Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — X02_Byakuya_K[R].zip ← Back to Overview

;-| 超必殺技 |-------------------------------------------------------- ;ここには超必殺技を記述してください、同じ名前を「name =」欄に書けますが ;コマンドは絶対に違ったものにしてください。 ;カンフーマンは弱パンチと強パンチで技が出せるように同じ名前のコマンドで ;内容が弱と強になっています。 ;「time=20」と書くことで「コマンドを20フレーム以内に入力」と設定できます。 ;AIフラグ [Command] name = "AI0" command = B,B,B,B,a+b+s time = 0 [Command] name = "AI1" command = B,B,B,B,a+b+c+s time = 0 [Command] name = "AI2" command = B,B,B,B,a+b+c time = 0 [Command] name = "AI3" command = B,B,B,B,a+c time = 0 [Command] name = "AI4" command = B,B,B,a+b+c time = 0 [Command] name = "AI5" command = B,B,B,F,a+b+c time = 0 [Command] name = "AI6" command = B,B,B,U,a+b+c time = 0 [Command] name = "AI7" command = B,B,B,D,a+b+c time = 0 [Command] name = "AI8" command = B,B,D,B,a+b+c time = 0 [Command] name = "AI9" command = B,U,B,B,a+b+c time = 0 [Command] name = "AI10" command = B,D,B,B,a+b+c time = 0 [Command] name = "AI11" command = F,B,B,B,a+b+c time = 0 [Command] name = "AI12" command = B,B,F,B,a+b+c time = 0 [Command] name = "AI13" command = B,F,B,F,a+b+c time = 0 [Command] name = "AI14" command = B,B,D,B,a+b+s time = 0 [Command] name = "AI15" command = F,B,B,B,a+b+c time = 0 [Command] name = "AI16" command = B,B,D,F,a+b+c+s time = 0 [Command] name = "AI17" command = B,B,D,F,x+y+b+s time = 0 [Command] name = "AI18" command = B,B,D,F,x+y+b+s time = 0 [Command] name = "AI19" command = B,B,D,F,x+a+b+s time = 0 [Command] name = "AI20" command = B,B,D,F,x+y+s time = 0 [Command] name = "AI21" command = B,B,D,F,x+y+c+s time = 0 [Command] name = "AI22" command = U,F,B,B,B,a+b+c+s time = 0 [Command] name = "AI23" command = U,B,B,D,F,a+b+c+s time = 0 [Command] name = "AI24" command = U,B,B,D,F,x+y+b+s time = 0 [Command] name = "AI25" command = U,B,B,D,F,x+y+b time = 0 [Command] name = "AI26" command = U,B,B,D,F,x+a+b+s time = 0 [Command] name = "AI27" command = U,B,B,D,F,x+y+s time = 0 [Command] name = "AI28" command = U,B,B,D,F,x+y+c+s 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,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI31" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI32" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI33" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI34" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI35" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI36" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI37" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI38" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI39" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI40" command = a,b,c,x,y,z,a,b,c,x,y,z,a,b,c,x,y,z,a,b,c,x,y,z,s time = 0 [Command] name = "AI41" command = U,D,B,F,U,D,B,F,U,D,B,F,U,D,B,F,U,D,B,F,U,D,B,F,s time = 0 [Command] name = "AI42" command = b,b,b,b,b,b,b,b,b,b,b,b,s,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI43" command = DF,b,B,a,F,z,s time = 0 [Command] name = "AI44" command = b,a,s,a,s,x,a,a,a,a,a,z time = 0 [Command] name = "AI45" command = F,a,c,y,B,a,c,a,z,z,x,z,b,B,y,c time = 0 [Command] name = "AI46" command = U,z,a,s,U,B,a,c,a,D,a,z,F,a,x+a time = 0 [Command] name = "AI47" command = U,z,B,a,F,x+y+b time = 0 [Command] name = "AI48" command = a,z,B,D,F,x+a+b+s time = 0 [Command] name = "AI49" command = U,B,z,y,x,x+y+s time = 0 [Command] name = "AI50" command = U+B+D+F+a+b+c+x+y+z+s,U+B+D+F+a+b+c+x+y+z+s,U+B+D+F+a+b+c+x+y+z+s time = 0 ;=========================================================================== [Command] name = "QCF_a2" command = ~D, DF, F, D, DF, F, a time=40 [Command] name = "QCF_b2" command = ~D, DF, F, D, DF, F, b time=40 [Command] name = "QCF_c2" command = ~D, DF, F, D, DF, F, c time=40 [Command] name = "QCF_x2" command = ~D, DF, F, D, DF, F, x time=40 [Command] name = "QCF_y2" command = ~D, DF, F, D, DF, F, y time=40 [Command] name = "QCF_z2" command = ~D, DF, F, D, DF, F, z time=40 ;-| 必殺技 |------------------------------------------------------ [Command] name = "QCT_a" command = ~F, DF, D, DB, B, a time=30 [Command] name = "QCT_b" command = ~F, DF, D, DB, B, b time=30 [Command] name = "QCT_c" command = ~F, DF, D, DB, B, c time=30 [Command] name = "QCT_x" command = ~F, DF, D, DB, B, x time=30 [Command] name = "QCT_y" command = ~F, DF, D, DB, B, y time=30 [Command] name = "QCT_z" command = ~F, DF, D, DB, B, z time=30 [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCF_s" command = ~D, DF, F, s [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;※※※※※※※※※※※※※※※※※※※※ハイジャンプコマンド ;下をちょっと押して上を押す、と言う意味。 [Command] name = "jump" command = ~D,$U time = 10 ;※※※※※※※※※※※※※※※※※※※※前避け ;前を押しながらA+B、という意味 [Command] name = "away-f" command = /F,a+b time = 10 ;前を押しながらA+B、という意味 [Command] name = "Fu" command = F,U time = 20 ;前を押しながらA+B、という意味 [Command] name = "Bu" command = B,U time = 20 ;前を押しながらA+B、という意味 [Command] name = "Fu2" command = $F+U time = 1 ;前を押しながらA+B、という意味 [Command] name = "Bu2" command = $B+U time = 1 ;※※※※※※※※※※※※※※※※※※※※前避け ;前を押しながら、という意味 [Command] name = "Front" command = /F time = 10 [Command] name = "Back" command = /B time = 10 [Command] name = "BackUnder" command = /B+D time = 10 ;※※※※※※※※※※※※※※※※※※※※前避け ;後を押しながらA+B、という意味 [Command] name = "away-b" command = /B,a+b time = 10 ;-| 2回押し技 |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2・3個の同時押し技 |----------------------------------------------- [Command] name = "recovery" command = x+y time = 1 [Command] name = "Cz" command = c+z time = 1 ;-| 方向とボタンで出す技 |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;[Command] ;name = "UF" ;command = UF ;time = 1 ;-| ボタン設定(いじらない)|--------------------------------------------------------- [Command] name = "a-X" command = /a time = 1 [Command] name = "b-X" command = /b time = 1 [Command] name = "c-X" command = /c time = 1 [Command] name = "x-X" command = /x time = 1 [Command] name = "y-X" command = /y time = 1 [Command] name = "z-X" command = /z time = 1 [Command] name = "s-X" command = /s time = 1 [Command] name = "U-X" command = /U time = 1 [Command] name = "D-X" command = /D time = 1 [Command] name = "F-X" command = /F time = 1 [Command] name = "B-X" command = /B time = 1 [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 [Command] name = "U" command = U time = 1 [Command] name = "D" command = D time = 1 [Command] name = "F" command = F time = 1 [Command] name = "B" command = B time = 1 ;-| 押しっぱなし設定(いじらない)------------------------------------------------------- [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "holda" command = /$a time = 1 [Command] name = "holdb" command = /$b time = 1 [Command] name = "holdx" command = /$x time = 1 [Command] name = "holdy" command = /$y time = 1 [Command] name = "holds" command = /$s time = 1 ; 下の記述↓は絶対に消さないでください。 [Statedef -1] ;=========================================================================== [State ];ヘルパーにはこれ以降を読ませない type = selfstate trigger1=ishelper value=128 ignorehitpause=1 [State ];??? type = selfstate trigger1=palno=11 value=77999 ignorehitpause=1 [State ] type = varset triggerall=!ishelper trigger1=roundno=1 trigger1=sysvar(2)<=30 trigger2=var(59)=0 v=59 value = 96061096;6910696 ignorehitpause=1 [State ];AIスイッチ type = varset triggerall=!ishelper triggerall=roundstate=2 triggerall=sysvar(2)>=30 triggerall=var(59)=96061096 trigger1 = command="AI0" trigger2 = command="AI1" trigger3 = command="AI2" trigger4 = command="AI3" trigger5 = command="AI4" trigger6 = command="AI5" trigger7 = command="AI6" trigger8 = command="AI7" trigger9 = command="AI8" trigger10 =command="AI9" trigger11 =command="AI10" trigger12 =command="AI11" trigger13 =command="AI12" trigger14 =command="AI13" trigger15 =command="AI14" trigger16 =command="AI15" trigger17 =command="AI16" trigger18 =command="AI17" trigger19 =command="AI18" trigger20 =command="AI19" trigger21 =command="AI20" trigger22 =command="AI21" trigger23 =command="AI22" trigger24 =command="AI23" trigger25 =command="AI24" trigger26 =command="AI25" trigger27 =command="AI26" trigger28 =command="AI27" trigger29 =command="AI28" trigger30 =command="AI29" trigger31 =command="AI30" trigger32 =command="AI31" trigger33 =command="AI32" trigger34 =command="AI33" trigger35 =command="AI34" trigger36 =command="AI35" trigger37 =command="AI36" trigger38 =command="AI37" trigger39 =command="AI38" trigger40 =command="AI39" trigger41 =command="AI40" trigger42 =command="AI41" trigger43 =command="AI42" trigger44 =command="AI43" trigger45 =command="AI44" trigger46 =command="AI45" trigger47 =command="AI46" trigger48 =command="AI47" trigger49 =command="AI48" trigger50 =command="AI49" trigger51 =command="AI50" v=59 value = -(random+1) ignorehitpause=1 ;=========================================================================== [State ];AIに自動移動をさせない type = AssertSpecial triggerall=0 trigger1=0;var(59)!=96061096 flag=NoWalk ignorehitpause=1 [State ];向きを自動変更させない type=assertspecial;null; triggerall=0 triggerall=palno=9 trigger1=sysvar(4)=52 trigger2=sysvar(4)=[208,209] flag=noautoturn ignorehitpause=1 [State ];9P専用ctrl操作 type=ctrlset;null; triggerall=0 trigger1=sysvar(4)=52 trigger1=palno=9 value=1 ignorehitpause=1 [State ] type = selfstate triggerall=!ishelper triggerall=palno!=[1,10] trigger1=sysvar(2)=[1,30] value = 0 ctrl=0 ignorehitpause=1 [state ];バリアフィルム type=changestate triggerall=ishelper! triggerall=1 triggerall=sysvar(4)=[150,155] triggerall=roundstate=2 triggerall=var(59)!=96061096 triggerall=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[1,110] triggerall=sysvar(3)=1 triggerall=sysvar(4)=[150,155] triggerall=sysvar(4)%2=0 triggerall=(numexplod(1200000)!)||(var(59)>=11) triggerall=(fvar(39)>=300) triggerall=(var(59)>=10)||((var(59)>=9)&&(((var(19)+var(20))>=4))) trigger1=random%7=1||((var(59)>=11)&&(random%2=1)&&(fvar(39)>=300)) trigger1=((var(19)+var(20))>=4)||(var(19)>=3)||(var(20)>=3)||((helper(80110),var(5)<=90)&&(helper(80110),var(3)>=90)) trigger1=(random%2=1)||(helper(80110),var(5)<=130);後方の壁が自分のすぐ後ろにある trigger2=var(59)>=11 trigger2=(power>=3000)&&(fvar(39)>500)&&(((fvar(38)!=[0,999])&&(playerID(var(7)),life<=600))||((fvar(38)=[0,999])&&(playerID(var(7)),life<=300))) ;trigger2=(power>=3000)&&(fvar(39)>500)&&((fvar(38)!=[0,999])||((fvar(38)=[0,999])&&(playerID(var(7)),life<=300))) ;;trigger2=(power>=3000)&&(fvar(39)>500) trigger2=helper(80110),var(3)>=160;前方の壁から十分離れている trigger2=statetype!=A trigger2=fvar(3)=[-70,50] ;trigger2=(playerID(var(7)),movehit) value=145 ignorehitpause = 1 [state ];移動中内部自動処理封じ type = CtrlSet triggerall=stateno!=[5000,5100] triggerall=var(1)=gametime trigger1=sysvar(4)=[21,22] trigger2=sysvar(4)=[50,51] trigger3=sysvar(4)=53 value=1 ignorehitpause=1 ;--------------------------------------------------------------------------- ;こっからAI記述 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;最速行動 ;--------------------------------------------------------------------------- [State ];特殊覚醒 type = changestate triggerall=(var(59)!=96061096)||(palno=12) triggerall=ishelper! triggerall=(ctrl)||(((gethitvar(slidetime)<=0)&&(sysvar(4)=[120,155])))||(var(59)>=12) triggerall=statetype!=A triggerall=movetype!=H triggerall=roundstate=2 triggerall=hitpausetime! triggerall=numexplod(214849227)! trigger1=var(59)>=8 trigger1=roundno>=2 trigger1=var(37)=0 trigger1=life<=250 trigger2=palno=12 value = 1951 ignorehitpause=1 [State ];初動/Lv5リーサル type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=ishelper! triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&(sysvar(4)=[130,140])) triggerall=statetype!=A triggerall=movetype!=H triggerall=roundstate=2 triggerall=hitpausetime! triggerall=var(59)>=8 triggerall=sysvar(4)!=21 triggerall=numexplod(1200066)!;発動までの時間制限を設ける triggerall=numexplod(3999)!;1Rにどちらか片方を1度だけしか発動できない triggerall=fvar(37)!=[0,999];オーバーチャージMAX! triggerall=numexplod(214849227) triggerall=(roundno>=2)||(palno=12) triggerall=power>=5000 triggerall=(playerID(var(7)),stateno!=[5000,5150]);||((playerID(var(7)),stateno=5120)&&(playerID(var(7)),animtime=[-2,-1])) triggerall=(playerID(var(7)),movetype!=H)||(numenemy>=2) ;trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120 ;trigger1=((playerID(var(7)),screenpos Y)-screenpos Y)=[-80,40] trigger1=(numenemy>=2)||(playerID(var(7)),life>=250)||(roundno>=3) trigger2=1 value = 3900 ignorehitpause=1 [State ];初動/Lv4リーサル type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=ishelper! triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&(sysvar(4)=[130,140])) triggerall=statetype!=A triggerall=movetype!=H triggerall=roundstate=2 triggerall=hitpausetime! triggerall=var(59)>=8 triggerall=sysvar(4)!=21 triggerall=numexplod(1200066)!;発動までの時間制限を設ける triggerall=numexplod(3999)!;1Rにどちらか片方を1度だけしか発動できない triggerall=var(57)=0;この技はマッチ中1度しか発動できない triggerall=fvar(38)!=[0,999];フルチャージ triggerall=((roundno>=2)&&((roundno>=3)||(var(37)=0)||(RoundsExisted=0)))||(palno=12) triggerall=life<=100 triggerall=power>=4000 triggerall=(playerID(var(7)),stateno!=[5000,5150]);||((playerID(var(7)),stateno=5120)&&(playerID(var(7)),animtime=[-2,-1])) trigger1=helper(80110),var(3)>=240;前方の壁から十分離れている trigger1=var(16)=3;遠い trigger1=((playerID(var(7)),screenpos Y)-screenpos Y)=[-80,40] trigger1=(numenemy>=2)||(playerID(var(7)),life<=750) value = 3800 ignorehitpause=1 [State ];初動/ガード type = changestate triggerall=alive triggerall=!ishelper triggerall=var(59)!