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Command List — !kanna_21_09_20.zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- command.time = 12 command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "236236a" command = ~D, DF, F, DF, F, a time = 25 [Command] name = "236236a" command = ~D, DF, F, D, DF, F, a time = 25 [Command] name = "236236x" command = ~D, DF, F, DF, F, x time = 25 [Command] name = "236236x" command = ~D, DF, F, D, DF, F, x time = 25 [Command] name = "2141236b" command = ~DB, B, DB, F, b time = 25 [Command] name = "2141236b" command = ~D, B, DB, F, b time = 25 [Command] name = "2141236b" command = ~D, DB, B, DB, D, DF, F, b time = 25 [Command] name = "2141236y" command = ~DB, B, DB, F, y time = 25 [Command] name = "2141236y" command = ~D, DB, B, DB, D, DF, F, y time = 25 [Command] name = "2141236y" command = ~D, B, DB, F, y time = 25 [Command] name = "2141236b" command = ~DB, B, DB, UF, b time = 30 [Command] name = "2141236b" command = ~D, B, DB, UF, b time = 30 [Command] name = "2141236b" command = ~D, DB, B, DB, D, DF, F, UF, b time = 30 [Command] name = "2141236y" command = ~DB, B, DB, UF, y time = 30 [Command] name = "2141236y" command = ~D, B, DB, UF, y time = 30 [Command] name = "2141236y" command = ~D, DB, B, DB, D, DF, F, UF, y time = 30 [Command] name = "2141236a" command = ~D, DB, B, DB, F, a time = 25 [Command] name = "2141236a" command = ~D, DB, B, DB, D, DF, F, a time = 25 [Command] name = "2141236x" command = ~D, DB, B, DB, F, x time = 25 [Command] name = "2141236x" command = ~D, DB, B, DB, D, DF, F, x time = 25 ;-| Special Motions |------------------------------------------------------ [Command] name = "236a" command = ~D, DF, F, a [Command] name = "236b" command = ~D, DF, F, b [Command] name = "236x" command = ~D, DF, F, x [Command] name = "236y" command = ~D, DF, F, y [Command] name = "236a" command = ~D, DF, UF, a [Command] name = "236x" command = ~D, DF, UF, x [Command] name = "623a" command = ~F, D, DF, a [Command] name = "623b" command = ~F, D, DF, b [Command] name = "623x" command = ~F, D, DF, x [Command] name = "623y" command = ~F, D, DF, y [Command] name = "214a" command = ~D, DB, B, a [Command] name = "214b" command = ~D, DB, B, b [Command] name = "214x" command = ~D, DB, B, x [Command] name = "214y" command = ~D, DB, B, y [Command] name = "41236a" command = ~B, DB, DF, F, a time = 20 [Command] name = "41236a" command = ~B, DB, D, DF, F, a time = 20 [Command] name = "41236x" command = ~B, DB, DF, F, x time = 20 [Command] name = "41236x" command = ~B, DB, D, DF, F, x time = 20 [Command] name = "63214a" command = ~F, DF, DB, B, a time = 25 [Command] name = "63214b" command = ~F, DF, DB, B, b time = 25 [Command] name = "63214x" command = ~F, DF, DB, B, x time = 25 [Command] name = "63214y" command = ~F, DF, DB, B, y time = 25 ;-| 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 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b 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 = "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 [Command] name = "start" command = s time = 1 [Command] name = "abx" command = a+b+x time = 1 [Command] name = "ab" command = a+b time = 1 [Command] name = "xy" command = x+y time = 1 [Command] name = "down" command = $D time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 [Command] name = "ha" command = /a time = 1 [Command] name = "hb" command = /b time = 1 [Command] name = "hx" command = /x time = 1 [Command] name = "hy" command = /y time = 1 ============================================================================ ;AI [Command] name = "AI1" command = a,a,b,a,a time = 0 [Command] name = "AI2" command = b,b,c,b,b time = 0 [Command] name = "AI3" command = c,c,a,c,c time = 0 [Command] name = "AI4" command = x,x,y,x,x time = 0 [Command] name = "AI5" command = y,y,z,y,y time = 0 [Command] name = "AI6" command = z,z,x,z,z time = 0 [Command] name = "AI7" command = s,s,a,s,s time = 0 [Command] name = "AI8" command = F,F,F,F,B,F,B,F,F,F time = 0 [Command] name = "AI9" command = B,B,B,B,F,B,F,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,D,U,D,U,U,U time = 0 [Command] name = "AI11" command = D,D,D,D,U,D,U,D,D,D time = 0 [Command] name = "AI12" command = DF,DF,DF,DB,DF,DB,DF,DF,DF,DF time = 0 [Command] name = "AI13" command = DB,DB,DB,DF,DB,DF,DB,DB,DB,DB time = 0 [Command] name = "AI14" command = a,b,c,a,b,c,a,b,c,a time = 0 [Command] name = "AI15" command = b,c,x,b,c,x,b,c,x,b time = 0 [Command] name = "AI16" command = c,x,y,c,x,y,c,x,y,c time = 0 [Command] name = "AI17" command = x,y,z,x,y,z,x,y,z,x time = 0 [Command] name = "AI18" command = y,z,s,y,z,s,y,z,s,y time = 0 [Command] name = "AI19" command = z,s,a,z,s,a,z,s,a,z time = 0 [Command] name = "AI20" command = s,a,b,s,a,b,s,a,b,s time = 0 [Command] name = "AI21" command = b,a,b,a,b time = 0 [Command] name = "AI22" command = c,b,c,b,c time = 0 [Command] name = "AI23" command = x,c,x,c,x time = 0 [Command] name = "AI24" command = y,x,y,x,y time = 0 [Command] name = "AI25" command = z,y,z,y,z time = 0 [Command] name = "AI26" command = s,z,s,z,s time = 0 [Command] name = "AI27" command = a,s,a,s,a time = 0 [Command] name = "AI28" command = F,DF,F,DF,B,F time = 0 [Command] name = "AI29" command = B,UB,B,UB,F,B time = 0 [Command] name = "AI30" command = U,UF,U,UF,D,U time = 0 [Command] name = "AI31" command = D,DB,D,DB,U,D time = 0 [Command] name = "AI32" command = DB,DF,UF,DB,DF,DB time = 0 [Command] name = "AI33" command = DF,DB,UB,DF,DB,DF time = 0 [Command] name = "AI34" command = a,b,x,a,b,x,a,b time = 0 [Command] name = "AI35" command = b,c,y,b,c,y,b,c time = 0 [Command] name = "AI36" command = c,x,z,c,x,z,c,x time = 0 [Command] name = "AI37" command = x,y,s,x,y,s,x,y time = 0 [Command] name = "AI38" command = y,z,a,y,z,a,y,z time = 0 [Command] name = "AI39" command = z,s,b,z,s,b,z,s time = 0 [Command] name = "AI40" command = s,a,c,s,a,c,s,a time = 0 [Statedef -1] ;=========================================================================== ;地上無敵 [State -1] type = nothitby triggerall = alive trigger1 = hitover&&statetype=L&&gethitvar(fall.recover)=1 value = SCA,AA,AT,AP ;=========================================================================== ;空中無敵 [State -1] type = nothitby triggerall = alive trigger1 = hitover&&canrecover trigger1 = gethitvar(fall)=1&&gethitvar(fall.recover)=1 trigger1 = movetype=H&&statetype=A trigger2 = stateno=5040&&HitOver value = SCA,AA,AT,AP ;--------------------------------------------------------------------------- ;波雷砲 [State -1, HA1] type = ChangeState value = 510+(var(17)*50) triggerall = var(59)=0&&power>=1000 triggerall = (command = "236236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=510+(var(17)*50) trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 [State -1, HA1] type = ChangeState value = 511+(var(17)*49) triggerall = var(59)=0&&power>=1000 triggerall = (command = "236236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=511+(var(17)*49) trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;--------------------------------------------------------------------------- ;雷光閃 [State -1, HA1] type = ChangeState value = 520+(var(17)*50) triggerall = var(59)=0&&power>=1000 triggerall = (command = "2141236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=520+(var(17)*50) trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 [State -1, HA1] type = ChangeState value = 521+(var(17)*49) triggerall = var(59)=0&&power>=1000 triggerall = (command = "2141236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=521+(var(17)*49) trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;--------------------------------------------------------------------------- ;弱覇弓 [State -1, HA1] type = null;ChangeState value = 400 triggerall = var(59) = 0 triggerall = (command = "41236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=400 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 ;--------------------------------------------------------------------------- ;強覇弓 [State -1, HA1] type = null;ChangeState value = 401 triggerall = var(59) = 0 triggerall = (command = "41236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=401 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 ;--------------------------------------------------------------------------- ;降雷掌 [State -1, HA1] type = ChangeState value = 450 triggerall = var(59) = 0 triggerall = (command = "41236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=450 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 [State -1, HA1] type = ChangeState value = 450 triggerall = var(59) = 0 triggerall = (command = "41236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=450 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;--------------------------------------------------------------------------- ;円水斬 [State -1, HA1] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = (command = "623a"&&command!="b"&&command!="x"&&command!="y")||var(21)=410 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;--------------------------------------------------------------------------- ;螺刹旋 [State -1, HA1] type = ChangeState value = 411 triggerall = var(59) = 0 triggerall = (command = "623x"&&command!="a"&&command!="b"&&command!="y")||var(21)=411 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;烈墜断 [State -1, HA1] type = ChangeState value = 415 triggerall = var(59) = 0 triggerall = (command = "623x"&&command!="a"&&command!="x"&&command!="y")||var(21)=411 trigger1 = stateno=411&&animelem=32 ;--------------------------------------------------------------------------- ;弱光幻刃 [State -1, HA1] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = (command = "236b"&&command!="a"&&command!="x"&&command!="y")||var(21)=420 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;--------------------------------------------------------------------------- ;強光幻刃 [State -1, HA1] type = ChangeState value = 421 triggerall = var(59) = 0 triggerall = (command = "236y"&&command!="a"&&command!="b"&&command!="x")||var(21)=421 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;--------------------------------------------------------------------------- ;疾風牙 [State -1, HA1] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = (command = "214b"&&command!="a"&&command!="x"&&command!="y")||var(21)=430 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;--------------------------------------------------------------------------- ;烈風衝 [State -1, HA1] type = ChangeState value = 431 triggerall = var(59) = 0 triggerall = (command = "214y"&&command!="a"&&command!="b"&&command!="x")||var(21)=431 trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 trigger11 = stateno=237 trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0 ;天昇斬 [State -1, HA1] type = ChangeState value = 432 triggerall = var(59) = 0 triggerall = (command = "214y"&&command!="a"&&command!="b"&&command!="x")||var(21)=431 trigger1 = stateno=431&&animelemtime(12)>=ifelse(movecontact,0,1)&&animelem=17,<0 ;--------------------------------------------------------------------------- ;弱天夢鳥 [State -1, HA1] type = ChangeState value = 500+(var(17)*50) triggerall = var(59) = 0 triggerall = (command = "2141236b"&&command!="a"&&command!="x"&&command!="y")||var(21)=500+(var(17)*50) triggerall = power>=1000 triggerall = statetype = A trigger1 = ctrl||(stateno=105&&animelem=2,>=0) trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger7 = (stateno=[235,236])&&(movecontact||movereversed) trigger8 = stateno=215&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;強天夢鳥 [State -1, HA1] type = ChangeState value = 501+(var(17)*49) triggerall = var(59) = 0 triggerall = (command = "2141236y"&&command!="a"&&command!="x"&&command!="b")||var(21)=501+(var(17)*49) triggerall = power>=1000 triggerall = statetype = A trigger1 = ctrl||(stateno=105&&animelem=2,>=0) trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger7 = (stateno=[235,236])&&(movecontact||movereversed) trigger8 = stateno=215&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;弱禮華 [State -1, HA1] type = ChangeState value = 460 triggerall = var(59) = 0 triggerall = (command = "236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=460 triggerall = statetype = A trigger1 = ctrl||(stateno=105&&animelem=2,>0) trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger7 = stateno=215&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;強禮華 [State -1, HA1] type = ChangeState value = 461 triggerall = var(59) = 0 triggerall = (command = "236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=461 triggerall = statetype = A trigger1 = ctrl||(stateno=105&&animelem=2,>0) trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger7 = stateno=215&&(movecontact||movereversed) ;=========================================================================== ;--------------------------------------------------------------------------- ;パワーMAX [State -1, HA1] type = ChangeState value = 700 triggerall = var(59) = 0 triggerall = command = "abx" triggerall = var(17) = 0 triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl||(stateno=[130,131]) ;--------------------------------------------------------------------------- ;キャンセル歩行 [State -1, Run Fwd] type = ChangeState value = 20 triggerall = var(59) = 0 trigger1 = command = "holdfwd" trigger1 = statetype != A trigger1 = stateno=[130,131] ctrl=1 ;キャンセルジャンプ [State -1, Run Fwd] type = ChangeState value = 40 triggerall = var(59) = 0 trigger1 = command = "holdup" trigger1 = statetype != A trigger1 = stateno=[130,131] ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) = 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl||(stateno=[130,131]) ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) = 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl||(stateno=[130,131]) ;--------------------------------------------------------------------------- ;パンチ投げ [State -1, Kung Fu Throw] type = ChangeState value = 300 triggerall = var(59) = 0 triggerall = command="x"&&command!="a"&&p2bodydist X <= 8 triggerall = command="holdfwd"||command="holdback" triggerall = statetype = S triggerall = stateno != 100 triggerall = p2statetype != A triggerall = p2movetype != H trigger1 = statetype!=A&&ctrl||stateno=101||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;キック投げ [State -1, Kung Fu Throw] type = ChangeState value = 310 triggerall = var(59) = 0 triggerall = command = "y"&&command!="b"&&p2bodydist X <= 8 triggerall = command="holdfwd"||command="holdback" triggerall = statetype = S triggerall = stateno != 100 triggerall = p2statetype != A triggerall = p2movetype != H trigger1 = statetype!=A&&ctrl||stateno=101||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;GC後転 [State -1, Stand Light Punch] type = ChangeState value = 262 triggerall = var(59) = 0 triggerall = (command ="ab"&&command="holdback")||var(21)=262 trigger1 = stateno=151||stateno=153 trigger1 = time<=1 trigger1 = power >= 1000 ;--------------------------------------------------------------------------- ;GC前転 [State -1, Stand Light Punch] type = ChangeState value = 261 triggerall = var(59) = 0 triggerall = (command="ab"&&command!="holdback")||var(21)=261 trigger1 = stateno=151||stateno=153 trigger1 = time<=1 trigger1 = power >= 1000 ;--------------------------------------------------------------------------- ;GCふっとばし [State -1, Stand Light Punch] type = ChangeState value = 260 triggerall = var(59) = 0 triggerall = (command="xy")||var(21)=260 trigger1 = stateno=151||stateno=153 trigger1 = time<=1 trigger1 = power >= 1000 ;--------------------------------------------------------------------------- ;落降刃 [State -1, Stand Light Punch] type = ChangeState value = 214 triggerall = var(59) = 0 triggerall = (command="b"&&command="holdfwd"&&command!="holddown") triggerall = command!="a"&&command!="x"&&command!="y" trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) [State -1, Stand Light Punch] type = ChangeState value = 214+(movecontact=1||movereversed=1) triggerall = var(59) = 0 triggerall = (command="b"&&command="holdfwd"&&command!="holddown"&&command!="a"&&command!="x"&&command!