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Command List — homura-AI.zip ← Back to Overview

[Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. [Command] name = "tame2" command = ~40$B, $F, a+b time = 25 [Command] name = "QCF_ab" command = ~D, DF, F, a+b [Command] name = "QCB_ab" command = ~D, DB, B, a+b [Command] name = "TripleKFPalm" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "TripleKFPalm" ;Same name as above command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "41236x" command = ~B, DB, D, DF, F, x time = 20 [Command] name = "63214x" command = ~F, DF, D, DB, B, x time = 20 [Command] name = "SmashKFUpper" command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "SmashKFUpper" ;Same name as above command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "tame" command = ~80$B, $F, a time = 25 name = "tame" command = ~80$B, $F, b time = 25 name = "tame" command = ~80$B, $F, c time = 25 [Command] name = "upper_a" command = ~F, D, DF, a [Command] name = "upper_b" command = ~F, D, DF, b [Command] name = "upper_c" command = ~F, D, DF, c [Command] name = "421_a" command = ~B, D, DB, a [Command] name = "421_b" command = ~B, D, DB, b [Command] name = "421_c" command = ~B, D, DB, c [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "236x" command = ~D, DF, F, x [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_c" command = ~D, DB, B, c [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b [Command] name = "DD_a" command = D, D, a time = 20 [Command] name = "DD_b" command = D, D, b time = 20 [Command] name = "DD_c" command = D, D, c time = 20 [Command] name = "ab" command = a+b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = a time = 1 [Command] name = "recovery";Required (do not remove) command = b time = 1 [Command] name = "recovery";Required (do not remove) command = c time = 1 [Command] name = "recovery";Required (do not remove) command = x time = 1 [Command] name = "recovery";Required (do not remove) command = y time = 1 [Command] name = "recovery";Required (do not remove) command = z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 = /$D time = 1 [Command] name = "holdx";Required (do not remove) command = /$x time = 1 ;AI起動スイッチ----------------------------------------------------------- [Command] name = "AI00" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI01" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI02" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI03" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI04" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI05" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI06" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI07" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI08" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI09" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI51" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,x time = 0 [Command] name = "AI52" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,x time = 0 [Command] name = "AI53" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI54" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,x time = 0 [Command] name = "AI55" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,x time = 0 [Command] name = "AI56" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,x time = 0 [Command] name = "AI57" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,x time = 0 [Command] name = "AI58" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,x time = 0 [Command] name = "AI59" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,x time = 0 [Command] name = "AI60" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,x ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;Except for sweep kick trigger2 = movecontact var(1) = 1 ;--------------------------------------------- [State -1, Air Run Fwd] type = ChangeState value = 110 triggerall = var(59) = 0 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != 110 ;trigger1 = var(0) > -1 ;--------------------------------------------- [State -1, Air Run back] type = ChangeState value = 115 triggerall = var(59) = 0 trigger1 = command = "BB" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != 115 ;trigger1 = var(0) > -1 ;--------------------------------------------------------------------------- [State -1, Warp shot EX] type = ChangeState value = 1410 triggerall = var(59) = 0 triggerall = command = "421_c" triggerall = statetype != A triggerall = power > 2000 triggerall = var(55) > 300 triggerall = var(54)=0 ;time stop trigger1 = ctrl = 1 trigger2 = stateno = 230 trigger3 = stateno = 231 trigger4 = stateno = [410 , 460 ] trigger5 = stateno = [1000,1001] trigger6 = stateno = [1060,1067] ;--------------------------------------------------------------------------- [State -1, Warp shot A] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = command = "421_a" triggerall = statetype != A triggerall = var(54)=0 ;time stop trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 20 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, Warp shot B] type = ChangeState value = 1403 triggerall = var(59) = 0 triggerall = command = "421_b" || command = "421_c" triggerall = statetype != A triggerall = var(54)=0 ;time stop trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 20 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, Mortal ex] type = ChangeState value = 3020 triggerall = var(59) = 0 triggerall = command = "upper_c" triggerall = power > 1000 triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = 230 trigger3 = stateno = 231 trigger4 = stateno = [410 , 460 ] trigger5 = stateno = [1000,1001] trigger6 = stateno = [1060,1067] ;--------------------------------------------------------------------------- [State -1, Mortal A] type = ChangeState value = 1060 triggerall = var(59) = 0 triggerall = command = "upper_a" triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 20 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, Mortal B] type = ChangeState value = 1067 triggerall = var(59) = 0 triggerall = command = "upper_b" || command = "upper_c" triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 20 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, MG EX] type = ChangeState value = 652 triggerall = var(59) = 0 triggerall = command = "QCF_c" triggerall = statetype = A triggerall = power > 1000 trigger1 = ctrl = 1 trigger2 = stateno = [600 , 651 ] trigger3 = stateno = 250 ;--------------------------------------------------------------------------- [State -1, MG] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c" triggerall = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = [600 , 640 ] trigger2 = movecontact trigger3 = stateno = 610 trigger3 = time > 20 ;trigger3 = stateno = 250 ;--------------------------------------------------------------------------- [State -1, RPG-7 EX] type = ChangeState value = 1002 triggerall = var(59) = 0 triggerall = command = "QCF_c" triggerall = statetype != A triggerall = power > 1000 trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = [1000,1001] trigger6 = stateno = [1060,1067] ;--------------------------------------------------------------------------- [State -1, RPG-7 A] type = ChangeState value = 1001 triggerall = var(59) = 0 triggerall = command = "QCF_a" triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 20 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, RPG-7 B] type = ChangeState value = 1001 triggerall = var(59) = 0 triggerall = command = "QCF_b" || command = "QCF_c" triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 22 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, time stop] type = ChangeState value = 3010 triggerall = var(59) = 0 triggerall = command = "63214x" triggerall = var(54)=0 ;time stop triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, warp fwd] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = command = "x";"421_c" triggerall = command = "holdfwd" triggerall = var(54)=0 ;time stop triggerall = statetype != A triggerall = stateno != 100 trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- [State -1, warp fwd air] type = ChangeState value = 1204 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holdfwd" triggerall = var(55) > 300 triggerall = var(54)=0 ;time stop triggerall = statetype = A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;[State -1, warp fwd] ;type = ChangeState ;value = 1207 ;triggerall = command = "x";"421_c" ;triggerall = command = "holdfwd" ;triggerall = var(54)=0 ;time stop ;triggerall = statetype != A ;triggerall = stateno != 100 ;trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- [State -1, warp back] type = ChangeState value = 1201 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holdback" triggerall = var(54)=0 ;time stop triggerall = statetype != A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- [State -1, warp down] type = ChangeState value = 1202 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" triggerall = var(54)=0 ;time stop triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = 460 ;--------------------------------------------------------------------------- ;[State -1, warp fwd air] ;type = ChangeState ;value = 1208 ;triggerall = command = "x" ;triggerall = command = "holdfwd" ;triggerall = var(55) > 100 ;triggerall = var(54)=0 ;time stop ;triggerall = statetype = A ;trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- [State -1, warp back air] type = ChangeState value = 1205 triggerall = var(59) = 0 triggerall = var(55) > 100 triggerall = command = "x" triggerall = command = "holdback" triggerall = var(54)=0 ;time stop triggerall = statetype = A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- [State -1, warp down Air] type = ChangeState value = 1203 triggerall = var(59) = 0 triggerall = var(55) > 100 triggerall = command = "x" triggerall = command = "holddown" triggerall = var(54)=0 ;time stop triggerall = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 610 trigger2 = time > 17 ;--------------------------------------------------------------------------- ;[State -1, warp B Air cansel] ;type = ChangeState ;value = 1206 ;triggerall = var(55) > 300 ;triggerall = command = "421_b" ;triggerall = var(54)=0 ;time stop ;triggerall = statetype = A ;trigger1 = stateno = 610 ;trigger1 = time > 12 ;--------------------------------------------------------------------------- [State -1, charge] type = ChangeState value = 3012 triggerall = var(59) = 0 triggerall = command = "x" ;triggerall = command = "holddown" ;triggerall = NumHelper(3019) = 0 ;time stop triggerall = statetype != A triggerall = stateno != 100 trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Atemi EX] type = ChangeState value = 1101 triggerall = var(59) = 0 triggerall = command = "QCB_c" triggerall = var(54)=0 ;time stop triggerall = power > 1000 triggerall = statetype != A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- [State -1, Atemi] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = command = "QCB_a" || command = "QCB_b" ||command = "QCB_c" triggerall = var(54)=0 ;time stop triggerall = statetype != A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- [State -1, 22c] type = ChangeState value = 1503 triggerall = var(59) = 0 triggerall = command = "DD_c" triggerall = statetype != A triggerall = power > 2000 triggerall = NumHelper(1510) = 0 trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 20 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, 22a] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = command = "DD_a" triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 20 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, 22b] type = ChangeState value = 1502 triggerall = var(59) = 0 triggerall = command = "DD_b" || command = "DD_c" triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger2 = movecontact trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger3 = movecontact trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = stateno = 230 trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 20 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;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 ;--------------------------------------------------------------------------- ;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 ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "c" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = var(54)=0 ;time stop trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, air 6C] type = ChangeState value = 550 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holdfwd" triggerall = NumHelper(251) = 0 triggerall = stateno != 100 trigger1 = statetype != C trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 4C] type = ChangeState value = 262 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holdback" triggerall = stateno != 100 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = [200,300] trigger2 = movecontact trigger3 = stateno = [400,430] trigger3 = movecontact trigger4 = stateno = 230 trigger4 = time > 23 trigger5 = stateno = 410 trigger5 = time > 22 trigger6 = stateno = 231 trigger6 = time > 10 ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, a] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" triggerall = var(54)=0 ;time stop trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 5 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, b] type = ChangeState value = 300 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" triggerall = var(54)=0 ;time stop trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact trigger3 = stateno = 400 trigger3 = movecontact ;--------------------------------------------------------------------------- [State -1, c] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" triggerall = stateno != 100 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, c movecontact] type = ChangeState value = 231 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" triggerall = movecontact trigger1 = stateno = [200 , 210] trigger2 = stateno = [400 , 430] trigger3 = stateno = 300 ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching a] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" triggerall = var(54)=0 ;time stop trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 || stateno = 400 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching b] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 || stateno = 400 trigger2 = movecontact trigger3 = stateno = 300 trigger3 = movecontact ;--------------------------------------------------------------------------- [State -1, Crouching 1c] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" triggerall = command = "holdback" triggerall = NumHelper(441) < 3 trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Crouching 3c] type = ChangeState value = 460 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" triggerall = command = "holdfwd" triggerall = var(54)=0 ;time stop trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = [200,300] trigger2 = movecontact trigger3 = stateno = [400,430] trigger3 = movecontact trigger4 = stateno = 230 trigger4 = time > 23 trigger5 = stateno = 410 trigger5 = time > 22 trigger6 = stateno = 231 trigger6 = time > 15 ;--------------------------------------------------------------------------- [State -1, Crouching c] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = ProjHit = 1, < 15 trigger2 = stateno = [230,231] trigger3 = stateno = [200,300] trigger3 = movecontact trigger4 = stateno = [400,430] trigger4 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump a] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "a" triggerall = var(54)=0 ;time stop trigger1 = statetype = A trigger1 = ctrl ;trigger2 = stateno = 620 ;trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump b] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "b" triggerall = var(54)=0 ;time stop trigger1 = statetype = A trigger1 = ctrl ;trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a ;trigger2 = movecontact trigger2 = stateno = 620 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Jump c] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [620 , 630] trigger2 = movecontact ;============================================================================== ;============================================================================== ;AI関連 ;============================================================================== ;AIスイッチ-------------------------------- [State AIスイッチON] Type = VarSet TriggerAll = !Var(59) TriggerAll = RoundState = [1,2] Trigger1 = (Command = "AI00") || (Command = "AI01") || (Command = "AI02") || (Command = "AI03") || (Command = "AI04") Trigger2 = (Command = "AI05") || (Command = "AI06") || (Command = "AI07") || (Command = "AI08") || (Command = "AI09") Trigger3 = (Command = "AI10") || (Command = "AI11") || (Command = "AI12") || (Command = "AI13") || (Command = "AI14") Trigger4 = (Command = "AI15") || (Command = "AI16") || (Command = "AI17") || (Command = "AI18") || (Command = "AI19") Trigger5 = (Command = "AI20") || (Command = "AI21") || (Command = "AI22") || (Command = "AI23") || (Command = "AI24") Trigger6 = (Command = "AI25") || (Command = "AI26") || (Command = "AI27") || (Command = "AI28") || (Command = "AI29") Trigger7 = (Command = "AI30") || (Command = "AI31") || (Command = "AI32") || (Command = "AI33") || (Command = "AI34") Trigger8 = (Command = "AI35") || (Command = "AI36") || (Command = "AI37") || (Command = "AI38") || (Command = "AI39") Trigger9 = (Command = "AI40") || (Command = "AI41") || (Command = "AI42") || (Command = "AI43") || (Command = "AI44") Trigger10 = (Command = "AI45") || (Command = "AI46") || (Command = "AI47") || (Command = "AI48") || (Command = "AI49") Trigger11 = (Command = "AI50") || (Command = "AI51") || (Command = "AI52") || (Command = "AI53") || (Command = "AI54") Trigger12 = (Command = "AI55") || (Command = "AI56") || (Command = "AI57") || (Command = "AI58") || (Command = "AI59") Trigger13 = Command = "AI60" ;Trigger14 = 1 ;行頭のセミコロンを外せば常時AI起動になります var(59) = 1110110 ;レベル設定 ;一桁目 … ダミー。変更する必要無し。 ;二桁目 … タッグスイッチ(1=オン 0=オフ) ;三〜四桁目 … ガードレベル設定。高くすればするほどガード精度は上がります。目安としては10レベルが対人最高レベルを想定しており、25程度で最高速度でそれ以上は同じです。 ; 1〜9に設定の際は01,02のように表記して十の桁を飛ばさないこと。 ;五桁目 … 固め、崩し設定(1=対人 0=対AI) ;六、七桁目 … 基本レベル設定。1〜10で設定。1〜9に設定の際は01,02のように表記して十の桁を飛ばさないこと。 ;・設定例 ;var(59) = 1110110 ;タッグスイッチ     … オン ;ガードレベル設定    … 10 ;固め、崩し設定   … 対人 ;AIレベル        … 10 ; ;var(59) = 1005003 ;タッグスイッチ     … オフ ;ガードレベル設定    … 5 ;固め、崩し設定   … AI ;AIレベル        … 3 ; ;var(59) = 1102108 ;タッグスイッチ     … オン ;ガードレベル設定    … 2 ;固め、崩し設定   … 対人 ;AIレベル        … 8 ;ボイスパッチ設定 [State -1] type = VarSet trigger1 = var(57) <= 1 V = 57 Value = 1 ;ON = 1 ;OFF = 0 ;======================================================================== ;AI用ヘルパー召還 ;======================================================================== [state -2] type = Helper TriggerAll = Var(59) > 0 trigger1 = numhelper(12500) = 0 trigger1 = roundstate = 2 trigger1 = !ishelper helpertype = normal name = "AI" ID = 12500 keyctrl = 0 stateno = 12500 postype = p1 pos = 0,-50 ownpal = 1 supermovetime = 9999999999 pausemovetime = 9999999999 ;======================================================================== ;コンボ・立ち回り用var管理[var(58)] ;======================================================================== ;3Cヒット [State -1] type = VarSet triggerall = (var(59)%100) > 3 triggerall = NumHelper(461) > 0 trigger1 = helper(461),movehit V = 58 Value = 1 ;EXアサルト後拾い直し [State -1] type = VarSet triggerall = (var(59)%100) > 3 trigger1 = stateno = 652 V = 58 Value = 2 ;迫撃砲設置 [State -1] type = VarSet triggerall = (var(59)%100) > 6 trigger1 = var(58) = [1,2] trigger1 = stateno = 1001 V = 58 Value = 3 ;迫撃砲コンボ [State -1] type = VarSet triggerall = (var(59)%100) > 3 triggerall = var(58) != [3,5] Trigger1 = statetype != A trigger1 = stateno = 1067 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = prevstateno = 231 trigger1 = time = 3 V = 58 Value = 4 [State -1] type = VarAdd triggerall = var(59) > 3 triggerall = (var(58) = [4,5]) Trigger1 = statetype != A trigger1 = stateno = 1067 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = prevstateno = 231 trigger1 = time = 4 V = 58 Value = -1 ;EX迫撃砲後 [State -1] type = VarSet triggerall = (var(59)%100) > 6 trigger1 = stateno = 3020 trigger1 = p2bodydist y < -70 trigger1 = p2movetype = H trigger2 = stateno = 1060 trigger2 = var(58) = 7 trigger2 = time > 1 trigger2 = (p2bodydist y < -480) trigger2 = enemynear,vel y < 0 trigger2 = numhelper(1061) < 2 V = 58 Value = 6 [State -1] type = VarSet triggerall = (var(59)%100) > 6 trigger1 = stateno = 1060 trigger1 = var(58) = 6 trigger1 = time = 1 trigger1 = numhelper(1061) >= (p2bodydist y < -480) V = 58 Value = 7 [State -1] type = VarSet triggerall = (var(59)%100) > 6 trigger1 = stateno = 1067 trigger1 = var(58) = 7 trigger1 = time = 2 V = 58 Value = 3 ;varリセット [State -1] type = VarSet triggerall = (var(59)%100) > 0 triggerall = var(58) < 100 trigger1 = P2movetype != H || movetype = H && (stateno != [120,155]) trigger2 = stateno = 52 || stateno = 653 || stateno = 610 && power < 850 trigger2 = var(58) = 1 trigger3 = (stateno = 1060 || stateno = 1067 || stateno = 550 || stateno=440)&&(time=1) || stateno = 3020 trigger3 = var(58) = 3 V = 58 Value = 0 ;------------------------------------------------------------------------------ ;立ち回り ;立ち回り-空ダ [State -1] type = VarSet triggerall = (var(59)%100) > 3 triggerall = var(58) = 0 TriggerAll = !