;---|AI Commands|-----------------------------------------------------------
[Command]
Name = "AI_00"
Command = a, a
Time = 0
[Command]
Name = "AI_01"
Command = a, b
Time = 0
[Command]
Name = "AI_02"
Command = a, c
Time = 0
[Command]
Name = "AI_03"
Command = a, x
Time = 0
[Command]
Name = "AI_04"
Command = a, y
Time = 0
[Command]
Name = "AI_05"
Command = a, z
Time = 0
[Command]
Name = "AI_06"
Command = a, s
Time = 0
[Command]
Name = "AI_07"
Command = b, a
Time = 0
[Command]
Name = "AI_08"
Command = b, b
Time = 0
[Command]
Name = "AI_09"
Command = b, c
Time = 0
[Command]
Name = "AI_10"
Command = b, x
Time = 0
[Command]
Name = "AI_11"
Command = b, y
Time = 0
[Command]
Name = "AI_12"
Command = b, z
Time = 0
[Command]
Name = "AI_13"
Command = b, s
Time = 0
[Command]
Name = "AI_14"
Command = c, a
Time = 0
[Command]
Name = "AI_15"
Command = c, b
Time = 0
[Command]
Name = "AI_16"
Command = c, c
Time = 0
[Command]
Name = "AI_17"
Command = c, x
Time = 0
[Command]
Name = "AI_18"
Command = c, y
Time = 0
[Command]
Name = "AI_19"
Command = c, z
Time = 0
[Command]
Name = "AI_20"
Command = c, s
Time = 0
[Command]
Name = "AI_21"
Command = x, a
Time = 0
[Command]
Name = "AI_22"
Command = x, b
Time = 0
[Command]
Name = "AI_23"
Command = x, c
Time = 0
[Command]
Name = "AI_24"
Command = x, x
Time = 0
[Command]
Name = "AI_25"
Command = x, y
Time = 0
[Command]
Name = "AI_26"
Command = x, z
Time = 0
[Command]
Name = "AI_27"
Command = x, s
Time = 0
[Command]
Name = "AI_28"
Command = y, a
Time = 0
[Command]
Name = "AI_29"
Command = y, b
Time = 0
[Command]
Name = "AI_30"
Command = y, c
Time = 0
[Command]
Name = "AI_31"
Command = y, x
Time = 0
[Command]
Name = "AI_32"
Command = y, y
Time = 0
[Command]
Name = "AI_33"
Command = y, z
Time = 0
[Command]
Name = "AI_34"
Command = y, s
Time = 0
[Command]
Name = "AI_35"
Command = s, a
Time = 0
[Command]
Name = "AI_36"
Command = s, b
Time = 0
[Command]
Name = "AI_37"
Command = s, c
Time = 0
[Command]
Name = "AI_38"
Command = s, x
Time = 0
[Command]
Name = "AI_39"
Command = s, y
Time = 0
[Command]
Name = "AI_40"
Command = s, z
Time = 0
[Command]
Name = "AI_41"
Command = s, s
Time = 0
[Command]
Name = "AI_42"
Command = U, U
Time = 0
[Command]
Name = "AI_43"
Command = U, F
Time = 0
[Command]
Name = "AI_44"
Command = U, D
Time = 0
[Command]
Name = "AI_45"
Command = U, B
Time = 0
[Command]
Name = "AI_46"
Command = F, U
Time = 0
[Command]
Name = "AI_47"
Command = F, F
Time = 0
[Command]
Name = "AI_48"
Command = F, D
Time = 0
[Command]
Name = "AI_49"
Command = F, B
Time = 0
;------------------------------------------------------------------------
;-| 超必殺技 |-----------------------------------------------------------------
[Command]
name = "BDF_a"
command = ~B,DB.D.DF,F, a
[Command]
name = "FDB_a"
command = ~F,DF.D.DB,B, a
time = 5
[Command]
name = "BDF_b"
command = ~B,DB.D.DF,F, b
[Command]
name = "BDF_y"
command = ~B,DB.D.DF,F, y
[Command]
name = "BDF_x"
command = ~B,DB.D.DF,F, x
[Command]
name = "FDB_a"
command = ~F,D,B, a
[Command]
name = "BDF_a"
command = ~B,D,F, a
[Command]
name = "BDF_b"
command = ~B,D,F, b
[Command]
name = "BDF_y"
command = ~B,D,F, y
[Command]
name = "BDF_x"
command = ~B,D,F, x
;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------
[Command]
name = "DF_y"
command = D,F, y
[Command]
name = "DB_y"
command = D, B, y
[Command]
name = "DF_x"
command = D, F, x
[Command]
name = "DB_x"
command = D, B, x