="y")||var(21)=214 trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0&&(movecontact||movereversed) trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed) trigger3 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0&&(movecontact||movereversed) trigger4 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed) trigger5 = stateno=210&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed) trigger6 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0&&(movecontact||movereversed) trigger7 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0&&(movecontact||movereversed) trigger8 = stateno=223&&animelemtime(4)>=0&&animelemtime(9)<0&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;翔燕山 [State -1, Stand Light Punch] type = ChangeState value = 212 triggerall = var(59) = 0 triggerall = (command="a"&&command="holdfwd"&&command!="holddown") triggerall = command!="b"&&command!="y"&&command!="x" trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) [State -1, Stand Light Punch] type = ChangeState value = 212+(movecontact=1||movereversed=1) triggerall = var(59) = 0 triggerall = (command="a"&&command="holdfwd"&&command!="holddown"&&command!="b"&&command!="x"&&command!="y")||var(21)=212 trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0&&(movecontact||movereversed) trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed) trigger3 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0&&(movecontact||movereversed) trigger4 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed) trigger5 = stateno=210&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed) trigger6 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0&&(movecontact||movereversed) trigger7 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0&&(movecontact||movereversed) trigger8 = stateno=223&&animelemtime(4)>=0&&animelemtime(9)<0&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;後転 [State -1, Stand Light Punch] type = ChangeState value = 251 triggerall = var(59) = 0 triggerall = (command="ab"&&command="holdback")||var(21)=251||var(21)=262 trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;前転 [State -1, Stand Light Punch] type = ChangeState value = 250 triggerall = var(59) = 0 triggerall = (command="ab"&&command!="holdback")||var(21)=250||var(21)=261 trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;=========================================================================== ;--------------------------------------------------------------------------- ;ふっとばし [State -1, Stand Light Punch] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = (command="xy"&command!="a"&command!="b"&&command!="holddown")||var(21)=210||var(21)=260 trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = (command="a"&&command!="holddown")||var(21)=200 trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=200&&animelemtime(4)>=0&&(movecontact||movereversed) trigger3 = stateno=201&&animelemtime(7)>=0&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 202 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;立ち弱キック [State -1, Stand Light Punch] type = ChangeState value = 204 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;立ち強キック [State -1, Stand Strong Punch] type = ChangeState value = 206 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = command = "start" trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;屈弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = (command="a"&&command="holddown")||var(21)=220 trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=220&&(movecontact||movereversed)&&animelemtime(5)>=0 trigger3 = stateno=222&&(movecontact||movereversed)&&animelemtime(6)>=0&&animelemtime(10)<0 ;--------------------------------------------------------------------------- ;屈強パンチ [State -1, Stand Light Punch] type = ChangeState value = 221 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;屈弱キック [State -1, Stand Light Punch] type = ChangeState value = 222 triggerall = var(59) = 0 triggerall = (command="b"&&command="holddown")||var(21)=222 trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) trigger2 = stateno=222&&(movecontact||movereversed)&&animelemtime(8)>=0&&animelemtime(9)<0 ;--------------------------------------------------------------------------- ;屈強キック [State -1, Stand Light Punch] type = ChangeState value = 223 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131])) ;--------------------------------------------------------------------------- ;弱飛翼 [State -1, Jump Light Punch] type = ChangeState value = 235 triggerall = var(59) = 0 triggerall = command="b"&&command!="a"&&command!="x"&&command!="y"&&command="holddown" triggerall = statetype = A trigger1 = ctrl||stateno = 105 trigger2 = stateno=232&&animelemtime(3)>=0&&animelemtime(7)<0&&(movecontact||movereversed) trigger3 = stateno=233&&animelemtime(5)>=0&&animelemtime(8)<0&&(movecontact||movereversed) trigger4 = stateno=234&&animelemtime(3)>=0&&animelemtime(8)<0&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;強飛翼 [State -1, Jump Light Punch] type = ChangeState value = 236 triggerall = var(59) = 0 triggerall = command="y"&&command!="a"&&command!="x"&&command!="b"&&command="holddown" triggerall = statetype = A trigger1 = ctrl||stateno = 105 trigger2 = stateno=232&&animelemtime(3)>=0&&animelemtime(7)<0&&(movecontact||movereversed) trigger3 = stateno=233&&animelemtime(5)>=0&&animelemtime(8)<0&&(movecontact||movereversed) trigger4 = stateno=234&&animelemtime(3)>=0&&animelemtime(8)<0&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;ジャンプふっとばし [State -1, Stand Light Punch] type = ChangeState value = 234 triggerall = var(59) = 0 triggerall = command = "xy" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;空中投げ [State -1, Jump Strong Punch] type = ChangeState value = 315 triggerall = var(59) = 0 triggerall = p2statetype=A||p2statetype=L triggerall = command = "x"&&command!="y"&&(p2bodydist X=[-10,10])&&(p2bodydist Y=[-50,60]) triggerall = command="holdfwd"||command="holdback" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;空中強パンチ [State -1, Jump Strong Punch] type = ChangeState value = 231 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;空中弱キック [State -1, Jump Light Punch] type = ChangeState value = 232 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;空中強キック [State -1, Jump Strong Punch] type = ChangeState value = 233 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl [State 200, 5] type = varset trigger1 = animtime=-1&&(stateno=[200,229])&&(var(21)=[200,229]) var(21) = 0 [State 200, 5] type = changestate trigger1 = var(59)=0&&(ctrl=1||(stateno=[130,131]))&&statetype!=A trigger1 = (var(21)!=[230,239])&&(var(21)!=[260,269])&&statetype!=L&&var(21)!=0 trigger1 = var(21)!=315;空投げ value = var(21) [State 200, 5] type = changestate trigger1 = var(59)=0&&ctrl=1&&statetype=A&&(var(21)=315||(var(21)=[230,239]))&&var(21)!=0 value = var(21) [State 200, 5] type = changestate trigger1 = var(59)=0&&power>=1000&&(var(21)=[260,262])&&var(21)!=0&&time<=1 trigger1 = stateno=151||stateno=153 value = var(21) [State 200, 5] type = changestate trigger1 = var(59)=0&&(ctrl||(stateno=[130,131]))&&statetype!=A trigger1 = helper(10000),var(30)=[200,399] value = helper(10000),var(30) [State -1, Taunt];ジャンプ type = varset var(1) = 10 trigger1 = command = "down" [State -1, Taunt] type = helper triggerall = teammode = single || teammode = turns triggerall = numhelper(1210) = 0 triggerall = var(4) = 2 trigger1 = (stateno=[200,229])||(stateno=[300,599])||(stateno=[1000,1001]) stateno = 1210 id = 1210 ignorehitpause = 1 [State -1, Taunt] type = nothitby trigger1 = movecontact=1 value = SCA,AA,AT,AP ignorehitpause = 1 [State -1, Taunt] type = playerpush triggerall = movetype!=H&&(stateno!=[5000,5299]) trigger1 = p2statetype=S&&p2dist Y>=50 trigger2 = (p2statetype=C||p2statetype=L)&&p2dist Y>=30 value = 0 ignorehitpause = 1 ;------------------------------------------------------------------------------------------------- ;AI記述 ;------------------------------------------------------------------------------------------------- [State -1, AI] type = varset trigger1 = command="AI10"||command="AI20"||command="AI30"||command="AI40" trigger2 = command="AI1"||command="AI11"||command="AI21"||command="AI31" trigger3 = command="AI2"||command="AI12"||command="AI22"||command="AI32" trigger4 = command="AI3"||command="AI13"||command="AI23"||command="AI33" trigger5 = command="AI4"||command="AI14"||command="AI24"||command="AI34" trigger6 = command="AI5"||command="AI15"||command="AI25"||command="AI35" trigger7 = command="AI6"||command="AI16"||command="AI26"||command="AI36" trigger8 = command="AI7"||command="AI17"||command="AI27"||command="AI37" trigger9 = command="AI8"||command="AI18"||command="AI28"||command="AI38" trigger10 = command="AI9"||command="AI19"||command="AI29"||command="AI39" trigger11 = var(50)!=0 v = 59 value = 1 [State -1, MA3];全変数リセット type = varset var(30) = 0 trigger1 = roundstate!=2 ;リバサ前転 [State -1, HA19] type = varset var(30) = 17 triggerall = p2bodydist X<40 triggerall = var(59)!=0&&roundstate=2&&var(30)=0 trigger1 = ((stateno=[5200,5201])||stateno=5120)&&animtime=-3 trigger1 = random<(floor(var(45)*ifelse(var(51)<=0,25.0,50.0)))&&!(enemynear(var(44)),movecontact)&&p2movetype=A [State -1, HA19] type = ChangeState value = ifelse(random<350,410,ifelse(backedgebodydist<30,255,251)) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = var(30)=17 [State -1, HA19] type = varset var(30) = 0 trigger1 = movetype=H||movetype=A||roundstate!=2||stateno=255||stateno=410 trigger1 = var(30)=17 [State -1, HA1];烈墜断 type = ChangeState value = 415 triggerall = var(59)!=0&&roundstate=2&&var(39)=0 trigger1 = stateno=411&&animelem=32 [State -1, HA1];天昇斬 type = ChangeState value = 432 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=431&&animelem=16,=0&&(movecontact||movereversed) ;--------------------------------------------------------------------------- ;切り返し [State -1, AC1];一陣ノ風 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(43)*2<floor(var(45)*((var(46)+var(51)+var(51))/ifelse(var(21)=0,6.0,1.0)*fvar(18)))&&(p2stateno!=[120,155])&&(enemynear(var(44)),anim!=[120,155]) triggerall = p2movetype=A&&p2statetype!=L&&var(17)=1&&power>=1000&&(enemynear(var(44)),animtime<-14+((p2bodydist X-50)/10.0)||enemynear(var(44)),animtime>0)&&enemynear(var(44)),time>=3 triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = p2dist Y=0&&(p2bodydist X=[-40-var(34),50+ceil(ifelse(enemynear(var(44)),animtime+20<0,abs(enemynear(var(44)),animtime)-20.0,2.0)*10)])&&(var(51)>=2||(var(51)=1&&random<600)||(var(51)=0&&random<300)) trigger2 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(13-13))+fvar(21)*13))&&(p2bodydist X<45-var(34)+ceil((8.5*(13-13))+fvar(21)*13)) trigger3 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(15-13))+fvar(21)*15))&&(p2bodydist X<45-var(34)+ceil((8.5*(15-13))+fvar(21)*15)) [State -1, AC1];地上雷光閃 type = ChangeState value = ifelse(p2bodydist X<=15+floor(fvar(21)*16.0),520,521) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(43)*2<floor(var(45)*((var(46)+var(51)+var(51))/ifelse(var(21)=0,8.0,2.0)*fvar(18)))&&(p2stateno!=[120,155])&&(enemynear(var(44)),anim!=[120,155]) triggerall = p2movetype=A&&p2statetype!=L&&var(17)=0&&power>=2000&&(enemynear(var(44)),animtime<-16||enemynear(var(44)),animtime>0)&&enemynear(var(44)),time>=3&&(var(51)>=2||(var(51)=1&&random<600)||(var(51)=0&&random<300)) triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = p2dist Y=0&&(p2bodydist X=[-5-var(34),80])&&(var(51)>=1||(var(51)=0&&random<250)) [State -1, AC1];対空雷光閃 type = ChangeState value = 520 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(43)*2<floor(var(45)*((var(46)+var(51)+var(51))/ifelse(var(21)=0,8.0,2.0)*fvar(18)))&&(p2stateno!=[120,155])&&(enemynear(var(44)),anim!=[120,155]) triggerall = p2movetype=A&&p2statetype!=L&&var(17)=0&&power>=2000&&p2statetype=A&&enemynear(var(44)),ctrl=0&&fvar(19)!=0&&fvar(20)!=0&&(var(51)>=2||(var(51)=1&&random<600)||(var(51)=0&&random<300)) triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-35,-10])&&(p2bodydist X=[-50+fvar(21)*16,30+fvar(21)*16]) ;空投げ [State -1, HA18] type = ChangeState triggerall = var(39)=0&&var(30)=0 triggerall = (p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])&&p2movetype!=H triggerall = var(59)!=0&&roundstate=2&&statetype=A&&p2statetype=A&&(p2stateno!=[150,155]) triggerall = (p2bodydist X=[-10,10])&&(p2bodydist Y=[-50,50]) triggerall = random<floor(var(45)*((var(46)+var(51))/2.0*fvar(18))) trigger1 = ctrl||(stateno=[120,132]) value = 315 ;降雷掌 [State -1, HA1] type = ChangeState value = 450 triggerall = var(39)=0&&var(35)>0&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&p2movetype!=H triggerall = p2statetype!=L&&(p2stateno!=[150,155]) triggerall = (p2bodydist X=[-20,20])&&p2dist Y=0&&p2statetype!=A triggerall = (random<floor(var(45)*ifelse(var(51)>=1,20.0*fvar(18)*ifelse(var(51)>=2&&p2dist X<20,2.0,1.0),10.0*fvar(18)))*ifelse(helper(10000),var(48)>=240,4.0,1.0))||(var(51)>=2&&enemynear(var(44)),time<=2&&random<floor(var(45)*20.0*fvar(18))) trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131]) trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1 trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1 trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1 trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1 trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1 trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1 ;投げ [State -1, HA2] type = ChangeState triggerall = var(39)=0&&var(35)>0&&numhelper(10001)&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&p2movetype!=H triggerall = p2statetype!=L&&(p2stateno!=[150,155]) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131]) triggerall = (p2bodydist X=[-20,8])&&p2dist Y=0&&p2statetype!=A trigger1 = random<floor(var(45)*ifelse(var(51)>=1,20.0*fvar(18),10.0*fvar(18)))*ifelse(helper(10000),var(48)>=240,4.0,1.0) trigger2 = var(51)>=2&&(enemynear(var(44)),time<=2||enemynear(var(44)),ctrl)&&random<floor(var(45)*20.0*fvar(18)) value = ifelse(abs(helper(10001),var(11))<abs(helper(10001),var(10)),310,300) ;円水斬 [State -1, HA3] type = ChangeState value = 410 triggerall = var(39)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&numhelper(10001)&&var(30)=0 triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])||(var(53)&&var(51)>=1) triggerall = (p2bodydist X=[-20-var(34)+ifelse(helper(10001),var(11)>=-30,-30,fvar(21)*6),60-var(34)+fvar(21)*6]) trigger1 = p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-50,-10] trigger1 = random<floor(var(45)*ifelse(var(51)>=1,ifelse(var(51)>=2,10.0*fvar(18),7.0*fvar(18)),4.0*fvar(18)))&&p2statetype=A trigger1 = (var(49)>floor(var(43)/1.2)||((var(43)/1.5)&&var(51)=1)||var(51)>=2)&&((fvar(19)>0||(fvar(19)<=0&&random<350))||var(51)>=2) trigger2 = random<floor(var(45)*ifelse(var(51)>=1&&enemynear(var(44)),animtime<-7,7.5*fvar(18),3.0*fvar(18)))*ifelse(helper(10000),var(48)>=240,4.0,1.0) trigger2 = var(35)>0&&((p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-50,-10])||(p2dist Y=0&&fvar(19)<=0)) trigger3 = var(51)>=1&&!(enemynear(var(44)),movecontact)&&(enemynear(var(44)),animtime<-9||enemynear(var(44)),animtime>0)&&random<floor(var(45)*3.0*fvar(18))&&p2movetype=A trigger3 = ((p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-50,-10])||(p2dist Y=0&&fvar(19)<=0)) trigger4 = var(51)<=0&&enemynear(var(44)),ctrl=0&&random<floor(var(45)*3.0)&&var(36)>=floor(var(43)/2.0) trigger4 = ((p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-50,-10])||(p2dist Y=0&&fvar(19)<=0)) ;天夢鳥 [State -1, MA25] type = changestate value = 501+var(17)*49 triggerall = var(59)!=0&&(!movehit||(movehit&&!numtarget))&&p2movetype=A&&var(43)*2<floor(var(45)*((var(46)+var(51)+var(51))/ifelse(var(21)=0,6.0,1.0)*fvar(18)))&&(p2stateno!=[120,155]) triggerall = ((power>=1000&&var(17)=1)||(power>=2000||(var(21)=105&&power>=1000)))&&(enemynear(var(44)),anim!=[120,155])&&(p2dist Y<0||pos Y<-55||p2bodydist X<60) triggerall = (p2bodydist X=[-50+var(34),45-floor(pos Y/5.0*8.0)])&&(p2dist Y=[-15,70+floor(p2bodydist X/8.0*5.0)]) triggerall = (enemynear(var(44)),pos Y+floor((fvar(19)*floor(pos X/8.0))+(enemynear(var(44)),gethitvar(yaccel)*((floor(pos X/8.0)*(floor(pos X/8.0)-1.0))/2.0)))<0)||enemynear(var(44)),pos Y=0 trigger1 = (statetype=A&&ctrl)||(stateno=105&&animelem=2,>=0)||(statetype=A&&(stateno=[120,132])) trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger7 = (stateno=[235,236])&&(movecontact||movereversed) trigger8 = stateno=215&&(movecontact||movereversed) [State -1, HA1];暗転後昇竜 type = ChangeState value = ifelse(p2bodydist X<60,410+random%2,411) triggerall = var(39)!=2 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = var(59)!