(inguarddist) && (P2movetype!=A) trigger1 = NumHelper(1510) = 0 Trigger1 = P2movetype != H || (enemynear,stateno = [120,155]) trigger1 = P2bodydist X = [(25-(p2movetype=H||p2statetype=L)*40),100] trigger1 = P2statetype != L trigger1 = (statetype != A) trigger1 = (ctrl) || (StateNo=[100,102]) trigger1 = Random = [85*(var(59)%100),100*(var(59)%100)] trigger1 = stateno != 102 || (random%12 >= floor(50/var(59))) trigger1 = gametime%10 <= (var(59)%100) V = 58 Value = 100 ;jA被ガード後 ;再度中段 [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 triggerall = floor(var(59)/100%10) = 1 trigger1 = NumHelper(1510) = 0 Trigger1 = gametime%5 = 1 trigger1 = stateno = 620 trigger1 = moveguarded trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 100 ;下段 [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 trigger1 = NumHelper(1510) = 0 Trigger1 = gametime%5 = 2 trigger1 = stateno = 620 trigger1 = moveguarded trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 101 ;様子見 [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 triggerall = floor(var(59)/100%10) = 1 trigger1 = NumHelper(1510) = 0 Trigger1 = gametime%5 = 3 trigger1 = stateno = 620 trigger1 = moveguarded trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 102 ;めくり [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 triggerall = floor(var(59)/100%10) = 1 trigger1 = NumHelper(1510) = 0 Trigger1 = var(55) > 100 Trigger1 = gametime%5 = 4 trigger1 = stateno = 620 trigger1 = moveguarded trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 103 ;投げ [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 trigger1 = NumHelper(1510) = 0 Trigger1 = gametime%5 = 0 trigger1 = stateno = 620 trigger1 = moveguarded trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 104 ;暴れ [State -1] type = VarSet triggerall = (var(59)%100) > 3 triggerall = var(58) = 106 trigger1 = power >= 1000 trigger1 = stateno = [150,155] trigger1 = time = 1 trigger1 = P2movetype = A trigger1 = Random = [0*(var(59)%100),60*(var(59)%100)] Trigger1 = var(58) = 106 trigger1 = P2BodyDist X < 70 trigger1 = (P2bodydist y > -50)&&(enemynear,vel y >= -2) || (P2statetype != A) trigger1 = (power >= 1000) || (gametime%4=0) V = 58 Value = 105 ;対固め&差込&ホールド [State -1] type = VarSet triggerall = (var(59)%100) > 3 triggerall = var(58) = 0 trigger1 = stateno = [150,155] trigger1 = P2movetype = A trigger1 = time = 1 V = 58 Value = 106 ;ダッシュワープめくり [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 triggerall = floor(var(59)/100%10) = 1 trigger1 = NumHelper(1510) = 0 Trigger1 = var(55) > 450 trigger1 = P2BodyDist X = [(-25+35*(p2movetype=H&&(enemynear,stateno!=[120,149]))),40] trigger1 = Random = [(100-floor(var(55)/7))*(var(59)%100),100*(var(59)%100)] trigger1 = (enemynear,time <= 3)||(enemynear,ctrl = 1)&&(P2movetype!=A) trigger1 = (P2bodydist y > -40) && (enemynear,vel y > 0) || (P2statetype != A) trigger1 = !(enemynear,movecontact) || (P2movetype != A) trigger1 = (enemynear,facing != facing)&&(enemynear,vel x >= -2) || (p2movetype != A) trigger1 = p2movetype != H || (enemynear,stateno = [120,155]) trigger1 = enemynear,backedgebodydist > 13 V = 58 Value = 107 ;低空アサルトライフル [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 Triggerall = RoundState = 2 triggerall = statetype != A triggerall = Ctrl || (stateno=102) trigger1 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0) trigger1 = P2BodyDist X > (65-(p2statetype = L||p2movetype=H)*30) trigger1 = (Random = [50*(var(59)%100),60*(var(59)%100)]) trigger1 = (var(58) = 0) trigger1 = statetype != A trigger1 = p2movetype != H || (enemynear,stateno = [120,155]) || (p2bodydist x > 90) && var(55) < 800 trigger1 = p2statetype = L && (p2bodydist x > 60) && var(55) < 800 || (enemynear,stateno = 5120) || p2statetype != L trigger1 = numhelper(1061) = 0 || p2statetype = L || p2bodydist x > 140 V = 58 Value = 108 ;2A被ガード後 ;投げ [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) != 100 && (var(58) != [109,111]) triggerall = floor(var(59)/100%10) = 1 trigger1 = stateno = 400 trigger1 = moveguarded = 1 trigger1 = gametime%6 = 0 V = 58 Value = 109 ;固め継続のための微ダッシュ [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) != 100 && (var(58) != [109,111]) triggerall = floor(var(59)/100%10) = 1 trigger1 = stateno = 400 trigger1 = moveguarded = 1 trigger1 = gametime%6 = [1,2] V = 58 Value = 110 ;時止め [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) != 100 && (var(58) != [109,111]) triggerall = floor(var(59)/100%10) = 1 trigger1 = stateno = 400 trigger1 = moveguarded = 1 trigger1 = gametime%6 = [2,3] trigger1 = power >= 3000 trigger2 = stateno = 1203 trigger2 = random%3 = 0 trigger2 = power >= 3000 trigger2 = p2statetype != A || p2bodydist y > -40 && (enemynear,vel y > 0) V = 58 Value = 111 ;中段 [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) != 100 && (var(58) != [109,111]) triggerall = floor(var(59)/100%10) = 1 trigger1 = stateno = 400 trigger1 = moveguarded = 1 trigger1 = gametime%6 = [4,5] V = 58 Value = 100 ;時止め時のコンボ [State -1] type = VarSet triggerall = (var(59)%100) > 3 Trigger1 = p2bodydist y > -40 || p2statetype != A trigger1 = stateno = 3010 trigger1 = var(54) > 0 trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] Trigger2 = statetype != A trigger2 = P2BodyDist X = [-20,55] trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (var(58) = 113) trigger2 = var(54) > 0 trigger2 = var(55) < 350 trigger2 = p2statetype != A V = 58 Value = 112 [State -1] type = VarSet triggerall = (var(59)%100) > 3 Trigger1 = (p2bodydist y = [-230,-40]) || p2statetype = C && var(55) >= 350 trigger1 = stateno = 3010 trigger1 = var(54) > 0 trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 113 ;飛び込み [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 TriggerAll = !(inguarddist) && (P2movetype!=A) triggerall = var(55) > 600 triggerall = floor(var(59)/100%10) = 1 trigger1 = NumHelper(1510) = 0 Trigger1 = P2movetype != H || (enemynear,stateno = [120,155]) trigger1 = P2bodydist X = [100,180] trigger1 = P2statetype != L || (enemynear,stateno = 5120) trigger1 = (statetype != A) trigger1 = (ctrl) || (StateNo=102) trigger1 = (enemynear,facing != facing) trigger1 = Random = [96*(var(59)%100),100*(var(59)%100)] V = 58 Value = 114 ;普通 [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 114 triggerall = var(55) > 600 triggerall = floor(var(59)/100%10) = 1 Trigger1 = gametime%7 = 1 trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 115 ;バックダッシュ [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 114 triggerall = var(55) > 600 triggerall = floor(var(59)/100%10) = 1 Trigger1 = gametime%7 = 0 trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 116 ;ワープ着地 [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 114 triggerall = var(55) > 600 triggerall = floor(var(59)/100%10) = 1 Trigger1 = var(55) > 100 Trigger1 = gametime%7 = 4 || gametime%7 = 2 trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 117 ;ワープ後ろ [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 114 triggerall = floor(var(59)/100%10) = 1 Trigger1 = var(55) > 600 Trigger1 = gametime%7 = 5 || gametime%7 = 3 trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 118 ;ワープ後ろ [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 114 triggerall = floor(var(59)/100%10) = 1 Trigger1 = var(55) > 600 Trigger1 = gametime%7 = 6 trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] V = 58 Value = 119 ;端脱出ワープ [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 triggerall = var(55) > 500 trigger1 = NumHelper(1510) = 0 trigger1 = P2BodyDist X = [40,85] trigger1 = Random = [60*(var(59)%100),95*(var(59)%100)] trigger1 = backedgebodydist < 5 trigger1 = P2movetype != H trigger1 = (P2bodydist y > -85) || (P2statetype != A) trigger1 = !(enemynear,movecontact) || (P2movetype != A) trigger1 = (enemynear,facing != facing)&&(enemynear,vel x >= -2) trigger1 = (enemynear,time <= 3)||(enemynear,ctrl = 1)&&(P2movetype!=A) trigger2 = NumHelper(1510) = 0 trigger2 = P2BodyDist X = [40,85] trigger2 = Random = [0*(var(59)%100),100*(var(59)%100)] trigger2 = backedgebodydist < 15 trigger2 = P2movetype != H trigger2 = stateno = 5120 trigger2 = animtime >= -2 trigger2 = random%2 = 0 V = 58 Value = 120 ;投げ狙い [State -1] type = VarSet triggerall = (var(59)%100) > 6 triggerall = var(58) = 0 trigger1 = stateno = 1060; || stateno = 1067 trigger1 = time = 20 trigger1 = p2statetype = L || (enemynear,stateno = [120,155]) trigger1 = p2bodydist x = [-20,100] trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] trigger1 = gametime%3 = 0 V = 58 Value = 109 ;varリセット [State -1] type = VarSet triggerall = (var(59)%100) > 0 triggerall = var(58) >= 100 trigger1 = (stateno = 110) || ((((helper(12500*(numhelper(12500)>0)),var(59))-(enemynear,time)) >= 25) && (p2dist x > 5)) ||(stateno=115) || (movetype=H)&&(stateno!=[120,155]) || stateno = 650 trigger1 = var(58) = 100 trigger2 = (stateno = 400) || ((((helper(12500*(numhelper(12500)>0)),var(59))-(enemynear,time)) >= 25) && (p2dist x > 5)) || (movetype=H)&&(stateno!=[120,155]) || stateno = 650 trigger2 = var(58) = 101 trigger3 = (stateno = 52) || (inguarddist) || (movetype=H)&&(stateno!=[120,155]) || stateno = 650 trigger3 = var(58) = 102 trigger4 = (stateno = 101) || ((((helper(12500*(numhelper(12500)>0)),var(59))-(enemynear,time)) >= 25) && (p2dist x > 5)) || (movetype=H)&&(stateno!=[120,155]) || stateno = 650 trigger4 = var(58) = 103 trigger5 = (stateno = [800,810]) || (movetype=H)&&(stateno!=[120,155]) || stateno = 650 trigger5 = var(58) = 104 trigger6 = (stateno = 3020)||(P2BodyDist X>=70)||(movetype=H)&&(stateno!=[120,155])||(power<1000)||(enemynear,vel x<-1)||(enemynear,time>=20)&&(P2movetype!=A) trigger6 = var(58) = 105 trigger7 = (P2movetype != A)&&(movetype!=H)&&(prevstateno != [120,155]) trigger7 = var(58) = 106 trigger8 = (stateno = 101) || (movetype=H)&&(stateno!