=96061096 triggerall=numexplod(214849227)!;特殊覚醒適用中はガードできない! triggerall=roundstate=2 triggerall =(ctrl)||(sysvar(4)=[20,22])||((var(59)>=12)&&(sysvar(4)=[0,999])&&(playerID(var(7)),hitpausetime!)) triggerall=palno=[1,9];palno!=10 triggerall=movetype!=H triggerall = sysvar(4)!=[120,159] ;triggerall = (P2BodyDist X <= 159&& playerID(var(7)),movetype = A )||playerID(var(7)),numproj!=0 triggerall = (NumEnemy) triggerall = InGuardDist triggerall=(numexplod(1200000)!)||(var(59)>=11) trigger1 = playerID(var(7)),HitDefAttr = A,AA trigger2 = playerID(var(7)),HitDefAttr = S,AA trigger2 = playerID(var(7)),Time >= 16 trigger2 = playerID(var(7)),StateType = S trigger3 = playerID(var(7)),HitDefAttr = S,AA trigger3 = playerID(var(7)),Time < 16 trigger3 = playerID(var(7)),Vel Y > 0 trigger4 = playerID(var(7)),StateType != S trigger4 = playerID(var(7)),HitDefAttr = S,AA trigger4 = playerID(var(7)),Time >= 16 trigger4 = playerID(var(7)),Vel Y > 0 ;trigger5 = random <=100 && palno<=9 &&playerID(var(7)),HitDefAttr != SCA,NT,ST,HT trigger5 = p2movetype = A || playerID(var(7)),movetype = A trigger6=(playerID(var(7)),numhelper>var(5))&&(playerID(var(7)),alive);((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>=111 value = 120 ignorehitpause=1 [State ] type = statetypeset triggerall=alive triggerall=!ishelper triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=playerID(var(7)),movetype=A triggerall=(playerID(var(7)),statetype=C)||(playerID(var(7)),hitdefattr=C,AA,AP,AT) triggerall=statetype=S triggerall=(numexplod(1200010)!)||(var(59)>=11) trigger1=sysvar(4)=120 statetype=C ignorehitpause=1 ;--------------------------------------------------------------------------- ;ココロシステム ;--------------------------------------------------------------------------- [State ];AIモードリセット type = varrangeset triggerall=1 trigger1=1 First=16 Last=26 value=0 ignorehitpause=1 [State ];初動モード決定/常駐ヘルパー数記録 type = varset triggerall=ishelper! triggerall=sysvar(2)=2 trigger1=1 v=5 value = playerID(var(7)),numhelper ignorehitpause=1 [State ];初動モード決定/常駐ヘルパー数修正 type = varset triggerall=ishelper! triggerall=roundstate=2 trigger1=(playerID(var(7)),numhelper)<var(5) v=5 value = playerID(var(7)),numhelper ignorehitpause=1 [State ];初動モード決定/距離 type = varrangeset trigger1=1 triggerall=1;var(59)!=96061096; triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11);AIタイムラグ圏外 triggerall=ishelper! triggerall=movetype!=H;被弾していない triggerall=roundstate=2;試合中のみ triggerall=hitpausetime!;硬直していない ;;;;; trigger1=1 First=16 Last=17 value = 666666 ignorehitpause=1 [State ];初動モード決定/X距離 type = varset triggerall=ishelper! triggerall=var(16)=666666 trigger1=(Floor((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>180) v=16 value = 3 ignorehitpause=1 [State ];初動モード決定/X距離 type = varset triggerall=ishelper! triggerall=var(16)=666666 trigger1=(Floor((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[100,180]) v=16 value = 2 ignorehitpause=1 [State ];初動モード決定/X距離 type = varset triggerall=ishelper! triggerall=var(16)=666666 trigger1=(Floor((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,99]) v=16 value = 1 ignorehitpause=1 [State ];初動モード決定/X距離 type = varset triggerall=ishelper! triggerall=var(16)=666666 trigger1=(Floor((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[-99,-1]) v=16 value = -1 ignorehitpause=1 [State ];初動モード決定/X距離 type = varset triggerall=ishelper! triggerall=var(16)=666666 trigger1=(Floor((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[-180,-100]) v=16 value = -2 ignorehitpause=1 [State ];初動モード決定/X距離 type = varset triggerall=ishelper! triggerall=var(16)=666666 trigger1=(Floor((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))<-180) v=16 value = -3 ignorehitpause=1 [State ];初動モード決定/Y距離 type = varset triggerall=ishelper! triggerall=var(17)=666666 trigger1=(Floor((playerID(var(7)),screenpos Y)-screenpos Y)>100) v=17 value = 3 ignorehitpause=1 [State ];初動モード決定/Y距離 type = varset triggerall=ishelper! triggerall=var(17)=666666 trigger1=(Floor((playerID(var(7)),screenpos Y)-screenpos Y)=[40,100]) v=17 value = 2 ignorehitpause=1 [State ];初動モード決定/Y距離 type = varset triggerall=ishelper! triggerall=var(17)=666666 trigger1=(Floor((playerID(var(7)),screenpos Y)-screenpos Y)=[0,39]) v=17 value = 1 ignorehitpause=1 [State ];初動モード決定/Y距離 type = varset triggerall=ishelper! triggerall=var(17)=666666 trigger1=(Floor((playerID(var(7)),screenpos Y)-screenpos Y)=[-80,-1]) v=17 value = -1 ignorehitpause=1 [State ];初動モード決定/Y距離 type = varset triggerall=ishelper! triggerall=var(17)=666666 trigger1=(Floor((playerID(var(7)),screenpos Y)-screenpos Y)=[-150,-81]) v=17 value = -2 ignorehitpause=1 [State ];初動モード決定/Y距離 type = varset triggerall=ishelper! triggerall=var(17)=666666 trigger1=(Floor((playerID(var(7)),screenpos Y)-screenpos Y)<-150) v=17 value = -3 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[-1] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=playerID(var(7)),numproj!=0 v=18 value = -1 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[-1] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=playerID(var(7)),movetype=A v=18 value = -1 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[-1] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=numhelper(8027) trigger1=(helper(8027),inguarddist);相手至近距離も安全 v=18 value = -1 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[-2] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=inguarddist v=18 value = -2 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[-3] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))<0 trigger1=(playerID(var(7)),facing)=facing v=18 value = -3 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[-3] type = varadd triggerall=0 triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=0;敵パワーゲージの大幅減少を感知 trigger1=0;そこからステート[0,199]、[5000-5999]になるまでの間 v=18 value = -3 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[+1] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=abs(var(16))+abs(var(17))>=3 v=18 value = 1 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[+2] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=playerID(var(7)),time>10 trigger1=playerID(var(7)),moveguarded v=18 value = 2 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[+3] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=playerID(var(7)),stateno=[5000,5999];movetype=H v=18 value = 3 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[+3] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>=20 trigger1=(playerID(var(7)),facing)=facing v=18 value = 3 ignorehitpause=1 [State ];初動モード決定/安全行動レベル[+999] type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=numexplod(214849227) v=18 value = 999 ignorehitpause=1 [State ];初動モード決定/思い切りレベル [ガードミス] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=numexplod(1300000)>=2 trigger1=1 v=19 value = -(numexplod(1300000)-1) ignorehitpause=1 [State ];初動モード決定/思い切りレベル [ガードブレイク] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=numexplod(1300001)>=2 trigger1=1 v=19 value = 2*(numexplod(1300001)-1) ignorehitpause=1 [State ];初動モード決定/思い切りレベル [CTゲージの使いすぎ] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=fvar(39)<=300 trigger1=numexplod(214849247)!;ペナルティではない v=19 value = -Ceil((300-fvar(39))/100) ignorehitpause=1 [State ];初動モード決定/思い切りレベル [ガードブレイク] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=numexplod(1300001)>=2 trigger1=1 v=19 value = 2*(numexplod(1300001)-1) ignorehitpause=1 [State ];初動モード決定/思い切りレベル [前Rの勝敗] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=0;roundno>=2 v=19 value = ifelse(var(37)=1,1,-1) ignorehitpause=1 [State ];初動モード決定/思い切りレベル [3R目以降] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=0;roundno>=3 v=19 value = -1 ignorehitpause=1 [State ];初動モード決定/思い切りレベル [相手パワーがたまってきた] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=playerID(var(7)),power>2000 trigger1=1 v=19 value = -1 ignorehitpause=1 [State ];初動モード決定/思い切りレベル [相手パワーMAX!] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=playerID(var(7)),power=playerID(var(7)),powerMAX trigger1=1 v=19 value = -1 ignorehitpause=1 [State ];初動モード決定/思い切りレベル [LP差が大きい] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=(lifeMAX-life)-((playerID(var(7)),lifeMAX)-(playerID(var(7)),life))<-200 trigger1=1 v=19 value = 1 ignorehitpause=1 [State ];初動モード決定/思い切りレベル [LP差が大きい] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=(lifeMAX-life)-((playerID(var(7)),lifeMAX)-(playerID(var(7)),life))>200 trigger1=1 v=19 value = -1 ignorehitpause=1 [State ];初動モード決定/思い切りレベル [LPあとわずか] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=life<300 trigger1=1 v=19 value = -3*ifelse( ((roundno>=2)&&(var(37)=1))||(life<100),-2,1) ignorehitpause=1 [State ];初動モード決定/思い切りレベル [ワンショットキル圏内!] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=(playerID(var(7)),life)<=500 trigger1=power>=3000 trigger2=(playerID(var(7)),life)<=400 trigger2=power>=2000 trigger3=(playerID(var(7)),life)<=300 trigger3=power>=1000 trigger4=(playerID(var(7)),life)<=200 v=19 value = 4 ignorehitpause=1 [State ];初動モード決定/思い切りレベル [ペナルティ] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=numexplod(214849247);ペナルティ trigger1=1 v=19 value = -5 ignorehitpause=1 [State ];初動モード決定/思い切りレベル [特殊覚醒] type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=numexplod(214849227) trigger1=1 v=19 value = 999 ignorehitpause=1 [State ];初動モード決定/CTゲージ発動レベル [CTゲージ300以下] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=fvar(39)<=300 trigger1=1 v=20 value = -Ceil((300-fvar(39))/100) ignorehitpause=1 [State ];初動モード決定/CTゲージ発動レベル [LPあとわずか] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=life<300 trigger1=1 v=20 value = -2*ifelse( ((roundno>=2)&&(var(37)=1))||(life<100),-2,1) ignorehitpause=1 [State ];初動モード決定/CTゲージ発動レベル [CTゲージ700以上] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=fvar(39)>=700 trigger1=1 v=20 value = Ceil((fvar(39)-700)/100) ignorehitpause=1 [State ];初動モード決定/CTゲージ発動レベル [ワンショットキル圏内!] type = varadd triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=(playerID(var(7)),life)<=500 trigger1=fvar(39)>=350 trigger2=(playerID(var(7)),life)<=400 trigger2=fvar(39)>=250 trigger3=(playerID(var(7)),life)<=300 trigger3=fvar(39)>=150 trigger4=(playerID(var(7)),life)<=200 v=20 value = 4 ignorehitpause=1 [State ];初動モード決定/CTゲージ発動レベル [ガード貫通でもワンショットキルできる!] type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; trigger1=(fvar(39)>=350)||(numexplod(214849227)) trigger1=(power>=3000) trigger1=fvar(38)=[0,999] trigger1=(playerID(var(7)),life<=100) trigger2=(fvar(39)>=350)||(numexplod(214849227)) trigger2=(power>=3000) trigger2=(fvar(38)!=[0,999])||(numexplod(214849227)) trigger2=(playerID(var(7)),life<=300) trigger3=(fvar(39)>=250)||(numexplod(214849227)) trigger3=(power>=2000) trigger3=fvar(38)=[0,999] trigger3=(playerID(var(7)),life<=60) trigger4=(fvar(39)>=250)||(numexplod(214849227)) trigger4=(power>=2000) trigger4=(fvar(38)!=[0,999])||(numexplod(214849227)) trigger4=(playerID(var(7)),life<=200) trigger5=(fvar(39)>=150)||(numexplod(214849227)) trigger5=(power>=1000) trigger5=fvar(38)=[0,999] trigger5=(playerID(var(7)),life<=30) trigger6=(fvar(39)>=150)||(numexplod(214849227)) trigger6=(power>=1000) trigger6=(fvar(38)!=[0,999])||(numexplod(214849227)) trigger6=(playerID(var(7)),life<=150) v=20 value = 666 ignorehitpause=1 [State ];初動モード決定/CTゲージ発動レベル [ちびが相手のすぐ近くにいる!] type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=var(6)=7 trigger1=1 v=20 value = 777 ignorehitpause=1 [State ];初動モード決定/CTゲージ発動レベル [ちびが相手の超近くにいる!チャンス!!] type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=var(6)=8 trigger1=1 v=20 value = 888 ignorehitpause=1 [State ];初動モード決定/CTゲージ発動レベル [特殊覚醒] type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=numexplod(214849227) trigger1=1 v=20 value = 999 ignorehitpause=1 ;--------------------------------------------------------------------------- ;【S/LvXぶっぱ】 ;--------------------------------------------------------------------------- [State ];特殊初動/LvXカノン type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=var(16)=[2,3] ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=(helper(8027),inguarddist!)||(var(59)=[1,8]);AILvが高い場合は慎重に発動する triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5000,5250]) ;;;;; triggerall=(fvar(39)>=51)||(numexplod(214849227)) triggerall=var(18)>=0;ある程度安全 triggerall=(power>=2000)&&((fvar(39)>=201)||(numexplod(214849227))) trigger1=var(20)=777 trigger1=(fvar(38)!=[0,999])||(numexplod(214849227))||(random%3=1) trigger2=var(20)=888 trigger3=var(20)=666 ;value=ifelse(((power>=3000)&&((fvar(39)>=301)||(numexplod(214849227)))),3000,ifelse(((power>=2000)&&((fvar(39)>=201)||(numexplod(214849227)))),2000,240)) value=ifelse(((power>=3000)&&((fvar(39)>=301)||(numexplod(214849227)))),3000,2000) ignorehitpause=1 [State ];特殊初動/LvXカノン(AILv1-7・ワンショットキルモード) type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=(var(59)=[1,7]);AILv制御 triggerall=var(16)=[2,3] triggerall=abs(var(17))=1 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5000,5250]) triggerall=(playerID(var(7)),statetype!