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Command List — sephiroth_ak.zip ← Back to Overview

;========================================================================== ;コマンド関連ファイル ;========================================================================== ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF";Required (do not remove) Command = F, F time = 10 [Command] name = "BB";Required (do not remove) Command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) Command = a+b time = 1 [Command] name = "ab" Command = a+b time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "fwd_a" Command = /F,a time = 1 [Command] name = "fwd_b" Command = /F,b time = 1 [Command] name = "fwd_c" Command = /F,c time = 1 [Command] name = "fwd_x" Command = /F,x time = 1 [Command] name = "fwd_y" Command = /F,y time = 1 [Command] name = "downfwd_a" Command = /DF,a time = 1 [Command] name = "downfwd_b" Command = /DF,b time = 1 [Command] name = "back_a" Command = /B,a time = 1 [Command] name = "back_b" Command = /B,b time = 1 [Command] name = "back_c" Command = /B,c time = 1 [Command] name = "down_a" Command = /$D,a time = 1 [Command] name = "down_b" Command = /$D,b time = 1 [Command] name = "down_c" Command = /$D,c time = 1 [Command] name = "down_z" Command = /$D,z time = 1 [Command] name = "fwd_ab" Command = /F, a+b time = 1 [Command] name = "back_ab" Command = /B, a+b time = 1 ;-| 攻撃ボタン押しっぱなし |----------------------------------------------- [Command] name = "hold_a" Command = /b time = 1 [Command] name = "hold_a" Command = /a time = 1 [Command] name = "hold_x" Command = /x time = 1 [Command] name = "hold_x" Command = /y time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" Command = a time = 1 [Command] name = "b" Command = b time = 1 [Command] name = "c" Command = c time = 1 [Command] name = "x" Command = x time = 1 [Command] name = "y" Command = y time = 1 [Command] name = "z" Command = z time = 1 [Command] name = "s" Command = s time = 1 [Command] name = "u" Command = $U time = 1 [Command] name = "uu" Command = /$U time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) Command = /$F time = 1 [Command] name = "holdback";Required (do not remove) Command = /$B time = 1 [Command] name = "holdup";Required (do not remove) Command = /$U time = 1 [Command] name = "holddown";Required (do not remove) Command = /$D time = 1 ;▼技コマンド [Command] name = "syukuchi" Command = ~F, B, D, F, c time = 30 [Command] name = "syukuchi_addition" Command = ~D, F, c time = 20 [Command] name = "shinsoku" Command = ~F, B, D, F, c time = 30 [Command] name = "dash" Command = F, F time = 15 [Command] name = "backstep" Command = B, B time = 15 [Command] name = "nagiharai" Command = ~D, F, b time = 20 [Command] name = "iaigiri" Command = ~D, F, b time = 20 [Command] name = "hayate" Command = ~D, B, b time = 20 [Command] name = "hayate_charge" Command = /b time = 1 [Command] name = "setsuna" Command = ~D, F, a time = 20 [Command] name = "kokuu" Command = ~F, D, B, c time = 30 [Command] name = "senkou" Command = ~F, D, B, a time = 30 [Command] name = "shin_senkou" Command = ~D, F, D, B, a time = 30 [Command] name = "amaterasu" Command = ~D, F, D, DF, c time = 30 [Command] name = "tragedy_end_spear_b" Command = ~B, D, BD, b time = 20 [Command] name = "tragedy_end_spear_c" Command = ~B, D, BD, c time = 20 [Command] name = "tragedy_end" Command = ~F, D, B, F, c time = 40 [Command] name = "tragedy_end_plus" Command = ~D, F, c time = 20 [Command] name = "hattouissen" Command = ~D, B, D, F, b time = 40 [Command] name = "thundaga" Command = ~D, B, D, B, a time = 40 [Command] name = "blackmateria" Command = ~D, B, D, B, c time = 40 [Command] name = "blackmateria_charge" Command = /c time = 1 [Command] name = "blackmateria_cancel1" Command = a time = 1 [Command] name = "blackmateria_cancel2" Command = b time = 1 [Command] name = "gokumon" Command = D, D, D, c time = 40 [Command] name = "throw_fire" Command = /c time = 1 [Command] name = "middleattack" Command = /F, b time = 1 [Command] name = "materia" Command = x time = 1 [Command] name = "materia_stay" Command = /x time = 1 [Command] name = "materia1" Command = /F time = 1 [Command] name = "materia2" Command = /B time = 1 ;[Command] ;name = "materia3" ;Command = /U ;time = 1 ;[Command] ;name = "materia4" ;Command = /D ;time = 1 [Command] name = "materia_invoke1" Command = a+x time = 1 [Command] name = "materia_invoke2" Command = b+x time = 1 [Command] name = "materia_invoke3" Command = c+x time = 1 [Command] name = "start_ai" Command = z time = 1 [Command] name = "AI_0" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_1" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_2" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_3" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_4" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_5" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_6" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_7" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_8" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_9" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_10" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_11" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_12" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_13" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_14" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_15" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_16" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_17" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_18" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_19" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_20" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_21" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_22" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_23" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_24" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_25" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_26" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_27" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_28" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_29" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_30" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_31" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_32" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_33" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_34" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_35" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_36" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_37" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_38" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_39" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_40" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_41" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_42" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_43" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_44" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_45" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_46" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_47" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_48" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_49" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_50" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_51" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_52" Command = a, b, c, x, y, z time = 0 [Command] name = "AI_53" Command = a, b, c, x, y, z time = 0 ;------------------------------------------------------------------------------- [Statedef -1] [State -1, JudgeState] Type = VarSet Trigger1 = 1 var(3) = GameTime ;以降、var(3) != GameTime ならステートを奪われている [State -1, CancelableFlag1] Type = VarSet TriggerAll = var(59) = 0 Trigger1 = 1 var(1) = 0 [State -1, CancelableFlag2] Type = VarSet TriggerAll = var(59) = 