;-| 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