[Command]
name = "DD_x"
command = D, D, x
time = 25
[Command]
name = "DF_a"
command = D, F, a
[Command]
name = "BD_a"
command = B, D, a
[Command]
name = "DF_b"
command = D, F, b
[Command]
name = "DB_b"
command = D, B, b
[Command]
name = "DD_a"
command = ~18$D, U, a
[Command]
name = "DD_a"
command = D, D, a
time = 25
;------------------------------------------------------------------------------
;-| キー2回連続入力 |---------------------------------------------------------
[Command]
name = "FF" ;必須コマンド名
command = F, F
time = 10
[Command]
name = "BB" ;必須コマンド名
command = B, B
time = 10
;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery" ;必須コマンド名
command = x+y
time = 1
[Command]
name = "gure" ;必須コマンド名
command = x+y
[Command]
name = "kyakuga" ;必須コマンド名
command = a+b
[Command]
name = "Tech"
command = x+y
time = 1
[Command]
name = "Tech"
command = y+z
time = 1
[Command]
name = "Tech"
command = x+z
time = 1
[Command]
name = "Tech"
command = a+b
time = 1
[Command]
name = "Tech"
command = b+c
time = 1
[Command]
name = "Tech"
command = a+c
time = 1
[Command]
name = "Tech"
command = a+x
time = 1
[Command]
name = "Tech"
command = b+y
time = 1
[Command]
name = "Tech"
command = c+z
time = 1
;------------------------------------------------------------------------------
;-| 方向キー+ボタン |---------------------------------------------------------
[Command]
name = "F_y"
command = F, y
[Command]
name = "F_a"
command = F, a
[Command]
name = "D_a"
command = D, a
[Command]
name = "D_b"
command = D, b
;------------------------------------------------------------------------------
;-| 投げ |-------------------------------------------------------------------
[Command]
name = "F_xa"
command = x+a
time = 10
[Command]
name = "B_xa"
command = B, x+a
time = 10
;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[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
[Command]
name = "Tech2"
command = x
time = 1
[Command]
name = "Tech2"
command = y
time = 1
[Command]
name = "Tech2"
command = z
time = 1
[Command]
name = "Tech2"
command = a
time = 1
[Command]
name = "Tech2"
command = b
time = 1
[Command]
name = "Tech2"
command = c
time = 1
;---------------------------
;(「パワー溜め」用にコマンドを追加してます)
;[Command]
;name = "hold_c"
;command = /c
;牙薊用ホールド
[Command]
name = "hold_a"
command = /a
time = 3
;------------------------------------------------------------------------------
;-| 方向キー |-----------------------------------------------------------------
[Command]
name = "holdfwd" ;必須コマンド名
command = /$F
time = 1
[Command]
name = "holdback" ;必須コマンド名
command = /$B
time = 1
[Command]
name = "holdup" ;必須コマンド名
command = /$U
time = 1
[Command]
name = "holddown" ;必須コマンド名
command = /$D
time = 1
;==============================================================================
;==============================================================================
;==============================================================================
[Statedef -1] ;←この行は絶対に消さないでね。必須項目です。
;==============================================================================
; 超必殺技
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 赤死牙];ゲージレベル1
type = ChangeState
value = 3000
triggerall = var(59)<=0
triggerall = power >= 1000 ;パワーゲージがレベル1以上溜まっている時(※)
triggerall = statetype != A ;「空中」ではない時
triggerall = stateno != 1404 ;
trigger1 = ctrl ;コントロールが可能な場合
trigger1 = command = "BDF_y"
trigger2 = (stateno = 1000) && movecontact