=0&&roundstate=2&&(p2bodydist X=[0,75])&&p2dist Y=0&&(var(51)>=2||(var(51)=1&&random<600)||(var(51)=0&&random<400)) triggerall = var(21)=105 triggerall = random<floor(var(45)*ifelse(var(51)>=1,25.0*fvar(18),10.0*fvar(18))) trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])||(var(53)&&var(51)>=1) [State -1, HA1];暗転後回避行動 type = ChangeState value = ifelse((p2bodydist X<50&&p2dist Y=0&&random<300),31,ifelse((p2bodydist X=[0,50])&&p2dist Y=0&&random<500,410+random%2,105)) triggerall = var(39)!=2 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&p2statetype!=L&&p2movetype!=H triggerall = var(59)!=0&&roundstate=2 triggerall = (p2bodydist X =[-20,60])&&p2dist X>0&&!movehit&&var(21)=105 triggerall = random<=var(45)*ceil((var(40)*(var(52)+1)/3.0)+40.0) trigger1 = ((ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])) ;ガード--------------------------------------------------------------------------- [State -1] Type = ChangeState Value = 120 triggerall = var(59)!=0&&roundstate=2 triggerall = RoundState = 2 triggerall = (var(40) < var(41)) || (prevstateno=[5000,5299]) triggerall = inguarddist||var(12)=1 trigger1 = ctrl||(stateno=[25,26]) [State -1] Type = turn triggerall = var(59)!=0&&roundstate=2 triggerall = RoundState = 2 triggerall = p2dist X<0 trigger1 = (stateno=[120,149])&&statetype!=A [State -1, MA3];ダウン時に近寄る type = changestate value = 100 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=1 trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131]) trigger1 = p2bodydist X>200&&var(51)<=2 [State -1, MA3] type = changestate value = 25 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2]) trigger1 = ctrl||(stateno=[120,131])||(stateno=26&&time>10) trigger1 = p2bodydist X>75&&stateno!=101&&var(51)<=2 [State -1, MA3] type = changestate value = 26 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2]) trigger1 = ctrl||(stateno=[120,131])||(stateno=25&&time>10) trigger1 = p2bodydist X<70&&var(51)<=2 [State -1, MA3] type = changestate value = ifelse(p2bodydist X<70,38,100) trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2]) trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])||((stateno=[100,101])&&p2bodydist X<70) trigger1 = helper(10001),var(11)>-60&&var(51)<=2 [State -1, MA3] type = changestate value = ifelse((helper(10001),var(11)>-120||enemynear(var(44)),animtime>0),38,35) trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=2 trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26]) trigger1 = (p2dist X=[-70,70])&&var(51)<=2 trigger1 = enemynear(var(44)),animtime>0||enemynear(var(44)),animtime=-2 [State -1, MA3] type = changestate value = 0 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2]) trigger1 = (stateno=[25,26])&&(time>15||var(39)=2||enemynear(var(44)),vel Y=0) trigger1 = (p2bodydist X=[80,85])&&var(51)<=2 ctrl = 1 [State -1, MA3] type = changestate value = 101 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2]) trigger1 = stateno=100&&time>14&&(var(39)=2||enemynear(var(44)),vel Y=0) trigger1 = p2bodydist X<=90&&var(51)<=2 [State -1, MA3];ダウン追い討ちダッシュ type = changestate value = 100 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=1 triggerall = ctrl||(stateno=[120,131])||(stateno=[25,26]) trigger1 = !((p2stateno=88002||p2stateno=88007)&&enemynear(var(44)),time>=4)&&!(p2stateno=80050&&enemynear(var(44)),time>=26) trigger1 = !(p2stateno=[5109,5129]) trigger1 = enemynear(var(44)),gethitvar(fall.recover)=0&&var(51)<=2 [State -1, MA3];ダウン追い討ち type = changestate value = 205 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=1 triggerall = ctrl||(stateno=[120,131])||(stateno=[25,26])||(stateno=[100,101]) triggerall = p2bodydist X=[0,115] trigger1 = (p2stateno=88002||p2stateno=88007)&&(enemynear(var(44)),time=[17-12,19-12]) trigger2 = p2stateno=80050&&(enemynear(var(44)),time=[40-12,42-12]) [State -1, MA3];起き攻撃 type = changestate value = ifelse(random<200,410,222+random%2) trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=2 trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26]) trigger1 = (p2bodydist X=[65,75])&&var(51)<=1&&(var(40)=[0,30]) trigger1 = enemynear(var(44)),animtime=-1 [State -1, MA3];起き攻撃 type = changestate value = ifelse(random<500,214,205) trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=2 trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26]) trigger1 = (p2bodydist X=[65,90])&&((var(51)=1&&random<200)||(var(51)<=0&&random<300)) trigger1 = enemynear(var(44)),animtime=-6||enemynear(var(44)),animtime=-8 ;パワーMAX [State -1, HA1] type = ChangeState value = 700 triggerall = statetype!=A&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2 triggerall = var(17)=0&&(p2stateno!=[80099,80103])&&(var(39)=2||(p2stateno=[5100,5105])) triggerall = ((100*enemynear(var(44)),life)/enemynear(var(44)),lifeMax) >20 triggerall = power>=2000 trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])||(stateno=[100,101]) trigger1 = var(51)>=2 [State -1, MA3] type = changestate value = ifelse(p2bodydist X<70,38,100) trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2]) trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])||((stateno=[100,101])&&p2bodydist X<70) trigger1 = helper(10001),var(11)>-60&&var(51)>=2 [State -1, MA3];対AI時起き上がり挙動 type = changestate value = 105 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=1||(p2stateno=[5100,5105])) trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])||(stateno=[100,101]) trigger1 = var(51)>=2&&helper(10001),var(11)<-60 trigger1 = !((p2stateno=88002||p2stateno=88007)&&enemynear(var(44)),time<19-12) trigger1 = !(p2stateno=80050&&enemynear(var(44)),time<42-12) [State -1, MA3];対AI時起き上がり挙動 type = changestate value = 460 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(var(39)=[1,2]) trigger1 = stateno=105&&animelem=2,>0 trigger1 = var(51)>=2 trigger1 = p2bodydist X>50&&helper(10001),var(11)<-60 ;-------ヒット時着地攻撃-------- [State -1, HA15];着地5D type = ChangeState value = 206 triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||(stateno=53&&var(46)>=3)) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H triggerall = enemynear(var(44)),gethitvar(hittime)>=9 triggerall = p2bodydist X=[-5,29] trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53 [State -1, HA15];着地2D type = ChangeState value = 223 triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||(stateno=53&&var(46)>=3)) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H triggerall = enemynear(var(44)),gethitvar(hittime)>=6 triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53 [State -1, HA15];着地2C type = ChangeState value = 221 triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||stateno=53) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H triggerall = enemynear(var(44)),gethitvar(hittime)>=6 triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53 [State -1, HA15];着地5C type = ChangeState value = 202 triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||stateno=53) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H triggerall = enemynear(var(44)),gethitvar(hittime)>=5 triggerall = p2bodydist X=[-5,29] trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53 [State -1, HA15];着地5A type = ChangeState value = 200 triggerall = var(39)=0&&((var(46)>=2||(var(46)=1&&var(31)<60))||stateno=53) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H triggerall = enemynear(var(44)),gethitvar(hittime)>=4 triggerall = p2bodydist X=[-5,19] trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53 [State -1, HA15];着地2A type = ChangeState value = 220 triggerall = var(39)=0&&((var(46)>=2||(var(46)=1&&var(31)<60))||stateno=53) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H triggerall = enemynear(var(44)),gethitvar(hittime)>=4 triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53 [State -1, HA15];疾風牙 type = ChangeState value = 430 triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||stateno=53) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&!numhelper(560)&&( teammode = single || teammode = turns ) triggerall = enemynear(var(44)),gethitvar(hittime)>=6 triggerall = !(80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 110>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53 [State -1, HA15];タッグダッシュ type = ChangeState value = 100 triggerall = var(39)=0&&numpartner&&(p2stateno!=[150,155]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])&&partner,alive&&teammode = simul triggerall = ((facing=1&&partner,pos X>pos X)||(facing=-1&&partner,pos X<pos X))&&p2statetype!=L&&p2movetype=H triggerall = enemynear(var(44)),gethitvar(hittime)>=6 trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||stateno=53 [State -1, HA15];タッグ前転 type = ChangeState value = 256 triggerall = var(39)=0&&numpartner&&numenemy=2&&(p2bodydist X=[-1,30]) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||stateno=53 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])&&partner,alive&&teammode = simul triggerall = (p2statetype=A||p2statetype=L||p2movetype=H||p2movetype=A)&&enemynear(0),alive&&enemynear(1),alive&&FrontEdgeBodyDist>=110&&helper(10001),var(10)>=110 trigger1 = enemynear(0),pos X*facing<pos X*facing&&enemynear(1),pos X*facing>pos X*facing trigger2 = enemynear(0),pos X*facing>pos X*facing&&enemynear(1),pos X*facing<pos X*facing [State -1, HA15];ガード時5A type = ChangeState value = ifelse(random<400,204,200) triggerall = var(39)=0&&numpartner triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno=[150,155])&&p2movetype=H&&partner,alive&&teammode = simul triggerall = p2bodydist X=[-5,65] trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53 ;行動制御系--------------------------------------------------------------------------- [State -1, MA1];ジャンプ牽制 type = varset var(30) = 1 triggerall = var(39)=0&&(p2stateno!=[80200,80201])&&!inguarddist triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing) triggerall = var(59)!=0&&roundstate=2 triggerall = ctrl||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>60) trigger1 = random<(floor(var(45)*3.0))&&p2movetype!=H trigger1 = ((p2bodydist X=[60,90])&&var(51)<=1)||((p2bodydist X=[0,30])&&var(51)<=1) [State -1, MA1] type = changestate value = ifelse(random<500,31,ifelse(p2bodydist X<40,32,30)) trigger1 = var(30)=1&&statetype!=A&&(p2stateno!=[80099,80103]) trigger1 = ctrl||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>70) [State -1, MA1] type = changestate value = 234 trigger1 = var(30)=1&&var(48)=11&&random<150&&statetype=A&&(p2stateno!=[80099,80103])&&var(21)=0 trigger1 = ctrl||(stateno=[120,132]) [State -1, MA1] type = changestate value = 233 trigger1 = var(30)=1&&var(48)=16&&random<200&&statetype=A&&(p2stateno!=[80099,80103])&&var(21)=0 trigger1 = ctrl||(stateno=[120,132]) [State -1, MA1] type = changestate value = 231 trigger1 = var(30)=1&&var(48)=20&&random<350&&statetype=A&&(p2stateno!=[80099,80103])&&var(21)=0 trigger1 = ctrl||(stateno=[120,132]) [State -1, MA1] type = changestate value = ifelse((random<200||var(48)=20),232,230) trigger1 = var(30)=1&&((var(48)=20&&random<200)||var(48)=23)&&statetype=A&&(p2stateno!=[80099,80103])&&var(21)=0 trigger1 = ctrl||(stateno=[120,132]) [State -1, MA1];変数リセット type = varset var(30) = 0 trigger1 = movetype=H||movetype=A||roundstate!=2||(pos Y>-20&&vel Y>0) trigger1 = var(30)=1 [State -1, MA2];垂直ジャンプ飛翼 type = varset var(30) = 2 triggerall = var(39)=0&&(p2stateno!=[80200,80201])&&!inguarddist triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing) triggerall = var(59)!=0&&roundstate=2 triggerall = ctrl||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>60) trigger1 = random<(floor(var(45)*2.5))&&p2movetype!=H trigger1 = (p2bodydist X=[0,55])&&(p2dist Y=[-40,0])&&var(51)<=1 [State -1, MA2] type = changestate value = 31 trigger1 = var(30)=2&&statetype!=A&&(p2stateno!=[80099,80103]) trigger1 = ctrl||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>70) [State -1, MA2] type = changestate value = ifelse(p2bodydist X<30,235,236) trigger1 = var(30)=2&&((var(48)=5&&random<500)||var(48)=10)&&statetype=A&&(p2stateno!=[80099,80103]) trigger1 = ctrl||(stateno=[120,132]) [State -1, MA2];変数リセット type = varset var(30) = 0 trigger1 = movetype=H||(stateno!=31&&statetype!=A)||movetype=A||roundstate!=2 trigger1 = var(30)=2 [State -1, MA3];気絶時飛び込み挙動 type = changestate value = 100 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80099,80103])&&statetype!=A trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131]) trigger1 = p2bodydist X>185 [State -1, MA3] type = changestate value = 25 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80099,80103])&&statetype!=A&&stateno!=101 trigger1 = ctrl||(stateno=[120,131]) trigger1 = p2bodydist X=[75,185] [State -1, MA3] type = changestate value = 26 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80099,80103])&&statetype!=A trigger1 = ctrl||(stateno=[120,131]) trigger1 = p2bodydist X<65 [State -1, MA3] type = changestate value = 38 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80099,80103])&&statetype!=A trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26]) trigger1 = p2bodydist X<65&&(helper(10001),var(11)>0||backedgebodydist<5) [State -1, MA3] type = varset var(30) = 3 triggerall = statetype!=A&&var(48)=0&&p2stateno=80103 triggerall = var(59)!=0&&roundstate=2&&(stateno!=[100,101]) triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131]) trigger1 = (p2bodydist X=[65,75]) [State -1, MA3] type = changestate value = 206 trigger1 = var(30)=3&&var(48)!=0&&var(59)!=0&&roundstate=2 trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])||stateno=53 trigger1 = statetype!=A [State -1, MA3] type = changestate value = 233 trigger1 = var(30)=3&&var(48)=18&&statetype=A&&var(59)!=0&&roundstate=2 trigger1 = ctrl||(stateno=[120,131]) [State -1, MA3] type = changestate value = 32 trigger1 = var(30)=3&&statetype!=A&&(stateno!=[100,101])&&var(48)=0&&var(59)!=0&&roundstate=2 trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131]) [State -1, MA3];変数リセット type = varset var(30) = 0 trigger1 = movetype=H||stateno=206||enemynear(var(44)),ctrl=1||(p2movetype!=H&&(p2stateno!=[80099,80103]))||roundstate!=2 trigger1 = var(30)=3 [State -1, MA1];牽制禮華 type = varset var(30) = 19 triggerall = var(39)=0&&(p2stateno!=[80200,80201]) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing) triggerall = var(59)!=0&&roundstate=2 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131]) trigger1 = random<(floor(var(45)*ifelse(var(51)>=1,1.0,0.5)))&&p2movetype!=H trigger1 = p2bodydist X>=120&&p2statetype!=A&&helper(10001),var(11)<-120 [State -1, MA1] type = changestate value = ifelse(random<350,35,105) trigger1 = var(30)=19&&statetype!=A&&(p2stateno!=[80099,80103]) trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131]) [State -1, MA1] type = changestate value = 460 triggerall = var(30)=19&&statetype=A&&(p2stateno!=[80099,80103])&&p2dist Y>-40 triggerall = (stateno=105&&animelem=2,>0)||(stateno=[49,50])||((stateno=[120,131])&&p2bodydist X>120) trigger1 = (((var(48)=4&&stateno=105)||(var(48)=8&&stateno=105)||var(48)=12)&&random<250)||var(48)=18 [State -1, MA1];変数リセット type = varset var(30) = 0 trigger1 = movetype=H||movetype=A||roundstate!=2||stateno=106||p2dist Y<-40 trigger1 = var(30)=19 ;--------------------------------------------------------------------------- ;相手ガード時行動 [State -1, GA1];着地択 type = varrandom v = 30 range = 4,9 triggerall = var(30)=0&&var(59)!=0&&roundstate=2&&!inguarddist&&var(39)=0&&(var(51)>=1||(var(51)<=0&&random<floor(var(45)*30.0))) trigger1 = stateno=53&&(p2bodydist X=[-60,90])&&((p2stateno=[130,155])||p2movetype!=A)&&p2statetype!=A trigger2 = stateno=416 [State -1, GA1];ダッシュ降雷掌 type = changestate value = ifelse(p2bodydist X>ifelse((var(30)=[4,6]),10,ifelse((var(30)=[7,8]),60,80)),25,100) trigger1 = (var(30)=[4,9])&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)<=1 trigger1 = ctrl||stateno=26||stateno=53 trigger1 = p2bodydist X>ifelse((var(30)=[4,6]),20,ifelse((var(30)=[7,8]),70,90)) [State -1, GA1];ダッシュ降雷掌 type = changestate value = 450 trigger1 = (var(30)=[4,5])&&statetype!=A&&var(59)!=0&&roundstate=2&&enemynear(var(44)),gethitvar(hittime)<=3&&var(51)<=1 trigger1 = ctrl||(stateno=[25,26])||(stateno=[100,101])||stateno=53 trigger1 = (p2bodydist X=[-10,20])&&(var(51)<=0||p2statetype!=A) [State -1, GA1];ダッシュ降雷掌フェイク type = changestate value = 202 trigger1 = var(30)=6&&statetype!=A&&var(59)!=0&&roundstate=2&&enemynear(var(44)),gethitvar(hittime)<=4&&var(51)<=1 trigger1 = ctrl||(stateno=[25,26])||(stateno=[100,101])||stateno=53 trigger1 = (p2bodydist X=[-10,20])&&(var(51)<=0||p2statetype!