=[120,155]) || (p2bodydist x >= 45) trigger8 = var(58) = 107 trigger9 = (stateno = 650) || (inguarddist)||(stateno=52) || (movetype=H)&&(stateno!=[120,155]) trigger9 = var(58) = 108 trigger10 = (stateno = [800,810]) || (movetype=H)&&(stateno!=[120,155]) || (numhelper(1061) = 0)&&(p2movetype = H)&&(p2statetype = A) || (ctrl || stateno = 102)&&((enemynear,stateno=150)||(enemynear,stateno=152))&&(enemynear,time <= 2) trigger10 = var(58) = 109 trigger11 = (stateno = 400)&&(time <= 1) || ((((helper(12500*(numhelper(12500)>0)),var(59))-(enemynear,time)) >= 25) && (p2dist x > 5)) || (movetype=H)&&(stateno!=[120,155]) trigger11 = var(58) = 110 trigger12 = (stateno = 3010) || ((((helper(12500*(numhelper(12500)>0)),var(59))-(enemynear,time)) >= 25) && (p2dist x > 5)) || (movetype=H)&&(stateno!=[120,155]) trigger12 = var(58) = 111 trigger13 = (var(54) = 0)&&((p2movetype!=H)||(enemynear,stateno=[120,155])||(statetype!=A)&&(stateno!=[40,41])) trigger13 = var(58) = [112,113] trigger14 = (stateno = 52) || (stateno = 620) || (stateno = [1203,1205]) || (movetype=H)&&(stateno!=[120,149]) || (p2movetype=H)&&(enemynear,stateno!=[120,149]) trigger14 = var(58) = [114,119] trigger15 = (stateno = 1200) || (movetype=H)&&(stateno!=[120,149]) || (p2movetype=H)&&(enemynear,stateno!=[120,149]) || p2bodydist x < 30 trigger15 = var(58) = 120 V = 58 Value = 0 ;------------------------------------------------------------------------------ ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 100 triggerall = var(54)=0 ;time stop triggerall = p2movetype != H triggerall = p2bodydist X < 5 trigger1 = (enemynear,stateno != [40,45])&&(P2statetype!=A) trigger1 = P2BodyDist X = [-30,5] trigger1 = (var(58) = 0)&&(Random = [50*(var(59)%100),90*(var(59)%100)]) trigger1 = p2movetype != H || (enemynear,stateno=[120,149]); || (enemynear,GetHitVar(hittime)<=2)&&(P2movetype=H)&&(P2statetype!=A)&&(var(57) = 104) trigger1 = (enemynear,vel x = [-4,4]) || (enemynear,stateno < 200) trigger1 = enemynear,facing != facing trigger2 = (Random = [0*(var(59)%100),50*(var(59)%100)]) trigger2 = (var(58) = 104) || var(58) = 109 trigger2 = statetype != A trigger2 = p2movetype != H trigger2 = enemynear,stateno != [150,155] trigger2 = P2BodyDist X = [-30,5] ;--------------------------------------------------------------------------- ;421C [State -1, warp A] type = ChangeState value = 1200 triggerall = var(54)=0 ;time stop triggerall = statetype != A triggerall = stateno != 100 triggerall = ctrl || stateno = 102 TriggerAll = (var(59)%100) > 3 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = var(55) > 500 trigger1 = NumHelper(1510) = 0 trigger1 = P2BodyDist X > 40 trigger1 = Random = [85*(var(59)%100),95*(var(59)%100)] trigger1 = (enemynear,time <= 3)||(enemynear,ctrl = 1)&&(P2movetype!=A) trigger1 = P2movetype != H trigger1 = (P2bodydist y > -40) && (enemynear,vel y > 0) || (P2statetype != A) trigger1 = !(enemynear,movecontact) || (P2movetype != A) trigger1 = (enemynear,facing != facing)&&(enemynear,vel x >= -2) trigger1 = enemynear,backedgebodydist = [15,(180-9*(var(59)%100))] trigger1 = gametime%10 <= (var(59)%100) trigger2 = NumHelper(1510) = 0 trigger2 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0) trigger2 = P2BodyDist X > 105 trigger2 = (Random = [68*(var(59)%100),70*(var(59)%100)]) trigger2 = (var(58) = 0) trigger2 = statetype != A trigger2 = p2movetype != H || (enemynear,stateno = [120,155]) trigger3 = NumHelper(1510) = 0 trigger3 = P2BodyDist X > 80 trigger3 = Random = [45*(var(59)%100),95*(var(59)%100)] trigger3 = (enemynear,time >= (55-(var(59)%100)*3)) || var(59) = 11 trigger3 = enemynear,animtime < -6 trigger3 = P2movetype != H trigger3 = (P2bodydist y > -40) && (enemynear,vel y > 0) || (P2statetype != A) trigger3 = !(enemynear,movecontact) && (P2movetype = A) trigger3 = (enemynear,facing != facing)&&(enemynear,vel x >= -4) trigger3 = enemynear,backedgebodydist = [15,90] trigger4 = NumHelper(1510) != 0 trigger4 = P2BodyDist X < 80+(enemynear,vel x)*6 trigger4 = Random = [45*(var(59)%100),95*(var(59)%100)] trigger4 = P2movetype != H || (enemynear,stateno = [120,155]) trigger4 = (P2bodydist y > -60) || (enemynear,vel y > -2) trigger4 = enemynear,vel x >= 0 trigger4 = (enemynear,facing != facing) trigger4 = frontedgebodydist > 80 trigger5 = NumHelper(1510) = 0 trigger5 = P2BodyDist X > 40 trigger5 = Random = [45*(var(59)%100),95*(var(59)%100)] trigger5 = numhelper(12500) > 0 trigger5 = helper(12500),var(59) >= (55-(3*(var(59)%100))) trigger5 = (P2statetype != A) trigger5 = (P2movetype = A) && !(enemynear,movecontact) trigger5 = (enemynear,facing != facing)&&(enemynear,vel x >= -2) trigger5 = enemynear,backedgebodydist = [15,(180-9*(var(59)%100))] ;端脱出 trigger6 = Random = [0*(var(59)%100),100*(var(59)%100)] trigger6 = var(58) = 120 ;暴れ trigger7 = 0 trigger7 = (var(59)%100) > 5 trigger7 = (statetype != A)&&(ctrl || stateno = 102) trigger7 = Random = [0*(var(59)%100),100*(var(59)%100)] Trigger7 = var(58) = 105 trigger7 = P2BodyDist X = [-15,85] trigger7 = (P2bodydist y > -55)&&(enemynear,vel y > -1.5) || p2statetype != A trigger7 = gametime%3 != 0 trigger7 = backedgebodydist < 20 || frontedgebodydist > 120 trigger7 = ctrl || stateno = 102 ;--------------------------------------------------------------------------- ;236C [State -1, RPG-7 EX] type = ChangeState value = 1002 triggerall = statetype != A TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L triggerall = power > 1000 ;暴れ trigger1 = (var(59)%100) > 5 trigger1 = (statetype != A)&&(ctrl || stateno = 102) trigger1 = Random = [0*(var(59)%100),100*(var(59)%100)] Trigger1 = var(58) = 105 trigger1 = P2BodyDist X = [15,55] trigger1 = (P2bodydist y > -55)&&(enemynear,vel y > -1.5) trigger1 = gametime%3 != 0 trigger1 = ctrl || stateno = 102 ;読み trigger2 = P2BodyDist X = [15,85] trigger2 = Random = [90*(var(59)%100),92*(var(59)%100)] trigger2 = (enemynear,time <= 3)||(enemynear,ctrl = 1)&&(P2movetype!=A) trigger2 = P2movetype != H trigger2 = (P2bodydist y > -55)&&(enemynear,vel y > -1.5) trigger2 = !(enemynear,movecontact) || (P2movetype != A) trigger2 = (enemynear,facing != facing)&&(enemynear,vel x >= -2) trigger2 = ctrl || stateno = 102 trigger2 = var(58) = 0 trigger2 = numhelper(1061) = 0 ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 20 ;trigger6 = stateno = 410 ;trigger6 = time > 20 ;trigger7 = stateno = 231 ;trigger7 = time > 12 ;--------------------------------------------------------------------------- [State -1, Atemi EX] type = ChangeState value = 1101 triggerall = power > 1000 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop triggerall = statetype != A triggerall = ctrl || stateno = 102 trigger1 = P2BodyDist X = [-25,65] trigger1 = Random = [90*(var(59)%100),95*(var(59)%100)] trigger1 = (enemynear,time <= 3)||(enemynear,ctrl = 1)&&(P2movetype!=A) trigger1 = P2movetype != H trigger1 = (P2statetype != A) trigger1 = !(enemynear,movecontact) || (P2movetype != A) trigger1 = (enemynear,facing != facing)&&(enemynear,vel x >= -2) trigger1 = numhelper(1061) = 0 ;--------------------------------------------------------------------------- ;214A [State -1, Atemi] type = ChangeState value = 1100 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop triggerall = statetype != A triggerall = ctrl || stateno = 102 trigger1 = P2BodyDist X = [(-5+(var(59)%100)*4),45] trigger1 = Random = [(40+((var(59)%100)*5))*(var(59)%100),91*(var(59)%100)] trigger1 = (enemynear,time <= 2)||(enemynear,ctrl = 1)&&(P2movetype!=A) trigger1 = P2movetype != H trigger1 = (P2statetype != A) trigger1 = !(enemynear,movecontact) || (P2movetype != A) trigger1 = (enemynear,facing != facing)&&(enemynear,vel x >= -2) trigger1 = numhelper(1061) = 0 ;--------------------------------------------------------------------------- ;jC [State -1, Jump c] type = ChangeState value = 610 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L || (enemynear,stateno = 5120) Triggerall = RoundState = 2 trigger1 = stateno = 630 trigger1 = movecontact trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = statetype = A trigger2 = ctrl trigger2 = (Random = [0*(var(59)%100),50*(var(59)%100)]) trigger2 = (p2movetype = A) || (enemynear,ctrl = 1)&&(var(58) = 0) trigger2 = (floor(-0.8*(enemynear,animtime)) <= (enemynear,time)) || (enemynear,time <= 3) || (enemynear,ctrl = 1)&&(var(58) = 0) || (vel y = [-1,1]) trigger2 = p2statetype != A trigger2 = p2bodydist x = [(0-floor((pos y)/2)),(90-floor((pos y)/2))] trigger2 = pos y < -55 trigger3 = var(58) = 0 trigger3 = stateno = 1210 trigger3 = (time = [2,5])&&(gametime%4 = [0,2]) || time = 6 && !(inguarddist) && p2bodydist x > 60 trigger3 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger3 = p2bodydist x = [(0-floor((pos y)/2)),(90-floor((pos y)/2))] trigger4 = statetype = A trigger4 = ctrl trigger4 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger4 = (var(58) = 112) || var(58) = 113 && p2statetype = C ;trigger1 = statetype = A ;trigger1 = ctrl ;trigger2 = stateno = 600 ;trigger3 = stateno = 630 ;trigger3 = movecontact ;--------------------------------------------------------------------------- [State -1, Warp shot EX] type = ChangeState value = 1410 triggerall = statetype != A triggerall = power > 2000 triggerall = var(55) > 300 triggerall = var(54)=0 ;time stop TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 trigger1 = ctrl || stateno = 102 trigger1 = P2BodyDist X = [75-(p2movetype=H)*20,185] ;trigger1 = Random = [80*(var(59)%100),100*(var(59)%100)] trigger1 = (enemynear,time <= 3)||(enemynear,ctrl = 1)&&(P2movetype!=A) trigger1 = P2movetype != H trigger1 = (P2bodydist y > -50) && (enemynear,vel y > 0) || (P2statetype != A) trigger1 = !(enemynear,movecontact) || (P2movetype != A) trigger1 = enemynear,backedgebodydist > 6 trigger1 = numhelper(1061) = 0 trigger2 = 0 trigger2 = stateno = [1060,1067] trigger2 = P2BodyDist X = [20,130] trigger2 = Random = [0*(var(59)%100),50*(var(59)%100)] trigger2 = var(58) = 3 trigger2 = enemynear,vel y > 0 trigger2 = p2bodydist y > -50 trigger2 = time >= 35 ;trigger1 = ctrl = 1 ;trigger2 = stateno = 230 ;trigger3 = stateno = 231 ;trigger4 = stateno = [410 , 460 ] ;trigger5 = stateno = [1000,1001] ;trigger6 = stateno = [1060,1067] ;--------------------------------------------------------------------------- ;(飛び込み用) ;空中弱パンチ [State -1, Jump a] type = ChangeState value = 620 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L || (enemynear,stateno = 5120) Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop triggerall = statetype = A triggerall = ctrl trigger1 = !