trigger2 = command = "BDF_y"
trigger3 = (stateno = 1010) && movecontact
trigger3 = command = "BDF_y"
trigger4 = (stateno = 1015) && time > 24
trigger4 = command = "BDF_y"
trigger5 = (stateno = 1010) && time > 20
trigger5 = command = "BDF_y"
trigger8 = (stateno = 1220)
trigger8 = command = "BDF_y"
;ガードキャンセル
[State -1, Stand Strong Punch]
type = ChangeState
value = 950
triggerall = command = "z"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = stateno = [140,155]
[State -1, 赤死蝶];ゲージレベル1
type = NULL;ChangeState
value = 2200
triggerall = var(59)<=0
triggerall = command = "z"
Triggerall = Alive = 1
triggerall = power >= 2000 ;パワーゲージがレベル1以上溜まっている時(※)
triggerall = stateno != [140,155]
triggerall = stateno != [5100,5170]
Trigger1 = MoveType = H
Trigger1 = Time >= 1
[State -1, 赤死獣];ゲージレベル2
type = ChangeState
value = 2100
triggerall = var(59)<=0
triggerall = command = "FDB_a"
;triggerall = command = "a" ;テスト用
triggerall = power >= 2000 ;パワーゲージがレベル2以上溜まっている時(※)
triggerall = statetype != A ;「空中」ではない時
trigger1 = ctrl ;コントロールが可能な場合
trigger2 = stateno = 1101
trigger3 = stateno = 1111
[State -1, 赤死爪];ゲージレベル1
type = ChangeState
value = 2000
triggerall = var(59)<=0 ;
;triggerall = command = "a" ;テスト用
triggerall = power >= 1000 ;パワーゲージがレベル1以上溜まっている時(※)
triggerall = statetype != A ;「空中」ではない時
trigger1 = ctrl ;コントロールが可能な場合
trigger1 = command = "BDF_x"
trigger2 = (stateno = 1010) && movecontact
trigger2 = command = "BDF_x"
trigger3 = (stateno = 1010) && time > 5
trigger3 = command = "BDF_x"
trigger4 = (stateno = 1015) && time > 24
trigger4 = command = "BDF_x"
trigger5 = (stateno = 1010) && time > 28
trigger5 = command = "c"
trigger6 = (stateno = 1010) && movecontact && time > 28
trigger6 = command = "c"
trigger7 = command = "BDF_x"
trigger7 = (stateno = 200) && movecontact
trigger8 = command = "BDF_x"
trigger8 = (stateno = 210) && movecontact
trigger9 = command = "BDF_x"
trigger9 = (stateno = 211) && movecontact
trigger10 = command = "BDF_x"
trigger10 = (stateno = 220) && movecontact
trigger11 = command = "BDF_x"
trigger11 = (stateno = 410) && movecontact
trigger12 = (stateno = 1015) && movecontact
trigger12 = command = "BDF_x"
trigger13 = (stateno = 1220)
trigger13 = command = "BDF_x"
trigger14 = command = "DF_x"
trigger14 = (stateno = 1700) && time > 32
;==============================================================================
; 必殺技
;==============================================================================
[State -1, 魔爪]
type = ChangeState
value = 1000
triggerall = var(59)<=0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = command = "DF_x"
trigger2 = (stateno = 210) && movecontact
trigger2 = command = "DF_x"
trigger3 = (stateno = 211) && movecontact
trigger3 = command = "DF_x"
trigger4 = (stateno = 220) && movecontact
trigger4 = command = "DF_x"
trigger5 = (stateno = 220) && time > 16
trigger5 = command = "c"
trigger6 = command = "DF_x"
trigger6 = (stateno = 410) && movecontact
[State -1, 牙刃]
type = ChangeState
value = 1010
triggerall = var(59)<=0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = command = "DF_y"
trigger2 = (stateno = 210) && movecontact
trigger2 = command = "DF_y"
trigger3 = (stateno = 211) && movecontact
trigger3 = command = "DF_y"
trigger4 = (stateno = 410) && movecontact
trigger4 = command = "DF_y"
trigger5 = (stateno = 1000) && movecontact
trigger5 = command = "DF_y"
trigger6 = (stateno = 1000) && time > 15