=A) [State -1, GA1];近距離中下段 type = changestate value = ifelse(random<500,ifelse(enemynear(var(44)),gethitvar(hittime)<=3,220,223),30) trigger1 = (var(30)=[7,8])&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)<=1 trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])||stateno=53 trigger1 = (p2bodydist X=[-10,20]) [State -1, GA1];遠距離中下段 type = changestate value = ifelse(random<500,ifelse(random<500,204,222),214) trigger1 = (var(30)=[7,8])&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)<=1 trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])||stateno=53 trigger1 = (p2bodydist X=[21,50]) [State -1, GA1];近距離中段 type = changestate value = ifelse(random<500,232,233) trigger1 = (var(30)=[7,8])&&(var(48)=[5,6])&&statetype=A&&(p2stateno!=[80099,80103])&&var(59)!=0&&roundstate=2&&var(51)<=1 trigger1 = ctrl||(stateno=[120,131]) [State -1, GA1];円水斬 type = changestate value = 410 trigger1 = var(30)=9&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)<=1 trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])||stateno=53 trigger1 = (p2bodydist X=[-10,70])&&enemynear(var(44)),gethitvar(hittime)<=2 [State -1, GA1];AIダッシュ降雷掌 type = changestate value = ifelse(p2bodydist X>ifelse((var(30)=[4,6]),20,100),100,25) trigger1 = (var(30)=[4,9])&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)>=2 trigger1 = ctrl||stateno=26||stateno=53 trigger1 = p2bodydist X>20 [State -1, GA1];AIダッシュ降雷掌 type = changestate value = 450 trigger1 = (var(30)=[4,6])&&statetype!=A&&var(59)!=0&&roundstate=2&&var(51)>=2 trigger1 = ctrl||(stateno=[25,26])||(stateno=[100,101])||stateno=53 trigger1 = (p2bodydist X=[-10,20])&&p2statetype!=A&&(enemynear(var(44)),gethitvar(hittime)<=3||p2movetype!=H) [State -1, GA1];AIダッシュ type = changestate value = ifelse(p2movetype=A,410,200) trigger1 = (var(30)=[7,9])&&statetype!=A&&var(59)!=0&&roundstate=2&&var(51)>=2 trigger1 = ctrl||(stateno=[25,26])||(stateno=[100,101])||stateno=53 trigger1 = (p2bodydist X=[-10,60])&&p2statetype!=A [State -1, GA1];着地行動 type = varrandom v = 30 range = ifelse(var(51)>=2,4,5),ifelse(var(51)>=2,6,9) triggerall = var(30)=0&&var(59)!=0&&roundstate=2&&!inguarddist&&var(51)<=1 trigger1 = stateno=53&&(p2bodydist X=[0,70])&&p2statetype!=A&&p2movetype!=H trigger2 = (moveguarded||movereversed)&&(p2bodydist X=[0,70])&&p2statetype!=A&&statetype!=A&&animtime=-2&&random<floor(var(45)*10.0)&&var(51)<=0 [State -1, GA1];着地行動 type = varrandom v = 30 range = 5,6 triggerall = var(30)=0&&var(59)!=0&&roundstate=2&&!inguarddist trigger1 = (ctrl||(stateno=[25,26]))&&(p2bodydist X=[40,80])&&p2statetype!=A&&p2movetype!=H&&random<floor(var(45)*5.0) [State -1, GA1];変数リセット type = varset var(30) = 0 triggerall = var(30)=[4,9] trigger1 = movetype=H||(movetype=A&&time=2)||p2statetype=A||var(39)>0||(stateno=100&&time>14)||roundstate!=2 trigger2 = p2bodydist X>100&&var(51)>=2 [State -1, AC1];ガード飛翼 type = ChangeState value = ifelse(p2statetype!=A&&(p2dist X=[-40,40]),235,236) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&random<(floor(var(45)*20.0)) triggerall = p2dist X<=70&&(moveguarded=1||movereversed=1)&&p2statetype!=A triggerall = var(51)<=0||(var(51)>=1&&((helper(10001),var(10)>200&&p2dist X>=0)||(helper(10001),var(10)<-150&&p2dist X<0))) trigger1 = stateno=232&&animelemtime(3)>=0&&animelemtime(7)<0 trigger2 = stateno=233&&animelemtime(5)>=0&&animelemtime(8)<0 trigger3 = stateno=234&&animelemtime(3)>=0&&animelemtime(8)<0 [State -1, GA2];飛翼後行動 type = varrandom v = 30 range = 10+(stateno=237&&p2movetype!=H)*2,14 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&!movehit&&var(37)=0 triggerall = ((p2movetype=H&&(p2stateno=[150,155]))||p2movetype!=H)&&p2statetype!=A trigger1 = (stateno=[235,236])||(stateno=237&&p2movetype!=H) [State -1, GA2] type = ChangeState value = 450 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(37)=0&&(p2statetype!=A||var(51)<=0) triggerall = stateno=237&&(var(30)=[10,11]) trigger1 = (p2bodydist X=[-20,20])&&(enemynear(var(44)),gethitvar(hittime)=1||p2movetype!=H) [State -1, GA2] type = ChangeState value = ifelse(p2dist X>0&&(frontedgebodydist<80||p2bodydist X>30),420,421) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&helper(10001),var(10)>80&&var(37)=0&&(p2statetype!=A||var(51)<=0) triggerall = stateno=237&&(var(30)=[12,13]) trigger1 = (p2bodydist X=[-2-var(34),100-var(34)])&&p2dist X>=0 trigger2 = (p2bodydist X=[-100-var(34),2-var(34)])&&p2dist X<0 [State -1, GA2] type = ChangeState value = ifelse(var(30)=12&&p2dist X>=0,450,ifelse(p2bodydist X>30,420,421)) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&helper(10001),var(10)<80&&var(37)=0&&(p2statetype!=A||var(51)<=0) triggerall = stateno=237&&((var(30)=12&&(enemynear(var(44)),gethitvar(hittime)=1||p2movetype!=H))||var(30)=13) trigger1 = (p2bodydist X=[-2,20])&&p2dist X>=0 trigger2 = (p2bodydist X=[-70-var(34),20-var(34)])&&p2dist X<0 [State -1, GA2] type = ChangeState value = 410 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(37)=0&&(p2statetype!=A||var(51)<=0) triggerall = stateno=237&&((var(30)=14&&(enemynear(var(44)),gethitvar(hittime)=1||p2movetype!=H))||(var(51)>=1&&random<floor(var(45)*ifelse(var(51)>=2,15.0*fvar(18),5.0*fvar(18))))) trigger1 = (p2bodydist X=[-20-var(34),70-var(34)])&&p2dist X>=0 trigger2 = (p2bodydist X=[-70+var(34),20+var(34)])&&p2dist X<0 [State -1, GA1];変数リセット type = varset var(30) = 0 trigger1 = movetype=H||(stateno!=[235,237])||roundstate!=2||((stateno=[235,236])&&movehit)||(p2statetype=A&&var(51)>=1) trigger1 = var(30)=[10,14] ;空対空ガード禮華 [State -1, HA1] type = ChangeState value = 460 triggerall = var(59)!=0&&roundstate=2&&var(39)=0 triggerall = p2dist Y-floor((vel Y*13)+(0.85*((13*(13-1.0))/2.0)))=[-60,30] triggerall = statetype=A&&((movehit=1&&p2movetype!=H)||moveguarded=1||movereversed=1)&&random<(floor(var(45)*20.0)) trigger1 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger2 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0&&random<(floor(var(45)*30.0)) trigger4 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0&&random<(floor(var(45)*30.0)) trigger5 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0&&random<(floor(var(45)*30.0)) [State -1, HA1] type = ChangeState value = ifelse(pos Y+floor((vel Y*19)+(0.85*((19*(19-1.0))/2.0)))>0,460,461) triggerall = var(59)!=0&&roundstate=2&&var(39)=0 triggerall = !movecontact&&p2bodydist X>=10&&random<(floor(var(45)*10.0)) triggerall = statetype = A triggerall = p2dist Y-floor((vel Y*19)+(0.85*((19*(19-1.0))/2.0)))=[-60,20] trigger1 = stateno=230&&animelemtime(5)>=0&&animelemtime(7)<0 trigger2 = stateno=231&&animelemtime(5)>=0&&animelemtime(7)<0 trigger3 = stateno=232&&animelemtime(5)>=0&&animelemtime(7)<0 trigger4 = stateno=233&&animelemtime(6)>=0&&animelemtime(8)<0 trigger5 = stateno=234&&animelemtime(6)>=0&&animelemtime(8)<0 ;中段ガード禮華 [State -1, HA1] type = ChangeState value = ifelse(var(51)>=1,460+(helper(10001),var(10)<80),460+(random<600)) triggerall = var(59)!=0&&roundstate=2&&var(39)=0 triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit=1&&p2movetype!=H)||moveguarded=1||movereversed=1) trigger1 = stateno=215 ;弱C中段 [State -1, Stand Light Punch] type = ChangeState value = ifelse((random<500||helper(10001),var(10)>100),420,215) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(11)<80 triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit=1&&p2movetype!=H)||moveguarded=1||movereversed=1) triggerall = (p2bodydist X =[50,90])&&random<(floor(var(45)*50.0)) trigger1 = stateno=201||stateno=220 ;強C中段 [State -1, Stand Light Punch] type = ChangeState value = ifelse((random<500||p2bodydist X<30&&helper(10001),var(10)>100),420,215) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(11)<80 triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit=1&&p2movetype!=H)||moveguarded=1||movereversed=1) triggerall = (p2bodydist X =[-2,45])&&random<(floor(var(45)*50.0)) trigger1 = stateno=202||stateno=206||stateno=210||stateno=221 ;屈D中段 [State -1, Stand Light Punch] type = ChangeState value = 214 triggerall = var(59)!=0&&roundstate=2&&var(39)=0 triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit&&p2movetype!=H)||moveguarded||movereversed) triggerall = (p2bodydist X =[0,100])&&random<350 trigger1 = stateno=223&&animelem=5 ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&(p2stateno!=[80200,80201]) triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit&&p2movetype!=H)||moveguarded||movereversed) triggerall = (p2bodydist X=[-2,60])&&random<(floor(var(45)*ifelse(var(51)<=0,50.0,100.0))) trigger1 = (stateno=200&&animelem=4)||(stateno=201&&animelem=7) ;屈弱キック [State -1, Stand Light Punch] type = ChangeState value = 222 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&(p2stateno!=[80200,80201]) triggerall = p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A&&((movehit&&p2movetype!=H)||moveguarded||movereversed) triggerall = (p2bodydist X=[-2,70])&&random<(floor(var(45)*ifelse(var(51)<=0,50.0,100.0))) trigger1 = stateno=222&&animelem=8 ;屈弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 220 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&(p2stateno!=[80200,80201]) triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit&&p2movetype!=H)||moveguarded||movereversed) triggerall = (p2bodydist X=[-2,60])&&random<(floor(var(45)*ifelse(var(51)<=0,50.0,100.0))) trigger1 = (stateno=220&&animelem=5)||(stateno=222&&animelem=6&&(p2bodydist X<=60&&random%2=0)) ;--------------------------------------------------------------------------- ;立ち回り通常 ;前歩き [State -1, HA1] type = ChangeState value = 25 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0&&stateno!=101 triggerall = (ctrl&&statetype!=A)||(stateno=26&&time>10) trigger1 = random<(floor(var(45)*ifelse(var(51)<=0,25.0,10.0)))&&(p2movetype!=H||(p2stateno=[150,159])||teammode = simul ) trigger1 = (p2dist X>80&&p2statetype=A)||(p2dist X>40&&p2statetype!=A) ;後歩き [State -1, HA1] type = ChangeState value = 26 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0&&p2movetype!=H&&p2dist X<=30 triggerall = (ctrl&&statetype!=A)||(stateno=25&&time>10) trigger1 = random<floor(var(45)*6.0) trigger2 = random<floor(var(45)*50.0)&&p2statetype=A&&p2dist Y<-80&&enemynear(var(44)),facing=facing ;ダッシュ [State -1, HA1] type = ChangeState value = 100 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&p2statetype!=L&&var(30)=0&&var(39)=0&&!inguarddist triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131]) trigger1 = random<floor(var(45)*1.0*ifelse(var(51)=0,4.0,ifelse(var(51)=1,3.0,1.0)))&&(p2statetype!=A||(teammode = simul &&(p2stateno=[150,159]))) trigger1 = (p2bodydist X=[ifelse(var(51)<=0,80,ifelse(var(51)=1,120,160)),300])&&(stateno!=[120,131]) trigger2 = random<(floor(var(45)*40.0))&&p2movetype!=H&&helper(10001),var(10)>60 trigger2 = (p2bodydist X=[ifelse(p2statetype=A&&p2dist Y<-80&&fvar(19)<-4,0,180),600])||(p2dist X<30&&helper(10001),var(11)>-30) trigger2 = (facing=enemynear(var(44)),facing&&p2statetype!=A)||(facing!=enemynear(var(44)),facing&&p2statetype=A) ;バクステ [State -1, HA1] type = ChangeState value = 105 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)&&(p2stateno!=[80200,80201])&&!numpartner triggerall = var(59)!=0&&roundstate=2&&backedgebodydist>40&&var(30)=0&&var(39)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131]) trigger1 = random<(floor(var(45)*1.0*fvar(18)))&&p2statetype!=A trigger1 = (p2bodydist X=[0,40])&&p2movetype=A&&p2statetype!=L&&fvar(21)<3 trigger2 = random<(floor(var(45)*4.0*fvar(18)))&&enemynear(var(44)),time>80&&enemynear(var(44)),ctrl=0 trigger2 = (p2bodydist X=[0,120])&&p2movetype!=H&&p2statetype!=L&&fvar(21)<3 ;前転 [State -1, HA19] type = ChangeState value = 255 triggerall = statetype!=A&&(facing!=enemynear(var(44)),facing)&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&var(30)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = random<(floor(var(45)*10.0*fvar(18)))&&p2statetype=A&&p2movetype=A&&enemynear(var(44)),ctrl=0 trigger1 = (p2bodydist X=[0,30+fvar(21)*20])&&(p2dist Y=[-200,-80])&&fvar(19)>=3&&fvar(19)>=0 trigger2 = random<(floor(var(45)*ifelse((var(51)>20&&fvar(19)>0),25.0*fvar(18),ifelse(stateno=100,15.0*fvar(18),10.0*fvar(18))))) trigger2 = p2movetype=A&&p2statetype!=A&&inguarddist&&enemynear(var(44)),ctrl=0 trigger2 = (p2bodydist X=[0,40+(stateno=100)*20+floor(fvar(21)*10.0)]) trigger2 = fvar(19) >0&&(p2stateno!=[0,199]) trigger2 = ((enemynear(var(44)),animtime<=-35)||(enemynear(var(44)),animtime>0))&&var(36)>=floor(var(43)/2.0) trigger3 = random<(floor(var(45)*7.5*fvar(18))) trigger3 = p2movetype=A&&p2statetype!=A&&inguarddist&&enemynear(var(44)),ctrl=0 trigger3 = p2bodydist X>=71&&fvar(19)=0&&(p2stateno!=[0,199]) trigger3 = (enemynear(var(44)),animtime=[-50,-35])&&var(36)>=10 trigger4 = random<(floor(var(45)*12.5*fvar(18))) trigger4 = p2movetype=A&&p2statetype!=A&&inguarddist&&enemynear(var(44)),ctrl=0 trigger4 = ((p2bodydist X=[0,70]))&&fvar(19)=0&&(p2stateno!=[0,199]) trigger4 = (enemynear(var(44)),animtime=[-40,-35])&&var(36)>=5 ;後転 [State -1, HA19] type = ChangeState value = ifelse(backedgebodydist<40,255,251) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&var(30)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = random<(floor((var(45)+var(51)+1-(var(52)>=2))*10.0*fvar(18)))&&p2statetype=A&&p2movetype=A&&enemynear(var(44)),ctrl=0 trigger1 = p2bodydist X<30&&enemynear(var(44)),vel Y>0&&fvar(21)<0&&(p2dist Y=[-80,-40]) ;パワーMAX [State -1, HA1] type = ChangeState value = 700 triggerall = statetype!=A&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&var(30)=0 triggerall = var(17)=0 triggerall = ((100*enemynear(var(44)),life)/enemynear(var(44)),lifeMax) >20 triggerall = (var(51)>=2&&power>=1700)||(var(51)=1&&power>=2000)||(var(51)<=0&&power>=2500) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||((stateno=[100,101])&&var(39)!=2) trigger1 = random<(floor(var(45)*40.0))&&p2statetype=L&&(p2stateno!=[80100,80102]) trigger1 = (p2bodydist X=[150,500]) trigger2 = random<(floor(var(45)*40.0))&&enemynear(var(44)),ctrl=0&&(p2stateno!=[80100,80102]) trigger2 = (p2bodydist X=[150,350])&&p2movetype!=H trigger3 = (p2stateno=[80100,80102])&&power>=1900 ;GC前転 [State -1, HA1] type = ChangeState value = 261 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&numhelper(10001)&&helper(10001),var(10)>120 triggerall = stateno=151||stateno=153 triggerall = power >=1000&&time=1 trigger1 = random<(floor(var(45)*5.0)) trigger1 = p2statetype!=A&&enemynear(var(44)),ctrl=0 trigger1 = (p2bodydist X=[-30,100])&&(fvar(19) =[-2,2])&&(p2stateno!=[0,199]) trigger1 = enemynear(var(44)),animtime<=-34||(var(51)=0&&helper(10001),var(11)<=-50) ;GCふっとばし [State -1, Stand Light Punch] type = ChangeState value = 260 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&!(var(17)=1&&power<1700) trigger1 = random<(floor(var(45)*1.0)) trigger1 = (p2bodydist X=[-5,55])&&(p2dist Y=[-60,0]) trigger1 = stateno=151||stateno=153 trigger1 = power >=1000&&time=1 ;後30中31前32 D後35中36D前37 ;前飛び [State -1, HA1] type = ChangeState value = 32 triggerall = var(39)=0&&(p2stateno!=[80200,80201]) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26]) trigger1 = var(51)<=1&&random<(floor(var(45)*ifelse(var(51)<=0,4.0,2.0)))&&p2movetype!=H trigger1 = (p2bodydist X=[110+ceil(fvar(21)*10),220+ceil(fvar(21)*10)])&&p2statetype!=L ;D前飛び [State -1, HA1] type = ChangeState value = 37 triggerall = var(39)=0&&(p2stateno!=[80200,80201]) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) triggerall = random<(floor(var(45)*ifelse(var(51)<=1,4.0,2.0)))&&p2movetype!=H trigger1 = (p2bodydist X=[160+ceil(fvar(21)*10),200+ceil(fvar(21)*10)])&&p2statetype!=A trigger2 = (p2bodydist X=[130+ceil(fvar(21)*10),230+ceil(fvar(21)*10)])&&p2statetype=A ;D前大飛び [State -1, HA1] type = ChangeState value = 38 triggerall = var(39)=0&&(p2stateno!=[80200,80201]) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) triggerall = random<(floor(var(45)*ifelse(var(51)>=1&&p2movetype=A,7.0,ifelse(var(51)<=0,4.0,2.0))))&&p2movetype!=H trigger1 = (p2bodydist X=[200+ceil(fvar(21)*10),400+ceil(fvar(21)*10)])&&p2statetype!=L ;中飛び [State -1, HA1] type = ChangeState value = 31 triggerall = var(39)=0&&(p2stateno!=[80200,80201]) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>70) trigger1 = random<(floor(var(45)*ifelse(var(51)<=0,2.0,1.0)))&&p2movetype!=H trigger1 = (p2bodydist X=[-10,50])&&var(51)<=1 trigger2 = random<(floor(var(45)*10.0*fvar(18)))&&p2movetype!=H trigger2 = (p2bodydist X=[-10,50])&&(var(51)>=2&&enemynear(var(44)),hitdefattr=SCA,AT&&p2statetype!=A) ;後飛び [State -1, HA1] type = ChangeState value = 30+(random<500)*5 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&numhelper(10001)&&var(39)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131]) trigger1 = var(39)=0 trigger1 = random<(floor(var(45)*2.0))&&p2movetype!=H&&(facing!=enemynear(var(44)),facing) trigger1 = (p2bodydist X=[0,20])&&p2statetype!