(inguarddist) trigger1 = (P2BodyDist y=[-38,(50+(vel y*12))]) || pos y > -75 && p2statetype != A && (vel y >= 0||(stateno=110)) trigger1 = P2BodyDist X = [-45,(40+(vel x*9))] trigger1 = (Random = [0*(var(59)%100),70*(var(59)%100)]) trigger1 = var(58) = 115 ;421B [State -1] type = ChangeState value = 1203 TriggerAll = (var(59)%100) > 0 triggerall = var(55) > 100 Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop triggerall = statetype = A triggerall = ctrl trigger1 = !(inguarddist) trigger1 = vel y >= 1.2 trigger1 = (Random = [0*(var(59)%100),70*(var(59)%100)]) trigger1 = var(58) = 117 ;421A [State -1] type = ChangeState value = 1205 triggerall = var(54)=0 ;time stop TriggerAll = (var(59)%100) > 0 triggerall = var(55) > 100 Triggerall = RoundState = 2 triggerall = statetype = A triggerall = ctrl trigger1 = !(inguarddist) trigger1 = vel y >= 1.2 trigger1 = (Random = [0*(var(59)%100),70*(var(59)%100)]) trigger1 = var(58) = 116 ;421C [State -1] type = ChangeState value = 1204 triggerall = var(55) > 300 triggerall = var(54)=0 ;time stop triggerall = statetype = A triggerall = ctrl = 1 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 trigger1 = !(inguarddist) trigger1 = vel y >= 1.2 trigger1 = (Random = [0*(var(59)%100),70*(var(59)%100)]) trigger1 = var(58) = 118 ;jC [State -1, Jump c] type = ChangeState value = 610 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 trigger1 = !(inguarddist) trigger1 = vel y >= 1.2 trigger1 = (Random = [0*(var(59)%100),70*(var(59)%100)]) trigger1 = var(58) = 119 ;------------------------------------------------------------------------------ ;タッグ [State -1] Type = ChangeState Value = 120 TriggerAll = (var(59)%100) > 0 TriggerAll = RoundState = 2 TriggerAll = ctrl || stateno = 102 triggerall = floor(var(59)/1000000%10) = 1 Triggerall = (enemynear,teammode = simul) triggerall = NumEnemy >= 2 Triggerall = numhelper(12500) > 0 Triggerall = inguarddist || ((helper(12500),inguarddist = 1) || p2bodydist x >= 100&&(p2movetype=A))|| (enemynear,numproj > 0) Triggerall = Random <= (var(59)%100)*(var(59)%100)*10 triggerall = (((helper(12500),var(59))-(enemynear,time)) <= 15) || (enemynear,HitDefAttr != SC,AT) trigger1 = (enemynear(0),alive = 1) && (enemynear(1),alive = 1) trigger1 = (enemynear(0),facing = facing)&&(enemynear(1),facing != facing) trigger1 = (abs((enemynear(1),pos x) - (pos x)) < 85) trigger2 = (enemynear(0),alive = 1) && (enemynear(1),alive = 1) trigger2 = (enemynear(0),facing != facing)&&(enemynear(1),facing != facing) trigger3 = (enemynear(0),alive = 0) trigger3 = (enemynear(1),facing = facing) trigger3 = inguarddist || (helper(12500),inguarddist = 1) trigger4 = (enemynear(1),alive = 0) trigger4 = (enemynear(0),facing = facing) trigger4 = inguarddist || (helper(12500),inguarddist = 1) ;シングル用 ;guard [State -1] Type = ChangeState Value = 120 TriggerAll = (var(59)%100) > 0 TriggerAll = RoundState = 2 TriggerAll = ctrl || stateno = 102 triggerall = (var(54) = 0) Trigger1 = (enemynear,teammode = single) || (enemynear,teammode = turns) || (floor(var(59)/1000000%10) = 0) Trigger1 = numhelper(12500) > 0 Trigger1 = inguarddist || ((helper(12500),inguarddist = 1) || p2bodydist x >= 100&&(p2movetype=A))|| (enemynear,numproj > 0) Trigger1 = Random <= (var(59)%100)*(var(59)%100)*10 trigger1 = (((helper(12500),var(59))-(enemynear,time)) <= 15) || (enemynear,HitDefAttr != SC,AT) || p2bodydist x >= 65 trigger1 = ((var(58) != [100,104]) || var(58) = 102) && ((var(58) != [105,107])||(var(58) = 106)) && (var(58) != [109,111]) && (var(58) != [114,120]) || (((helper(12500),var(59))-(enemynear,time)) >= 25) && (p2dist x > 5) Trigger2 = (enemynear,teammode = simul) Trigger2 = ((enemynear(0),alive = 0) || (enemynear(1),alive = 0)) Trigger2 = numhelper(12500) > 0 Trigger2 = inguarddist || ((helper(12500),inguarddist = 1) || p2bodydist x >= 100&&(p2movetype=A))|| (enemynear,numproj > 0) Trigger2 = Random <= (var(59)%100)*(var(59)%100)*10 trigger2 = (((helper(12500),var(59))-(enemynear,time)) <= 15) || (enemynear,HitDefAttr != SC,AT) || p2bodydist x >= 65 trigger2 = ((var(58) != [100,104]) || var(58) = 102) && ((var(58) != [105,107])||(var(58) = 106)) && (var(58) != [109,111]) && (var(58) != [114,120]) || (((helper(12500),var(59))-(enemynear,time)) >= 25) && (p2dist x > 5) ;------------------------------------------------------------------------------ ;--------------------------------------------------------------------------- [State -1, charge] type = null;ChangeState value = 3012 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" ;triggerall = var(54)=0 ;time stop triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;時止め [State -1, time stop] type = ChangeState value = 3010 triggerall = statetype != A TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = ctrl || stateno = 102 Triggerall = var(55) > 900 Triggerall = power >= 2000 triggerall = var(54)=0 trigger1 = var(58) = 111 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = NumHelper(1510) = 0 trigger2 = (P2statetype!=A)||(P2BodyDist y > (-100-((enemynear,vel y)*10))) trigger2 = P2BodyDist X > (80-(25*(enemynear,stateno=[120,155]))-(25*((enemynear,vel x<0)&&p2statetype=A))) trigger2 = (Random = [40*(var(59)%100),((50+((enemynear,stateno=[120,155])*15)+((power>=4000)*15)+(20*((enemynear,vel x<0)&&p2statetype=A))))*(var(59)%100)]) trigger2 = (var(58) = 0) trigger2 = statetype != A trigger2 = p2movetype != H || (enemynear,stateno = [120,155]) ;=========================================================================== [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;Except for sweep kick trigger2 = movecontact var(1) = 1 ;--------------------------------------------------------------------------- [State -1, 22a] type = ChangeState value = 1500 triggerall = (var(59)%100) > 0 triggerall = P2statetype != L || (enemynear,stateno = 5120) Triggerall = RoundState = 2 triggerall = statetype != A trigger1 = (var(59)%100) < 7 trigger1 = Ctrl || stateno = 102 trigger1 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0) trigger1 = P2BodyDist X = [80,90] trigger1 = (Random = [50*(var(59)%100),70*(var(59)%100)]) trigger1 = (var(58) = 0) trigger1 = statetype != A trigger1 = p2movetype != H || (enemynear,stateno = [120,155]) ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 23 ;trigger6 = stateno = 410 ;trigger6 = time > 20 ;trigger7 = stateno = 231 ;trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, 22b] type = ChangeState value = 1502 triggerall = (var(59)%100) > 0 triggerall = P2statetype != L || (enemynear,stateno = 5120) Triggerall = RoundState = 2 triggerall = statetype != A trigger1 = NumHelper(1510) = 0 trigger1 = Ctrl || stateno = 102 trigger1 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0) trigger1 = P2BodyDist X = [190,230] trigger1 = (Random = [60*(var(59)%100),85*(var(59)%100)]) trigger1 = (var(58) = 0) trigger1 = statetype != A trigger1 = p2movetype != H || (enemynear,stateno = [120,155]) trigger1 = numhelper(1061) = 0 || p2statetype = L ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 23 ;trigger6 = stateno = 410 ;trigger6 = time > 20 ;trigger7 = stateno = 231 ;trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, 22c] type = ChangeState value = 1503 triggerall = (var(59)%100) > 0 Triggerall = RoundState = 2 triggerall = statetype != A triggerall = power > 2000 triggerall = NumHelper(1510) = 0 trigger1 = Ctrl || stateno = 102 trigger1 = (var(58)=3)||(P2BodyDist X >= 150-(numhelper(1061) != 0)*25-(p2movetype=H)*20-(p2statetype=L&&(enemynear,stateno != 5120))*45+(enemynear,vel x)*10) trigger1 = (Random = [60*(var(59)%100),85*(var(59)%100)]) trigger1 = (var(58)=3)||(var(58) = 0) trigger1 = statetype != A ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 23 ;trigger6 = stateno = 410 ;trigger6 = time > 20 ;trigger7 = stateno = 231 ;trigger7 = time > 15 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [State -1, Warp shot A] type = ChangeState value = 1400 triggerall = statetype != A triggerall = var(54)=0 ;time stop TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 trigger1 = ctrl || stateno = 102 trigger1 = P2statetype = L trigger1 = P2BodyDist X < 40 trigger1 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger1 = backedgebodydist <= 25 trigger2 = NumHelper(1510) = 0 trigger2 = Ctrl || stateno = 102 || stateno = 230 && time > 23 trigger2 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0)||(p2bodydist x > 110) trigger2 = P2BodyDist X = [70,115] trigger2 = (Random = [80*(var(59)%100),95*(var(59)%100)]) trigger2 = (var(58) = 0) trigger2 = statetype != A trigger2 = enemynear,backedgebodydist > (45+(NumHelper(1510) != 0)*25) trigger2 = p2statetype != L || (enemynear,stateno = 5120) trigger2 = floor(var(59)/100000%10) = 0 || (enemynear,teammode = single) || (enemynear,teammode = turns) ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 23 ;trigger6 = stateno = 410 ;trigger6 = time > 20 ;trigger7 = stateno = 231 ;trigger7 = time > 15 ;--------------------------------------------------------------------------- [State -1, Warp shot B] type = ChangeState value = 1403 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 triggerall = statetype != A triggerall = var(54)=0 ;time stop trigger1 = Ctrl || stateno = 102 || stateno = 230 && time > 23 trigger1 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0)||(p2bodydist x > 110)&&((p2movetype!