=A) triggerall=(playerID(var(7)),stateno!=[0,199]) ;;;;; triggerall=(playerID(var(7)),ctrl!) trigger1=(power>=3000)&&(fvar(39)>300)&&(playerID(var(7)),life<=300) trigger2=(power>=3000)&&(fvar(39)>300)&&(fvar(38)!=[0,999])&&(playerID(var(7)),life<=600) trigger3=(power>=2000)&&(fvar(39)>200)&&(playerID(var(7)),life<=200) trigger4=(power>=2000)&&(fvar(39)>200)&&(fvar(38)!=[0,999])&&(playerID(var(7)),life<=400) ;trigger5=(power>=1000)&&(fvar(39)>100)&&(playerID(var(7)),life<=150) ;trigger6=(power>=1000)&&(fvar(39)>100)&&(fvar(38)!=[0,999])&&(playerID(var(7)),life<=300) ;value=ifelse(((power>=3000)&&((fvar(39)>=301)||(numexplod(214849227)))),3000,ifelse(((power>=2000)&&((fvar(39)>=201)||(numexplod(214849227)))),2000,240)) value=ifelse(((power>=3000)&&((fvar(39)>=301)||(numexplod(214849227)))),3000,2000) ignorehitpause=1 [State ];特殊初動/Lv3カノン(バリアフィルム→ワンショットキル) type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 ;;;;; triggerall=((ctrl)||(sysvar(4)=1))&&(inguarddist!);行動可能 triggerall=var(27)=49 triggerall=statetype!=A ;;;;; triggerall=(power>=3000)&&(fvar(39)>=301) ;triggerall=var(18)>=0;ある程度安全 triggerall=fvar(8)=[-15,5] trigger1=(fvar(38)!=[0,999]);&&(playerID(var(7)),life<=600) trigger2=(fvar(38)=[0,999])&&(playerID(var(7)),life<=300) trigger3=0 value=3000 ignorehitpause=1 [State ];特殊初動/Lv3ジェット(ワンショットキルモード) type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=var(16)=[2,3] triggerall=abs(var(17))=1 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5000,5250]) triggerall=(playerID(var(7)),statetype!=A) triggerall=(playerID(var(7)),stateno!=[0,199]) ;;;;; triggerall=(playerID(var(7)),ctrl!) trigger1=(var(18)>=-2)||(playerID(var(7)),numproj!=0)||(playerID(var(7)),numhelper>var(5));敵が飛び道具を発動 trigger1=(power>=3000)&&(playerID(var(7)),life<=300) value=3010 ignorehitpause=1 [State ];特殊初動/Lv2ジェット(ワンショットキルモード) type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=var(16)=[2,3] triggerall=abs(var(17))=1 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5000,5250]) triggerall=(playerID(var(7)),statetype!=A) triggerall=(playerID(var(7)),stateno!=[0,199]) ;;;;; triggerall=(playerID(var(7)),ctrl!) trigger1=(var(18)>=-2)||(playerID(var(7)),numproj!=0)||(playerID(var(7)),numhelper>var(5));敵が飛び道具を発動 trigger1=((power>=2000)&&(playerID(var(7)),life<=100))||((power>=4500)&&(numexplod(214849227)!) ) ;;;;; value=2010 ignorehitpause=1 [State ];特殊初動/Lv1ジェット(ワンショットキルモード) type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=var(16)=[2,3] triggerall=abs(var(17))=1 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5000,5250]) triggerall=(playerID(var(7)),statetype!=A) triggerall=(playerID(var(7)),stateno!=[0,199]) ;;;;; triggerall=(playerID(var(7)),ctrl!) trigger1=(var(18)>=-2)||(playerID(var(7)),numproj!=0)||(playerID(var(7)),numhelper>var(5));敵が飛び道具を発動 trigger1=(power>=1000)&&(playerID(var(7)),life<=50) value=1010 ignorehitpause=1 ;--------------------------------------------------------------------------- ;【S/近距離】 ;--------------------------------------------------------------------------- [State ];初動/立ち投げ type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=var(27)=0 triggerall=var(16)=1 ;;;;; triggerall=(ctrl);行動可能 triggerall=statetype!=A trigger1=(playerID(var(7)),statetype=S)||(playerID(var(7)),statetype=A) trigger1=(playerID(var(7)),movetype!=H) trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,50] trigger1=abs(var(17))=1 trigger1=1 ;value = ifelse(((playerID(var(7)),ctrl!)&&(random%6!=0)),200,800) value = ifelse(((playerID(var(7)),ctrl!)&&(random%3=0)),ifelse(((playerID(var(7)),statetype=S)&&random%3=1),400,200),800) ignorehitpause=1 [State ];初動/立ち弱 type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(random%4=1))||((var(59)=[5,7])&&(random%2=1))||(var(59)>=8);AILv制御 triggerall=var(27)=0 triggerall=var(16)=1 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,77] trigger1=abs(var(17))=1 trigger1=var(27)!=[11,19] trigger1=1 value = ifelse(((playerID(var(7)),statetype=C)||(playerID(var(7)),statetype=L)||((playerID(var(7)),statetype=S)&&random%3=1)),400,200);200; ignorehitpause=1 [State ];初動/立ち弱/地対空 type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(random%4=1))||((var(59)=[5,7])&&(random%2=1))||(var(59)>=8);AILv制御 triggerall=var(27)=0 triggerall=var(16)=1 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) trigger1=var(17)=-2 trigger1=1 value = 204 ignorehitpause=1 [State ];初動/立ち中 type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=var(27)=0 triggerall=var(16)=[1,2] ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,107] trigger1=abs(var(17))=1 trigger1=var(27)!=[11,19] trigger1=1 value = ifelse(((playerID(var(7)),statetype=C)||(playerID(var(7)),statetype=L)||((playerID(var(7)),statetype=S)&&random%3=1)),410,210) ignorehitpause=1 [State ];初動/立ち中/地対空 type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=((var(59)=[5,7])&&(random%2=1))||(var(59)>=8);AILv制御 triggerall=var(27)=0 triggerall=var(16)=[1,2] ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,120] trigger1var(17)=-2 trigger1=1 value = 212 ignorehitpause=1 [State ];移動/ジャンプ type = changestate triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=var(27)=0 triggerall=var(16)=[1,2] ;;;;; triggerall=(ctrl);行動可能 triggerall=(playerID(var(7)),movetype!=H)||(playerID(var(7)),statetype=L);被弾状態なら攻撃優先、ただしダウンした場合は発動条件を無視する triggerall=(var(20)<=1)||(random%4=1) triggerall=var(18)>=0;ある程度安全 triggerall=statetype!=A trigger1=1 value=41 ignorehitpause=1 ;--------------------------------------------------------------------------- ;【S/遠距離】 ;--------------------------------------------------------------------------- [State ] type = varset triggerall=1 trigger1=1 v=26 value = 0 ignorehitpause=1 [State ];発動指令/S遠距離 [ダッシュ接近] type = varset ;triggerall=var(26)=0;リセット直後のみ有効 ;triggerall=(playerID(var(7)),stateno!=[5000,5110]);相手ダウン時の制止実験 triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=var(16)=3;遠い triggerall=abs(var(17))=1||((var(17)<=-1)&&(random%4=1)) triggerall=var(18)>=0;ある程度安全 triggerall=(playerID(var(7)),vel X<=1) ;triggerall=((playerID(var(7)),vel X)*(-playerID(var(7)),facing)*Floor(sysfvar(0))>0) ;triggerall=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>0 trigger1=(playerID(var(7)),stateno!=[5000,5110]);相手がダウン状態にない trigger1=var(18)+var(19)>=3;思い切って突っ込む trigger2=var(20)<=0;魔力不足気味 trigger2=random%8=1; trigger3=random%15=1 v=26 value = 1 ignorehitpause=1 [State ];発動指令/S遠距離 [カノンアタック] type = varset ;triggerall=var(26)=0;リセット直後のみ有効 ;triggerall=(playerID(var(7)),stateno!=[5000,5110]);相手ダウン時の制止実験 triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=(var(26)=0)||(random%4=1) triggerall=var(16)=[2,3];遠い triggerall=abs(var(17))=1||((var(17)=-2)&&(playerID(var(7)),vel Y>1)) triggerall=var(18)>=0;ある程度安全 triggerall=(playerID(var(7)),stateno!=[5100,5110]);相手がダウン状態にない triggerall=(fvar(39)>=55)||(random%3)=1 triggerall=(playerID(var(7)),statetype!=A)||(playerID(var(7)),movetype!=H)||(playerID(var(7)),vel Y<=-2);無駄撃ち阻止 trigger1=(var(19)<=-1)||(var(20)>=-1);魔力をある程度使用する意志あり v=26 value = 2 ignorehitpause=1 [State ];発動指令/S遠距離 [チャージ] type = varset ;triggerall=var(26)=0;リセット直後のみ有効 triggerall=(playerID(var(7)),stateno=[5000,5110]) triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=(var(26)=0)||((var(26)=2)&&random%2=1);||(random%4=1) triggerall=var(16)=3;遠い triggerall=var(18)>=2;ある程度安全 triggerall=prevstateno!=195 trigger1=(var(19)<=0)||(var(20)<=1);おくびょうor魔力不足 trigger2=var(19)>=3 trigger3=random%15=1 v=26 value = 3 ignorehitpause=1 [State ];発動指令/S遠距離 [ジャンプ] / 旧 type = varset triggerall=0 triggerall=var(26)=0;リセット直後のみ有効 ;triggerall=(playerID(var(7)),stateno!=[5000,5110]);相手ダウン時の制止実験 triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=(var(26)=0)||((var(26)=[1,3])&&random%5<=1)||(var(26)=2) triggerall=var(16)=[2,3];遠い triggerall=var(18)>=-2;ある程度安全 triggerall=prevstateno!=195 trigger1=var(26)!=2 trigger1=playerID(var(7)),numproj!=0 trigger2=var(26)!=2 trigger2=var(18)<=0;ある程度安全 trigger3=var(26)=2 trigger3=(random%5=1)||((prevstateno=[230,249])&&(random%5=1)) trigger4=random%15=1 v=26 value = 4 ignorehitpause=1 [State ];発動指令/S遠距離 [ジャンプ] / 新 type = varset triggerall=1 triggerall=var(26)=0;リセット直後のみ有効 ;triggerall=(playerID(var(7)),stateno!=[5000,5110]);相手ダウン時の制止実験 triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=(var(26)=0)||((var(26)=[1,3])&&random%5<=1)||(var(26)=2) ;triggerall=var(16)=[2,3];遠い ;triggerall=var(18)>=-2;ある程度安全 triggerall=prevstateno!=195 trigger1=(playerID(var(7)),movetype=A);敵が攻撃 trigger1=abs(var(16))=[1,2];近い trigger1=Inguarddist trigger2=(playerID(var(7)),numproj!=0)||((playerID(var(7)),numhelper>var(5))&&(numenemy=1));敵が飛び道具を発動 trigger2=(Inguarddist)||(helper(8027),inguarddist) ;trigger3=0;(fvar(38)<=600) ;trigger3=var(18)>=-2;ある程度安全 ;trigger3=(playerID(var(7)),ctrl!) ;trigger3=(playerID(var(7)),stateno!=[5100,5110]);相手がダウン状態にない ;trigger4=var(16)=[2,3];遠い ;trigger4=var(17)=[-3,-2];相手が上空にいる ;trigger4=(Floor((playerID(var(7)),screenpos Y)-screenpos Y)<-170);ハイジャンプで届きそうな座標にいる v=26 value = 4 ignorehitpause=1 [State ];発動指令/ランダムシャッフル type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=numexplod(214849227) trigger1=0 v=26 value = (random%4)+1 ignorehitpause=1 [State ];移動/ダッシュ-距離をつめる type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(var(18)>=3)&&(random%20=1))||((var(59)=[5,7])&&(var(18)>=2)&&(random%10=1))||((var(59)=8)&&(var(18)>=0))||(var(59)>=9)||(numexplod(214849227));AILv制御 triggerall=var(27)=0 ;;;;; triggerall=statetype!=A triggerall=sysvar(4)=1 trigger1=(playerID(var(7)),stateno=[5100,5110])&&(playerID(var(7)),time>=30) trigger2=(playerID(var(7)),stateno=5120);&&(playerID(var(7)),time>=3) trigger3=(playerID(var(7)),stateno=5101) trigger3=(playerID(var(7)),vel Y>=-1) trigger4=(playerID(var(7)),stateno=5110)&&(playerID(var(7)),time>=(playerID(var(7)),Const(Data.Liedown.Time))-20) value = 100 ignorehitpause=1 [State ];移動/ダッシュ-距離をつめる type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(var(18)>=3)&&(random%20=1))||((var(59)=[5,7])&&(var(18)>=2)&&(random%10=1))||((var(59)=8)&&(var(18)>=0))||(var(59)>=9)||(numexplod(214849227));AILv制御 triggerall=var(27)=0 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A trigger1=sysvar(4)!=1 trigger1=prevstateno!=[0,1] trigger1=var(26)=1 trigger2=var(26)=2 trigger2=var(18)>=1;ある程度安全 trigger2=random%4=3 ;trigger2=(helper(8027),inguarddist!);相手至近距離も安全 ;value = ifelse((playerID(var(7)),stateno=[5100,5110]),1,100);1;100 ;value = ifelse((helper(8027),inguarddist),41,ifelse((playerID(var(7)),stateno=[5100,5110]),1,100));1;100 value = ifelse((helper(8027),inguarddist),41,ifelse( (((playerID(var(7)),statetype=A)&&(playerID(var(7)),movetype=H)&&(playerID(var(7)),vel Y>-2))||(playerID(var(7)),stateno=[5100,5110])) ,1,100));1;100 ignorehitpause=1 [State ];初動/チャージ type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(numexplod(214849247)))||((var(59)=[5,7])&&(var(20)<0))||((var(59)=8)&&((var(20)<0)||(fvar(38)!=1000)||(numexplod(214849227))))||(var(59)>=9)||(numexplod(214849227));AILv制御 triggerall=var(27)=0 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A trigger1=var(26)=3 value = 195;ifelse((((fvar(38)!=[0,999])||(numexplod(214849227))&&(random%7=1))),1,195);195 ignorehitpause=1 [State ];初動/カノンアタック/特 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=var(27)=0 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A triggerall=(playerID(var(7)),stateno!=[5100,5250])||((var(59)=[1,7])&&(fvar(39)=0)&&(numexplod(214849227)!));相手がダウン状態にない;AILv制御 triggerall=abs(var(17))=1 triggerall=(var(26)=2)||((var(59)=[1,7])&&(var(26)=1)) triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger1=(random%3=1) trigger1=(fvar(38)=[0,599])||(numexplod(214849227))||(random%7=1) trigger2=(random%3!=1)&&(numexplod(214849227)) trigger3=((var(59)=[1,4])&&(numexplod(214849247)!))||((var(59)=[5,7])&&(var(20)>=-1))||((var(59)=8)&&((var(20)>0)||(fvar(38)=1000)||(numexplod(214849227))));AILv制御 value = 240;ifelse((random%3=1)&&(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!),240,230) ignorehitpause=1 [State ];初動/カノンアタック type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=var(27)=0 ;;;;; triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=statetype!=A trigger1=(playerID(var(7)),stateno!=[5100,5250]);相手がダウン状態にない trigger1=abs(var(17))=1 triggerall=(var(26)=2)||((var(59)=[1,7])&&(var(26)=1)) value = 230 ignorehitpause=1 [State ];移動/ジャンプ type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=var(27)=0 ;;;;; triggerall=(ctrl);&&(inguarddist!);行動可能 triggerall=statetype!=A trigger1=var(26)=4 value = 41 ignorehitpause=1 ;--------------------------------------------------------------------------- ;【A/近距離】 ;--------------------------------------------------------------------------- [State ];移動/空中ダッシュ-距離をとる type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(var(18)>=3)&&(random%20=1))||((var(59)=[5,7])&&(var(18)>=2)&&(random%10=1))||((var(59)=8)&&(var(18)>=0))||(var(59)>=9)||(numexplod(214849227));AILv制御 triggerall=abs(var(16))=1 ;;;;; triggerall=statetype=A triggerall=(var(17)=[1,2])||(var(18)>=2); triggerall=vel Y>=0 triggerall=(playerID(var(7)),movetype!