger10 = Random > 900 trigger10 = MoveContact && AnimElemTime(5) > 1 && Power >= 1500 trigger10 = (stateno = 250) && FrontEdgeDist <= 100 ; だいばくはつ [State -1,AI-03B] type = ChangeState value = 1900 triggerall = var(59) != 0 triggerAll = RoundState = 2 triggerall = statetype != A triggerall = FrontEdgeBodyDist <= 110 && Power >= 2000 trigger1 = Power <= 2800 && var(58) = 1 trigger1 = Random = [271,300] trigger1 = (stateno = 1000) && AnimElemTime(6) = 6 trigger2 = Power <= 2800 && var(58) = 1 trigger2 = Random = [271,300] trigger2 = (stateno = 1010) && AnimElemTime(12) = 6 trigger3 = (stateno = 1700) && AnimElemTime(8) = 1 ; エミュレート・ガイアクラッシャー [State -1,AI-03C] type = ChangeState value = 1700 triggerall = var(59) != 0 triggerAll = RoundState = 2 triggerall = statetype != A triggerall = FrontEdgeBodyDist = [111,190] trigger1 = Power >= 1000 && Power <= 2800 && Random <= 300 trigger1 = (stateno = 1000) && AnimElemTime(6) = 6 && var(58) = 1 trigger2 = Power >= 1000 && Power <= 2800 && Random <= 300 trigger2 = (stateno = 1010) && AnimElemTime(12) = 18 && var(58) = 1 trigger3 = Power > 2800 && var(58) = 1 trigger3 = (stateno = 1000) && AnimElemTime(6) = 6 trigger4 = Power > 2800 && var(58) = 1 trigger4 = (stateno = 1010) && AnimElemTime(12) = 18 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; マグナム・パイルドライバー [State -1,AI-02] type = ChangeState value = ifelse(enemy,const(size.head.pos.y) <= const(size.head.pos.y),1000,1200) triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2StateType != L && P2StateType != A trigger1 = ctrl && Enemy,NumProj = 0 trigger1 = P2MoveType != A trigger1 = p2bodydist X = [31,60] trigger1 = Random = [350,450] trigger2 = p2bodydist X <= 50 trigger2 = Random >= ifelse(Power > 1500,476,401) trigger2 = MoveContact && AnimElemTime(5) > 1 trigger2 = (stateno = 210) || (stateno = 240) || (stateno = 410) trigger3 = p2bodydist X <= 50 trigger3 = Random >= ifelse(Power > 1500,476,401) trigger3 = MoveContact && (stateno = 215) trigger4 = p2bodydist X <= 50 trigger4 = Random >= ifelse(Power > 1500,476,401) trigger4 = MoveGuarded trigger4 = (stateno = 218) || (stateno = 250) || (stateno = 440) ; アッパー・キャッチィング・サンダーボム [State -1,AI-02] type = ChangeState value = 1300 triggerall = var(59) != 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2StateType != L && P2StateType = A trigger1 = ctrl && Enemy,NumProj = 0 trigger1 = P2MoveType != A trigger1 = p2bodydist X <= 60 trigger1 = Random = [350,450] trigger2 = p2bodydist X <= 50 trigger2 = Random >= ifelse(Power > 1500,476,401) trigger2 = MoveContact && AnimElemTime(5) > 1 trigger2 = (stateno = 210) || (stateno = 240) || (stateno = 410) trigger3 = p2bodydist X <= 50 trigger3 = Random >= ifelse(Power > 1500,476,401) trigger3 = MoveContact trigger3 = (stateno = 215) || (stateno = 218) trigger4 = p2bodydist X <= 50 trigger4 = Random >= ifelse(Power > 1500,476,401) trigger4 = MoveContact && AnimElemTime(5) > 1 trigger4 = (stateno = 250) && FrontEdgeBodyDist <= 100 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; しゃがみ弱キック [State -1,AI-05] type = ChangeState value = 430 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerall = p2movetype != A triggerAll = p2statetype != L && P2StateType != A triggerAll = P2BodyDist X <= 30 && P2BodyDist Y >= 0 trigger1 = P2StateType = S && MoveGuarded && Time > 5 && P2BodyDist X <= 34 trigger1 = (stateno = 200) || (stateno = 205) || (stateno = 230) || (stateno = 400) || (stateno = 430) trigger2 = Random <= 700 && ctrl trigger2 = P2StateType = C trigger3 = Random <= 500 && ctrl trigger3 = enemy,const(size.head.pos.y) <= const(size.head.pos.y) trigger3 = P2StateType = S ; 立ち弱キック [State -1,AI-05] type = ChangeState value = 230 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = P2BodyDist X <= 30 && P2BodyDist Y >= 0 triggerAll = p2statetype != L && P2StateType != A triggerAll = ctrl triggerAll = enemy,const(size.head.pos.y) >= const(size.head.pos.y) trigger1 = Random <= 600 && P2StateType = S trigger2 = Random >= 701 && P2StateType = C ; しゃがみ弱パンチ [State -1,AI-05] type = ChangeState value = 400 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = p2movetype != A triggerAll = p2statetype != L && P2StateType != A triggerAll = ctrl && Random >= 701 triggerAll = P2BodyDist X <= 30 && P2BodyDist Y >= 0 triggerAll = enemy,const(size.head.pos.y) <= const(size.head.pos.y) trigger1 = Random >= 701 && ctrl trigger1 = P2StateType = C trigger2 = Random >= 501 && ctrl trigger2 = P2StateType = S ; 立ち弱パンチ [State -1,AI-05] type = ChangeState value = ifelse(p2bodydist x <= 25,205,200) triggerAll = var(59) != 0 TriggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = P2BodyDist X <= 30 && P2BodyDist Y >= 0 triggerAll = p2statetype != L triggerAll = p2movetype != A triggerAll = ctrl trigger1 = Random >= 601 && P2StateType = S trigger1 = enemy,const(size.head.pos.y) >= const(size.head.pos.y) trigger2 = P2StateType = A ; 投げ [State -1,AI-04] type = ChangeState value = 700 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = StateType != A trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = p2bodydist X <=10 trigger1 = ctrl trigger1 = Random >= 500 ; 立ち強キック [State -1,AI-05] type = ChangeState value = ifelse(p2bodydist x <= 25,250,240) triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = p2statetype != L triggerall = p2movetype != A trigger1 = Random <= 700 && MoveContact trigger1 = (stateno = 200) || (stateno = 205) || (stateno = 230) || (stateno = 400) || (stateno = 430) trigger2 = P2BodyDist X = [31,50] trigger2 = Random <= 100 && ctrl trigger2 = enemy,const(size.head.pos.y) >= const(size.head.pos.y) ; しゃがみ強パンチ [State -1,AI-05] type = ChangeState value = 410 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = p2statetype != L triggerall = p2movetype != A trigger1 = Random >= 701 && MoveContact && p2statetype = A trigger1 = (stateno = 200) || (stateno = 205) || (stateno = 230) || (stateno = 400) || (stateno = 430) trigger2 = enemy,const(size.head.pos.y) <= const(size.head.pos.y) trigger2 = Random >= 501 && MoveContact trigger2 = (stateno = 200) || (stateno = 205) || (stateno = 230) || (stateno = 400) || (stateno = 430) ; しゃがみ強キック [State -1,AI-05] type = ChangeState value = 440 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = p2statetype != L triggerall = p2movetype != A trigger1 = Random >= 701 && MoveGuarded trigger1 = (stateno = 200) || (stateno = 205) || (stateno = 230) || (stateno = 400) || (stateno = 430) trigger2 = P2BodyDist X = [31,50] trigger2 = Random = [201,250] trigger2 = ctrl trigger3 = enemy,const(size.head.pos.y) <= const(size.head.pos.y) trigger3 = Random <= 500 && MoveContact trigger3 = (stateno = 200) || (stateno = 205) || (stateno = 230) || (stateno = 400) || (stateno = 430) ; 立ち強パンチ [State -1,AI-05] type = ChangeState value = ifelse(p2bodydist x > 25,210,ifelse(Random >= 751,215,210)) triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = p2statetype != L triggerall = p2movetype != A trigger1 = enemy,const(size.head.pos.y) >= const(size.head.pos.y) trigger1 = Random >= 701 && MoveContact trigger1 = (stateno = 200) || (stateno = 205) || (stateno = 230) || (stateno = 400) || (stateno = 430) trigger2 = Random <= 700 && MoveContact && p2statetype = A trigger2 = (stateno = 200) || (stateno = 205) || (stateno = 230) || (stateno = 400) || (stateno = 430) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; 挑発 [State -1,AI-04] type = ChangeState value = 199 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype != A triggerAll = ctrl triggerAll = p2bodydist X >= 180 trigger1 = Random >= 990 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ジャンプ弱パンチ [State -1,AI-05] type = ChangeState value = 600 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype = A && P2MoveType != A triggerAll = ctrl trigger1 = P2BodyDist X <= 60 && P2BodyDist Y >= -40 trigger1 = Random >= 601 ; ジャンプ強パンチ [State -1,AI-05] type = ChangeState value = 610 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype = A && P2MoveType != A trigger1 = stateno = 600 && MoveContact ; ジャンプ弱キック [State -1,AI-05] type = ChangeState value = 630 triggerAll = var(59) != 0 && var(51) = 1 triggerAll = RoundState = 2 triggerAll = Statetype = A && P2MoveType != A trigger1 = P2BodyDist X <= 60 && P2BodyDist Y >= -40 trigger1 = Random <= 600 trigger1 = ctrl ; ジャンプ強キック [State -1,AI-05] type = ChangeState value = 640 value = 640 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype = A && P2MoveType != A trigger1 = stateno = 630 && MoveContact ; スラッシュダウンキック [State -1,AI-05] type = ChangeState value = 650 triggerAll = var(59) != 0 triggerAll = RoundState = 2 triggerAll = Statetype = A trigger1 = ctrl trigger1 = P2BodyDist X = [90,140] trigger1 = P2BodyDist Y >= 0 trigger1 = Random <= 100 trigger1 = GetHitVar(fall.recover) = 1 trigger1 = movetype != H ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; だいばくはつ [State -1] type = ChangeState value = 1900 triggerall = var(59) = 0 triggerall = command = "Bomb2" triggerall = statetype != A triggerall = Power >= 2000 trigger1 = ctrl trigger2 = (stateno = [200,430]) && MoveContact trigger3 = (stateno = [1000,1010]) trigger4 = (stateno = 1705) && AnimElemTime(3) >= 0 ; じばく [State -1] type = ChangeState value = 1800 triggerall = var(59) = 0 triggerall = command = "Bomb1" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl trigger2 = (stateno = [200,430]) && MoveContact trigger3 = (stateno = [1000,1010]) ; 大陸弾道・パイルドライバー [State -1] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = command = "PD-H" triggerall = StateType != A triggerall = Power >= 1000 trigger1 = ctrl trigger2 = (stateno = [200,430]) && MoveContact trigger3 = (stateno = [1000,1010]) ; エミュレート・ガイアクラッシャー [State -1] type = ChangeState value = 1700 triggerall = var(59) = 0 triggerall = command = "GC" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl trigger2 = (stateno = [200,430]) && MoveContact trigger3 = (stateno = [1000,1010]) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ストーン・バタフライ - 弱 [State -1] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "AD-1" triggerall = StateType != A trigger1 = ctrl trigger2 = (stateno = [200,430]) && MoveContact ; ストーン・バタフライ - 強 [State -1] type = ChangeState value = 1010 triggerall = var(59) = 0 triggerall = command = "AD-2" triggerall = StateType != A trigger1 = ctrl trigger2 = (stateno = [200,430]) && MoveContact ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; マグナム・パイルドライバー [State -1] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = command = "PD-1" triggerall = StateType != A trigger1 = ctrl trigger2 = (stateno = [200,430]) && MoveContact ; アッパー・キャッチィング・サンダーボム [State -1] type = ChangeState value = 1300 triggerall = var(59) = 0 triggerall = command = "PD-2" triggerall = StateType != A trigger1 = ctrl trigger2 = (stateno = [200,430]) && MoveContact ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; バック ステップ [State -1] type = ChangeState value = 105 triggerall = var(59) = 0 Trigger1 = command = "BB" Trigger1 = statetype = S Trigger1 = ctrl ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; 投げ [State -1] type = ChangeState value = 700 triggerall = var(59) = 0 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdback" trigger1 = p2bodydist X < 30 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ; 挑発 [State -1] type = ChangeState value = 199 triggerall = var(59) = 0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;立ち - ガード ブロッキング [State -1, 900] type = ChangeState value = 900 triggerall = var(59) = 0 triggerall = stateno = [150,151] triggerall = statetype != A && statetype = S trigger1 = (Var(7) = [1,4]) && (var(59) = 