=H)||(p2bodydist y > -50)) trigger1 = P2BodyDist X = [(115+(enemynear,vel x)*10),(200-(NumHelper(1510) != 0)*30+(enemynear,vel x)*10)] trigger1 = (Random = [50*(var(59)%100),95*(var(59)%100)]) trigger1 = (var(58) = 0) trigger1 = statetype != A trigger1 = enemynear,backedgebodydist > (45+(NumHelper(1510) != 0)*25) trigger1 = p2statetype != L || (enemynear,stateno = 5120) trigger1 = floor(var(59)/100000%10) = 0 || (enemynear,teammode = single) || (enemynear,teammode = turns) ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 23 ;trigger6 = stateno = 410 ;trigger6 = time > 20 ;trigger7 = stateno = 231 ;trigger7 = time > 15 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;623C [State -1, Mortal ex] type = ChangeState value = 3020 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 triggerall = power > 1000 triggerall = statetype != A trigger1 = ctrl || stateno = 102 trigger1 = P2BodyDist X = [15,110] trigger1 = (Random = [0*(var(59)%100),20*(var(59)%100)]) trigger1 = var(58) = 3 trigger1 = (enemynear,teammode = simul) || (enemynear,gethitvar(hitcount) <= 9) trigger1 = (enemynear(0),alive = 1) && (enemynear(1),alive = 1) || (enemynear,gethitvar(hitcount) <= 9) trigger1 = floor(var(59)/100000%10) = 1 || (enemynear,gethitvar(hitcount) <= 9) ;trigger2 = floor(var(59)/100000%10) = 0 trigger2 = stateno = 460 && animtime > -5;(-5-(p2bodydist)) trigger2 = Random = [0*(var(59)%100),100*(var(59)%100)] trigger2 = var(58) = 1 trigger2 = p2bodydist x = [-30,90] trigger2 = enemynear,life > 100 trigger2 = power >= 1500 || (enemynear,life < 350) trigger3 = floor(var(59)/100000%10) = 1 trigger3 = stateno = 460 && animtime > -5;(-5-(p2bodydist)) trigger3 = Random = [0*(var(59)%100),100*(var(59)%100)] trigger3 = var(58) = 1 trigger3 = p2bodydist x = [-30,90] trigger3 = enemynear,teammode = simul trigger3 = (enemynear(0),alive = 1) && (enemynear(1),alive = 1) trigger4 = floor(var(59)/100000%10) = 1 trigger4 = ctrl || stateno = 102 trigger4 = P2BodyDist X = [20,110] trigger4 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger4 = var(58) = 3 trigger4 = enemynear,teammode = simul trigger4 = (enemynear(0),alive = 1) && (enemynear(1),alive = 1) ;trigger1 = ctrl = 1 ;trigger2 = stateno = 230 ;trigger3 = stateno = 231 ;trigger4 = stateno = [410 , 460 ] ;trigger5 = stateno = [1000,1001] ;trigger6 = stateno = [1060,1067] ;--------------------------------------------------------------------------- ;623A [State -1, Mortal A] type = ChangeState value = 1060 triggerall = statetype != A triggerall = (var(59)%100) > 0 TriggerAll = RoundState = 2 trigger1 = ctrl || stateno = 102 trigger1 = P2statetype = L && (enemynear,stateno != 5120) || var(58) = 3 trigger1 = P2BodyDist X = [30,130] trigger1 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger1 = numhelper(1061) = 0 || var(58) = 3 && ((P2BodyDist X != [-15,60])||(p2bodydist y >= (-60-14*(enemynear,vel y)))) Trigger2 = statetype != A trigger2 = P2BodyDist X = [-30,55] trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (var(58) = 113) trigger2 = var(54) > 0 trigger2 = var(55) > (370-(power>=1000 || p2statetype = C)*15-(p2bodydist y < -120||p2statetype = C)*35) trigger2 = ctrl || stateno = 102 trigger3 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0) trigger3 = P2BodyDist X > (25+(8*(var(59)%100))) trigger3 = (Random = [55*(var(59)%100),70*(var(59)%100)]) trigger3 = (var(58) = 0) trigger3 = statetype != A trigger3 = p2movetype != H || (enemynear,stateno = [120,155]) trigger3 = random%10 >= (var(59)%100) trigger3 = (var(59)%100) <= 8 trigger3 = gametime%2 = 0 trigger3 = ctrl || stateno = 102 trigger4 = ctrl || stateno = 102 || stateno = 230 && (time = [24,25]) && ((p2movetype = H) || ((enemynear,vel x <= 1) || (p2statetype != A))&&(p2bodydist x > 100)) trigger4 = P2statetype != L trigger4 = P2BodyDist X = [120,215] trigger4 = Random = [0*(var(59)%100),15*(var(59)%100)] trigger4 = numhelper(1061) = 0 || stateno = 230 trigger4 = var(58) = 0 trigger4 = (P2statetype!=A)||(P2BodyDist y > -50)&&(enemynear,vel y > 0) || (p2movetype = H)&&((enemynear,vel x < 0)||(enemynear,stateno!=[120,155])) trigger5 = ctrl || stateno = 102 trigger5 = Random = [0*(var(59)%100),100*(var(59)%100)] trigger5 = var(58) = 6 && ((enemynear,vel y > -3)||(enemynear,backedgebodydist < 10)) || var(58) = 8 trigger5 = p2bodydist x = [(20-40*(enemynear,backedgebodydist > 10)),50] ; && (enemynear,vel y > -3) ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 23 ;trigger6 = stateno = 410 ;trigger6 = time > 20 ;trigger7 = stateno = 231 ;trigger7 = time > 15 ;--------------------------------------------------------------------------- ;623B [State -1, Mortal B] type = ChangeState value = 1067 triggerall = statetype != A triggerall = (var(59)%100) > 0 TriggerAll = RoundState = 2 trigger1 = ctrl || stateno = 102 trigger1 = P2statetype = L && (enemynear,stateno != 5120) || var(58) = 3 && ((P2BodyDist X != [-15,60])||(p2bodydist y >= (-60-14*(enemynear,vel y)))) trigger1 = P2BodyDist X = [130,165] trigger1 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger1 = numhelper(1061) = 0 || var(58) = 3 && ((P2BodyDist X != [-15,60])||(p2bodydist y >= (-60-14*(enemynear,vel y)))) trigger2 = ctrl || stateno = 102 trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = var(58) = 1 trigger2 = var(54) != 0 trigger2 = numhelper(1061) <= 1 Trigger3 = statetype != A trigger3 = stateno = 231 trigger3 = time > 15 trigger3 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger3 = prevstateno = 400 trigger3 = (var(59)%100) > 6 trigger4 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0) trigger4 = P2BodyDist X > (25+(8*(var(59)%100))) trigger4 = (Random = [55*(var(59)%100),70*(var(59)%100)]) trigger4 = (var(58) = 0) trigger4 = statetype != A trigger4 = p2movetype != H || (enemynear,stateno = [120,155]) trigger4 = random%10 >= (var(59)%100) trigger4 = (var(59)%100) <= 8 trigger4 = gametime%2 = 1 trigger4 = ctrl = 1 trigger5 = ctrl || stateno = 102 || stateno = 230 && (time = [24,25]) && ((p2movetype = H) || ((enemynear,vel x <= 1) || (p2statetype != A))&&(p2bodydist x > 100)) trigger5 = P2statetype != L trigger5 = P2BodyDist X = [(110-(p2movetype = H)*60),215] trigger5 = Random = [0*(var(59)%100),15*(var(59)%100)] trigger5 = numhelper(1061) = 0 || stateno = 230 trigger5 = var(58) = 0 trigger5 = (P2statetype!=A)||(P2BodyDist y > -50)&&(enemynear,vel y > 0) || (p2movetype = H)&&((enemynear,vel x < 0)||(enemynear,stateno!=[120,155])) trigger6 = ctrl || stateno = 102 trigger6 = Random = [0*(var(59)%100),100*(var(59)%100)] trigger6 = var(58) = 7 trigger6 = p2bodydist x < 70 trigger6 = enemynear,vel y > 0 trigger6 = p2bodydist y > -160 ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 23 ;trigger6 = stateno = 410 ;trigger6 = time > 20 ;trigger7 = stateno = 231 ;trigger7 = time > 15 ;--------------------------------------------------------------------------- ;j236C [State -1, MG EX] type = ChangeState value = 652 triggerall = statetype = A triggerall = power > 1000 TriggerAll = (var(59)%100) > 3 triggerall = P2statetype != L Triggerall = RoundState = 2 trigger1 = animelemtime(7) >= 2 trigger1 = var(58) = 1 || (ProjHit = 1, < 5)&&(prevstateno = 630) || var(58) = 113 && p2statetype != C trigger1 = stateno = 610 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = p2bodydist y = [-45,55] Trigger2 = statetype = A Trigger2 = ctrl trigger2 = P2BodyDist X = [-15,45] trigger2 = P2BodyDist y = [-25,55] trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (var(58) = 113) && p2statetype != C ;trigger1 = ctrl = 1 ;trigger2 = stateno = [600 , 651 ] ;trigger3 = stateno = 250 ;--------------------------------------------------------------------------- ;j236ABC [State -1, MG] type = ChangeState value = 650 triggerall = statetype = A TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 trigger1 = statetype = A trigger1 = ctrl trigger1 = var(58) = 108 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = stateno = 620 trigger2 = movecontact = 1 trigger2 = random%5 = 0 trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = p2statetype != A trigger2 = pos y > -45 trigger2 = 0 trigger3 = statetype = A trigger3 = stateno = 610 && time > 20;ctrl trigger3 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger3 = (var(58) = 112) Trigger4 = statetype = A Trigger4 = ctrl trigger4 = P2BodyDist X = [-15,45] trigger4 = P2BodyDist y = [-25,55] trigger4 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger4 = (var(58) = 113) && p2statetype != C ;trigger1 = ctrl = 1 ;trigger2 = stateno = [600 , 640 ] ;trigger2 = movecontact ;trigger3 = stateno = 610 ;trigger3 = time > 20 ;--------------------------------------------------------------------------- ;236A [State -1, RPG-7 A] type = ChangeState value = 1001 triggerall = statetype != A TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L || (enemynear,stateno = 5120) Triggerall = RoundState = 2 trigger1 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0)||(var(59)%100)<4 trigger1 = P2BodyDist X > (15+(8*(var(59)%100))) trigger1 = (Random = [30*(var(59)%100),70*(var(59)%100)]) trigger1 = (var(58) = 0) trigger1 = statetype != A trigger1 = p2movetype != H || (enemynear,stateno = [120,155]) trigger1 = random%10 >= (var(59)%100) trigger1 = (var(59)%100) < 10 trigger1 = ctrl = 1 trigger2 = (Random = [30*(var(59)%100),70*(var(59)%100)]) trigger2 = (var(58) = 0) trigger2 = var(54) != 0 trigger2 = (var(59)%100) < 4 trigger2 = ctrl = 1 trigger3 = stateno = 410 trigger3 = time > 22 trigger3 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger3 = (var(58) = 3) ;trigger1 = ctrl = 1 ;trigger2 = stateno = [200,231];;立ち攻撃キャンセル ;trigger2 = movecontact ;trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル ;trigger3 = movecontact ;trigger4 = stateno = 460;;エリアル開始キャンセル ;trigger5 = stateno = 230 ;trigger5 = time > 23 ;trigger6 = stateno = 410 ;trigger6 = time > 22 ;trigger7 = stateno = 231 ;trigger7 = time > 15 ;--------------------------------------------------------------------------- ; [State -1, RPG-7 B] type = null;ChangeState value = 1001 triggerall = var(59) = 0 triggerall = command = "QCF_b" || command = "QCF_c" triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = [200,231];;立ち攻撃キャンセル trigger3 = stateno = [400,430];;しゃがみ攻撃キャンセル trigger4 = stateno = 460;;エリアル開始キャンセル trigger5 = time > 23 trigger6 = stateno = 410 trigger6 = time > 22 trigger7 = stateno = 231 trigger7 = time > 15 ;--------------------------------------------------------------------------- ;421A [State -1, warp B] type = ChangeState value = 1201 triggerall = var(54)=0 ;time stop TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl || stateno = 102 triggerall = var(55) > 100 trigger1 = P2statetype = L trigger1 = P2BodyDist X < 30 trigger1 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger1 = numhelper(1061) = 0 trigger1 = frontedgebodydist <= 60 || (enemynear,stateno = 5120) trigger1 = backedgebodydist > 35 Trigger1 = var(55) > 800 || (enemynear,stateno = 5120)&&(p2bodydist x < 20) trigger2 = Ctrl || stateno = 102 trigger2 = P2BodyDist X = [-20,175] trigger2 = (Random = [0*(var(59)%100),4*(var(59)%100)]) trigger2 = (var(58) = 0) trigger2 = statetype != A trigger2 = p2movetype != H trigger2 = backedgebodydist > 30 trigger2 = gametime%10 <= (var(59)%100) trigger3 = NumHelper(1510) != 0 trigger3 = Ctrl || stateno = 102 trigger3 = P2BodyDist X < 120 trigger3 = (Random = [0*(var(59)%100),30*(var(59)%100)]) trigger3 = (var(58) = 0) trigger3 = statetype != A trigger3 = p2movetype != H trigger3 = backedgebodydist > 40 ;--------------------------------------------------------------------------- ;421B [State -1, warp C] type = ChangeState value = 1202 TriggerAll = (var(59)%100) > 3 Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop triggerall = statetype != A triggerall = var(55) > 100 trigger1 = var(58) = 0 trigger1 = ctrl || stateno = 102 trigger1 = (enemynear,stateno = 5120)&&(enemynear,animtime>=-6) trigger1 = (P2movetype != A) trigger1 = (Random = [60*(var(59)%100),100*(var(59)%100)]) trigger1 = p2bodydist x < 50 trigger2 = Ctrl || stateno = 102 trigger2 = (P2statetype!