=H)||(playerID(var(7)),statetype=L);被弾状態なら攻撃優先、ただしダウンした場合は発動条件を無視する triggerall=(var(20)<=1)||(random%4=1) triggerall=var(18)>=0;ある程度安全 triggerall=var(27)!=13 trigger1 = sysvar(4)=50 trigger1 = sysvar(3)>=10 trigger2 = sysvar(4)=51 trigger2 = sysvar(3)>=5 trigger3 = sysvar(4)=55 value = ifelse((helper(80110),var(5)<=180),104,109) ignorehitpause=1 [State ];初動/空中弱/空対地 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(random%4=1))||((var(59)=[5,7])&&(random%2=1))||(var(59)>=8);AILv制御 triggerall=abs(var(16))=1 ;;;;; triggerall=statetype=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) triggerall=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>=-20 triggerall=(var(17)=[-1,1])&&(var(17)!=0) triggerall=Pos Y<-20+0 triggerall=var(27)=0 triggerall=prevstateno!=212 triggerall=prevstateno!=204 triggerall=prevstateno!=604 trigger1 = sysvar(4)=50 trigger1 = sysvar(3)>=10;15 trigger2 = sysvar(4)=51 trigger2 = sysvar(3)>=5 trigger3 = sysvar(4)=55 trigger3 = sysvar(3)>=10;20 value = 600 ignorehitpause=1 [State ];初動/空中弱/空対地 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(random%4=1))||((var(59)=[5,7])&&(random%2=1))||(var(59)>=8);AILv制御 triggerall=abs(var(16))=1 ;;;;; triggerall=statetype=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) triggerall=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>=-20 triggerall=(var(17)=[-1,2])&&(var(17)!=0) triggerall=Pos Y<-20+0 triggerall=var(27)=0 triggerall=vel Y>=0 triggerall=prevstateno!=212 triggerall=prevstateno!=604 trigger1 = sysvar(4)=50 trigger1 = sysvar(3)>=10;15 trigger2 = sysvar(4)=51 trigger2 = sysvar(3)>=5 trigger3 = sysvar(4)=55 trigger3 = sysvar(3)>=10;20 value = 604 ignorehitpause=1 [State ];初動/空中中 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=var(16)=[1,2] ;;;;; triggerall=statetype=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) triggerall=((playerID(var(7)),vel X)*(-playerID(var(7)),facing)*Floor(sysfvar(0))>=5)||(((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,77]) triggerall=(var(17)=[-1,2])&&(var(17)!=0) triggerall=((playerID(var(7)),screenpos Y)-screenpos Y)=[-110,80] triggerall=Pos Y<-20+0 triggerall=prevstateno!=610 trigger1 = sysvar(4)=50 trigger1 = sysvar(3)>=10;15 trigger2 = sysvar(4)=51 trigger2 = sysvar(3)>=5 trigger3 = sysvar(4)=55 trigger3 = sysvar(3)>=10;20 value = 610 ignorehitpause=1 [State ];初動/空中強/特殊 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=abs(var(16))=1 triggerall=var(17)=3 ;;;;; triggerall=statetype=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) triggerall=Pos Y<-20+0 triggerall=Floor(fvar(6))=[-105,-75] triggerall=(var(20)>=1)||(random%6=1) triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 triggerall=((fvar(6)!=[-100,-80])&&(random%2=1)&&(fvar(38)=0))||(random%3=1) triggerall=(fvar(38)=[0,599])||(numexplod(214849227))||(random%7=1) || ((var(59)=[1,4])&&(numexplod(214849247)!))||((var(59)=[5,7])&&(var(20)>=-1))||((var(59)=8)&&((var(20)>0)||(fvar(38)=1000)||(numexplod(214849227))));AILv制御 trigger1 = sysvar(4)=50 trigger1 = sysvar(3)>=15 trigger2 = sysvar(4)=51 trigger2 = sysvar(3)>=5 trigger3 = sysvar(4)=55 trigger3 = sysvar(3)>=20 value = 642 ignorehitpause=1 [State ];初動/空中強/特殊 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=abs(var(16))=1 triggerall=var(17)=3 ;;;;; triggerall=statetype=A triggerall=(playerID(var(7)),stateno!=[5100,5250]) triggerall=Pos Y<-20+0 triggerall=Floor(fvar(6))=[-100,-80] triggerall=(var(20)>=-1)||(random%6=1) trigger1 = sysvar(4)=50 trigger1 = sysvar(3)>=15 trigger2 = sysvar(4)=51 trigger2 = sysvar(3)>=5 trigger3 = sysvar(4)=55 trigger3 = sysvar(3)>=20 value = 631 ignorehitpause=1 [State ];移動/空中ダッシュ-距離をとる type = changestate triggerall=0 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=var(16)=1 ;;;;; triggerall=statetype=A triggerall=Pos Y<-20+0 trigger1 = sysvar(4)=[50,51] trigger1 = sysvar(3)>=10 trigger2 = sysvar(4)=55 value = 109 ignorehitpause=1 ;--------------------------------------------------------------------------- ;【A/遠距離】 ;--------------------------------------------------------------------------- [State ] type = varset triggerall=1 trigger1=1 v=26 value = 0 ignorehitpause=1 [State ];発動指令/A遠距離 [ダッシュ接近] type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=var(16)=[2,3] triggerall=abs(var(17))=1;||((var(17)<=-1)&&(random%4=1)) triggerall=var(18)>=0;ある程度安全 triggerall=statetype=A triggerall=Pos Y<-20+0 triggerall=(playerID(var(7)),stateno!=[5000,5110])||(var(16)=2);相手がダウン状態にない trigger1=var(18)+var(19)>=3;思い切って突っ込む trigger2=var(20)<=0;魔力不足気味 trigger2=random%4=1; trigger3=random%8=1 v=26 value = 1 ignorehitpause=1 [State ];発動指令/A遠距離 [カノンアタック] type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=var(16)=[2,3] triggerall=var(18)>=-2;ある程度安全 triggerall=statetype=A triggerall=Pos Y<-30 triggerall=(playerID(var(7)),statetype!=A)||(playerID(var(7)),movetype!=H)||(playerID(var(7)),vel Y<=-2);無駄撃ち阻止 trigger1=Floor(fvar(6))=[-45,-30] trigger2=Floor(fvar(6))=[-47,-25] trigger2=var(20)>=0 trigger3=Floor(fvar(6))=[-8,8] trigger3=var(20)>=0 trigger3=(playerID(var(7)),stateno!=[5100,5999]) v=26 value = 2 ignorehitpause=1 [State ];発動指令/ランダムシャッフル type = varset triggerall=ishelper! triggerall=1;var(59)!=96061096; triggerall=numexplod(214849227) trigger1=0 v=26 value = (random%4)+1 ignorehitpause=1 [State ];移動/空中ダッシュ-距離をつめる type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(var(18)>=3)&&(random%20=1))||((var(59)=[5,7])&&(var(18)>=2)&&(random%10=1))||((var(59)=8)&&(var(18)>=0))||(var(59)>=9)||(numexplod(214849227));AILv制御 triggerall=var(16)=[2,3] ;;;;; triggerall=statetype=A triggerall=Pos Y<-20+0 triggerall=var(26)=1 trigger1 = sysvar(4)=[50,51] trigger1 = sysvar(3)>=10 trigger2 = sysvar(4)=55 trigger2 = sysvar(3)>=15 value = 104 ignorehitpause=1 [State ];初動/空中強/特殊 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=var(16)=[2,3] ;;;;; triggerall=Pos Y<-20+0 triggerall=(Floor(fvar(6))=[-47,-25])||((Floor(fvar(6))=[-8,8])&&(playerID(var(7)),stateno!=[5100,5999])) ;triggerall=(Floor(fvar(6))=[-47,-25])||((Floor(fvar(6))=[-8,8])&&(((playerID(var(7)),Const(Size.Head.Pos.Y))<(pos Y-59))&&((pos Y-59)<(playerID(var(7)),pos Y)))&&(playerID(var(7)),stateno!=[5100,5999])) triggerall=(var(26)=2)||((var(59)=[1,7])&&(var(26)=1)) triggerall=var(27)=0 triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 triggerall=( (fvar(6)!=[-45,-30])&&(random%2=1)&&(fvar(38)=0) ) ||(random%3=1) || ((random%3!=1)&&(numexplod(214849227))) triggerall=(fvar(38)=[0,599])||(numexplod(214849227))||(random%7=1) || ((var(59)=[1,4])&&(numexplod(214849247)!))||((var(59)=[5,7])&&(var(20)>=-1))||((var(59)=8)&&((var(20)>0)||(fvar(38)=1000)||(numexplod(214849227))));AILv制御 trigger1 = sysvar(4)=50 trigger1 = sysvar(3)>=10;15 trigger2 = sysvar(4)=51 trigger2 = sysvar(3)>=5 trigger3 = sysvar(4)=55 trigger3 = sysvar(3)>=10;20 ;value = 640+((Floor(fvar(6))=[-8,8])*4) ;value = 640+(((Floor(fvar(6))=[-8,8])&&(((playerID(var(7)),Const(Size.Head.Pos.Y))<(pos Y-59))&&((pos Y-59)<(playerID(var(7)),pos Y))))*4) ;value = 640+(((Floor(fvar(6))=[-8,8])&&((playerID(var(7)),Const(Size.Head.Pos.Y))<(pos Y-59)))*4) ;value = 640+(((Floor(fvar(6))=[-8,8])&&(fvar(4)<(pos Y-59)))*4) ;value = 640+(((Floor(fvar(6))=[-8,8])&&(fvar(4)+59<0))*4) value = 640+((((Floor(fvar(6))=[-8,8])&&(fvar(4)+59<0))||(Pos Y>=-60))*4) ignorehitpause=1 [State ];初動/空中強/特殊 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=var(16)=[2,3] ;;;;; triggerall=Pos Y<-20+0 triggerall=(Floor(fvar(6))=[-47,-25])||((Floor(fvar(6))=[-4,4])&&(playerID(var(7)),stateno!=[5100,5999])) ;triggerall=(Floor(fvar(6))=[-47,-25])||((Floor(fvar(6))=[-4,4])&&(((playerID(var(7)),Const(Size.Head.Pos.Y))<(pos Y-59))&&((pos Y-59)<(playerID(var(7)),pos Y)))&&(playerID(var(7)),stateno!=[5100,5999])) triggerall=(var(26)=2)||((var(59)=[1,7])&&(var(26)=1)) triggerall=var(27)=0 trigger1 = sysvar(4)=50 trigger1 = sysvar(3)>=10;15 trigger2 = sysvar(4)=51 trigger2 = sysvar(3)>=5 trigger3 = sysvar(4)=55 trigger3 = sysvar(3)>=10;20 ;value = 630+((Floor(fvar(6))=[-4,4])*2) ;value = 630+(((Floor(fvar(6))=[-4,4])&&(((playerID(var(7)),Const(Size.Head.Pos.Y))<(pos Y-59))&&((pos Y-59)<(playerID(var(7)),pos Y))))*2) ;value = 630+(((Floor(fvar(6))=[-4,4])&&(fvar(4)<(pos Y-59)))*2) ;value = 630+(((Floor(fvar(6))=[-4,4])&&(fvar(4)+59<0))*2) value = 630+((((Floor(fvar(6))=[-4,4])&&(fvar(4)+59<0))||(Pos Y>=-60))*2) ignorehitpause=1 [State ];移動/空中ダッシュ-背をとられた場合の緊急回避(ランダム) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(var(18)>=2)&&(random%20=1))||((var(59)=[5,7])&&(var(18)>=0)&&(random%10=1))||((var(59)=8)&&(var(18)>=-2))||(var(59)>=9)||(numexplod(214849227));AILv制御 ;triggerall=(var(16)=[-2,1])&&(var(16)!=0); triggerall=(var(16)=[-2,-1]) triggerall=(var(17)=[-3,-2])||(var(17)=3)||(var(18)>=2);Y方向で十分に離れているor安全 ;;;trigger1=(playerID(var(7)),facing)=facing triggerall=helper(80110),var(3)>=220;前方の壁から自分が十分に離れている triggerall=helper(80110),var(5)>=220;後方の壁から自分が十分に離れている triggerall=(var(18)>=0)||(var(18)+var(19)>=3)||(Inguarddist!) ;triggerall=prevstateno!=[100,109] ;;;;; triggerall=statetype=A triggerall=var(27)=0 trigger1 = sysvar(4)=[50,51] trigger1 = sysvar(3)>=10 trigger2 = sysvar(4)=55 trigger2 = sysvar(3)>=15 value = 104+((random%2)*5) ignorehitpause=1 [State ];移動/空中ダッシュ-背をとられた場合の緊急回避(前方確定) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(var(18)>=2)&&(random%20=1))||((var(59)=[5,7])&&(var(18)>=0)&&(random%10=1))||((var(59)=8)&&(var(18)>=-2))||(var(59)>=9)||(numexplod(214849227));AILv制御 ;triggerall=(var(16)=[-2,1])&&(var(16)!=0); triggerall=(var(16)=[-2,-1]) triggerall=(var(17)=[-3,-2])||(var(17)=[2,3])||(var(18)>=2);Y方向で十分に離れているor安全 ;;;trigger1=(playerID(var(7)),facing)=facing triggerall=helper(80110),var(3)>=220;前方の壁から自分が十分に離れている triggerall=helper(80110),var(5)<=220;後方の壁が自分のすぐ後ろにある triggerall=(var(18)>=0)||(var(18)+var(19)>=3)||(Inguarddist!) ;triggerall=prevstateno!=[100,109] ;;;;; triggerall=statetype=A triggerall=var(27)=0 trigger1 = sysvar(4)=[50,51] trigger1 = sysvar(3)>=10 trigger2 = sysvar(4)=55 trigger2 = sysvar(3)>=15 value = 104 ignorehitpause=1 [State ];移動/空中ダッシュ-背をとられた場合の緊急回避(後方確定) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((var(59)=[1,4])&&(var(18)>=2)&&(random%20=1))||((var(59)=[5,7])&&(var(18)>=0)&&(random%10=1))||((var(59)=8)&&(var(18)>=-2))||(var(59)>=9)||(numexplod(214849227));AILv制御 ;triggerall=(var(16)=[-2,1])&&(var(16)!=0); triggerall=(var(16)=[-2,-1]) triggerall=(var(17)=[-3,-2])||(var(17)=3)||(var(18)>=2);Y方向で十分に離れているor安全 ;;;trigger1=(playerID(var(7)),facing)=facing triggerall=helper(80110),var(3)<=220;前方の壁が自分のすぐ前にある triggerall=helper(80110),var(5)>=220;後方の壁から自分が十分に離れている triggerall=(var(18)>=0)||(var(18)+var(19)>=3)||(Inguarddist!) ;triggerall=prevstateno!=[100,109] ;;;;; triggerall=statetype=A triggerall=var(27)=0 trigger1 = sysvar(4)=[50,51] trigger1 = sysvar(3)>=10 trigger2 = sysvar(4)=55 trigger2 = sysvar(3)>=15 value = 109 ignorehitpause=1 [State ];空中ジャンプ発動 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=sysvar(3)>=7 triggerall=numexplod(45)<2 triggerall=statetype=A triggerall=ctrl triggerall=var(27)=0 trigger1=(var(16)=[-2,1])&&(var(16)!=0);すぐ前/背後に敵がいる trigger1=(var(17)=[-1,2])&&(var(17)!=0);敵がすぐ下にいる trigger1=(vel Y>3)||(Pos Y>-30) value=45 ignorehitpause=1 ;--------------------------------------------------------------------------- ;【X/AI専用特殊チェインパターン】 ;--------------------------------------------------------------------------- [State ];チェインパターンロック/カノンモード・LvXジェットワンショットキルモード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=var(27)!=31 triggerall=var(27)!=32 triggerall=var(27)!=38 triggerall=sysvar(4)=610 triggerall=(numexplod(214849227)!)&&(fvar(39)>=51)&&(fvar(38)!=[0,999]) triggerall=power>=2000 triggerall=movehit triggerall=numexplod(45)<2;空中ジャンプ回数制限 triggerall=(var(59)=96061096)||(var(59)!=[1,10]);AILv制御(ルート変更阻止) triggerall=helper(80110),var(3)>=170;前方の壁から十分に離れている trigger1=(power>=3000)&&(playerID(var(7)),life<=550) trigger2=(power>=2000)&&(playerID(var(7)),life<=350) ;trigger1=(power>=3000)&&(playerID(var(7)),life<=450) ;trigger2=(power>=2000)&&(playerID(var(7)),life<=250) ;trigger3=(power>=1000)&&(playerID(var(7)),life<=200) v=27 value = 1 ignorehitpause=1 [State ];チェインパターンロック/カノンモード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=var(27)!=1 triggerall=var(27)!=31 triggerall=var(27)!=32 triggerall=var(27)!