0 Trigger1 = Ctrl = 1 Trigger2 = StateNo < 2000 Trigger2 = MoveContact = [1, 10] var(1) = 1 [State -1, CancelableFlag3_SuperCancel] Type = VarSet TriggerAll = var(59) = 0 TriggerAll = (var(10) = 1) || (var(10) = 9) Trigger1 = StateNo = [2000, 2999] Trigger1 = StateNo != [2050, 2051] Trigger1 = MoveContact = [1, 10] var(1) = 2 [State -1, CancelableFlag4_GuardCancel] Type = VarSet TriggerAll = var(59) = 0 TriggerAll = (var(10) = 2) || (var(10) = 9) Trigger1 = StateNo = [150, 155] Trigger1 = var(44) > 0 var(1) = 3 [State -1, CancelableFlag5_HyperCancel] Type = VarSet TriggerAll = var(59) = 0 TriggerAll = var(10) = 9 Trigger1 = (StateNo = [3000, 3999]) | (StateNo = 2051) Trigger1 = MoveContact = [1, 10] Trigger2 = StateNo = 2050 Trigger2 = AnimElemTime(10) > 0 Trigger3 = StateNo = [3002, 3003] var(1) = 4 [State -1, InputFoward] Type = VarAdd TriggerAll = var(59) = 0 Trigger1 = Command = "holdfwd" var(42) = 1 [State -1, InputFoward] Type = VarSet TriggerAll = var(59) = 0 Trigger1 = Command != "holdfwd" var(42) = 0 [State -1, InputBack] Type = VarAdd TriggerAll = var(59) = 0 Trigger1 = Command = "holdback" var(43) = 1 [State -1, InputBack] Type = VarSet TriggerAll = var(59) = 0 Trigger1 = Command != "holdback" var(43) = 0 [State -1, Start_AI] Type = VarSet Trigger1 = Command = "start_ai" var(59) = 1 ;■■■基本動作■■■ ;▼前ダッシュ [State -1] type = ChangeState value = 100 TriggerAll = var(59) = 0 Trigger1 = Command = "dash" Trigger1 = StateType = S Trigger1 = Ctrl = 1 ;▼バックステップ [State -1] type = ChangeState value = 105 TriggerAll = var(59) = 0 Trigger1 = Command = "backstep" Trigger1 = StateType = S Trigger1 = Ctrl = 1 ;▼空中復帰 [State -1] Type = ChangeState Value = 5210 TriggerAll = var(59) = 0 TriggerAll = Vel Y > -1 TriggerAll = Alive = 1 TriggerAll = StateNo = 5050 TriggerAll = CanRecover = 1 Trigger1 = Command = "a" Trigger2 = Command = "b" Trigger3 = Command = "c" ;■■■攻撃■■■ [State -1] type = VarSet Trigger1 = var(41) <= 0 var(40) = 0 [State -1] type = VarSet Trigger1 = var(40) = 0 var(41) = 8 ;【先行入力対象(地上技のみ)】 ;▼獄門 [State -1] Type = VarSet var(40) = 3500 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "gokumon" TriggerAll = StateType != A TriggerAll = Power >= 2000 Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 Trigger3 = var(1) = 2 Trigger4 = var(1) = 3 Trigger5 = var(1) = 4 ;▼天照 [State -1] Type = VarSet var(40) = 3000 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "amaterasu" TriggerAll = StateType != A TriggerAll = Power >= 1000 Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 Trigger3 = var(1) = 2 Trigger4 = var(1) = 3 Trigger5 = var(1) = 4 ;▼八刀一閃 [State -1] Type = VarSet var(40) = 3050 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "hattouissen" TriggerAll = StateType != A TriggerAll = Power >= 1000 Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 Trigger3 = var(1) = 2 Trigger4 = var(1) = 3 Trigger5 = var(1) = 4 ;▼サンダガ [State -1] Type = VarSet var(40) = 3200 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "thundaga" TriggerAll = StateType != A TriggerAll = Power >= 1000 Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 Trigger3 = var(1) = 2 Trigger4 = var(1) = 3 Trigger5 = var(1) = 4 ;▼ブラックマテリア [State -1] Type = VarSet var(40) = 3300 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "blackmateria" TriggerAll = StateType != A TriggerAll = NumHelper(3302) <= 0 ;隕石召喚中はNG TriggerAll = Power >= 1000 Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 Trigger3 = var(1) = 2 Trigger4 = var(1) = 3 Trigger5 = var(1) = 4 ;▼トラジディー・エンド対地 [State -1] Type = VarSet var(40) = 2250 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "tragedy_end_spear_b" TriggerAll = StateType != A Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 ;▼トラジディー・エンド対空 [State -1] Type = VarSet var(40) = 2260 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "tragedy_end_spear_c" TriggerAll = StateType != A Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 ;▼真・閃光 [State -1] Type = VarSet var(40) = 3400 