=L&&(helper(10001),var(11)<=-120) ;--------------------------------------------------------------------------- ;立ち回り攻撃:地上 相手非地上ガード状態 ;降雷掌 [State -1, HA19] type = ChangeState value = 450 triggerall = var(39)=0&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A triggerall = p2statetype!=L&&(p2stateno!=[150,155]) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131]) trigger1 = random<floor(var(45)*ifelse((stateno=[100,101]),2.0,1.0)*ifelse(p2movetype=A,4.0*fvar(18),4.0)) trigger1 = (p2bodydist X=[-20,20])&&p2dist Y=0&&p2statetype!=A&&var(36)>=ifelse(var(51)>=2,0,floor(var(43)/3.0)) ;投げ [State -1, HA18] type = ChangeState triggerall = var(39)=0&&var(30)=0&&numhelper(10001) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A triggerall = p2statetype!=L&&(p2stateno!=[150,155]) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131]) triggerall = (p2bodydist X=[-20,8])&&p2dist Y=0&&p2statetype!=A trigger1 = random<floor(var(45)*ifelse((stateno=[100,101]),2.0,1.0)*ifelse(p2bodydist X<1,8.0*fvar(18),ifelse(((stateno=100&&time>14)||stateno=101),10.0,3.0))) trigger2 = var(51)>=1&&(enemynear(var(44)),animtime=[-2,-1])&&enemynear(var(44)),ctrl=0&&random<=300*(var(51)>=2)*4.0 value = ifelse(abs(helper(10001),var(11))<abs(helper(10001),var(10)),310,300) ;5D [State -1, HA17] type = ChangeState value = 206 triggerall = var(39)=0&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&(p2bodydist X<40||p2dist Y>-60)&&facing=enemynear(var(44)),facing) triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&facing=enemynear(var(44)),facing) trigger1 = random<(floor(var(45)*var(54)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime<-9,50.0,5.0),2.0))) trigger1 = (p2bodydist X=[0,29])&&p2dist Y=0 ;5C [State -1, HA16] type = ChangeState value = ifelse(p2bodydist X<30,202,221) triggerall = var(39)=0&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&(p2bodydist X<40||p2dist Y>-80)&&facing=enemynear(var(44)),facing) triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&facing=enemynear(var(44)),facing) trigger1 = random<(floor(var(45)*ifelse((stateno=[100,101]),2.0,1.0)*ifelse(var(51)=0,0.5,1.0)*var(54)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime<-5,45.0,40.0),8.0))) trigger1 = (p2bodydist X=[-1,75-var(34)+floor(fvar(21)*6.0)])&&(p2bodydist X<30-var(34)||(random<300||p2statetype=A)) trigger1 = ifelse(p2bodydist X<30,p2dist Y>-60-floor(fvar(19)*6.0),p2dist Y>-40-floor(fvar(19)*7.0)) trigger1 = (p2statetype=A&&(p2bodydist X>=10+floor(fvar(21)*5.0)))||p2statetype!=A ;遠C [State -1, HA15] type = ChangeState value = 202 triggerall = var(39)=0&&var(30)=0&&numhelper(10001) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2 triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&facing=enemynear(var(44)),facing) trigger1 = random<(floor(var(45)*ifelse((stateno=[100,101]),2.0,1.0)*ifelse(var(51)=0,0.75,1.0)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime<-6,15.0,10.0),6.0))) trigger1 = (p2bodydist X=[50-var(34)+ifelse(helper(10001),var(11)>-10,-30,floor(fvar(21)*5.0)),80-var(34)+floor(fvar(21)*5.0)]) trigger1 = p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-60,-30] trigger2 = random<floor(var(45)*4.0)&&var(51)=0 trigger2 = (p2bodydist X=[30,80+floor(fvar(21)*5.0)])&&p2statetype!=A ;5A [State -1, HA14] type = ChangeState value = 200 triggerall = var(39)=0&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&p2bodydist X<40&&p2dist Y>-60&&facing=enemynear(var(44)),facing) triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101]) trigger1 = random<floor(var(45)*20.0*ifelse((stateno=[100,101]),2.0,1.0))&&enemynear(var(44)),animtime<-4&&enemynear(var(44)),time>10 trigger1 = (p2bodydist X=[-5,0])&&p2dist Y=0 ;5A [State -1, HA14] type = ChangeState value = 200 triggerall = var(39)=0&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&p2bodydist X<40&&p2dist Y>-60&&facing=enemynear(var(44)),facing) triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101]) trigger1 = random<(floor(var(45)*ifelse((stateno=[100,101]),2.5,1.0)*var(54)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime=-5,30.0,4.0),12.0))) trigger1 = (p2bodydist X=[1,70+floor(fvar(21)*5.0)])&&p2dist Y>-20-floor(fvar(19)*4.0) ;2A [State -1, HA13] type = ChangeState value = ifelse(random<750,220,222) triggerall = var(39)=0&&var(30)=0&&p2statetype!=A triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&p2bodydist X<40&&p2dist Y>-60&&facing=enemynear(var(44)),facing) triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131]) trigger1 = random<(floor(var(45)*ifelse((stateno=[100,101]),2.5,1.0)*var(54)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime=-4,30.0,4.0),6.0))) trigger1 = (p2bodydist X=[0,80+floor(fvar(21)*3.0)])&&p2dist Y=0 ;5B [State -1, HA12] type = ChangeState value = 204 triggerall = var(39)=0&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&p2bodydist X<40&&p2dist Y>-60&&facing=enemynear(var(44)),facing) triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101]) trigger1 = random<(floor(var(45)*ifelse(var(51)=0,2.0,1.0)*ifelse(facing=enemynear(var(44)),facing,ifelse(p2movetype=A,0.0,3.0),3.0))) trigger1 = (p2bodydist X=[30,90+floor(fvar(21)*10.0)])&&p2dist Y=0 ;6K [State -1, HA11] type = ChangeState value = 214 triggerall = var(39)=0&&var(30)=0 triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101]) trigger1 = random<(floor(var(45)*ifelse(facing=enemynear(var(44)),facing,ifelse(p2movetype=A,0.0,2.0),2.0))) trigger1 = (p2bodydist X=[75,90])&&p2dist Y=0 ;タッグぶっぱ波雷砲 [State -1, HA11] type = ChangeState value = 511+var(17)*49 triggerall = numpartner&&(var(17)=1&&power>=1000||(power>=3000)) triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&teammode = simul triggerall = partner,alive&&partner,movetype!=H triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101]) trigger1 = random<floor(var(45)*10.0)&&((var(17)=0&&var(39)=0)||(var(17)=1&&var(39)!=1)) trigger1 = p2bodydist X>=200&&(var(17)=1||p2dist Y>-40) ;--------------------------------------------------------------------------- ;立ち回り攻撃:空中 相手非地上ガード状態 [State -1, HA8] type = ChangeState value = 235 triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&var(30)=0&&var(21)=0 triggerall = statetype=A&&p2statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A)) triggerall = ctrl||(stateno=[120,132]) triggerall = p2dist Y>70||vel Y<-4 triggerall = random<floor(var(45)*50.0) trigger1 = (var(40)=[0,35])&&(p2dist X=[60,70]) trigger2 = (var(40)=[36,70])&&(p2dist X=[-5,5]) trigger3 = (var(40)=[71,100])&&(p2dist X=[-70,-60]) ;JA [State -1, HA4] type = ChangeState value = ifelse(p2bodydist X<0,ifelse(p2dist X <-30,236,235),230) triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&p2statetype=A&&var(21)=0 triggerall = statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A)) triggerall = ctrl||(stateno=[120,132]) trigger1 = p2dist Y-floor((vel Y*5)+(0.85*((5*(5-1.0))/2.0)))=[-25,55] trigger1 = p2bodydist X=[-10-var(34),70-var(34)+floor(vel X*6.0+fvar(21)*6.0)] trigger1 = random<floor(var(45)*50.0) ;JC [State -1, HA5] type = ChangeState value = ifelse(p2bodydist X<0,ifelse(p2dist X <-30,236,235),231) triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&p2statetype=A&&var(21)=0 triggerall = statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A)) triggerall = ctrl||(stateno=[120,132]) trigger1 = p2dist Y-floor((vel Y*8)+(0.85*((8*(8-1.0))/2.0)))=[-130,-35] trigger1 = p2bodydist X=[-10-var(34),60-var(34)+floor(vel X*12.0+fvar(21)*12.0)] trigger1 = random<floor(var(45)*50.0) ;JB [State -1, HA6] type = ChangeState value = 232 triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&var(30)=0&&p2statetype!=A&&var(21)=0 triggerall = statetype=A&&p2statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A)) triggerall = ctrl||(stateno=[120,132]) trigger1 = p2dist Y-floor((vel Y*5)+(0.85*((5*(5-1.0))/2.0)))=[10,90] trigger1 = p2bodydist X=[-10-var(34),30-var(34)+floor(vel X*5.0+fvar(21)*5.0)] trigger1 = random<floor(var(45)*40.0) ;JD [State -1, HA7] type = ChangeState value = 233 triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&var(30)=0&&p2statetype!=A&&var(21)=0 triggerall = statetype=A&&p2statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A)) triggerall = ctrl||(stateno=[120,132]) trigger1 = p2dist Y-floor((vel Y*12)+(0.85*((12*(12-1.0))/2.0)))=[-10,90] trigger1 = p2bodydist X=[-10-var(34),60-var(34)+floor(vel X*15.0+fvar(21)*15.0)] trigger1 = random<floor(var(45)*40.0) ;Jふっとば [State -1, HA8] type = ChangeState value = 234 triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&var(30)=0&&p2statetype!=A&&var(21)=0 triggerall = statetype=A&&p2statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A)) triggerall = ctrl||(stateno=[120,132]) triggerall = p2dist Y-floor((vel Y*14)+(0.85*((14*(14-1.0))/2.0)))=[-20,80] triggerall = random<floor(var(45)*25.0) trigger1 = p2bodydist X=[-35-var(34),70-var(34)+floor(vel X*16.0+fvar(21)*16.0)] ;--------------------------------------------------------------------------- ;地上コンボレベル3 ;---弱コンボ--- [State -1, HA10];5A type = ChangeState value = 200 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = 70>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=201&&animelemtime(7)>=0&&(movecontact||movereversed) trigger2 = stateno=200&&animelemtime(4)>=0&&(movecontact||movereversed) trigger2 = 30<p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))) [State -1, HA11];2B type = ChangeState value = 222 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=222&&(movecontact||movereversed)&&animelemtime(8)>=0&&animelemtime(9)<0 [State -1, HA12];2A type = ChangeState value = 220 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = !(30>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(power>=1700||(var(17)=1&&power>=1000)) triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=220&&(movecontact||movereversed)&&animelemtime(5)>=0 trigger2 = stateno=222&&(movecontact||movereversed)&&animelemtime(6)>=0&&animelemtime(10)<0 [State -1, HA13];5A6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=1700||(var(17)=1&&power>=1000)) triggerall = !(60>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 [State -1, HA14];2A6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=1700||(var(17)=1&&power>=1000)) triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA15];強6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&var(17)=1&&power>=1000 triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) triggerall = helper(10001),var(10)>100 trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 [State -1, HA15];天夢鳥 type = ChangeState value = 501+var(17)*49 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit&&power>=1000 triggerall = stateno=215 trigger1 = 34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger2 = 42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger3 = 50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger4 = 58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger5 = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger6 = 73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction))) [State -1, HA15];隙消し禮華 type = ChangeState value = 460 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = stateno=215 trigger1 = power>=1000 trigger1 = !(34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger2 = power<1000 [State -1, HA16];強光幻刃 type = ChangeState value = 421 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&!(power>=1700||(var(17)=1&&power>=1000)) triggerall = p2bodydist X>20 triggerall = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA17];弱光幻刃 type = ChangeState value = 420 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&!(power>=1700||(var(17)=1&&power>=1000)) triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA18];疾風牙 type = ChangeState value = ifelse(teammode = simul ,214+(movecontact=1),430) triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = !(80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 110>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 ;---強コンボ--- [State -1, HA15];D6P type = ChangeState value = 212 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit>=2 triggerall = (65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(p2bodydist X>=-5&&helper(10001),var(10)<100) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 [State -1, HA15];D6P type = ChangeState value = ifelse(teammode = simul ,214+(movecontact=1),213) triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)>100 triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 100>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 [State -1, HA15];D6P type = ChangeState value = ifelse(power>=1000&&var(17)=0,521,411) triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)<75&&p2bodydist X>=-5 trigger1 = stateno=213 [State -1, HA15];D6P type = ChangeState value = ifelse(power>=1000&&var(17)=0,521,ifelse(teammode = simul ,214+(movecontact=1),431)) triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)>100||stateno=213 triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 140>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**15-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 trigger5 = stateno=213 [State -1, HA15];D6P type = varset var(30) = 18 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype=A&&var(37)&&p2movetype=H triggerall = helper(10001),var(10)<55 trigger1 = stateno=212&&movehit [State -1, HA13] type = ChangeState value = 38 triggerall = var(39)=0&&var(30)=18&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype=A&&var(37)&&p2movetype=H triggerall = helper(10001),var(10)<55 trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131]) [State -1, HA13] type = ChangeState value = 235 triggerall = var(39)=0&&var(30)=18&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype=A&&var(37)&&p2movetype=H triggerall = helper(10001),var(10)<55 trigger1 = ctrl&&statetype=A&&time=3 [State -1, HA13] type = ChangeState value = 501+var(17)*49 triggerall = var(39)=0&&var(30)=18&&var(46)=3&&var(17)=1&&power>=1000 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype=A&&var(37)&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)<55 trigger1 = stateno=235&&(p2bodydist X=[-15,30])&&(p2dist Y=[-15,60]) [State -1, HA15];D6P type = varset var(30) = 0 triggerall = var(30)=18 trigger1 = movetype=H||var(39)>0||roundstate!=2||(stateno=235&&movecontact=2)||stateno=237||enemynear(var(44)),ctrl [State -1, HA15];天夢鳥 type = ChangeState value = 500+var(17)*50 triggerall = var(39)=0&&var(46)=3 triggerall = var(59)!=0&&roundstate=2&&statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&((var(17)=1&&power=1000)||power>=2000) triggerall = enemynear(var(44)),gethitvar(hittime)=3 triggerall = (p2dist Y=[-10,40])&&(p2bodydist Y=[-40,20]) trigger1 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger2 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger4 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger5 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 [State -1, MA3];ガクラ用 type = changestate value = 100 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&statetype!=A&&var(39)=0&&var(46)=3 trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131]) trigger1 = p2bodydist X=[1,8.5*(25-enemynear(var(44)),time)] [State -1, MA3];ガクラ用 type = changestate value = 206 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-9 trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-9 [State -1, MA3];ガクラ用 type = changestate value = 202 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-5 trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-5 [State -1, MA3];ガクラ用 type = changestate value = 223 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[30,70])&&enemynear(var(44)),time=30-6 [State -1, MA3];ガクラ用 type = changestate value = 430 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[70,110])&&enemynear(var(44)),time=30-6 [State -1, MA3];ガクラ用 type = changestate value = 200 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-4 trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-6 [State -1, MA3];ガクラ用 type = changestate value = 461 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=3 trigger1 = stateno=215&&movecontact [State -1, MA3];ガクラ用 type = changestate value = 212 triggerall = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=3 triggerall = movecontact>=2 trigger1 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0&&p2bodydist X>=22 trigger2 = stateno=223&&animelemtime(4)>=0&&animelem=9,<1 ;--------------------------------------------------------------------------- ;地上コンボレベル2 ;---弱コンボ--- [State -1, HA10];5A type = ChangeState value = 200 triggerall = var(39)=0&&var(46)=2 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = 70>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=201&&animelemtime(7)>=0&&(movecontact||movereversed) trigger2 = stateno=200&&animelemtime(4)>=0&&(movecontact||movereversed) [State -1, HA11];2B type = ChangeState value = 222 triggerall = var(39)=0&&var(46)=2 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=222&&(movecontact||movereversed)&&animelemtime(8)>=0&&animelemtime(9)<0 [State -1, HA12];2A type = ChangeState value = 220 triggerall = var(39)=0&&var(46)=2 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = !(30>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(power>=1700||(var(17)=1&&power>=1000)) triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=220&&(movecontact||movereversed)&&animelemtime(5)>=0 trigger2 = stateno=222&&(movecontact||movereversed)&&animelemtime(6)>=0&&animelemtime(10)<0 [State -1, HA13];5A6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=2000||(var(17)=1&&power>=1000)) triggerall = !(60>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 [State -1, HA14];2A6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=2000||(var(17)=1&&power>=1000)) triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA15];強6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&var(17)=1&&power>=1000 triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) triggerall = helper(10001),var(10)>100 trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 [State -1, HA15];天夢鳥 type = ChangeState value = 501+var(17)*49 triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit&&power>=1000 triggerall = stateno=215 trigger1 = 34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger2 = 42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger3 = 50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger4 = 58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger5 = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger6 = 73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction))) [State -1, HA15];隙消し禮華 type = ChangeState value = 460 triggerall = var(39)=0&&var(46)=2 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = stateno=215 trigger1 = power>=1000 trigger1 = !(34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger1 = !(73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) trigger2 = power<1000 [State -1, HA16];強光幻刃 type = ChangeState value = 421 triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(var(32)<30||!(power>=1700||(var(17)=1&&power>=1000))) triggerall = p2bodydist X>20 triggerall = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA17];弱光幻刃 type = ChangeState value = 420 triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(var(32)<30||!(power>=1700||(var(17)=1&&power>=1000))) triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA18];疾風牙 type = ChangeState value = ifelse(teammode = simul ,214+(movecontact=1),430) triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = !(80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 110>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 ;---強コンボ--- [State -1, HA15];D6P type = ChangeState value = 212 triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<75) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit>=2 triggerall = (65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(p2bodydist X>=-5&&helper(10001),var(10)<100) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 [State -1, HA15];D6P type = ChangeState value = ifelse(teammode = simul ,214+(movecontact=1),213) triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<75) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)>100||(helper(10001),var(10)<100&&power>=1000&&var(17)=0) triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||var(32)>25 triggerall = 100>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 [State -1, HA15];D6P type = ChangeState value = ifelse(power>=1000&&var(17)=0,521,411) triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = stateno=213 trigger1 = helper(10001),var(10)<75&&p2bodydist X>=-5 trigger2 = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))) [State -1, HA15];D6P type = ChangeState value = ifelse(power>=1000&&var(17)=0&&random<500,521,ifelse(teammode = simul ,214+(movecontact=1),431)) triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)>100||stateno=213 triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 140>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**15-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 trigger5 = stateno=213 [State -1, HA15];D6P type = varset var(30) = 18 triggerall = var(39)=0&&var(46)=2&&var(31)<=25 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype=A&&var(37)&&p2movetype=H triggerall = helper(10001),var(10)<55 trigger1 = stateno=212&&movehit [State -1, HA13] type = ChangeState value = 38 triggerall = var(39)=0&&var(30)=18&&var(46)=2 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype=A&&var(37)&&p2movetype=H triggerall = helper(10001),var(10)<55 trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131]) [State -1, HA13] type = ChangeState value = 235 triggerall = var(39)=0&&var(30)=18&&var(46)=2 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype=A&&var(37)&&p2movetype=H triggerall = helper(10001),var(10)<55 trigger1 = ctrl&&statetype=A&&time=3 [State -1, HA13] type = ChangeState value = 501+var(17)*49 triggerall = var(39)=0&&var(30)=18&&var(46)=2&&var(17)=1&&power>=1000 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype=A&&var(37)&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)<55 trigger1 = stateno=235&&(p2bodydist X=[-15,30])&&(p2dist Y=[-15,60]) [State -1, HA15];D6P type = varset var(30) = 0 triggerall = var(30)=18 trigger1 = movetype=H||var(39)>0||roundstate!=2||(stateno=235&&movecontact=2)||stateno=237||enemynear(var(44)),ctrl [State -1, HA15];天夢鳥 type = ChangeState value = 500+var(17)*50 triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<500) triggerall = var(59)!=0&&roundstate=2&&statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&((var(17)=1&&power=1000)||power>=2000) triggerall = enemynear(var(44)),gethitvar(hittime)=3 triggerall = (p2dist Y=[-10,40])&&(p2bodydist Y=[-40,20]) trigger1 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger2 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger4 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger5 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 [State -1, MA3];ガクラ用 type = changestate value = 206 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-9 trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-9 [State -1, MA3];ガクラ用 type = changestate value = 202 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-5 trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-5 [State -1, MA3];ガクラ用 type = changestate value = 223 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[30,70])&&enemynear(var(44)),time=30-6 [State -1, MA3];ガクラ用 type = changestate value = 430 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[70,110])&&enemynear(var(44)),time=30-6 [State -1, MA3];ガクラ用 type = changestate value = 200 triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2 triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]) trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-4 trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-6 [State -1, MA3];ガクラ用 type = changestate value = 461 trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=2 trigger1 = stateno=215&&movecontact [State -1, MA3];ガクラ用 type = changestate value = 213 triggerall = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=2 triggerall = movecontact=1 trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger4 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger5 = stateno=210&&animelemtime(5)>=0&&animelemtime(10)<0 trigger6 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 trigger7 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger8 = stateno=223&&animelemtime(4)>=0&&animelemtime(9)<0 [State -1, MA3];ステージ端拾いレベル固定 type = varset var(47) = 2 triggerall = var(47)<=1&&var(46)=2 trigger1 = movehit&&stateno=212 ;--------------------------------------------------------------------------- ;地上コンボレベル1 ;---弱コンボ--- [State -1, HA10];5A type = ChangeState value = 200 triggerall = var(39)=0&&var(46)=1 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = 70>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=201&&animelemtime(7)>=0&&(movecontact||movereversed) trigger2 = stateno=200&&animelemtime(4)>=0&&(movecontact||movereversed) [State -1, HA11];2B type = ChangeState value = 222 triggerall = var(39)=0&&var(46)=1 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=222&&(movecontact||movereversed)&&animelemtime(8)>=0&&animelemtime(9)<0 [State -1, HA12];2A type = ChangeState value = 220 triggerall = var(39)=0&&var(46)=1 triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = !(30>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(power>=1700||(var(17)=1&&power>=1000)) triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=220&&(movecontact||movereversed)&&animelemtime(5)>=0 trigger2 = stateno=222&&(movecontact||movereversed)&&animelemtime(6)>=0&&animelemtime(10)<0 [State -1, HA13];5A6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=2000||(var(17)=1&&power>=1000)) triggerall = !(60>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 [State -1, HA14];2A6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=2000||(var(17)=1&&power>=1000)) triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA15];強6K type = ChangeState value = 215 triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&var(17)=1&&power>=1000 triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction))) triggerall = helper(10001),var(10)>100 trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 [State -1, HA15];天夢鳥 type = ChangeState value = 501+var(17)*49 triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30) triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit&&power>=1000 triggerall = stateno=215&&random<400 trigger1 = 34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger2 = 42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger3 = 50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger4 = 58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger5 = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger6 = 73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction))) [State -1, HA15];隙消し禮華 type = ChangeState value = 460 triggerall = var(39)=0&&var(46)=1 triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit trigger1 = stateno=215 [State -1, HA16];強光幻刃 type = ChangeState value = 421 triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(var(32)<30||!(power>=1700||(var(17)=1&&power>=1000))) triggerall = p2bodydist X>20 triggerall = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA17];弱光幻刃 type = ChangeState value = 420 triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(var(32)<30||!(power>=1700||(var(17)=1&&power>=1000))) triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 [State -1, HA18];疾風牙 type = ChangeState value = ifelse(teammode = simul ,214+(movecontact=1),430) triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit triggerall = !(80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction)))) triggerall = 110>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 ;---強コンボ--- [State -1, HA15];D6P type = ChangeState value = ifelse(teammode = simul ,214+(movecontact=1),213) triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = 100>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 [State -1, HA15];D6P type = ChangeState value = 570 triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<40) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = p2bodydist X>-1&&power>=1000&&var(17)=1 triggerall = helper(10001),var(10)<140||120>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**20-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 trigger5 = stateno=213 [State -1, HA15];D6P type = ChangeState value = ifelse(power>=1000&&var(17)=0&&random<300,521,411) triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<40) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)<75&&p2bodydist X>=-5 trigger1 = stateno=213 [State -1, HA15];D6P type = ChangeState value = ifelse(power>=1000&&var(17)=0&&random<300,521,ifelse(teammode = simul ,214+(movecontact=1),431)) triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<40) triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1 triggerall = helper(10001),var(10)>100||stateno=213 triggerall = 140>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**15-1)/ln(enemynear(var(44)),const(movement.stand.friction))) trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0 trigger5 = stateno=213 [State -1, HA15];天夢鳥 type = ChangeState value = 500+var(17)*50 triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<200) triggerall = var(59)!=0&&roundstate=2&&statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201]) triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&((var(17)=1&&power=1000)||power>=2000) triggerall = enemynear(var(44)),gethitvar(hittime)=3 triggerall = (p2dist Y=[-10,40])&&(p2bodydist Y=[-40,20]) trigger1 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger2 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger3 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0 trigger4 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 trigger5 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0 [State -1, MA3];ガクラ用 type = changestate value = ifelse(random<500,212+(movecontact=1),214+(movecontact=1)) triggerall = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=1 triggerall = movecontact&&random<250 trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0 trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0 trigger3 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0 trigger4 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0 trigger5 = stateno=210&&animelemtime(5)>=0&&animelemtime(10)<0 trigger6 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0 trigger7 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0 trigger8 = stateno=223&&animelemtime(4)>=0&&animelemtime(9)<0 ;--------------------------------------------------------------------------- ;飛翼コンボレベル3 [State -1, AC1] type = ChangeState value = ifelse(p2statetype!=A&&(p2dist X=[-70,40]),235,236) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3 triggerall = pos Y+floor((vel Y*6)+(0.85*((6*(6-1.0))/2.0)))<0&&p2dist Y>-10 triggerall = p2bodydist X<ifelse(p2statetype=A,1,ifelse(helper(10001),var(10)<75,40,15))&&movehit&&(var(37)||p2statetype!=A) trigger1 = stateno=232&&animelemtime(3)>=0&&animelemtime(7)<0 trigger2 = stateno=233&&animelemtime(5)>=0&&animelemtime(8)<0 trigger3 = stateno=234&&animelemtime(3)>=0&&animelemtime(8)<0 [State -1, AC1] type = ChangeState value = 450 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A triggerall = stateno=237 trigger1 = ((p2bodydist X=[-20,15])&&enemynear(var(44)),gethitvar(hittime)=[9,11]) trigger2 = ((p2bodydist X=[-20,0])&&enemynear(var(44)),gethitvar(hittime)>=9) [State -1, AC1] type = ChangeState value = 411 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15]) triggerall = (p2bodydist X=[-80-var(34),70-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15] trigger1 = stateno=237 [State -1, AC1] type = ChangeState value = 431 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15]) triggerall = (p2bodydist X=[-120-var(34),120-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15] trigger1 = stateno=237 [State -1, AC1] type = ChangeState value = 420 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-40-var(34),40+var(34)]) triggerall = (p2bodydist X=[-90-var(34),90-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[10,12] trigger1 = stateno=237 [State -1, AC1] type = ChangeState value = 430 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&((p2bodydist X!