trigger6 = command = "c"
trigger7 = (stateno = 220) && movecontact
trigger7 = command = "DF_y"
;[State -1, 斬牙]
;type = ChangeState
;value = 1013
;triggerall = var(59)<=0
;triggerall = statetype != A
;trigger1 = ctrl
;trigger1 = command = "DB_y"
;trigger2 = (stateno = 210) && movecontact
;trigger2 = command = "DB_y"
;trigger3 = (stateno = 211) && movecontact
;trigger3 = command = "DB_y"
;trigger4 = (stateno = 410) && movecontact
;trigger4 = command = "DB_y"
;trigger5 = (stateno = 1000) && movecontact
;trigger5 = command = "DB_y"
;trigger6 = (stateno = 1000) && time > 15
;trigger7 = command = "c"
;trigger7 = (stateno = 220) && movecontact
;trigger7 = command = "DB_y"
[State -1, 空牙刃]
type = ChangeState
value = 1020
triggerall = var(59)<=0
triggerall = statetype = A
triggerall = Pos Y < -50
trigger1 = ctrl
trigger1 = command = "DF_y"
trigger2 = (stateno = 610) && movecontact
trigger2 = command = "DF_y"
trigger3 = (stateno = 600) && movecontact
trigger3 = command = "DF_y"
trigger4 = (stateno = 610)
trigger4 = command = "DF_y"
trigger4 = (stateno = 610) && time > 19
trigger5 = (stateno = 605) && movecontact
trigger5 = command = "DF_y"
trigger6 = command = "DF_y"
trigger6 = (stateno = 605) && time > 22
[State -1, 致命撃]
type = ChangeState
value = 1100
triggerall = var(59)<=0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = command = "DF_b"
[State -1, 報復斬]
type = ChangeState
value = 1110
triggerall = var(59)<=0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = command = "DB_b"
[State -1, 散牙];
type = ChangeState
value = 1015
triggerall = var(59)<=0
triggerall = command = "DB_y"
;triggerall = NumProjID(310) = 0
;triggerall = NumProjID(311) = 0
;triggerall = NumProjID(312) = 0
;triggerall = NumProjID(313) = 0
trigger1 = statetype != A
trigger1 = ctrl
[State -1,旋風牙2]
type = ChangeState
value = 1201
triggerall = var(59)<=0
triggerall = command != "holddown"
triggerall = stateno != 198
triggerall = statetype != A
trigger1 = (stateno = 1010)
trigger1 = command = "DF_a"
trigger1 = movecontact
trigger2 = command = "DF_a"
trigger2 = (stateno = 1010) && time > 33
trigger3 = (stateno = 1010)
trigger3 = command = "c"
trigger3 = power < 1000
trigger3 = movecontact
trigger4 = (stateno = 1010) && animelemtime(8) >= 0
trigger4 = command = "c"
trigger4 = power < 1000
trigger5 = (stateno = 1015)
trigger5 = command = "DF_a"
trigger5 = movecontact&& time > 25
[State -1, 旋風牙]
type = ChangeState
value = 1200
triggerall = var(59)<=0
triggerall = command != "holddown"
triggerall = stateno != 198
trigger1 = command = "DF_a"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 1013)
trigger2 = command = "DF_a"
trigger2 = time > 10
[State -1,旋風牙空中]
type = ChangeState
value = 1202
triggerall = var(59)<=0
trigger1 = command = "DF_a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 610)
trigger2 = command = "DF_a"
trigger2 = movecontact
trigger3 = (stateno = 600) && movecontact
trigger3 = command = "DF_a"
trigger4 = (stateno = 610)
trigger4 = command = "c"
trigger4 = movecontact
trigger5 = (stateno = 611) && movecontact
trigger5 = command = "DF_a"
trigger6 = (stateno = 611) && movecontact
trigger6 = command = "c"
[State -1, 顎裂]
type = ChangeState
value = 1300
triggerall = var(59)<=0
triggerall = stateno != 198
triggerall = statetype != A
trigger1 = command = "DD_a"
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger2 = command = "DD_a"