=38 triggerall=sysvar(4)=610 trigger1=movehit trigger1=helper(80110),var(3)>=170;前方の壁からある程度離れている v=27 value = 2 ignorehitpause=1 [State ];チェインパターンロック/カノンモード・LvXカノンワンショットキルモード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=var(27)=2;ルート2からしかアクセスできない triggerall=sysvar(4)=645 triggerall=numexplod(214849227);特殊覚醒適用中のみ triggerall=power>=2000 triggerall=numhelper(8001)=1 triggerall=(var(59)=96061096)||(var(59)>=9);AILv制御(ルート変更阻止) trigger1=(helper(8001),movehit) trigger1=(playerID(var(7)),movetype=H) trigger1=helper(80110),var(3)>=140;前方の壁からある程度離れている v=27 value = 9 ignorehitpause=1 [State ];チェインパターンロック/ゼロカノンモード・LvXジェットワンショットキルモード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=var(27)=2 triggerall=sysvar(4)=645 triggerall=numhelper(8001)=1 triggerall=(var(59)=96061096)||(var(59)>=11);AILv制御(ルート変更阻止) triggerall=numexplod(214849227)! trigger1=(helper(8001),movehit) trigger1=(helper(8001),sysfvar(4)=0) trigger1=((power>=3000)&&(playerID(var(7)),life<=300))||((power>=2000)&&(playerID(var(7)),life<=200))||((power>=1000)&&(playerID(var(7)),life<=100)) v=27 value = 3 ignorehitpause=1 [State ];チェインパターンロック/壁ループモード type = varset triggerall=1 triggerall=sysvar(4)=610 triggerall=(var(27)=0)||(var(27)=32)||(var(27)=36) trigger1=movehit trigger1=helper(80110),var(3)<=170;前方の壁が自分のすぐ前にある v=27 value = 11 ignorehitpause=1 [State ];チェインパターンロック/壁ループモード回数記憶 type = varadd triggerall=1 triggerall=sysvar(4)=212 triggerall=sysvar(3)=1 triggerall=var(27)=[11,18] trigger1=helper(80110),var(3)<=170;前方の壁が自分のすぐ前にある v=27 value = 1 ignorehitpause=1 [State ];チェインパターンロック/吹っ飛ばし→カノン技即時発動 type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=sysvar(4)=213 trigger1=movehit trigger1=helper(80110),var(3)>=170;前方の壁からある程度離れている v=27 value = 21 ignorehitpause=1 [State ];チェインパターンロック/吹っ飛ばし→カノン技即時発動(ワンショットキルモード) type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=(var(59)=96061096)||(var(59)>=9);AILv制御(ルート変更阻止) triggerall=sysvar(4)=213 triggerall=power>=2000 triggerall=movehit triggerall=(var(59)>=11)||(helper(80110),var(3)>=220);前方の壁からある程度離れている triggerall=numexplod(214849227)! triggerall=(fvar(39)>=51)&&(fvar(38)!=[0,999]) trigger1=(power>=3000)&&(fvar(39)>=301)&&(playerID(var(7)),life<=600) trigger2=(power>=2000)&&(fvar(39)>=201)&&(playerID(var(7)),life<=400) v=27 value = 28 ignorehitpause=1 [State ];チェインパターンロック/吹っ飛ばし→チャージカノン→LvXジェット(ワンショットキルモード) type = varset triggerall=0 triggerall=1;var(59)!=96061096; triggerall=(var(59)=96061096)||(var(59)>=11);AILv制御(ルート変更阻止) triggerall=sysvar(4)=213 triggerall=power>=2000 triggerall=movehit triggerall=(var(59)>=11)||(helper(80110),var(3)>=220);前方の壁からある程度離れている triggerall=numexplod(214849227)! triggerall=(fvar(39)>=51)&&(fvar(38)!=[0,999]) trigger1=(power>=3000)&&(playerID(var(7)),life<=550) trigger2=(power>=2000)&&(playerID(var(7)),life<=350) v=27 value = 27 ignorehitpause=1 [State ];チェインパターンロック/吹っ飛ばし→特殊覚醒専用ルート(ワンショットキルモード) type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=sysvar(4)=213 triggerall=power>=2000 triggerall=movehit triggerall=(var(59)>=11)||(helper(80110),var(3)>=220);前方の壁からある程度離れている triggerall=numexplod(214849227) trigger1=(power>=3000)&&(playerID(var(7)),life<=800) trigger2=(power>=2000)&&(playerID(var(7)),life<=600) trigger3=(power>=1000)&&(playerID(var(7)),life<=500) v=27 value = 29 ignorehitpause=1 [State ];チェインパターンロック/投げルートモード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=sysvar(4)=801 ;trigger1=movehit ;trigger1=((fvar(39)>=51)&&(fvar(38)!=[0,599]))||(numexplod(214849227)) trigger1=helper(80110),var(3)>=220;前方の壁からある程度離れている v=27 value = 31 ignorehitpause=1 [State ];チェインパターンロック/投げルート・LvXカノンワンショットキルモード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=sysvar(4)=801 triggerall=power>=2000 triggerall=(var(59)=96061096)||(var(59)>=9);AILv制御(ルート変更阻止) ;trigger1=movehit trigger1=(numexplod(214849227)) trigger1=helper(80110),var(3)>=360;前方の壁からある程度離れている ;trigger1=helper(80110),var(5)>=71;後方の壁からもある程度離れている v=27 value = 38 ignorehitpause=1 [State ];チェインパターンロック/投げルート・LvXジェットワンショットキルモード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=sysvar(4)=610 triggerall=movehit triggerall=var(27)=31 triggerall=(var(59)=96061096)||(var(59)!=[1,10]);AILv制御(ルート変更阻止) triggerall=(fvar(38)!=[0,999])||(numexplod(214849227)) trigger1=power>=3000 trigger1=playerID(var(7)),life<=450 trigger1=power>=2000 trigger1=playerID(var(7)),life<=300 v=27 value = 32 ignorehitpause=1 [State ];チェインパターンロック/投げルート壁際モード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=sysvar(4)=801 ;trigger1=movehit ;trigger1=((fvar(39)>=51)&&(fvar(38)!=[0,599]))||(numexplod(214849227)) trigger1=helper(80110),var(3)<220;前方の壁に近い距離にいる v=27 value = 36 ignorehitpause=1 [State ];チェインパターンロック/投げルートワンショットキルモード type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=sysvar(4)=802 triggerall=sysvar(3)=5 triggerall=(var(27)=31)||(var(27)=36) trigger1=power>=3000 trigger1=playerID(var(7)),life<=300 trigger2=power>=2000 trigger2=playerID(var(7)),life<=100 trigger3=power>=1000 trigger3=playerID(var(7)),life<=50 v=27 value = 39 ignorehitpause=1 [State ];チェインパターンロック/バリアフィルム→ワンショットキル type = varset triggerall=1 triggerall=1;var(59)!=96061096; triggerall=sysvar(4)=145 triggerall=power>=3000 triggerall=statetype!=A triggerall=(var(59)=96061096)||(var(59)!=[1,10]);AILv制御(ルート変更阻止) triggerall=(playerID(var(7)),stateno=2018) triggerall=(playerID(var(7)),pos Y)=[-70,20] trigger1=(power>=3000)&&(fvar(39)>300)&&(fvar(38)!=[0,999]);&&(playerID(var(7)),life<=600) trigger2=(power>=3000)&&(fvar(39)>300)&&(fvar(38)=[0,999])&&(playerID(var(7)),life<=300) trigger3=0 v=27 value = 49 ignorehitpause=1 [State ];特殊チェインモード/A中→追加ジャンプ (ルート1) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=movecontact triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=numexplod(45)<2;空中ジャンプ回数制限 triggerall=var(27)=1 trigger1 = sysvar(3)=25 trigger1 = sysvar(4)=610 value=45 ignorehitpause=1 [State ];特殊チェインモード/追加ジャンプ→A特殊 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 ;;;;; triggerall=var(27)=1 trigger1 = (sysvar(3)=6);||((fvar(38)=[0,399])&&(sysvar(3)=4)) trigger1 = sysvar(4)=50 value=ifelse((playerID(var(7)),stateno=[2115101,2115110]),630,640) ignorehitpause=1 [State ];特殊チェインモード/A特殊後落下→次の技をスタンバイ type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall = power>=2000 triggerall=var(27)=1 trigger1 = sysvar(3)>=4 trigger1 = sysvar(4)=51 trigger1 = fvar(3)=[30,50] value=ifelse(((power>=3000)&&(playerID(var(7)),life<=300)),3010,2010) ;value=ifelse(((power>=3000)&&(playerID(var(7)),life<=300)),3010,ifelse(((power>=2000)&&(playerID(var(7)),life>=100)),2010,1010)) ignorehitpause=1 [State ];特殊チェインモード/A中→A特殊横 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 ;;;;; triggerall=var(27)=2 trigger1 = sysvar(3)=25 trigger1 = sysvar(4)=610 trigger1 = 0 trigger2 = sysvar(3)=6 trigger2 = sysvar(4)=53 trigger2 = prevstateno=610 ;value=644 value=ifelse((pos Y<-90),640,644);値の絶対値を下げると、より低空でも下方発射となる ignorehitpause=1 [State ];特殊チェインモード/A特殊ノンチャージ落下後→LvXジェット(ルート3) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall = power>=1000 triggerall=var(27)=3 triggerall=fvar(7)-(pos Y)=[-55,-15];+21F後の座標予測演算 trigger1 = sysvar(3)>=1 trigger1 = sysvar(4)=51 trigger2 = sysvar(3)>=4 trigger2 = sysvar(4)=52 trigger3 = sysvar(3)>=4 trigger3 = sysvar(4)=1 value=ifelse(((power>=3000)&&(playerID(var(7)),life<=300)),3010,ifelse((power>=2000),2010,1010)) ignorehitpause=1 [State ];特殊チェインモード/A特殊ノンチャージ落下後→LvXジェットが発動可能であればスタンバイ(ルート3) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=var(27)=3 trigger1 = fvar(7)=[-105,-55];+21F後の座標予測演算 triggerall=power>=1000 trigger1 = sysvar(4)=0 value=1 ignorehitpause=1 [State ];特殊チェインモード/A特殊後落下→次の技をスタンバイ(ルート9) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=var(27)=9 trigger1 = sysvar(4)=0 value=1 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→Lv3カノン type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power>=3000 triggerall=var(27)=9 trigger1 = (sysvar(4)=1)||(sysvar(4)=52)&&(sysvar(3)>=4) trigger1=fvar(8)=[-15,5] value=3000 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→Lv2カノン type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power=[2000,2999] triggerall=var(27)=9 trigger1 = (sysvar(4)=1)||(sysvar(4)=52)&&(sysvar(3)>=4) trigger1=fvar(9)=[-35,5] trigger2=(playerID(var(7)),pos Y)>-40 trigger2=sysvar(4)=52 trigger2=sysvar(3)=9 trigger3=sysvar(4)=1 trigger3=playerID(var(7)),GetHitVar(HitShakeTime)=[5,8] value=2000 ignorehitpause=1 [State ];特殊チェインモード/A中後落下→S中3 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;triggerall=statetype=A ;;;;; triggerall=var(27)=[11,12] trigger1=sysvar(4)=52 trigger1=sysvar(3)=3 value=212 ignorehitpause=1 [State ];特殊チェインモード/A特殊後落下→LvXジェット type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; ;triggerall=((var(27)=12)||((var(27)=[12,13])&&(power>=2000)||((power>=1000)&&(playerID(var(7)),life<=300)))) triggerall=((var(27)=12)||((var(27)=[12,13])&&((power>=2000)||((power>=1000)&&(playerID(var(7)),life<=300))))) triggerall=sysvar(3)>=34 triggerall=sysvar(4)=212 trigger1=var(59)=[1,10] trigger1 = (power>=2000)||((power>=1000)&&(playerID(var(7)),life<=300)) trigger2 = power>=4500 ;;;(以下、ワンショットキル) trigger3 = (power>=3000)&&(playerID(var(7)),life<=300) trigger4 = (power>=2000)&&(playerID(var(7)),life<=200) trigger5 = (power>=1000)&&(playerID(var(7)),life<=100) ;value=ifelse(((power>=3000)&&(playerID(var(7)),life<=300)),3010,ifelse(((power>=2000)&&(playerID(var(7)),life>=100)),2010,1010)) value=ifelse(((power>=3000)&&(playerID(var(7)),life<=300)),3010,ifelse((power>=2000),2010,1010)) ignorehitpause=1 [State ];特殊チェインモード/ルート11以上のループ解除→再ジャンプ type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=movecontact triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=numexplod(45)<2;空中ジャンプ回数制限 triggerall=((var(59)=[1,8])&&(var(27)=[11,13]))||((var(59)=[9,10])&&(var(27)=[12,13]))||((var(59)>=8)&&(movecontact)&&(movehit!))||(var(27)=[12,13]);[11,14];;AILv制御 trigger1 = sysvar(3)=25 trigger1 = sysvar(4)=610 value=45 ignorehitpause=1 [State ];特殊チェインモード/追加ジャンプ→A特殊 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 ;;;;; ;triggerall=var(27)=13;[11,14]; triggerall=((var(59)=[1,8])&&(var(27)=[11,13]))||((var(59)=[9,10])&&(var(27)=[12,13]))||var(27)=13;[11,14];;AILv制御 trigger1 = (sysvar(3)=9+8);||((fvar(38)=[0,399])&&(sysvar(3)=8)) trigger1 = sysvar(4)=50 value=642;ifelse((playerID(var(7)),stateno=[2115101,2115110]),631,642) ignorehitpause=1 [State ];特殊チェインモード/S特殊→次の技をスタンバイ(ワンショットキルモード) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=var(27)=27 triggerall=power>=2000 trigger1 = sysvar(4)=0 value=1 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→LvXジェット type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power>=2000 triggerall=var(27)=27 trigger1 = sysvar(3)=20 trigger1 = sysvar(4)=[0,1] value=ifelse(((power>=3000)&&(playerID(var(7)),life<=320)),3010,2010) ignorehitpause=1 [State ];特殊チェインモード/S特殊→次の技をスタンバイ(ワンショットキルモード) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=var(27)=29 triggerall=power>=1000 trigger1 = sysvar(4)=0 value=1 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→Lv3カノン type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power>=3000 triggerall=var(27)=29 trigger1 = sysvar(3)=37 trigger1 = sysvar(4)=1 value=3000 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→Lv2カノン type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power=[2000,2999] triggerall=var(27)=29 trigger1 = sysvar(3)=19 trigger1 = sysvar(4)=1 value=2000 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→Lv1カノン type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power=[1000,1999] triggerall=var(27)=29 trigger1 = sysvar(3)=23 trigger1 = sysvar(4)=1 value=1000 ignorehitpause=1 [State ];特殊チェインモード/投げ→ジェットダッシュ type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=(var(59)>=8);AILv制御 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=(var(27)=36);(var(27)=31)||(var(27)=36) trigger1=sysvar(4)=51 trigger1=sysvar(3)=2 value=104 ignorehitpause=1 [State ];特殊チェインモード/空中ダッシュ→A中(ルート36の場合ここでルート11に合流する) type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=(var(27)=36);(var(27)=31)||(var(27)=36) triggerall=sysvar(4)=104 trigger1=sysvar(3)=16 trigger2=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[10,50];敵との距離を十分に取れた trigger2=sysvar(3)>=5 value=610 ignorehitpause=1 [State ];特殊チェインモード/空中ダッシュ→A中 type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=(var(27)=36);(var(27)=31)||(var(27)=36) triggerall=sysvar(4)=104 trigger1=sysvar(3)=16 trigger2=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[10,50];敵との距離を十分に取れた trigger2=sysvar(3)>=5 value=610 ignorehitpause=1 [State ];特殊チェインモード/A中→追加ジャンプ type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=movecontact triggerall=(var(59)>=8);AILv制御 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=numexplod(45)<2;空中ジャンプ回数制限 triggerall=var(27)=32 trigger1 = sysvar(3)=25 trigger1 = sysvar(4)=610 value=45 ignorehitpause=1 [State ];特殊チェインモード/追加ジャンプ→A特殊 type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 ;;;;; triggerall=var(27)=32 trigger1 = sysvar(3)=8 trigger1 = sysvar(4)=50 value=640 ignorehitpause=1 [State ];特殊チェインモード/A特殊後落下→LvXジェット type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=var(27)=32 trigger1 = sysvar(3)=28 trigger1 = sysvar(4)=51 trigger1 = power>=1000 value=ifelse(((power>=3000)&&(playerID(var(7)),life<=300)),3010,ifelse(((power>=2000)&&(playerID(var(7)),life>=100)),2010,1010)) ignorehitpause=1 [State ];特殊チェインモード/投げ→LvXジェット(ワンショットキルモード) type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=var(27)=39 trigger1=sysvar(4)=51 trigger1=sysvar(3)=10 trigger1=power>=1000 value = ifelse(((power>=3000)&&(playerID(var(7)),life<=300)),3010,ifelse(((power>=2000)&&(playerID(var(7)),life>=100)),2010,1010)) ignorehitpause=1 [State ];特殊チェインモード/投げ→ジェットダッシュ(ルート38) type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=(var(59)>=8);AILv制御 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=(var(27)=38)||((var(27)=31)&&(var(59)>=8)) triggerall = prevstateno=802 trigger1=sysvar(4)=51 trigger1=sysvar(3)=2;12;6 trigger1=var(16)=3 trigger2=sysvar(4)=51 trigger2=sysvar(3)=9 value=104 ignorehitpause=1 [State ];特殊チェインモード/空中ダッシュ→AD弱 type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A ;;;;; triggerall=(var(27)=38)||((var(27)=31)&&(var(59)>=8)) triggerall=sysvar(4)=104 trigger1=sysvar(3)=16;13; trigger2=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[10,50];敵との距離を十分に取れた trigger2=sysvar(3)>=5 value=605 ignorehitpause=1 [State ];特殊チェインモード/AD弱→A中 type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=movecontact triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A triggerall=movecontact;チェイン成立時のみ ;;;;; triggerall=(var(27)=38)||((var(27)=31)&&(var(59)>=8)) trigger1=sysvar(4)=605 trigger1=sysvar(3)=21 value=610 ignorehitpause=1 [State ];特殊チェインモード/A中→A特殊横 type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 ;;;;; triggerall=(var(27)=38)||((var(27)=31)&&(var(59)>=8)) trigger1 = sysvar(3)=11;6 trigger1 = sysvar(4)=53 trigger1 = prevstateno=610 value=644 ignorehitpause=1 [State ];特殊チェインモード/A特殊後落下→次の技をスタンバイ(ワンショットキルモード) type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=var(27)=38 trigger1 = sysvar(4)=0 value=1 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→Lv3カノン type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power>=3000 triggerall=var(27)=38 trigger1 = sysvar(3)=22-3;37 trigger1 = sysvar(4)=1 value=3000 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→Lv2カノン type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power=[2000,2999] triggerall=var(27)=38 trigger1 = sysvar(3)=4;19 trigger1 = sysvar(4)=1 value=2000 ignorehitpause=1 [State ];特殊チェインモード/スタンバイ→Lv1カノン type = changestate triggerall=1 triggerall=var(59)!