=[-20,15])||enemynear(var(44)),gethitvar(hittime)=[6,8]) triggerall = (p2bodydist X=[-120-var(34),100-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[6,12] trigger1 = stateno=237 [State -1, AC1];雷光掌波雷砲 type = ChangeState value = 510 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=12,>=0&&var(47)>=3&&power>=2000&&var(17)=0&&helper(10001),var(10)<95 [State -1, AC1];雷光掌一陣ノ風 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=14,=-1&&var(47)>=3&&power>=1000&&var(17)=1 [State -1, AC1];雷光掌螺刹旋 type = ChangeState value = 411 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=14,=-1&&var(47)>=3 [State -1, AC1];空中追撃飛翼 type = varset var(30) = 20 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[150,155])||var(37)) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53 triggerall = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-60,-10]) trigger1 = (p2bodydist X>=0+fvar(21)*14&&helper(10001),var(10)<=70) trigger2 = p2bodydist X<30+fvar(21)*14&&p2dist X>-50+fvar(21)*14 trigger3 = (p2bodydist X>=-20&&helper(10001),var(10)<=50) [State -1, AC1] type = ChangeState value = ifelse(p2dist X>0,37,35) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=20 trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53 [State -1, MA2] type = changestate value = ifelse(abs(p2dist X)<30,235,236) trigger1 = var(30)=20&&var(48)=5&&statetype=A&&(p2stateno!=[80099,80103]) trigger1 = ctrl||(stateno=[120,131]) [State -1, MA2];変数リセット type = varset var(30) = 0 trigger1 = movetype=H||((stateno!=[30,39])&&statetype!=A)||movetype=A||var(39)>=1||(stateno=53&&time=1)||roundstate!=2 trigger1 = var(30)=20 [State -1, AC1];空中追撃天夢鳥 type = varset var(30) = 21 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&((power>=1000&&(p2stateno=[80024,80026]))||power>=2000) triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[150,155])||var(37))&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53 triggerall = (p2dist Y+floor((fvar(19)*7)+(fvar(20)*((7*(7-1.0))/2.0)))=[-60,-10]) trigger1 = (p2bodydist X>=0+fvar(21)*7&&helper(10001),var(10)<=70) trigger2 = p2bodydist X<30+fvar(21)*7&&p2dist X>-50+fvar(21)*14 trigger3 = (p2bodydist X>=-20&&helper(10001),var(10)<=50) [State -1, AC1] type = ChangeState value = ifelse(p2dist X>0,37,35) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=21 trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53 [State -1, MA2] type = changestate value = ifelse(abs(p2dist X)<30,500+var(17)*50,501+var(17)*49) trigger1 = var(30)=21&&var(48)=5&&statetype=A&&(p2stateno!=[80099,80103]) trigger1 = ctrl||(stateno=[120,131]) [State -1, MA2];変数リセット type = varset var(30) = 0 trigger1 = movetype=H||((stateno!=[30,39])&&statetype!=A)||movetype=A||var(39)>=1||(stateno=53&&time=1)||roundstate!=2 trigger1 = var(30)=21 [State -1, MA2] type = changestate value = 501+var(17)*49 triggerall = var(59)!=0&&((((stateno=[120,132])||ctrl)&&statetype=A)||((stateno=[230,236])&&(movecontact=[3,10])))&&p2statetype=A&&(((movereversed||moveguarded)&&p2movetype!=H)||((p2stateno=[154,155])&&p2movetype=H)||(var(37)&&p2movetype=H)) triggerall = enemynear(var(44)),gethitvar(hitshaketime)=0&&((power>=1000&&var(17)=1)||power>=2500)&&fvar(19)!=0&&fvar(20)!=0&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = ((((movereversed<11&&var(21)=105)||moveguarded<11)&&random<floor(var(45)*((var(46)+var(51))/2.0*fvar(18))))||!((moveguarded<11&&var(21)=105)&&moveguarded<11)) trigger1 = pos Y+(5*1)<0&&(p2bodydist X=[-30+var(34),20]) trigger1 = enemynear(var(44)),pos Y+floor((fvar(19)*3)+(enemynear(var(44)),gethitvar(yaccel)*((3*(3-1.0))/2.0)))<0&&(p2dist Y-5*1+floor((fvar(19)*3)+(enemynear(var(44)),gethitvar(yaccel)*((3*(3-1.0))/2.0)))=[-20,60]) trigger2 = pos Y+(5*3)<0&&(p2bodydist X<20+8*3+fvar(20)*5||(p2dist X>=-30&&helper(10001),var(10)-50-8*3<=0)) trigger2 = enemynear(var(44)),pos Y+floor((fvar(19)*5)+(enemynear(var(44)),gethitvar(yaccel)*((5*(5-1.0))/2.0)))<0&&(p2dist Y-5*3+floor((fvar(19)*5)+(enemynear(var(44)),gethitvar(yaccel)*((5*(5-1.0))/2.0)))=[-20,60]) trigger3 = pos Y+(5*6)<0&&(p2bodydist X<20+8*6+fvar(20)*8||(p2dist X>=-5&&helper(10001),var(10)-50-8*6<=0)) trigger3 = enemynear(var(44)),pos Y+floor((fvar(19)*8)+(enemynear(var(44)),gethitvar(yaccel)*((8*(8-1.0))/2.0)))<0&&(p2dist Y-5*6+floor((fvar(19)*8)+(enemynear(var(44)),gethitvar(yaccel)*((8*(8-1.0))/2.0)))=[-20,60]) trigger4 = pos Y+(5*10)<0&&(p2bodydist X<20+8*10+fvar(20)*12||(p2dist X>=-5&&helper(10001),var(10)-50-8*10<=0)) trigger4 = enemynear(var(44)),pos Y+floor((fvar(19)*12)+(enemynear(var(44)),gethitvar(yaccel)*((12*(12-1.0))/2.0)))<0&&(p2dist Y-5*10+floor((fvar(19)*12)+(enemynear(var(44)),gethitvar(yaccel)*((12*(12-1.0))/2.0)))=[-20,60]) trigger5 = pos Y+(5*13)<0&&(p2bodydist X<20+8*13+fvar(20)*15||(p2dist X>=-5&&helper(10001),var(10)-50-8*13<=0)) trigger5 = enemynear(var(44)),pos Y+floor((fvar(19)*15)+(enemynear(var(44)),gethitvar(yaccel)*((15*(15-1.0))/2.0)))<0&&(p2dist Y-5*13+floor((fvar(19)*15)+(enemynear(var(44)),gethitvar(yaccel)*((15*(15-1.0))/2.0)))=[-20,60]) [State -1, AC1];空中追撃一陣ノ風 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=1&&power>=1000 triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(13-13))+fvar(21)*13))&&(p2bodydist X<45-var(34)+ceil((8.5*(13-13))+fvar(21)*13)) trigger2 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(15-13))+fvar(21)*15))&&(p2bodydist X<45-var(34)+ceil((8.5*(15-13))+fvar(21)*15)) trigger3 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(17-13))+fvar(21)*17))&&(p2bodydist X<45-var(34)+ceil((8.5*(17-13))+fvar(21)*17)) trigger4 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(19-13))+fvar(21)*19))&&(p2bodydist X<45-var(34)+ceil((8.5*(19-13))+fvar(21)*19)) trigger5 = (p2dist Y+floor((fvar(19)*21)+(fvar(20)*((21*(21-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(21-13))+fvar(21)*21))&&(p2bodydist X<45-var(34)+ceil((8.5*(21-13))+fvar(21)*21)) trigger6 = (p2dist Y+floor((fvar(19)*23)+(fvar(20)*((23*(23-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(23-13))+fvar(21)*23))&&(p2bodydist X<45-var(34)+ceil((8.5*(23-13))+fvar(21)*23)) trigger7 = (p2dist Y+floor((fvar(19)*25)+(fvar(20)*((25*(25-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(25-13))+fvar(21)*25))&&(p2bodydist X<45-var(34)+ceil((8.5*(25-13))+fvar(21)*25)) trigger8 = (p2dist Y+floor((fvar(19)*27)+(fvar(20)*((27*(27-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(27-13))+fvar(21)*27))&&(p2bodydist X<45-var(34)+ceil((8.5*(27-13))+fvar(21)*27)) trigger9 = (p2dist Y+floor((fvar(19)*29)+(fvar(20)*((29*(29-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(29-13))+fvar(21)*29))&&(p2bodydist X<45-var(34)+ceil((8.5*(29-13))+fvar(21)*29)) trigger10= (p2dist Y+floor((fvar(19)*31)+(fvar(20)*((31*(31-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(31-13))+fvar(21)*31))&&(p2bodydist X<45-var(34)+ceil((8.5*(31-13))+fvar(21)*31)) trigger11= (p2dist Y+floor((fvar(19)*33)+(fvar(20)*((33*(33-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(33-13))+fvar(21)*33))&&(p2bodydist X<45-var(34)+ceil((8.5*(33-13))+fvar(21)*33)) trigger12= (p2dist Y+floor((fvar(19)*35)+(fvar(20)*((35*(35-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(35-13))+fvar(21)*35))&&(p2bodydist X<45-var(34)+ceil((8.5*(35-13))+fvar(21)*35)) trigger13= (p2dist Y+floor((fvar(19)*37)+(fvar(20)*((37*(37-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(37-13))+fvar(21)*37))&&(p2bodydist X<45-var(34)+ceil((8.5*(37-13))+fvar(21)*37)) trigger14= (p2dist Y+floor((fvar(19)*39)+(fvar(20)*((39*(39-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(39-13))+fvar(21)*39))&&(p2bodydist X<45-var(34)+ceil((8.5*(39-13))+fvar(21)*39)) trigger15= (p2dist Y+floor((fvar(19)*41)+(fvar(20)*((41*(41-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(41-13))+fvar(21)*41))&&(p2bodydist X<45-var(34)+ceil((8.5*(41-13))+fvar(21)*41)) trigger16= (p2dist Y+floor((fvar(19)*43)+(fvar(20)*((43*(43-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(43-13))+fvar(21)*43))&&(p2bodydist X<45-var(34)+ceil((8.5*(43-13))+fvar(21)*43)) trigger17= (p2dist Y+floor((fvar(19)*45)+(fvar(20)*((45*(45-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(45-13))+fvar(21)*45))&&(p2bodydist X<45-var(34)+ceil((8.5*(45-13))+fvar(21)*45)) trigger18= (p2dist Y+floor((fvar(19)*47)+(fvar(20)*((47*(47-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(47-13))+fvar(21)*47))&&(p2bodydist X<45-var(34)+ceil((8.5*(47-13))+fvar(21)*47)) trigger19= (p2dist Y+floor((fvar(19)*49)+(fvar(20)*((49*(49-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(49-13))+fvar(21)*49))&&(p2bodydist X<45-var(34)+ceil((8.5*(49-13))+fvar(21)*49)) trigger20= (p2dist Y+floor((fvar(19)*51)+(fvar(20)*((51*(51-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(51-13))+fvar(21)*51))&&(p2bodydist X<45-var(34)+ceil((8.5*(51-13))+fvar(21)*51)) trigger21= (p2dist Y+floor((fvar(19)*53)+(fvar(20)*((53*(53-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(53-13))+fvar(21)*53))&&(p2bodydist X<45-var(34)+ceil((8.5*(53-13))+fvar(21)*53)) [State -1, AC1];空中追撃一陣ノ風 飛翼裏落ち時 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=1&&power>=1000 triggerall = stateno=237&&p2dist X<0 trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(13-13))-fvar(21)*13))&&(p2bodydist X<45+var(34)-ceil((8.5*(13-13))-fvar(21)*13)) trigger2 = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(14-13))-fvar(21)*14))&&(p2bodydist X<45+var(34)-ceil((8.5*(14-13))-fvar(21)*14)) trigger3 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(15-13))-fvar(21)*15))&&(p2bodydist X<45+var(34)-ceil((8.5*(15-13))-fvar(21)*15)) trigger4 = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(16-13))-fvar(21)*16))&&(p2bodydist X<45+var(34)-ceil((8.5*(16-13))-fvar(21)*16)) trigger5 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(17-13))-fvar(21)*17))&&(p2bodydist X<45+var(34)-ceil((8.5*(17-13))-fvar(21)*17)) trigger6 = (p2dist Y+floor((fvar(19)*18)+(fvar(20)*((18*(18-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(18-13))-fvar(21)*18))&&(p2bodydist X<45+var(34)-ceil((8.5*(18-13))-fvar(21)*18)) trigger7 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(19-13))-fvar(21)*19))&&(p2bodydist X<45+var(34)-ceil((8.5*(19-13))-fvar(21)*19)) trigger8 = (p2dist Y+floor((fvar(19)*20)+(fvar(20)*((20*(20-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(20-13))-fvar(21)*20))&&(p2bodydist X<45+var(34)-ceil((8.5*(20-13))-fvar(21)*20)) trigger9 = (p2dist Y+floor((fvar(19)*21)+(fvar(20)*((21*(21-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(21-13))-fvar(21)*21))&&(p2bodydist X<45+var(34)-ceil((8.5*(21-13))-fvar(21)*21)) trigger10= (p2dist Y+floor((fvar(19)*22)+(fvar(20)*((22*(22-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(22-13))-fvar(21)*22))&&(p2bodydist X<45+var(34)-ceil((8.5*(22-13))-fvar(21)*22)) trigger11= (p2dist Y+floor((fvar(19)*23)+(fvar(20)*((23*(23-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(23-13))-fvar(21)*23))&&(p2bodydist X<45+var(34)-ceil((8.5*(23-13))-fvar(21)*23)) trigger12= (p2dist Y+floor((fvar(19)*24)+(fvar(20)*((24*(24-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(24-13))-fvar(21)*24))&&(p2bodydist X<45+var(34)-ceil((8.5*(24-13))-fvar(21)*24)) trigger13= (p2dist Y+floor((fvar(19)*25)+(fvar(20)*((25*(25-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(25-13))-fvar(21)*25))&&(p2bodydist X<45+var(34)-ceil((8.5*(25-13))-fvar(21)*25)) trigger14= (p2dist Y+floor((fvar(19)*26)+(fvar(20)*((26*(26-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(26-13))-fvar(21)*26))&&(p2bodydist X<45+var(34)-ceil((8.5*(26-13))-fvar(21)*26)) trigger15= (p2dist Y+floor((fvar(19)*27)+(fvar(20)*((27*(27-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(27-13))-fvar(21)*27))&&(p2bodydist X<45+var(34)-ceil((8.5*(27-13))-fvar(21)*27)) trigger16= (p2dist Y+floor((fvar(19)*28)+(fvar(20)*((28*(28-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(28-13))-fvar(21)*28))&&(p2bodydist X<45+var(34)-ceil((8.5*(28-13))-fvar(21)*28)) trigger17= (p2dist Y+floor((fvar(19)*29)+(fvar(20)*((29*(29-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(29-13))-fvar(21)*29))&&(p2bodydist X<45+var(34)-ceil((8.5*(29-13))-fvar(21)*29)) trigger18= (p2dist Y+floor((fvar(19)*30)+(fvar(20)*((30*(30-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(30-13))-fvar(21)*30))&&(p2bodydist X<45+var(34)-ceil((8.5*(30-13))-fvar(21)*30)) trigger19= (p2dist Y+floor((fvar(19)*31)+(fvar(20)*((31*(31-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(31-13))-fvar(21)*31))&&(p2bodydist X<45+var(34)-ceil((8.5*(31-13))-fvar(21)*31)) trigger20= (p2dist Y+floor((fvar(19)*32)+(fvar(20)*((32*(32-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(32-13))-fvar(21)*32))&&(p2bodydist X<45+var(34)-ceil((8.5*(32-13))-fvar(21)*32)) trigger21= (p2dist Y+floor((fvar(19)*33)+(fvar(20)*((33*(33-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(33-13))-fvar(21)*33))&&(p2bodydist X<45+var(34)-ceil((8.5*(33-13))-fvar(21)*33)) [State -1, AC1];空中追撃雷光閃 type = ChangeState value = 520 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&p2dist Y<-5 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=0&&power>=1700 triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) triggerall = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-30,-5]) trigger1 = (p2dist X=[-35+fvar(21)*16,45+fvar(21)*16])&&helper(10001),var(10)>120&&(stateno!=237||stateno=237&&p2dist X>=0) trigger2 = (p2dist X=[-45-fvar(21)*16,35-fvar(21)*16])&&helper(10001),var(10)>120&&stateno=237&&p2dist X<0 [State -1, AC1];空中追撃螺刹旋 type = ChangeState value = 411 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&!(var(17)=1&&power>=1000) triggerall = p2movetype=H&&p2statetype=A&&var(37)&&p2dist Y<-5 triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) triggerall = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-50,-5]) trigger1 = (p2bodydist X<75-var(34)+fvar(21)*14&&p2bodydist X>25-var(34)+fvar(21)*14)&&p2dist X>20&&(stateno!=237||stateno=237&&p2dist X>=0) trigger2 = (p2bodydist X>=0-var(34)+fvar(21)*14&&helper(10001),var(10)<=85)&&(stateno!=237||stateno=237&&p2dist X>=0) trigger3 = (p2bodydist X<-75+var(34)-fvar(21)*14&&p2bodydist X>-25+var(34)-fvar(21)*14)&&p2dist X<-20&&stateno=237&&p2dist X<0 [State -1, AC1];空中追撃烈風衝 type = ChangeState value = 431 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&!(var(17)=1&&power>=1000)&&p2dist Y<-5 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) triggerall = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-40,-5]) trigger1 = (p2bodydist X<130-var(34)+fvar(21)*14&&p2bodydist X>105-var(34)+fvar(21)*14) trigger2 = (p2bodydist X>60-var(34)+fvar(21)*14&&helper(10001),var(10)<=160) trigger3 = (p2bodydist X>=0-var(34)+fvar(21)*14&&helper(10001),var(10)<=70) [State -1, AC1];空中追撃用ダッシュ type = ChangeState value = 100 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||((stateno=[120,131])&&statetype!=A)||stateno=53 trigger1 = (p2dist Y+floor((fvar(19)*5)+(fvar(20)*((5*(5-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(5-4))+fvar(21)*5)) trigger2 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(6-4))+fvar(21)*6)) trigger3 = (p2dist Y+floor((fvar(19)*7)+(fvar(20)*((7*(7-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(7-4))+fvar(21)*7)) trigger4 = (p2dist Y+floor((fvar(19)*8)+(fvar(20)*((8*(8-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(8-4))+fvar(21)*8)) trigger5 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(9-4))+fvar(21)*9)) trigger6 = (p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(10-4))+fvar(21)*10)) trigger7 = (p2dist Y+floor((fvar(19)*11)+(fvar(20)*((11*(11-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(11-4))+fvar(21)*11)) trigger8 = (p2dist Y+floor((fvar(19)*12)+(fvar(20)*((12*(12-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(12-4))+fvar(21)*12)) trigger9 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(13-4))+fvar(21)*13)) trigger10= (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(14-4))+fvar(21)*14)) trigger11 = p2bodydist X>ceil((8.5*(15-4))+fvar(21)*15) [State -1, AC1];空中追撃用歩行 type = ChangeState value = 25 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = (ctrl&&statetype!=A)||((stateno=[120,131])&&statetype!=A)||stateno=53 trigger1 = p2bodydist X>10+ceil(2.1*5+fvar(21)*5) [State -1, AC1];空中追撃遠C type = ChangeState value = 202 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53 triggerall = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-65,-25]) trigger1 = (p2bodydist X<85+fvar(21)*6&&p2bodydist X>=30-var(34)+fvar(21)*6)&&p2bodydist X>=30 [State -1, AC1];空中追撃円水斬 type = ChangeState value = 410 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = (p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80) trigger1 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-50,-5]) trigger2 = (p2bodydist X<80-var(34)+fvar(21)*9&&p2dist X>-30+fvar(21)*9)||(p2bodydist X>-30-var(34)+fvar(21)*9&&helper(10001),var(10)<=80) trigger2 = !