=A)||(P2BodyDist y > -80)&&(enemynear,vel y > 0) trigger2 = P2BodyDist X = [20,145] trigger2 = (Random = [0*(var(59)%100),10*(var(59)%100)]) trigger2 = (var(58) = 0) trigger2 = statetype != A trigger2 = p2movetype != H trigger2 = random%20 <= (var(59)%100) ;trigger1 = ctrl = 1 ;trigger2 = stateno = 460 ;--------------------------------------------------------------------------- ;421C [State -1, warp A air] type = ChangeState value = 1204 triggerall = var(55) > 300 triggerall = var(54)=0 ;time stop triggerall = statetype = A triggerall = ctrl = 1 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 trigger1 = var(58) = 0 trigger1 = stateno = 1210 trigger1 = time = 2 trigger1 = gametime%12 = 3 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = prevstateno != 1204 trigger1 = enemynear,backedgebodydist = [10,50] trigger1 = p2bodydist x > 40 trigger1 = gametime%10 <= (var(59)%100) ;--------------------------------------------------------------------------- ;421A [State -1, warp B air] type = null;ChangeState value = 1205 TriggerAll = (var(59)%100) > 0 triggerall = var(55) > 100 Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop triggerall = statetype = A triggerall = ctrl = 1 triggerall = var(55) > 100 trigger1 = var(58) = 0 trigger1 = stateno = 1210 trigger1 = time = [2,5] trigger1 = gametime%4 = 3 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = prevstateno != 1204 ;--------------------------------------------------------------------------- ;421B [State -1, warp C Air] type = ChangeState value = 1203 TriggerAll = (var(59)%100) > 6 triggerall = var(55) > 100 Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop triggerall = statetype = A trigger1 = stateno = 610 && time > 17 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = animelemtime(7) >= 2 trigger1 = (p2bodydist y != [-45,55]) || (p2bodydist x > 70) || p2statetype != A || p2movetype != H || (enemynear,stateno=[120,155]) trigger1 = vel x >= 0 trigger1 = p2statetype != A || p2bodydist y > 30 ;trigger1 = ctrl = 1 ;trigger2 = stateno = 610 ;trigger2 = time > 17 ;--------------------------------------------------------------------------- ;=========================================================================== ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, 4C] type = ChangeState value = 262 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 triggerall = statetype != A trigger1 = ctrl || stateno = 102 trigger1 = P2statetype = L trigger1 = P2BodyDist X < 30 trigger1 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger1 = numhelper(1061) = 0 trigger1 = frontedgebodydist <= 60 || (enemynear,stateno = 5120) trigger1 = backedgebodydist > 35 Trigger1 = var(55) < 800 || (enemynear,stateno = 5120)&&(p2bodydist x >= 20) ;trigger1 = statetype = S ;trigger1 = ctrl ;trigger2 = stateno = [200,300] ;trigger2 = movecontact ;trigger3 = stateno = [400,430] ;trigger3 = movecontact ;trigger4 = stateno = 230 ;trigger4 = time > 23 ;trigger5 = stateno = 410 ;trigger5 = time > 22 ;trigger6 = stateno = 231 ;trigger6 = time > 10 ;--------------------------------------------------------------------------- ;1C [State -1, Crouching 1c] type = ChangeState value = 440 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl || stateno = 102 triggerall = NumHelper(441) < 3 trigger1 = var(58) = 3 && ((P2BodyDist X != [-15,60])||(p2bodydist y >= (-60-14*(enemynear,vel y)))) trigger1 = P2BodyDist X < (50+(enemynear,backedgebodydist <10)*20) trigger1 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger1 = NumHelper(441) = 0 trigger2 = var(58) = 3 && ((P2BodyDist X != [-15,60])||(p2bodydist y >= (-60-14*(enemynear,vel y)))) trigger2 = P2BodyDist X < (50+(enemynear,backedgebodydist <10)*20) trigger2 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger2 = NumHelper(441) > 0 trigger2 = (helper(441),parentdist x != [-35,35]) trigger3 = NumHelper(1510) = 0 trigger3 = Ctrl || stateno = 102 trigger3 = (Random = [70*(var(59)%100),85*(var(59)%100)]) trigger3 = (var(58) = 0) trigger3 = statetype != A trigger3 = numhelper(1061) = 0 || p2statetype = L trigger3 = P2BodyDist X >= 150-(numhelper(1061) != 0)*25-(p2movetype=H)*20-(p2statetype=L&&(enemynear,stateno != 5120))*45+(enemynear,vel x)*10 trigger3 = NumHelper(441) = 0 trigger4 = NumHelper(1510) = 0 trigger4 = Ctrl || stateno = 102 trigger4 = (Random = [70*(var(59)%100),85*(var(59)%100)]) trigger4 = (var(58) = 0) trigger4 = statetype != A trigger4 = numhelper(1061) = 0 || p2statetype = L trigger4 = P2BodyDist X >= 150-(numhelper(1061) != 0)*25-(p2movetype=H)*20-(p2statetype=L&&(enemynear,stateno != 5120))*45+(enemynear,vel x)*10 trigger4 = NumHelper(441) > 0 trigger4 = (helper(441),parentdist x != [-35,35]) ;--------------------------------------------------------------------------- ;6C [State -1, air 6C] type = ChangeState value = 550 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 triggerall = NumHelper(251) = 0 triggerall = stateno != 100 triggerall = statetype != C triggerall = Ctrl || (stateno=102) trigger1 = P2statetype = L && (enemynear,stateno != 5120) || var(58) = 3 && ((P2BodyDist X != [-15,60])||(p2bodydist y >= (-60-14*(enemynear,vel y)))) trigger1 = P2BodyDist X = [-30,60] trigger1 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger1 = numhelper(1061) = 0 || var(58) = 3 && ((P2BodyDist X != [-15,60])||(p2bodydist y >= (-60-14*(enemynear,vel y)))) trigger1 = frontedgebodydist = [50,175] Trigger2 = Ctrl || (stateno=102) trigger2 = (P2BodyDist y < -70)||(enemynear,vel y < 0)||(p2bodydist x > 95) trigger2 = P2BodyDist X = [20,255] trigger2 = (Random = [50*(var(59)%100),(65+10*(p2bodydist x > 95))*(var(59)%100)]) trigger2 = (var(58) = 0) trigger2 = statetype != A trigger2 = p2movetype != H || (enemynear,stateno = [120,155]) || p2statetype = L trigger3 = var(58) = 0 trigger3 = stateno = 1210 trigger3 = (time = [2,5])&&(gametime%4 = [0,2]) trigger3 = (Random = [0*(var(59)%100),50*(var(59)%100)]) trigger3 = p2bodydist x < 50 trigger3 = frontedgebodydist = [40,130] ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ5A [State -1, a] type = ChangeState value = 200 triggerall = stateno != 100 triggerall = var(54)=0 ;time stop TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 Trigger1 = Ctrl Trigger1 = statetype != A trigger1 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0) trigger1 = P2BodyDist X = [-20,15] trigger1 = (Random = [0*(var(59)%100),50*(var(59)%100)]) trigger1 = (var(58) = 0) Trigger2 = Ctrl || stateno = 102 Trigger2 = statetype != A trigger2 = (P2statetype!=A) trigger2 = P2BodyDist X = [-20,15] trigger2 = (p2movetype=H)&&(enemynear,gethitvar(hittime)<=6)&&(enemynear,stateno!=[120,155]) trigger2 = var(58) = 0 ;trigger1 = statetype = S ;trigger1 = ctrl ;trigger2 = stateno = 200 ;trigger2 = time > 5 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ 5B [State -1, b] type = ChangeState value = 300 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop trigger1 = stateno = 400 || stateno = 200 trigger1 = movehit trigger1 = P2BodyDist X = [15,50] trigger1 = p2statetype != A trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) ;trigger1 = statetype = S ;trigger1 = ctrl ;trigger2 = stateno = 200 ;trigger2 = movecontact ;trigger3 = stateno = 400 ;trigger3 = movecontact ;--------------------------------------------------------------------------- ;5C [State -1, c] type = ChangeState value = 230 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L || (enemynear,stateno = 5120) Triggerall = RoundState = 2 triggerall = stateno != 100 triggerall = statetype != A triggerall = Ctrl trigger1 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0) trigger1 = P2BodyDist X > (5+(7*(var(59)%100))) trigger1 = (Random = [50*(var(59)%100),(75-20*(NumHelper(1510) != 0))*(var(59)%100)]) trigger1 = (var(58) = 0) trigger1 = statetype != A trigger1 = p2movetype != H || (enemynear,stateno = [120,155])&&(var(55)<500) trigger1 = numhelper(1061) = 0 || p2statetype = L Trigger2 = statetype != A trigger2 = P2BodyDist X < 15;(15+((enemynear,stateno=[150,155])||(p2statetype=A))*15) trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (var(58) = 112) trigger2 = var(54) > 0 trigger2 = var(55) > 210 ;trigger2 = p2statetype != C ;--------------------------------------------------------------------------- ;5C [State -1, c movecontact] type = ChangeState value = 231 triggerall = movecontact TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 trigger1 = stateno = 400 trigger1 = movehit trigger1 = p2statetype = A trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = stateno = 300 trigger2 = movecontact trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (var(59)%100) <= 4 ;trigger1 = stateno = [200 , 210] ;trigger2 = stateno = [400 , 430] ;trigger3 = stateno = 300 ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 TriggerAll = (var(59)%100) > 0 triggerall = statetype != A trigger1 = var(54) != 0 ;time stop trigger1 = var(55) < 120 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = roundstate = 3 && stateno = 0 || ctrl && (enemynear,alive = 0) trigger2 = ctrl || stateno = 102 trigger2 = numhelper(1510) > 0 trigger2 = helper(1510),time = [300,320] trigger2 = p2bodydist x > 80 trigger2 = enemynear,life < 220 trigger2 = (Random = [0*(var(59)%100),50*(var(59)%100)]) ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching a] type = ChangeState value = 400 triggerall = var(54)=0 ;time stop TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 Trigger1 = Ctrl || stateno = 102 Trigger1 = statetype != A trigger1 = (P2statetype!=A)||(P2BodyDist y > -30)&&(enemynear,vel y > 0)||(P2BodyDist y=[-30-((enemynear,vel y)*8),-5-((enemynear,vel y)*8)]) trigger1 = P2BodyDist X = [20-(((p2movetype=H&&(enemynear,stateno!