=96061096;投げルート検証; triggerall=roundstate=2 triggerall=(var(59)>=8) triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=8);AIタイムラグ圏外(チェインモード triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない ;;;;; triggerall=power=[1000,1999] triggerall=var(27)=38 trigger1 = sysvar(3)=8;23 trigger1 = sysvar(4)=1 value=1000 ignorehitpause=1 [State ];チェインパターンアンロック[共通] type = varset triggerall=1 trigger1=playerID(var(7)),movetype!=H trigger2=playerID(var(7)),stateno=[5100,5999] trigger2=playerID(var(7)),statetype=L trigger3=numenemy=1 trigger3=var(16)<=-1 trigger4=roundstate!=2 trigger5=(sysvar(4)>=1000)&&(sysvar(4)%1000!=0)&&(sysvar(4)%1000!=5) v=27 value = 0 ignorehitpause=1 [State ];チェインパターンアンロック[1-9] type = varset triggerall=1 triggerall=var(27)=[1,9] trigger1=sysvar(4)>=1000 trigger2=sysvar(4)=630 trigger2=var(27)=2 trigger3=sysvar(4)!=[640,645];641 trigger3=prevstateno=[640,645];641 trigger3=var(27)!=1 trigger3=var(27)!=3 trigger3=var(27)!=9 ;trigger3=sysvar(3)=18 trigger3=sysvar(4)=51 ;trigger4=var(27)=[3,5];パターン3-5を無効化 v=27 value = 0 ignorehitpause=1 [State ];チェインパターンアンロック[3] type = varset triggerall=1 triggerall=var(27)=3 triggerall=sysvar(4)=1 trigger1=numenemy>=2 trigger2=numpartner trigger3=fvar(7)-(pos Y)>-15;+21F後の座標予測演算 v=27 value = 0 ignorehitpause=1 [State ];チェインパターンアンロック[11-19] type = varset triggerall=1 triggerall=var(27)=[11,19] trigger1=(sysvar(4)>=1000)&&(sysvar(4)%1000!=0)&&(sysvar(4)%1000!=5) trigger2=sysvar(4)=630 trigger3=prevstateno=641 trigger3=sysvar(3)=18 trigger3=sysvar(4)=51 v=27 value = 0 ignorehitpause=1 [State ];チェインパターンアンロック[29/38] type = varset triggerall=1 triggerall=(var(27)=29)||(var(27)=38) trigger1=(sysvar(4)>=1000)&&(sysvar(4)%1000!=0)&&(sysvar(4)%1000!=5) v=27 value = 0 ignorehitpause=1 [State ];チェインパターンアンロック[31-39] type = varset triggerall=1 triggerall=var(27)=[31,39] trigger1=sysvar(4)>=1000 trigger2=sysvar(4)=630 v=27 value = 0 ignorehitpause=1 [State ];チェインパターンアンロック[31-32] type = varset triggerall=1 triggerall=var(27)=[31,32] trigger1=sysvar(4)=52 trigger2=sysvar(4)=103 v=27 value = 0 ignorehitpause=1 ;--------------------------------------------------------------------------- ;【S/特定派生】 ;--------------------------------------------------------------------------- [State ];解除/チャージ解除 type = changeanim triggerall=1 triggerall=var(59)!=96061096; ;triggerall=((numexplod(1200000)!)&&(numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11) triggerall=(playerID(var(7)),time>=var(8))||(var(59)>=11) triggerall=ishelper! triggerall=anim=195 triggerall=sysvar(3)>=40 triggerall=sysvar(4)=195 trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))<=180 trigger2=roundstate!=2 trigger3=playerID(var(7)),movetype!=H trigger3=playerID(var(7)),statetype!=L trigger4=(inguarddist) trigger5=0;(var(16)!=[-2,2]) trigger6=(playerID(var(7)),stateno=5120)&&(playerID(var(7)),animtime=[-2,-1]) value = 1950 ignorehitpause=1 [State ];地上ダッシュ→弱/中 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11);AIタイムラグ圏外 triggerall=ishelper! ;;;triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1) triggerall=statetype!=A triggerall=movetype!=H triggerall=roundstate=2 triggerall=hitpausetime! triggerall=sysvar(4)=101 triggerall = sysvar(3)>=5 ;triggerall=(playerID(var(7)),stateno!=[5100,5250]);||((playerID(var(7)),stateno=5120)&&(playerID(var(7)),animtime=[-2,-1])) triggerall=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[10,171] triggeall=1;playerID(var(7)),stateno!=[5100,5150];バウンド状態でもない trigger1=((playerID(var(7)),vel X)*(-playerID(var(7)),facing)*Floor(sysfvar(0))>=0);相手が後退していない trigger2=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[10,40];至近距離 value = ifelse( (((playerID(var(7)),screenpos Y)-screenpos Y)!=[-40,40]),40, ifelse( ((playerID(var(7)),statetype!=A)&&(random%5!=1)),205,215) ) ignorehitpause=1 [State ];地上ダッシュ→ジャンプ(緊急避難の場合) type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11);AIタイムラグ圏外 triggerall=ishelper! ;triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=S ;;;;; triggerall=sysvar(4)=101 triggerall=sysvar(3)>=5 trigger1=(inguarddist);行動可能 trigger1=(inguarddist);行動可能 trigger2=numhelper(8027) trigger2=(helper(8027),inguarddist);相手至近距離も安全 value = 40 ;万が一自分の後方に相手が移動した場合は必ずジャンプにさせる必要あり ignorehitpause=1 [State ];地上ダッシュ中断 type = changestate triggerall=1 triggerall=var(59)!=96061096; ;triggerall=roundstate=2 ;triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11);AIタイムラグ圏外 triggerall=ishelper! ;triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=S ;;;;; triggerall=sysvar(4)=101 triggerall=sysvar(3)>=17 triggerall=numhelper(80110)=1 trigger1=helper(80110),var(3)<=70;前方の壁のすぐ近くまで来た trigger2=var(16)=-3 trigger3=sysvar(3)>=35;1秒以上継続しない value = ifelse(random%2,102,40);107;40;ifelse();102 ;万が一自分の後方に相手が移動した場合は必ずジャンプにさせる必要あり ignorehitpause=1 [State ];地上バックダッシュ中断 type = changestate triggerall=1 triggerall=var(59)!=96061096; ;triggerall=roundstate=2 ;triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11);AIタイムラグ圏外 triggerall=ishelper! ;triggerall=(ctrl)&&((inguarddist!)||(var(59)=[1,7]));行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=S ;;;;; triggerall=sysvar(4)=106 triggerall=sysvar(3)>=17 triggerall=numhelper(80110)=1 trigger1=helper(80110),var(5)<=70;後方の壁のすぐ近くまで来た trigger2=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>=250;敵との距離を十分に取れた trigger3=sysvar(3)>=35;1秒以上継続しない value = ifelse(random%2,107,40);107;40;ifelse();102 ;万が一自分の後方に相手が移動した場合は必ずジャンプにさせる必要あり ignorehitpause=1 [State ];空中ダッシュ→空中弱 type = changestate triggerall=1 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11);AIタイムラグ圏外 triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A triggerall=(playerID(var(7)),stateno!=[5100,5250]);相手がダウン状態にない ;;;;; triggerall=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[10,110] ;triggerall=(var(17)=[-1,2])&&(var(17)!=0)&&(fvar(4)<0);Y方向の距離が近い triggerall=((var(17)=[-1,1])&&(var(17)!=0))||((var(17)=2)&&((fvar(4)-20<0)||(playerID(var(7)),vel Y<=0)));Y方向の距離が近い ;triggerall=Pos Y<-20+0 triggerall=var(27)=0 trigger1 = sysvar(3)>=5;10 trigger1 = (sysvar(4)=104)||(sysvar(4)=109) value = 605 ignorehitpause=1 [State ];空中ダッシュ→空中中 type = changestate triggerall=0 triggerall=var(59)!=96061096; triggerall=roundstate=2 triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11);AIタイムラグ圏外 triggerall=ishelper! ;triggerall=ctrl;行動可能 triggerall=movetype!=H;被弾していない triggerall=hitpausetime!;硬直していない triggerall=statetype=A triggerall=(playerID(var(7)),stateno!=[5100,5250]);相手がダウン状態にない ;;;;; triggerall=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))=[-10,120] ;triggerall=(var(17)=[-2,2])&&(var(17)!=0);Y方向の距離が近い triggerall=((var(17)=[-1,1])&&(var(17)!=0))||((var(17)=2)&&((fvar(4)-20<0)||(playerID(var(7)),vel Y<=0)));Y方向の距離が近い triggerall=Pos Y<-20+0 triggerall=var(27)=0 trigger1 = sysvar(3)>=5;10 trigger1 = (sysvar(4)=104)||(sysvar(4)=109) value = 610 ignorehitpause=1 [State ];空中ダッシュ中断 type = changestate triggerall=1 triggerall=var(59)!=96061096; ;triggerall=roundstate=2 ;triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11) triggerall=ishelper! ;;;triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1) triggerall=statetype=A triggerall=movetype!=H triggerall=hitpausetime! triggerall=sysvar(4)=104 triggerall = sysvar(3)>=17 trigger1=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))<=-1;相手を飛び越えた trigger2=helper(80110),var(3)<=70;前方の壁のすぐ近くまで来た trigger3=sysvar(3)>=35;1秒以上継続しない value = 103 ignorehitpause=1 [State ];空中バックダッシュ中断 type = changestate triggerall=1 triggerall=var(59)!=96061096; ;triggerall=roundstate=2 ;triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11) triggerall=ishelper! ;;;triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1) triggerall=statetype=A triggerall=movetype!=H triggerall=hitpausetime! triggerall=sysvar(4)=109 triggerall = sysvar(3)>=17 trigger1=helper(80110),var(5)<=70;後方の壁のすぐ近くまで来た trigger2=((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>=250;敵との距離を十分に取れた trigger3=sysvar(3)>=35;1秒以上継続しない value = 108 ignorehitpause=1 ;--------------------------------------------------------------------------- ;こっからチェイン記述 ;--------------------------------------------------------------------------- [State ];チェインリセット type = varset triggerall=ishelper! triggerall=sysvar(3)<=1 trigger1=1 v=9 value=0 ignorehitpause=1 ;【パターン1】 ;S弱1-4→S中1-2 [State ];S弱1→2 type = varset triggerall=ishelper! triggerall=sysvar(4)=200 triggerall=sysvar(3)>=4+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "x" trigger2=var(59)!=96061096 trigger2=1 v=9 value=201 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=200 triggerall=sysvar(3)>=12 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=201 value=var(9) ignorehitpause=1 [State ];S弱2→3 type = varset triggerall=ishelper! triggerall=sysvar(4)=201 triggerall=sysvar(3)>=10+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "x" trigger2=var(59)!=96061096 trigger2=1 v=9 value=202 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=201 triggerall=sysvar(3)>=22 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=202 value=var(9) ignorehitpause=1 [State ];S弱3→4 type = varset triggerall=ishelper! triggerall=sysvar(4)=202 triggerall=sysvar(3)>=4+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "x" trigger2=var(59)!=96061096 trigger2=1 v=9 value=203 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=202 triggerall=sysvar(3)>=17 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=203 value=var(9) ignorehitpause=1 [State ];S弱4→S中1 type = varset triggerall=ishelper! triggerall=sysvar(4)=203 triggerall=sysvar(3)>=10+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "y" trigger2=var(59)!=96061096 trigger2=0 v=9 value=210 ignorehitpause=1 [State ];S弱4→S中4 type = varset triggerall=ishelper! triggerall=sysvar(4)=203 triggerall=sysvar(3)>=10+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "y" trigger1=command = "holdfwd" trigger2=var(59)!=96061096 trigger2=0 v=9 value=213 ignorehitpause=1 [State ];S弱4→S弱5 type = varset triggerall=ishelper! triggerall=sysvar(4)=203 triggerall=sysvar(3)>=10+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=(command = "x")&&(command = "holdup") trigger2=var(59)!=96061096 trigger2=0 v=9 value=204 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=203 triggerall=sysvar(3)>=20 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=210 trigger2=var(9)=213 trigger3=var(9)=204 value=var(9) ignorehitpause=1 [State ];S中1→2 type = varset triggerall=ishelper! triggerall=sysvar(4)=210 triggerall=sysvar(3)>=11+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "y" trigger2=var(59)!=96061096 trigger2=1 v=9 value=211 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=210 triggerall=sysvar(3)>=25 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=211 value=var(9) ignorehitpause=1 [State ];S中2→3 type = varset triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=12+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=(command = "y")&&(command = "holdup") trigger2=var(59)!=96061096 trigger2=0 v=9 value=212 ignorehitpause=1 [State ];S中2→S強 type = varset triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=12+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "a" trigger2=var(59)!=96061096 trigger2=0 v=9 value=230 ignorehitpause=1 [State ];S中2→S特殊 type = varset triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=12+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "b" trigger2=var(59)!=96061096 trigger2=0 v=9 value=240 ignorehitpause=1 [State ];S中2→SLv1カノン type = varset triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=12+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "QCF_a" trigger1=power>=1000 trigger2=var(59)!