0 && (var(59) != [1,11])) trigger2 = (Var(7) = [5,8]) && var(8) && (var(59) = 0 && (var(59) != [1,11])) ignorehitpause = 1 ;屈 - ガード ブロッキング [State -1, 910] type = ChangeState value = 910 triggerall = var(59) = 0 triggerall = stateno = [152,153] triggerall = statetype != A && statetype = C trigger1 = (Var(9) = [1,4]) && (var(59) = 0 && (var(59) != [1,11])) trigger2 = (Var(9) = [5,8]) && var(10) && (var(59) = 0 && (var(59) != [1,11])) ignorehitpause = 1 ;空中 - ガード ブロッキング [State -1, 920] type = ChangeState value = 920 triggerall = var(59) = 0 triggerall = stateno = [154,155] triggerall = statetype = A trigger1 = (Var(7) = [1,4]) && (var(59) = 0 && (var(59) != [1,11])) trigger2 = (Var(7) = [5,8]) && var(8) && (var(59) = 0 && (var(59) != [1,11])) ignorehitpause = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; 立ち弱パンチ [State -1] type = ChangeState value = ifelse(p2bodydist x <= 25,205,200) triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,205]) && time > 10 trigger3 = (stateno = 230) && time > 10 trigger4 = (stateno = 400) && time > 10 trigger5 = (stateno = 430) && time > 10 ; 立ち強パンチ [State -1] type = ChangeState value = ifelse(p2bodydist x <= 25,215,210) triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holdback" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,205]) && MoveContact trigger3 = (stateno = 230) && MoveContact trigger4 = (stateno = 400) && MoveContact trigger5 = (stateno = 430) && MoveContact ; 立ち強パンチ [State -1] type = ChangeState value = 218 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holdback" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,205]) && MoveContact trigger3 = (stateno = 230) && MoveContact trigger4 = (stateno = 400) && MoveContact trigger5 = (stateno = 430) && MoveContact ; 立ち弱キック [State -1] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,205]) && time > 10 trigger3 = (stateno = 230) && time > 10 trigger4 = (stateno = 400) && time > 10 trigger5 = (stateno = 430) && time > 10 ; 立ち強キック [State -1] type = ChangeState value = ifelse(p2bodydist x <= 25,250,240) triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,205]) && MoveContact trigger3 = (stateno = 230) && MoveContact trigger4 = (stateno = 400) && MoveContact trigger5 = (stateno = 430) && MoveContact ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; しゃがみ弱パンチ [State -1] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [200,205]) && time > 10 trigger3 = (stateno = 230) && time > 10 trigger4 = (stateno = 400) && time > 10 trigger5 = (stateno = 430) && time > 10 ; しゃがみ強パンチ [State -1] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [200,205]) && MoveContact trigger3 = (stateno = 230) && MoveContact trigger4 = (stateno = 400) && MoveContact trigger5 = (stateno = 430) && MoveContact ; しゃがみ弱キック [State -1] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [200,205]) && time > 10 trigger3 = (stateno = 230) && time > 10 trigger4 = (stateno = 400) && time > 10 trigger5 = (stateno = 430) && time > 10 ; しゃがみ強キック [State -1] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [200,205]) && MoveContact trigger3 = (stateno = 230) && MoveContact trigger4 = (stateno = 400) && MoveContact trigger5 = (stateno = 430) && MoveContact ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ジャンプ弱パンチ [State -1] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ; ジャンプ強パンチ [State -1] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && MoveContact trigger3 = (stateno = 630) && MoveContact ; ジャンプ弱キック [State -1] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ; ジャンプ強キック [State -1] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && MoveContact trigger3 = (stateno = 630) && MoveContact ; スラッシュダウンキック [State -1] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && MoveContact trigger3 = (stateno = 630) && MoveContact
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