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "shin_senkou" TriggerAll = StateType != A TriggerAll = Power >= 1000 Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 Trigger3 = var(1) = 2 ;▼閃光 [State -1] Type = VarSet var(40) = 2400 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "senkou" TriggerAll = StateType != A Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 ;▼縮地 [State -1] Type = VarSet var(40) = 2050 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "syukuchi" TriggerAll = StateType != A TriggerAll = Power >= 1000 Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 Trigger3 = var(1) = 2 Trigger4 = var(1) = 3 Trigger5 = var(1) = 4 ;▼なぎ払い [State -1] Type = VarSet var(40) = 2000 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "nagiharai" TriggerAll = StateType != A Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 ;▼刹那 [State -1] Type = VarSet var(40) = 2700 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "setsuna" TriggerAll = StateType != A Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 ;▼疾風 [State -1] Type = VarSet var(40) = 2450 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "hayate" TriggerAll = StateType != A Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 ;▼虚空 [State -1] Type = VarSet var(40) = 2100 TriggerAll = var(59) = 0 TriggerAll = var(40) = 0 TriggerAll = Command = "kokuu" TriggerAll = StateType != A Trigger1 = var(1) = 1 Trigger2 = Ctrl = 0 ;汎用処理 [State -1] Type = ChangeState TriggerAll = var(40) > 0 TriggerAll = StateType != A Trigger1 = Ctrl = 1 Trigger2 = var(1) = 1 Trigger3 = (var(1) = 2) && ((var(40) >= 3000) || (var(40) = 2050)) Trigger4 = (var(1) = 3) && (StateNo = [150, 155]) && (var(44) > 0) Trigger5 = (var(1) = 4) && ((var(40) >= 3000) || (var(40) = 2050)) Value = var(40) [State -1] Type = VarAdd Trigger1 = var(40) > 0 var(41) = -1 [State -1] Type = VarSet Trigger1 = var(41) <= 0 var(40) = (var(41) := 0) ;【先行入力非対象】 ;▼りだつ [State -1] Type = ChangeState Value = 3600 TriggerAll = var(59) = 0 TriggerAll = (var(10) = 5) || (var(10) = 9) TriggerAll = MoveType = H TriggerAll = Time > 0 ;0で飛ぶとダメージが無効になるため TriggerAll = var(17) <= 0 TriggerAll = Life > 0 Trigger1 = (Command = "materia_invoke1") || (Command = "materia_invoke2") || (Command = "materia_invoke3") ;▼真・閃光(ガードキャンセル) [State -1] Type = ChangeState Value = 3404 TriggerAll = var(59) = 0 TriggerAll = Command = "shin_senkou" TriggerAll = Power >= 1000 Trigger1 = (StateNo = 130) || (StateNo = 131) || ((150 <= StateNo) && (StateNo <= 153)) ;▼神速 [State -1] Type = ChangeState Value = 3250 TriggerAll = var(59) = 0 TriggerAll = Command = "shinsoku" TriggerAll = StateType = A TriggerAll = Power >= 1000 Trigger1 = var(1) = 1 Trigger2 = var(1) = 2 Trigger3 = var(1) = 3 Trigger4 = var(1) = 4 ;▼トラジディー・エンド 対地→持ち上げ [State -1] Type = ChangeState Value = 2251 TriggerAll = var(59) = 0 TriggerAll = Command = "tragedy_end_plus" TriggerAll = StateNo = 2250 TriggerAll = MoveHit >= 1 TriggerAll = MoveHit <= 10 TriggerAll = Target,MoveType = H TriggerAll = AnimElemTime(10) >= 0 TriggerAll = AnimElemTime(13) < 0 Trigger1 = Ctrl = 0 ;▼トラジディー・エンド 対空→持ち上げ [State -1] Type = ChangeState Value = 2261 TriggerAll = var(59) = 0 TriggerAll = Command = "tragedy_end_plus" TriggerAll = StateNo = 2260 TriggerAll = MoveHit >= 1 TriggerAll = MoveHit <= 10 TriggerAll = Target,MoveType = H TriggerAll = AnimElemTime(6) >= 0 TriggerAll = AnimElemTime(9) < 0 Trigger1 = Ctrl = 0 ;▼トラジディー・エンド 斬撃 [State -1] type = ChangeState value = 2310 TriggerAll = var(59) = 0 TriggerAll = Command = "tragedy_end_plus" TriggerAll = Power >= 1000 Trigger1 = StateNo = 2307 ;Trigger1 = AnimElemTime(1) >= 10 ;Trigger1 = AnimElemTime(1) < 40 TriggerAll = StateNo = 2307 ;▼縮地 追撃 [State -1] type = ChangeState value = 2051 TriggerAll = var(59) = 0 TriggerAll = Command = "syukuchi_addition" Trigger1 = StateNo = 2050 Trigger1 = AnimElemTime(8) >= 0 Trigger1 = AnimElemTime(13) < 0 ;▼なぎ払い2 [State -1] type = ChangeState value = 2001 TriggerAll = var(59) = 0 TriggerAll = Command = "b" Trigger1 = stateno = 2000 Trigger1 = MoveContact > 0 Trigger1 = MoveContact <= 6 Trigger1 = AnimElemTime(9) < 0 ;▼なぎ払い3 [State -1] type = ChangeState value = 2002 TriggerAll = var(59) = 0 TriggerAll = Command = "b" Trigger1 = stateno = 2001 Trigger1 = MoveContact > 0 Trigger1 = MoveContact <= 6 Trigger1 = AnimElemTime(9) < 0 Trigger2 = var(10) = 9 Trigger2 = stateno = 2700 Trigger2 = MoveContact > 0 Trigger2 = MoveContact <= 6 Trigger2 = AnimElemTime(13) < 0 ;▼居合い斬り [State -1] type = ChangeState value = 2150 TriggerAll = var(59) = 0 TriggerAll = Command = "iaigiri" Trigger1 = StateType = A Trigger1 = var(1) = 1 ;▼投げ [State -1] type = ChangeState value = 1300 TriggerAll = var(59) = 0 TriggerAll = Command != "holddown" TriggerAll = StateType = S TriggerAll = P2BodyDist X <= 10 TriggerAll = P2StateType != A TriggerAll = P2MoveType != H TriggerAll = stateno != 100 TriggerAll = Ctrl = 1 Trigger1 = Command = "fwd_c" trigger2 = Command = "back_c" ;▼立ちA [State -1] type = ChangeState value = 1000 TriggerAll = var(59) = 0 TriggerAll = Command = "a" TriggerAll = Command != "holddown" Trigger1 = StateType = S Trigger1 = Ctrl = 1 trigger2 = stateno = 1000 trigger2 = movecontact >= 4 trigger3 = stateno = 1100 trigger3 = movecontact >= 4 ;▼屈みA [State -1] type = ChangeState value = 1100 TriggerAll = var(59) = 0 TriggerAll = Command = "a" TriggerAll = Command = "holddown" TriggerAll = StateType != A Trigger1 = Ctrl = 1 trigger2 = stateno = 1000 trigger2 = movecontact >= 4 trigger3 = stateno = 1100 trigger3 = movecontact >= 4 ;▼空中A [State -1] type = ChangeState value = 1200 TriggerAll = var(59) = 0 TriggerAll = Command = "a" Trigger1 = StateType = A Trigger1 = Ctrl = 1 [State -1] type = ChangeState value = 2200 TriggerAll = var(59) = 0 TriggerAll = Command = "middleattack" TriggerAll = var(42) <= 6 ;6Fより長く前を押していたら無効(暴発防止) TriggerAll = Command != "holddown" Trigger1 = StateType = S Trigger1 = Ctrl = 1 [State -1] type = ChangeState value = 1010 TriggerAll = var(59) = 0 TriggerAll = Command = "b" TriggerAll = Command != "holddown" Trigger1 = StateType = S Trigger1 = Ctrl = 1 [State -1] type = ChangeState value = 1110 TriggerAll = var(59) = 0 TriggerAll = Command = "b" TriggerAll = Command = "holddown" TriggerAll = StateType != A Trigger1 = Ctrl = 1 [State -1] type = ChangeState value = 1210 TriggerAll = var(59) = 0 TriggerAll = Command = "b" Trigger1 = StateType = A Trigger1 = Ctrl = 1 ;[State -1] ;type = ChangeState ;value = 1025 ;TriggerAll = Command = "fwd_c" ;TriggerAll = Command != "holddown" ;Trigger1 = StateType = S ;Trigger1 = Ctrl = 1 [State -1] type = ChangeState value = 1020 TriggerAll = var(59) = 0 TriggerAll = Command = "c" TriggerAll = Command != "holddown" Trigger1 = StateType = S Trigger1 = Ctrl = 1 [State -1] type = ChangeState value = 1120 TriggerAll = var(59) = 0 TriggerAll = Command = "c" TriggerAll = Command = "holddown" TriggerAll = StateType != A Trigger1 = Ctrl = 1 [State -1] type = ChangeState value = 1220 TriggerAll = var(59) = 0 TriggerAll = Command = "c" Trigger1 = StateType = A Trigger1 = Ctrl = 1 [State -1] type = ChangeState value = 2900 TriggerAll = var(59) = 0 TriggerAll = var(10) != 9 TriggerAll = Command = "materia" TriggerAll = var(17) <= 0 Trigger1 = StateType != A Trigger1 = Ctrl = 1 ;----------------------- [State -3, WatchLife] Type = VarSet IgnoreHitPause = 1 Trigger1 = 1 var(46) = -1 [State -3, WatchLife] Type = VarSet Persistent = 0 IgnoreHitPause = 1 Trigger1 = MoveType = H Trigger1 = GetHitVar(damage) > 0 var(46) = IfElse(GetHitVar(damage) > 100, 20, IfElse(GetHitVar(damage) > 50, 10, 0)) [State -3, DamageVoice] Type = PlaySnd Persistent = 0 IgnoreHitPause = 1 TriggerAll = Alive = 1 Trigger1 = var(46) >= 0 Value = 5000, IfElse(var(46) <= 20, var(46), 20) Channel = 0 [State -3, DownVoice] Type = PlaySnd Persistent = 0 IgnoreHitPause = 1 TriggerAll = Alive = 1 Trigger1 = StateNo = 5100 Trigger1 = Time = 1 Value = 5000, 30 Channel = 0
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