;-| 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