((p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80)) trigger2 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-60,-5]) ;--------------------------------------------------------------------------- ;飛翼コンボレベル2 [State -1, AC1] type = ChangeState value = 450 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A triggerall = stateno=237 trigger1 = ((p2bodydist X=[-20,15])&&enemynear(var(44)),gethitvar(hittime)=[9,11]) trigger2 = ((p2bodydist X=[-20,0])&&enemynear(var(44)),gethitvar(hittime)>=9) [State -1, AC1] type = ChangeState value = ifelse(random%2,421,411) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15]) triggerall = (p2bodydist X=[-80-var(34),70-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15] trigger1 = stateno=237 [State -1, AC1] type = ChangeState value = 431 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15]) triggerall = (p2bodydist X=[-120-var(34),120-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15] trigger1 = stateno=237 [State -1, AC1] type = ChangeState value = 420 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-40-var(34),40+var(34)]) triggerall = (p2bodydist X=[-90-var(34),90-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[10,12] trigger1 = stateno=237 [State -1, AC1] type = ChangeState value = 430 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&((p2bodydist X!=[-20,15])||enemynear(var(44)),gethitvar(hittime)=[6,8]) triggerall = (p2bodydist X=[-120-var(34),100-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[6,12] trigger1 = stateno=237 [State -1, AC1];雷光掌波雷砲 type = ChangeState value = 510 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=12,>=0&&var(47)=2&&power>=2000&&var(17)=0 [State -1, AC1];雷光掌一陣ノ風 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=14,=-1&&var(47)=2&&power>=1000&&var(17)=1 [State -1, AC1];雷光掌螺刹旋 type = ChangeState value = 411 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=12,=0&&var(47)=2&&!(power>=1000&&var(17)=1) [State -1, AC1];空中追撃一陣ノ風 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=1&&power>=1000 triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(13-13))+fvar(21)*13))&&(p2bodydist X<45-var(34)+ceil((8.5*(13-13))+fvar(21)*13)) trigger2 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(15-13))+fvar(21)*15))&&(p2bodydist X<45-var(34)+ceil((8.5*(15-13))+fvar(21)*15)) trigger3 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(17-13))+fvar(21)*17))&&(p2bodydist X<45-var(34)+ceil((8.5*(17-13))+fvar(21)*17)) trigger4 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(19-13))+fvar(21)*19))&&(p2bodydist X<45-var(34)+ceil((8.5*(19-13))+fvar(21)*19)) trigger5 = (p2dist Y+floor((fvar(19)*21)+(fvar(20)*((21*(21-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(21-13))+fvar(21)*21))&&(p2bodydist X<45-var(34)+ceil((8.5*(21-13))+fvar(21)*21)) trigger6 = (p2dist Y+floor((fvar(19)*23)+(fvar(20)*((23*(23-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(23-13))+fvar(21)*23))&&(p2bodydist X<45-var(34)+ceil((8.5*(23-13))+fvar(21)*23)) trigger7 = (p2dist Y+floor((fvar(19)*25)+(fvar(20)*((25*(25-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(25-13))+fvar(21)*25))&&(p2bodydist X<45-var(34)+ceil((8.5*(25-13))+fvar(21)*25)) trigger8 = (p2dist Y+floor((fvar(19)*27)+(fvar(20)*((27*(27-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(27-13))+fvar(21)*27))&&(p2bodydist X<45-var(34)+ceil((8.5*(27-13))+fvar(21)*27)) trigger9 = (p2dist Y+floor((fvar(19)*29)+(fvar(20)*((29*(29-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(29-13))+fvar(21)*29))&&(p2bodydist X<45-var(34)+ceil((8.5*(29-13))+fvar(21)*29)) trigger10= (p2dist Y+floor((fvar(19)*31)+(fvar(20)*((31*(31-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(31-13))+fvar(21)*31))&&(p2bodydist X<45-var(34)+ceil((8.5*(31-13))+fvar(21)*31)) [State -1, AC1];空中追撃一陣ノ風 飛翼裏落ち時 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=1&&power>=1000 triggerall = stateno=237&&p2dist X<0 trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(13-13))-fvar(21)*13))&&(p2bodydist X<45+var(34)-ceil((8.5*(13-13))-fvar(21)*13)) trigger2 = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(14-13))-fvar(21)*14))&&(p2bodydist X<45+var(34)-ceil((8.5*(14-13))-fvar(21)*14)) trigger3 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(15-13))-fvar(21)*15))&&(p2bodydist X<45+var(34)-ceil((8.5*(15-13))-fvar(21)*15)) trigger4 = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(16-13))-fvar(21)*16))&&(p2bodydist X<45+var(34)-ceil((8.5*(16-13))-fvar(21)*16)) trigger5 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(17-13))-fvar(21)*17))&&(p2bodydist X<45+var(34)-ceil((8.5*(17-13))-fvar(21)*17)) trigger6 = (p2dist Y+floor((fvar(19)*18)+(fvar(20)*((18*(18-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(18-13))-fvar(21)*18))&&(p2bodydist X<45+var(34)-ceil((8.5*(18-13))-fvar(21)*18)) trigger7 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(19-13))-fvar(21)*19))&&(p2bodydist X<45+var(34)-ceil((8.5*(19-13))-fvar(21)*19)) trigger8 = (p2dist Y+floor((fvar(19)*20)+(fvar(20)*((20*(20-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(20-13))-fvar(21)*20))&&(p2bodydist X<45+var(34)-ceil((8.5*(20-13))-fvar(21)*20)) trigger9 = (p2dist Y+floor((fvar(19)*21)+(fvar(20)*((21*(21-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(21-13))-fvar(21)*21))&&(p2bodydist X<45+var(34)-ceil((8.5*(21-13))-fvar(21)*21)) trigger10= (p2dist Y+floor((fvar(19)*22)+(fvar(20)*((22*(22-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(22-13))-fvar(21)*22))&&(p2bodydist X<45+var(34)-ceil((8.5*(22-13))-fvar(21)*22)) trigger11= (p2dist Y+floor((fvar(19)*23)+(fvar(20)*((23*(23-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(23-13))-fvar(21)*23))&&(p2bodydist X<45+var(34)-ceil((8.5*(23-13))-fvar(21)*23)) trigger12= (p2dist Y+floor((fvar(19)*24)+(fvar(20)*((24*(24-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(24-13))-fvar(21)*24))&&(p2bodydist X<45+var(34)-ceil((8.5*(24-13))-fvar(21)*24)) trigger13= (p2dist Y+floor((fvar(19)*25)+(fvar(20)*((25*(25-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(25-13))-fvar(21)*25))&&(p2bodydist X<45+var(34)-ceil((8.5*(25-13))-fvar(21)*25)) trigger14= (p2dist Y+floor((fvar(19)*26)+(fvar(20)*((26*(26-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(26-13))-fvar(21)*26))&&(p2bodydist X<45+var(34)-ceil((8.5*(26-13))-fvar(21)*26)) trigger15= (p2dist Y+floor((fvar(19)*27)+(fvar(20)*((27*(27-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(27-13))-fvar(21)*27))&&(p2bodydist X<45+var(34)-ceil((8.5*(27-13))-fvar(21)*27)) trigger16= (p2dist Y+floor((fvar(19)*28)+(fvar(20)*((28*(28-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(28-13))-fvar(21)*28))&&(p2bodydist X<45+var(34)-ceil((8.5*(28-13))-fvar(21)*28)) trigger17= (p2dist Y+floor((fvar(19)*29)+(fvar(20)*((29*(29-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(29-13))-fvar(21)*29))&&(p2bodydist X<45+var(34)-ceil((8.5*(29-13))-fvar(21)*29)) trigger18= (p2dist Y+floor((fvar(19)*30)+(fvar(20)*((30*(30-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(30-13))-fvar(21)*30))&&(p2bodydist X<45+var(34)-ceil((8.5*(30-13))-fvar(21)*30)) trigger19= (p2dist Y+floor((fvar(19)*31)+(fvar(20)*((31*(31-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(31-13))-fvar(21)*31))&&(p2bodydist X<45+var(34)-ceil((8.5*(31-13))-fvar(21)*31)) trigger20= (p2dist Y+floor((fvar(19)*32)+(fvar(20)*((32*(32-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(32-13))-fvar(21)*32))&&(p2bodydist X<45+var(34)-ceil((8.5*(32-13))-fvar(21)*32)) trigger21= (p2dist Y+floor((fvar(19)*33)+(fvar(20)*((33*(33-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(33-13))-fvar(21)*33))&&(p2bodydist X<45+var(34)-ceil((8.5*(33-13))-fvar(21)*33)) [State -1, AC1];空中追撃螺刹旋 type = ChangeState value = 411 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&!(var(17)=1&&power>=1000) triggerall = p2movetype=H&&p2statetype=A&&var(37)&&p2dist Y<-5 triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) triggerall = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-50,-5]) trigger1 = (p2bodydist X<75-var(34)+fvar(21)*14&&p2bodydist X>25-var(34)+fvar(21)*14)&&p2dist X>20&&(stateno!=237||stateno=237&&p2dist X>=0) trigger2 = (p2bodydist X>=0-var(34)+fvar(21)*14&&helper(10001),var(10)<=85)&&(stateno!=237||stateno=237&&p2dist X>=0) trigger3 = (p2bodydist X<-75+var(34)-fvar(21)*14&&p2bodydist X>-25+var(34)-fvar(21)*14)&&p2dist X<-20&&stateno=237&&p2dist X<0 [State -1, AC1];空中追撃用ダッシュ type = ChangeState value = 100 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||((stateno=[120,131])&&statetype!=A)||stateno=53 trigger1 = (p2dist Y+floor((fvar(19)*5)+(fvar(20)*((5*(5-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(5-4))+fvar(21)*5)) trigger2 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(6-4))+fvar(21)*6)) trigger3 = (p2dist Y+floor((fvar(19)*7)+(fvar(20)*((7*(7-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(7-4))+fvar(21)*7)) trigger4 = (p2dist Y+floor((fvar(19)*8)+(fvar(20)*((8*(8-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(8-4))+fvar(21)*8)) trigger5 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(9-4))+fvar(21)*9)) trigger6 = (p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(10-4))+fvar(21)*10)) trigger7 = (p2dist Y+floor((fvar(19)*11)+(fvar(20)*((11*(11-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(11-4))+fvar(21)*11)) trigger8 = (p2dist Y+floor((fvar(19)*12)+(fvar(20)*((12*(12-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(12-4))+fvar(21)*12)) trigger9 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(13-4))+fvar(21)*13)) trigger10= (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(14-4))+fvar(21)*14)) trigger11 = p2bodydist X>ceil((8.5*(15-4))+fvar(21)*15) [State -1, AC1];空中追撃用歩行 type = ChangeState value = 25 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = (ctrl&&statetype!=A)||((stateno=[120,131])&&statetype!=A)||stateno=53 trigger1 = p2bodydist X>10+ceil(2.1*5+fvar(21)*5) [State -1, AC1];空中追撃遠C type = ChangeState value = 202 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53 triggerall = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-65,-25]) trigger1 = (p2bodydist X<85+fvar(21)*6&&p2bodydist X>=30-var(34)+fvar(21)*6)&&p2bodydist X>=30 [State -1, AC1];空中追撃円水斬 type = ChangeState value = 410 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37)) triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = (p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80) trigger1 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-50,-5]) trigger2 = (p2bodydist X<80-var(34)+fvar(21)*9&&p2dist X>-30+fvar(21)*9)||(p2bodydist X>-30-var(34)+fvar(21)*9&&helper(10001),var(10)<=80) trigger2 = !((p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80)) trigger2 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-60,-5]) ;--------------------------------------------------------------------------- ;飛翼コンボレベル1 [State -1, AC1] type = ChangeState value = ifelse(random%2,421,411) triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=1 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15]) triggerall = (p2bodydist X=[-80-var(34),70-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15] trigger1 = stateno=237 [State -1, AC1] type = ChangeState value = 420 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=1 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-40-var(34),40+var(34)]) triggerall = (p2bodydist X=[-90-var(34),90-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[10,12] trigger1 = stateno=237 [State -1, AC1];雷光掌一陣ノ風 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=14,=-1&&var(47)=1&&power>=1000&&var(17)=1 [State -1, AC1];雷光掌螺刹旋 type = ChangeState value = 411 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=12,=0&&var(47)=1&&!(power>=1000&&var(17)=1) [State -1, AC1];空中追撃一陣ノ風 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&var(37)&&var(17)=1&&power>=1000 triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(13-13))+fvar(21)*13))&&(p2bodydist X<45-var(34)+ceil((8.5*(13-13))+fvar(21)*13)) trigger2 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(15-13))+fvar(21)*15))&&(p2bodydist X<45-var(34)+ceil((8.5*(15-13))+fvar(21)*15)) trigger3 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(17-13))+fvar(21)*17))&&(p2bodydist X<45-var(34)+ceil((8.5*(17-13))+fvar(21)*17)) trigger4 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(19-13))+fvar(21)*19))&&(p2bodydist X<45-var(34)+ceil((8.5*(19-13))+fvar(21)*19)) [State -1, AC1];空中追撃一陣ノ風 飛翼裏落ち時 type = ChangeState value = 570 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&var(37)&&var(17)=1&&power>=1000 triggerall = stateno=237&&p2dist X<0 trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(13-13))-fvar(21)*13))&&(p2bodydist X<45+var(34)-ceil((8.5*(13-13))-fvar(21)*13)) trigger2 = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(14-13))-fvar(21)*14))&&(p2bodydist X<45+var(34)-ceil((8.5*(14-13))-fvar(21)*14)) trigger3 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(15-13))-fvar(21)*15))&&(p2bodydist X<45+var(34)-ceil((8.5*(15-13))-fvar(21)*15)) trigger4 = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(16-13))-fvar(21)*16))&&(p2bodydist X<45+var(34)-ceil((8.5*(16-13))-fvar(21)*16)) trigger5 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(17-13))-fvar(21)*17))&&(p2bodydist X<45+var(34)-ceil((8.5*(17-13))-fvar(21)*17)) trigger6 = (p2dist Y+floor((fvar(19)*18)+(fvar(20)*((18*(18-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(18-13))-fvar(21)*18))&&(p2bodydist X<45+var(34)-ceil((8.5*(18-13))-fvar(21)*18)) trigger7 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(19-13))-fvar(21)*19))&&(p2bodydist X<45+var(34)-ceil((8.5*(19-13))-fvar(21)*19)) [State -1, AC1];空中追撃用歩行 type = ChangeState value = 25 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1 triggerall = p2movetype=H&&p2statetype=A&&var(37) triggerall = (ctrl&&statetype!=A)||((stateno=[120,131])&&statetype!=A)||stateno=53 trigger1 = p2bodydist X>50 [State -1, AC1];空中追撃遠C type = ChangeState value = 202 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&var(37) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53 triggerall = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-65,-25]) trigger1 = (p2bodydist X<85+fvar(21)*6&&p2bodydist X>=30-var(34)+fvar(21)*6)&&p2bodydist X>=30 [State -1, AC1];空中追撃円水斬 type = ChangeState value = 410 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0 triggerall = p2movetype=H&&p2statetype=A&&var(37) triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1) trigger1 = (p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80) trigger1 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-50,-5]) trigger2 = (p2bodydist X<80-var(34)+fvar(21)*9&&p2dist X>-30+fvar(21)*9)||(p2bodydist X>-30-var(34)+fvar(21)*9&&helper(10001),var(10)<=80) trigger2 = !((p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80)) trigger2 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-60,-5]) ;--------------------------------------------------------------------------- ;飛翼コンボレベル0 [State -1, AC1] type = ChangeState value = 421 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=0 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15]) triggerall = (p2bodydist X=[-80-var(34),70-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15] trigger1 = stateno=237 [State -1, AC1] type = ChangeState value = 420 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=0 triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-40-var(34),40+var(34)]) triggerall = (p2bodydist X=[-90-var(34),90-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[10,12] trigger1 = stateno=237 [State -1, AC1];雷光掌螺刹旋 type = ChangeState value = 411 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155]) trigger1 = stateno=451&&animelem=12,=0&&var(47)=0&&random<500 [State -1, AC1];空中追撃用歩行 type = ChangeState value = 25 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=0 triggerall = p2movetype=H&&p2statetype=A&&var(37) triggerall = (ctrl&&statetype!=A)||((stateno=[120,131])&&statetype!=A)||stateno=53 trigger1 = p2bodydist X>85 [State -1, AC1];空中追撃遠C type = ChangeState value = 202 triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=0&&enemynear(var(44)),gethitvar(hitshaketime)=0&&random<350 triggerall = p2movetype=H&&p2statetype=A&&var(37) triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53 triggerall = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-65,-25]) trigger1 = (p2bodydist X<85+fvar(21)*6&&p2bodydist X>=30-var(34)+fvar(21)*6)&&p2bodydist X>=30
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