=96061096 trigger2=0 v=9 value=1000 ignorehitpause=1 [State ];S中2→SLv1カノン/カートリッジ type = varset triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=12+1 triggerall=movecontact triggerall=0 trigger1=var(59)=96061096 trigger1=command = "QCB_a" trigger1=power>=1000 trigger2=var(59)!=96061096 trigger2=0 v=9 value=1000 ignorehitpause=1 [State ];S中2→SLv2カノン type = varset triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=12+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "QCF_b" trigger1=power>=2000 trigger2=var(59)!=96061096 trigger2=0 v=9 value=2000 ignorehitpause=1 [State ];S中2→SLv3カノン type = varset triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=12+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "QCF_b2" trigger1=power>=3000 trigger2=var(59)!=96061096 trigger2=0 v=9 value=3000 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=25 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=230 trigger1=sysvar(3)>=35 trigger2=var(9)=240 trigger2=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger3=var(9)=212 trigger3=(moveguarded)||(sysvar(3)>=32) trigger4=var(9)=1000 trigger5=0;;;;;;;;;;;;;;;;;;var(9)=1000 trigger6=var(9)=2000 trigger7=var(9)=3000 trigger7=sysvar(3)>=30 value=var(9) ignorehitpause=1 [State ];S中3→A中 type = varset triggerall=ishelper! triggerall=sysvar(4)=212 triggerall=sysvar(3)>=10+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "y" trigger2=var(59)!=96061096 trigger2=1 v=9 value=610 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=212 triggerall=sysvar(3)>=34 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=610 value=var(9) ignorehitpause=1 [State ];S中4→S強 type = varset triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=16+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "a" trigger2=var(59)!=96061096 trigger2=0 v=9 value=230 ignorehitpause=1 [State ];S中4→S特殊 type = varset triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=16+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "b" trigger2=var(59)!=96061096 trigger2=0 v=9 value=240 ignorehitpause=1 [State ];S中4→SLv1カノン type = varset triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=16+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "QCF_a" trigger1=power>=1000 trigger2=var(59)!=96061096 trigger2=0 v=9 value=1000 ignorehitpause=1 [State ];S中4→SLv1カノン/カートリッジ type = varset triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=16+1 triggerall=movecontact triggerall=0 trigger1=var(59)=96061096 trigger1=command = "QCB_a" trigger1=power>=1000 trigger2=var(59)!=96061096 trigger2=0 v=9 value=1000 ignorehitpause=1 [State ];S中4→SLv2カノン type = varset triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=16+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "QCF_b" trigger1=power>=2000 trigger2=var(59)!=96061096 trigger2=0 v=9 value=2000 ignorehitpause=1 [State ];S中4→SLv3カノン type = varset triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=16+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "QCF_b2" trigger1=power>=3000 trigger2=var(59)!=96061096 trigger2=0 v=9 value=3000 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=33+1 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=230 trigger1=sysvar(3)>=33+10 trigger2=var(9)=240 trigger2=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger3=var(9)=212 trigger4=var(9)=1000 trigger5=0;;;;;;;;;;;;;;;;;;var(9)=1000 trigger6=var(9)=2000 trigger7=var(9)=3000 trigger7=sysvar(3)>=33+5 value=var(9) ignorehitpause=1 ;【パターン2】 ;C弱1-2→C中 [State ];C弱1-2 type = varset triggerall=ishelper! triggerall=sysvar(4)=400 triggerall=sysvar(3)>=4+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "x" trigger2=var(59)!=96061096 trigger2=1 v=9 value=401 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=400 triggerall=sysvar(3)>=19 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=401 value=var(9) ignorehitpause=1 [State ];C弱2→C中 type = varset triggerall=ishelper! triggerall=sysvar(4)=[400,401] triggerall=sysvar(3)>=4+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "y" trigger2=var(59)!=96061096 trigger2=1 v=9 value=410 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=[400,401] triggerall=sysvar(3)>=19 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=410 value=var(9) ignorehitpause=1 [State ];C中→S中3 type = varset triggerall=ishelper! triggerall=sysvar(4)=410 triggerall=sysvar(3)>=11+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "y" trigger2=var(59)!=96061096 trigger2=0 v=9 value=212 ignorehitpause=1 [State ];C中→C強 type = varset triggerall=ishelper! triggerall=sysvar(4)=410 triggerall=sysvar(3)>=11+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "a" trigger2=var(59)!=96061096 trigger2=0 v=9 value=430 ignorehitpause=1 [State ];C中→C特殊 type = varset triggerall=ishelper! triggerall=sysvar(4)=410 triggerall=sysvar(3)>=11+1 triggerall=movecontact triggerall=1 triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger1=var(59)=96061096 trigger1=command = "b" trigger2=var(59)!=96061096 trigger2=0 v=9 value=440 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=410 triggerall=sysvar(3)>=19 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=212 trigger1=sysvar(3)>=29 trigger2=var(9)=430 trigger2=sysvar(3)>=22 trigger3=var(9)=440 value=var(9) ignorehitpause=1 ;【パターン3】 [State ];A弱1-2 type = varset triggerall=ishelper! triggerall=sysvar(4)=600 triggerall=sysvar(3)>=4+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=command = "x" trigger2=var(59)!=96061096 trigger2=0 v=9 value=600 ignorehitpause=1 [State ];連打再現 type = varset triggerall=ishelper! triggerall=sysvar(4)=600 triggerall=sysvar(3)>=19 triggerall=movecontact trigger1=var(9)=600 sysvar(3)=0 ignorehitpause=1 [State ];A弱1-2 type = varset triggerall=ishelper! triggerall=sysvar(4)=600 triggerall=sysvar(3)>=4+1 triggerall=movecontact triggerall=prevstateno!=212 triggerall=prevstateno!=604 triggerall=1 trigger1=var(59)=96061096 trigger1=(command = "x")&&(command = "holddown") trigger2=var(59)!=96061096 trigger2=0 v=9 value=604 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=600 triggerall=sysvar(3)>=18 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=604 value=var(9) ignorehitpause=1 [State ];A中3→追加ジャンプ type = varset triggerall=ishelper! triggerall=sysvar(4)=610 triggerall=sysvar(3)>=13+1 triggerall=movecontact triggerall=numexplod(45)<2;空中ジャンプ回数制限 triggerall=1 trigger1=var(59)=96061096 trigger1=(command = "U")||(command = "holdup") trigger2=var(59)!=96061096 trigger2=0 v=9 value=45 ignorehitpause=1 [State ];A中3→A強 type = varset triggerall=ishelper! triggerall=sysvar(4)=610 triggerall=sysvar(3)>=13+1 triggerall=movecontact triggerall=numexplod(45)<2;空中ジャンプ回数制限 triggerall=1 trigger1=var(59)=96061096 trigger1=command = "a" trigger2=var(59)!=96061096 trigger2=0 v=9 value=630 ignorehitpause=1 [State ];A中3→A特殊 type = varset triggerall=ishelper! triggerall=sysvar(4)=610 triggerall=sysvar(3)>=13+1 triggerall=movecontact triggerall=1 triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger1=var(59)=96061096 trigger1=command = "b" trigger2=var(59)!=96061096 trigger2=0 v=9 value=640 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=610 triggerall=sysvar(3)>=25 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=45 trigger2=var(9)=630 trigger3=var(9)=640 value=var(9) ignorehitpause=1 ;【特殊初動パターン】 [State ];D弱→S弱1 type = varset triggerall=ishelper! triggerall=sysvar(4)=205 triggerall=sysvar(3)>=7+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1 = command = "x" trigger2=var(59)!=96061096 trigger2=1 v=9 value=200 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=205 triggerall=sysvar(3)>=31 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=200 value=var(9) ignorehitpause=1 [State ];D中→S中3 type = varset triggerall=ishelper! triggerall=sysvar(4)=215 triggerall=sysvar(3)>=19+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=(command = "y")&&(command = "holdup") trigger2=var(59)!=96061096 trigger2=1 v=9 value=212 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=215 triggerall=sysvar(3)>=40 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=212 value=var(9) ignorehitpause=1 [State ];AD弱→AD中 type = varset triggerall=ishelper! triggerall=sysvar(4)=605 triggerall=sysvar(3)>=7+1 triggerall=movecontact triggerall=1 trigger1=var(59)=96061096 trigger1=(command = "y") trigger2=var(59)!=96061096 trigger2=1 v=9 value=610 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=605 triggerall=sysvar(3)>=21 triggerall=movecontact triggerall=roundstate=2 trigger1=var(9)=610 value=var(9) ignorehitpause=1 [State ];投げ→空中ダッシュ type = varset triggerall=ishelper! triggerall=sysvar(4)=802 triggerall=sysvar(3)>=10+1 triggerall=1 trigger1=var(59)=96061096 trigger1=(command = "FF") v=9 value=104 ignorehitpause=1 [State ] type = changestate triggerall=ishelper! triggerall=sysvar(4)=802 triggerall=sysvar(3)>=37 triggerall=roundstate=2 trigger1=var(9)=104 value=var(9) ignorehitpause=1 ;【AI/チェインパターン分岐点】 [State ];S弱4→S弱5 type = changestate triggerall=ishelper! triggerall=sysvar(4)=203 triggerall=sysvar(3)=20 triggerall=movecontact triggerall=roundstate=2 triggerall=1 trigger1=var(59)!=96061096 trigger1= playerID(var(7)),statetype=A value=204 ignorehitpause=1 [State ];S弱4→S中4(ワンショットキルモード) type = changestate triggerall=ishelper! triggerall=sysvar(4)=203 triggerall=sysvar(3)=20 triggerall=movehit;contact triggerall=roundstate=2 triggerall=1 triggerall=var(59)!=96061096 triggerall=(helper(80110),var(3)>=220)&&(numexplod(214849227));特殊覚醒中のみ発動 ;;;;; trigger1=(power>=3000)&&(playerID(var(7)),life<=800) trigger2=(power>=2000)&&(playerID(var(7)),life<=600) trigger3=(power>=1000)&&(playerID(var(7)),life<=500) ;;;;; ;trigger1=(power>=3000)&&(fvar(39)>300)&&(playerID(var(7)),life<=300) ;trigger2=(power>=3000)&&(((fvar(39)>300)&&(fvar(38)!=[0,999]))||((numexplod(214849227))&&(helper(80110),var(3)>=140)))&&(playerID(var(7)),life<=600) ;trigger3=(power>=3000)&&((numexplod(214849227))&&(helper(80110),var(3)>=140))&&(playerID(var(7)),life<=800) ;trigger4=(power>=2000)&&(fvar(39)>200)&&(playerID(var(7)),life<=300) ;trigger5=(power>=2000)&&(((fvar(39)>200)&&(fvar(38)!=[0,999]))||((numexplod(214849227))&&(helper(80110),var(3)>=140)))&&(playerID(var(7)),life<=400) ;trigger6=(power>=2000)&&((numexplod(214849227))&&(helper(80110),var(3)>=140))&&(playerID(var(7)),life<=600) ;trigger7=(power>=1000)&&(fvar(39)>100)&&(playerID(var(7)),life<=200) ;trigger8=(power>=1000)&&(((fvar(39)>100)&&(fvar(38)!=[0,999]))||((numexplod(214849227))&&(helper(80110),var(3)>=140)))&&(playerID(var(7)),life<=300) ;trigger9=(power>=1000)&&((numexplod(214849227))&&(helper(80110),var(3)>=140))&&(playerID(var(7)),life<=500) value=213 ignorehitpause=1 [State ];S弱4→S中4(通常発動) type = changestate triggerall=ishelper! triggerall=sysvar(4)=203 triggerall=sysvar(3)=20 triggerall=movehit;contact triggerall=roundstate=2 triggerall=1 triggerall=var(59)!=96061096 triggerall=(helper(80110),var(3)=[140,220])||(numexplod(214849227)!);前の壁から距離があるor通常状態の場合のみ発動 trigger1=(var(19)+var(20))>=3 trigger1= (helper(80110),var(3)>=140)||(var(19)>=5) trigger2= power>=1000 trigger2= (fvar(39)>=301)||(numexplod(214849227)) trigger2= (fvar(38)!=[0,599])||(fvar(39)>=420)||(numexplod(214849227)) trigger2= (helper(80110),var(3)>=140) value=213 ignorehitpause=1 [State ];S弱4→S中1 type = changestate triggerall=ishelper! triggerall=sysvar(4)=203 triggerall=sysvar(3)=20 triggerall=movecontact triggerall=roundstate=2 triggerall=1 trigger1=var(59)!=96061096 trigger1=1 value=210 ignorehitpause=1 [State ];S中2→3 type = changestate triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=25 triggerall=movecontact triggerall=roundstate=2 triggerall=1 triggerall=var(59)!=96061096 trigger1=var(59)!=[1,10] trigger2=var(59)=[5,10] trigger2=var(19)>=3 trigger3=var(59)>=8 value=212 ignorehitpause=1 [State ];S中3→ダッシュ type = changestate triggerall=ishelper! triggerall=sysvar(4)=212 triggerall=sysvar(3)>=33 triggerall=moveguarded triggerall=roundstate=2 triggerall=1 triggerall=var(59)!=96061096 trigger1=helper(80110),var(5)<=180;後方の壁が自分のすぐ後ろにある trigger1=helper(80110),var(4)>=130;前方の壁から敵が十分に離れている value=104 ignorehitpause=1 [State ];S中3→バックダッシュ type = changestate triggerall=ishelper! triggerall=sysvar(4)=212 triggerall=sysvar(3)>=33 triggerall=moveguarded triggerall=roundstate=2 triggerall=1 triggerall=var(59)!=96061096 trigger1=1 value=ifelse(((random%2=1)&&(numexplod(45)<2)),45,109) ignorehitpause=1 [State ];S中2→S特殊 type = changestate triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=25 triggerall=movecontact triggerall=roundstate=2 triggerall=1 triggerall=var(59)!=96061096 triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger1=var(59)=[8,10] trigger1=var(19)=[-1,1] trigger1=Floor(fvar(38))!=1000 trigger1=var(20)>=1 trigger2=var(59)=[5,7] trigger2=var(20)>=-1 trigger3=var(59)=[1,4] trigger3=random%2=1 trigger4=var(59)=[1,10] trigger4=random%4=1 value=240 ignorehitpause=1 [State ];S中2→S強 type = changestate triggerall=ishelper! triggerall=sysvar(4)=211 triggerall=sysvar(3)>=35 triggerall=movecontact triggerall=roundstate=2 triggerall=1 trigger1=var(59)!