=[120,155]))||(enemynear,facing=facing)||(var(58)=110))*45),35] trigger1 = (Random = [0*(var(59)%100),60*(var(59)%100)]) || var(58) != 0 || (p2movetype=H)&&(enemynear,gethitvar(hittime)=[8,10]) trigger1 = (var(58) = [0,2]) || var(58) = 110 && stateno = 102 && time >= 3 || (var(58) = [4,5]) Trigger2 = Ctrl || stateno = 102 Trigger2 = statetype != A trigger2 = (P2statetype!=A)||(P2BodyDist y > -30)&&(enemynear,vel y > 0) trigger2 = P2BodyDist X = [25,55] trigger2 = (Random = [0*(var(59)%100),9*(var(59)%100)]) trigger2 = (var(58) = 0) trigger3 = stateno = 200 || stateno = 400 && p2statetype != A trigger3 = movecontact trigger3 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger3 = P2BodyDist X < 55 trigger3 = (var(58) != [109,111]) && var(58) != 100 Trigger4 = Ctrl || stateno = 102 Trigger4 = statetype != A trigger4 = (P2statetype!=A)||(P2BodyDist y > -40)&&(enemynear,vel y > 0)||(P2BodyDist y=[-30-((enemynear,vel y)*8),-5-((enemynear,vel y)*8)])&&(p2movetype=H)&&(enemynear,stateno!=[120,155]) trigger4 = P2BodyDist X = [-35,35] trigger4 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger4 = (var(58) = 101) Trigger5 = Ctrl || stateno = 102 Trigger5 = statetype != A trigger5 = (P2BodyDist y=[-30-((enemynear,vel y)*8),-5-((enemynear,vel y)*8)]) trigger5 = P2BodyDist X = [-25,35] trigger5 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger5 = (var(58) = [0,2]) || (var(58) = [4,5]) trigger5 = p2movetype = H && (enemynear,stateno != [120,155]) ;trigger1 = statetype = C ;trigger1 = ctrl ;trigger2 = stateno = 200 || stateno = 400 ;trigger2 = movecontact ;--------------------------------------------------------------------------- ;2B ;しゃがみ強パンチ [State -1, Crouching b] type = ChangeState value = 430 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 trigger1 = 0 Trigger1 = statetype != A trigger1 = P2BodyDist X < (25+(enemynear,stateno=[150,155])*15) trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = (var(58) = 112) trigger1 = var(54) > 0 trigger1 = var(55) > 200 trigger1 = p2statetype = C trigger1 = ctrl || stateno = 102 ;trigger1 = statetype = C ;trigger1 = ctrl ;trigger2 = stateno = 200 || stateno = 400 ;trigger2 = movecontact ;trigger3 = stateno = 300 ;trigger3 = movecontact ;--------------------------------------------------------------------------- ;3C [State -1, Crouching 3c] type = ChangeState value = 460 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop trigger1 = stateno = 300 trigger1 = movehit trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = stateno = 230 trigger2 = time = 24 trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (var(59)%100) > 6 trigger2 = p2movetype = H && ((enemynear,stateno!=[120,149]) || ((enemynear,vel x <= 2) || (p2statetype != A))&&(p2bodydist x > 50)) trigger2 = (random%5 = 0) ;trigger1 = statetype = C ;trigger1 = ctrl ;trigger2 = stateno = [200,300] ;trigger2 = movecontact ;trigger3 = stateno = [400,430] ;trigger3 = movecontact ;trigger4 = stateno = 230 ;trigger4 = time > 23 ;trigger5 = stateno = 410 ;trigger5 = time > 22 ;trigger6 = stateno = 231 ;trigger6 = time > 15 ;--------------------------------------------------------------------------- ;2C [State -1, Crouching c] type = ChangeState value = 410 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = var(58) = 1 trigger1 = var(54) != 0 trigger1 = numhelper(1061) > 1 trigger1 = statetype != A trigger1 = ctrl trigger1 = numprojid(410) = 0 Trigger2 = statetype != A trigger2 = stateno = 230 || (var(59)%100) < 7 && stateno = 231 trigger2 = ProjHit = 1, < 15 trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (var(58) = 112) || (var(59)%100) < 7 && stateno = 231 trigger3 = ctrl || stateno = 102 trigger3 = P2BodyDist X = [-15,60] trigger3 = p2bodydist y = [(-100-14*(enemynear,vel y)),(-40-14*(enemynear,vel y))] trigger3 = (Random = [0*(var(59)%100),90*(var(59)%100)]) trigger3 = var(58) = 3 ;trigger1 = statetype = C ;trigger1 = ctrl ;trigger2 = ProjHit = 1, < 15 ;trigger2 = stateno = [230,231] ;trigger3 = stateno = [200,300] ;trigger3 = movecontact ;trigger4 = stateno = [400,430] ;trigger4 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump a] type = ChangeState value = 620 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L || (enemynear,stateno = 5120) Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop triggerall = statetype = A triggerall = ctrl trigger1 = var(58) = 1 trigger1 = stateno != 610 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (P2BodyDist y=[-38,(50+(vel y*12))]) || pos y > -75 && p2statetype != A && (vel y >= 0||(stateno=110)) trigger2 = P2BodyDist X = [-45,(40+(vel x*9))] trigger2 = (Random = [0*(var(59)%100),70*(var(59)%100)]) trigger2 = (var(58) = 0) || var(58) = 100 || var(58) = 115 Trigger3 = Ctrl && stateno = 1210 trigger3 = vel y > 4 trigger3 = P2BodyDist X = [-35,(40+(vel x*9))] trigger3 = (Random = [0*(var(59)%100),90*(var(59)%100)]) ;--------------------------------------------------------------------------- ;jB [State -1, Jump b] type = ChangeState value = 630 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = var(54)=0 ;time stop trigger1 = movehit trigger1 = p2statetype = A trigger1 = stateno = 620 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) ;trigger1 = statetype = A ;trigger1 = ctrl ;trigger2 = stateno = 620 ;trigger2 = movecontact ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [State -1, Air Run Fwd] type = ChangeState value = 110 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = statetype = A triggerall = ctrl triggerall = stateno != 110 trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = (var(58) = 100) || var(58) = 102 trigger1 = pos y < floor(-200/(var(59)%100)) trigger2 = var(58) = 0 trigger2 = stateno = 1210 trigger2 = time = 2 trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = p2bodydist x > 95 ;--------------------------------------------------------------------------- [State -1, Air Run back] type = null;ChangeState value = 115 triggerall = (var(59)%100) = 0 trigger1 = command = "BB" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != 115 ;--------------------------------------------------------------------------- ;ジャンプ [State -1] type = ChangeState value = 41 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = ctrl || stateno = 102 triggerall = statetype != A trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = var(58) = [115,118] trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = (var(58) = 100) || var(58) = 102 || var(58) = 108 Trigger3 = statetype != A trigger3 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger3 = (var(58) = 112) trigger3 = var(54) > 0 trigger3 = var(55) < 200 Trigger4 = statetype != A trigger4 = P2BodyDist X = [-20,55] trigger4 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger4 = (var(58) = 113) trigger4 = var(54) > 0 trigger4 = var(55) < 350 trigger5 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger5 = var(58) = 1 trigger5 = (var(59)%100) < 7 trigger5 = enemynear,vel y > 0 Trigger6 = statetype != A trigger6 = P2BodyDist X = [-30,55] trigger6 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger6 = (var(58) = 113) trigger6 = var(54) > 0 trigger6 = var(55) < (370-(power>=1000 || p2statetype = C)*15-(p2bodydist y < -120||p2statetype = C)*35) trigger6 = ctrl || stateno = 102 trigger6 = p2statetype = C ;--------------------------------------------------------------------------- ;空中ジャンプ [State -1] type = ChangeState value = 45 TriggerAll = (var(59)%100) > 0 triggerall = P2statetype != L Triggerall = RoundState = 2 triggerall = ctrl triggerall = statetype = A triggerall = prevstateno = [40,41] trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = var(58) = 113 trigger1 = (vel y > -2) ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 TriggerAll = (var(59)%100) > 0 Triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl trigger1 = P2statetype = L trigger1 = P2BodyDist X < 30 trigger1 = Random = [0*(var(59)%100),75*(var(59)%100)] trigger1 = numhelper(1061) = 0 trigger1 = frontedgebodydist <= 60 || (enemynear,stateno = 5120) trigger1 = backedgebodydist > 35 Trigger1 = var(55) < 800 || (enemynear,stateno = 5120)&&(p2bodydist x >= 20) ;--------------------------------------------------------------------------- ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 102 triggerall = (var(59)%100) > 0 TriggerAll = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = stateno != [100,102] trigger1 = NumHelper(1510) = 0 trigger1 = var(58) = 0 trigger1 = ctrl trigger1 = (P2bodydist x > 85) trigger1 = (P2movetype != A) trigger1 = ifelse((P2movetype=H),1,(P2bodydist Y>-120)) trigger1 = var(55) > 600 || p2movetype = H && (enemynear,stateno != [120,155]) || p2bodydist x < 95 trigger1 = (Random = [30*(var(59)%100),100*(var(59)%100)]) trigger2 = var(58) = 0 || ((var(58) = [1,2]) || (var(58) = [4,5]))&&(p2bodydist x > 40) trigger2 = ctrl trigger2 = (P2bodydist x > 15) trigger2 = (P2movetype=H) trigger2 = enemynear,stateno != [120,155] trigger2 = (Random = [30*(var(59)%100),100*(var(59)%100)]) trigger3 = NumHelper(1510) = 0 trigger3 = var(58) = 0 trigger3 = ctrl trigger3 = (enemynear,stateno = 5120);&&(enemynear,backedgebodydist > 20) trigger3 = (P2movetype != A) trigger3 = (Random = [30*(var(59)%100),100*(var(59)%100)]) trigger4 = var(58) = 103 || var(58) = 107 trigger4 = p2bodydist x < 45 trigger4 = ctrl trigger4 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger5 = var(58) = 109 || var(58) = 110 || (var(58) = [112,113]) trigger5 = p2bodydist x > 10 trigger5 = ctrl trigger5 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger6 = (var(58) = 6) trigger6 = p2bodydist x > (40-30*(enemynear,backedgebodydist > 10)) trigger6 = ctrl trigger6 = (Random = [0*(var(59)%100),100*(var(59)%100)]) ;--------------------------------------------------------------------------- ;歩行 [State -1] type = ChangeState value = 20 triggerall = (var(59)%100) > 0 TriggerAll = RoundState = 2 triggerall = stateno != 102 triggerall = anim != [100,110] triggerall = statetype != A triggerall = ctrl trigger1 = ifelse(P2statetype=A,P2bodydist x > 20,1)||(enemynear,stateno = [412,414]) trigger1 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger1 = var(58) != 7 trigger2 = (var(59)%100) > 0 trigger2 = var(58) = 7 trigger2 = (Random = [0*(var(59)%100),100*(var(59)%100)]) trigger2 = p2bodydist x < 40 || p2bodydist x > 65 trigger3 = (var(59)%100) > 0 trigger3 = var(58) = 6 trigger3 = (Random = [0*(var(59)%100),100*(var(59)%100)])
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