=96061096 trigger1=1 value=230 ignorehitpause=1 [State ];S中4→S特殊(ワンショットキルモード) type = changestate triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=33+1 triggerall=movehit triggerall=1 triggerall=var(59)!=96061096 triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 triggerall=roundstate=2 trigger1=numexplod(214849227) trigger1=var(27)=29 trigger2=numexplod(214849227)! trigger2=var(27)=27 value=240 ignorehitpause=1 [State ];S中4→SLv3カノン type = changestate triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=33+10 triggerall=movecontact triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=power>=3000 triggerall=(var(16)=[2,3])||(var(20)>=3) triggerall=(fvar(39)>=301)||(numexplod(214849227)) trigger1=var(27)=21 trigger1=fvar(38)=[0,400] trigger1=playerID(var(7)),life=[150,300] trigger2=var(27)=21 trigger2=(fvar(38)=[400,999]) trigger2=playerID(var(7)),life=[250,400] trigger3=var(27)=21 trigger3=(fvar(38)!=[0,999])||(numexplod(214849227)) trigger3=(playerID(var(7)),life=[300,550])||(playerID(var(7)),life>=800)||(fvar(39)>=401) trigger4=var(27)=28 trigger4=(power>=3000)&&((fvar(39)>300)&&(fvar(38)!=[0,999])) value=3000 ignorehitpause=1 [State ];S中4→SLv2カノン type = changestate triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=33+1 triggerall=movecontact triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=power>=2000 triggerall=(var(16)=[2,3])||(var(20)>=3) triggerall=(fvar(39)>=201)||(numexplod(214849227)) trigger1=var(27)=21 trigger1=fvar(38)=[0,400] trigger1=playerID(var(7)),life=[100,200] trigger2=var(27)=21 trigger2=(fvar(38)=[400,999]) trigger2=playerID(var(7)),life=[150,250] trigger3=var(27)=21 trigger3=(fvar(38)!=[0,999])||(numexplod(214849227)) trigger3=(playerID(var(7)),life=[200,350])||(playerID(var(7)),life>=600)||(fvar(39)>=301) trigger4=var(27)=21 trigger4=power>=3500 trigger4=fvar(39)>=400 trigger4=(random%5=2);||(fvar(39)>=401) trigger5=var(27)=28 trigger5=((power>=3000)&&((fvar(39)>300)&&(fvar(38)!=[0,999])))! trigger5=(power>=2000)&&((fvar(39)>200)&&(fvar(38)!=[0,999])) value=2000 ignorehitpause=1 [State ];S中4→SLv1カノン type = changestate triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=33+1 triggerall=movecontact triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 triggerall=power>=1000 triggerall=(var(16)=[2,3]) triggerall=(fvar(39)>=101)||(numexplod(214849227)) trigger1=var(27)=21 trigger1=fvar(38)=[0,400] trigger1=playerID(var(7)),life=[150,300] trigger2=var(27)=21 trigger2=(fvar(38)=[400,999]) trigger2=playerID(var(7)),life=[250,400] trigger3=var(27)=21 trigger3=(fvar(38)!=[0,999])||(numexplod(214849227)) trigger3=(playerID(var(7)),life=[150,250])||(playerID(var(7)),life>=500) value=1000 ignorehitpause=1 [State ];S中4→S特殊 type = changestate triggerall=ishelper! triggerall=sysvar(4)=213 triggerall=sysvar(3)>=33+1 triggerall=movecontact triggerall=1 triggerall=var(59)!=96061096 triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 triggerall=roundstate=2 triggerall=(var(16)=[2,3])||(var(20)>=3) triggerall=(fvar(39)>=51)||(numexplod(214849227)) trigger1=var(27)=21 trigger1=fvar(38)=[0,400] value=240 ignorehitpause=1 [State ];C中2→S中3 type = changestate triggerall=ishelper! triggerall=sysvar(4)=410 triggerall=sysvar(3)=29 triggerall=movecontact triggerall=1 triggerall=var(59)!=96061096 triggerall=roundstate=2 trigger1=var(59)!=[1,10] trigger2=var(59)=[8,10] trigger2=(var(19)>=3)||(movehit)||(numexplod(214849227)) value=212 ignorehitpause=1 [State ];C中2→C強/特殊 type = changestate triggerall=ishelper! triggerall=sysvar(4)=410 triggerall=sysvar(3)=22 triggerall=movecontact triggerall=1 triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 triggerall=var(59)!=96061096 triggerall=roundstate=2 trigger1=var(59)!=[1,10] trigger1=moveguarded trigger1=random%2=1 trigger2=var(59)=[8,10] trigger2=(var(19)>=3)&&(movehit!)&&(numexplod(214849227)!) trigger3=var(59)=[1,7] trigger4=moveguarded trigger4=random%13=6 value=ifelse(((var(59)=[1,7])&&(random%3)),440,430) ignorehitpause=1 ;--------------------------------------------------------------------------- ;こっから人操作記述 ;--------------------------------------------------------------------------- [State ] type = ChangeState value = 3000+((statetype=A)*5) triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "QCF_b2" triggerall=power>=3000 trigger1=(statetype!=A);1; trigger1 = ctrl [State ] type = ChangeState value = 3010 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "QCF_y2" triggerall=power>=3000 trigger1 = ctrl [State ] type = ChangeState value = 1000;+((statetype=A)*5) triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "QCF_a" triggerall=power>=1000 trigger1=(statetype!=A);1; trigger1 = ctrl [State ] type = ChangeState value = 2000+((statetype=A)*5) triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "QCF_b" triggerall=power>=2000 trigger1=(statetype!=A);1; trigger1 = ctrl [State ] type = ChangeState value = 1010 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "QCF_x" triggerall=power>=1000 trigger1 = ctrl [State ] type = ChangeState value = 2010 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "QCF_y" triggerall=power>=2000 trigger1 = ctrl [State ] type = ChangeState value = 1020;+((statetype=A)*5) triggerall=0 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "QCB_a" triggerall=power>=1000 trigger1=(statetype!=A);1; trigger1 = ctrl [State ] type = ChangeState value = 800 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = (ctrl)||(sysvar(4)=[20,21])||(sysvar(4)=100) triggerall = ((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))<=45 triggerall = command = "holdfwd" triggerall = command = "x" triggerall = statetype=S triggerall = playerID(var(7)),statetype!=A trigger1 = 1 [state ];バリアフィルム type=changestate triggerall=(Floor(fvar(39))>300) triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "x" trigger1=sysvar(4)=[150,155] trigger1=sysvar(4)%2=0 value=145 ignorehitpause = 1 [State ] type = ChangeState value = 204 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "x" triggerall = command = "holdup" triggerall = statetype = S trigger1 = ctrl trigger2=sysvar(4)=40 trigger3=sysvar(4)=52 [State ] type = ChangeState value = 205 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = sysvar(4)=101 triggerall = sysvar(3)>=5;15 triggerall = command = "holdfwd" triggerall = command = "x" triggerall = statetype = S trigger1 = 1 [State ] type = ChangeState value = 203 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = (sysvar(4)=[20,21])||(sysvar(4)=100) triggerall = sysvar(3)>=5;15 triggerall = command = "holdfwd" triggerall = command = "x" triggerall = statetype = S trigger1 = ctrl trigger2=sysvar(4)=40 trigger3=sysvar(4)=52 [State ] type = ChangeState value = 200;800; triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "x" trigger1 = statetype = S trigger1 = ctrl [State ] type = ChangeState value = 212 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "y" triggerall = command = "holdup" triggerall = statetype = S trigger1 = ctrl trigger2=sysvar(4)=40 trigger3=sysvar(4)=52 [State ] type = ChangeState value = 211+((((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))<=66)*2);3;1 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = (sysvar(4)=[20,21]);||(sysvar(4)=100) triggerall = sysvar(3)>=5;15 triggerall = command = "holdfwd" triggerall = command = "y" triggerall = statetype = S trigger1 = ctrl trigger2=sysvar(4)=40 trigger3=sysvar(4)=52 [State ] type = ChangeState value = 215 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = sysvar(4)=101 triggerall = sysvar(3)>=5;15 triggerall = command = "holdfwd" triggerall = command = "y" triggerall = statetype = S trigger1 = 1 [State ] type = ChangeState value = 210 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "y" trigger1 = statetype = S trigger1 = ctrl [State ] type = ChangeState value = 235 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = sysvar(4)=101;(sysvar(4)=[20,21])||(sysvar(4)=100) triggerall = sysvar(3)>=5;15 triggerall = command = "holdfwd" triggerall = command = "a" trigger1 = statetype = S ;trigger1 = ctrl [State ] type = ChangeState value = 230 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "a" trigger1 = statetype = S trigger1 = ctrl [State ] type = ChangeState value = 245 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = sysvar(4)=101;(sysvar(4)=[20,21])||(sysvar(4)=100) triggerall = sysvar(3)>=5;15 triggerall = command = "holdfwd" triggerall = command = "b" trigger1 = statetype = S ;trigger1 = ctrl [State ] type = ChangeState value = 240 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "b" triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger1 = statetype = S trigger1 = ctrl [State ] type = ChangeState value = 400 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "x" trigger1 = statetype = C trigger1 = ctrl [State ] type = ChangeState value = 410 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "y" trigger1 = statetype = C trigger1 = ctrl [State ] type = ChangeState value = 430 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "a" trigger1 = statetype = C trigger1 = ctrl [State ] type = ChangeState value = 440 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "b" triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger1 = statetype = C trigger1 = ctrl [State ] type = ChangeState value = 600+ifelse(command="holddown",4,0) triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl [State ] type = ChangeState value = 605 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = sysvar(4)=104 triggerall = sysvar(3)>=5;15 triggerall = command = "holdfwd" triggerall = command = "x" trigger1 = statetype = A trigger1 = 1 [State ] type = ChangeState value = 610 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "y" trigger1 = statetype = A trigger1 = sysvar(4)!=53 trigger1 = (ctrl)||(sysvar(4)=104) [State ] type = ChangeState value = 630 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl||sysvar(4)=51 [State ] type = ChangeState value = 640 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "b" triggerall=(numhelper(8001)!)&&(numhelper(80016)!)&&(numhelper(80018)!);バレット連射制限 trigger1 = statetype = A trigger1 = ctrl [State ] type = ChangeState value = 3900 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "QCF_z" triggerall=(power>=5000)&&(numexplod(214849227)) triggerall=numexplod(3999)!;1Rにどちらか片方を1度だけしか発動できない triggerall=fvar(37)!=[0,999];オーバーチャージMAXでしか発動できない trigger1 = statetype = S trigger1 = ctrl [State ] type = ChangeState value = 3800 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "z" triggerall=power>=4000 triggerall=(roundno>=2)&&((roundno>=3)||(var(37)=0)||(RoundsExisted=0)) triggerall=life<=250 triggerall=numexplod(3999)!;1Rにどちらか片方を1度だけしか発動できない triggerall=(fvar(38)!=[0,999])||(numexplod(214849227));チャージMAXでしか発動できない triggerall=var(57)=0;マッチ中1度しか発動できない trigger1 = statetype = S trigger1 = ctrl ;[State ];ハイジャンプ ;type = changestate ;value=41 ;triggerall=ishelper! ;triggerall=var(59)=96061096 ;triggerall = command = "jump" ;trigger1 = statetype!=A ;trigger1 = ctrl [State ] type = ChangeState value = 100 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "FF" trigger1 = ctrl [State ] type = ChangeState value = 105 triggerall=ishelper! triggerall=var(59)=96061096 triggerall = command = "BB" trigger1 = ctrl [State ] type = ChangeState value = 5121 triggerall=(Floor(fvar(39))>300)||(numexplod(214849227));CTゲージ301以上の場合にしか発動できない triggerall=ishelper! triggerall=var(59)=96061096 triggerall= (sysvar(4)=5110)||(stateno=5110) triggerall=alive trigger1 = command = "BB" trigger1 =((playerID(var(7)),screenpos X)-screenpos X)*Floor(sysfvar(0))>=0 [State ] type = ChangeState value = 5211 triggerall=(Floor(fvar(39))>300)||(numexplod(214849227));CTゲージ301以上の場合にしか発動できない triggerall=ishelper! triggerall=var(59)=96061096 triggerall= (sysvar(4)=5050)||(stateno=5050) triggerall = Vel Y > -1 triggerall = pos Y <=0 triggerall = alive triggerall = CanRecover trigger1 = command = "BB" ;trigger1 = command = "FF" ;trigger1 =((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=0 ;trigger2 = command = "BB" ;trigger2 =((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=0 [State ] type = ChangeState value = 1951 triggerall=ishelper! triggerall=var(59)=96061096;1;AI無効化中 triggerall=roundno>=2 triggerall=roundstate=2 trigger1 = command = "QCF_s" ;trigger1 = command = "(command = "s")||(command = "holds") trigger1 = statetype!= A trigger1 = (sysvar(4)=[0,29])||(sysvar(4)=195)&&(sysvar(3)=[0,1]);(ctrl);||(((sysvar(4)=[200,219])||((sysvar(4)=[400,409])||(sysvar(4)=410))||(sysvar(4)=[600,619]))&&movecontact) trigger1=var(37)=0;前Rで負けている場合 trigger1=life<=250 trigger1=numexplod(214849227)!;プロテクトフラグが張られていない/覚醒を行っていない場合 [State ] type = ChangeState value = 195 triggerall=ishelper! triggerall=var(59)=96061096;1;AI無効化中 triggerall=sysvar(4)!=195 triggerall=sysvar(4)!=1951 trigger1 = command = "holds" trigger1 = command!= "QCF_s" trigger1 = statetype = S trigger1 = (ctrl);||(((sysvar(4)=[200,219])||((sysvar(4)=[400,409])||(sysvar(4)=410))||(sysvar(4)=[600,619]))&&movecontact) [State ] type=null trigger1=1 ignorehitpause=1
Back
Top