trigger3 = (stateno = 210) && movecontact
trigger3 = command = "DD_a"
trigger4 = (stateno = 220) && movecontact
trigger4 = command = "DD_a"
trigger5 = (stateno = 400) && movecontact
trigger5 = command = "DD_a"
trigger6 = (stateno = 410) && movecontact
trigger6 = command = "DD_a"
trigger7 = (stateno = 420) && movecontact
trigger7 = command = "c"
trigger7 = (stateno =1000) && movecontact
trigger7 = command = "DD_a"
trigger8 = (stateno = 410) && time > 10
trigger8 = command = "DD_a"
trigger9 = (stateno = 210) && movecontact
trigger9 = command = "DD_a"
trigger10 = (stateno = 1010) && time > 15
trigger10 = command = "DD_a"
trigger11 = (stateno = 211) && movecontact
trigger11 = command = "DD_a"
;[State -1, 血風幻];12P専用技
;type = ChangeState
;value = 1401
;Triggerall = PalNo = 12
;triggerall = var(59)<=0
;triggerall = command = "z"
;Triggerall = Alive = 1
;Trigger1 = MoveType = H
;Trigger2 = ctrl
[State -1,牙薊]
type = ChangeState
value = 1700
triggerall = var(59)<=0
;triggerall = command != "holddown"
triggerall = stateno != 198
triggerall = statetype != A
trigger1 = command = "BD_a"
trigger1 = ctrl
trigger2 = (stateno = 1010)
trigger2 = command = "BD_a"
trigger2 = movecontact
trigger3 = command = "BD_a"
trigger3 = (stateno = 1010) && time > 33
trigger4 = (stateno = 1015)
trigger4 = command = "BD_a"
trigger4 = movecontact&& time > 25
[State -1, 鞭牙]
type = ChangeState
value = 1800
triggerall = var(59)<=0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = command = "DB_x"
trigger2 = (stateno = 210) && movecontact
trigger2 = command = "DB_x"
trigger3 = (stateno = 211) && movecontact
trigger3 = command = "DB_x"
trigger4 = (stateno = 220) && movecontact
trigger4 = command = "DB_x"
trigger5 = (stateno = 410) && movecontact
trigger5 = command = "DB_x"
[State -1, 対空鞭牙]
type = ChangeState
value = 1850
triggerall = var(59)<=0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = command = "DD_x"
trigger2 = (stateno = 210) && movecontact
trigger2 = command = "DD_x"
trigger3 = (stateno = 211) && movecontact
trigger3 = command = "DD_x"
trigger4 = (stateno = 220) && movecontact
trigger4 = command = "DD_x"
trigger5 = (stateno = 410) && movecontact
trigger5 = command = "DD_x"
;==============================================================================
; 移動関連
;==============================================================================
;------------------------------------------------------------------------------
[State -1, ダッシュ]
type = ChangeState
value = 198
triggerall = var(59)<=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = stateno != 198
;trigger2 = command = "FF"
;trigger2 = statetype = S
;trigger2 = (stateno = 198) && time > 20
[State -1, バックステップ]
type = ChangeState
value = 199
triggerall = var(59)<=0
triggerall = StateNo != 198
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = PalNo = 12
trigger3 = stateno = 211 && time > 16
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;-| 投げ |-------------------------------------------------------------------
[State -1, 反転臓物喰]
type = ChangeState
value = 930
triggerall = var(59)<=0
triggerall = stateno != 198
trigger1 = command = "B_xa"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, 臓物喰]
type = ChangeState
value = 900
triggerall = var(59)<=0
;triggerall = command != "holddown"
triggerall = stateno != 198
trigger1 = command = "F_xa"
trigger1 = statetype = S
trigger1 = ctrl
; 特殊攻撃技
;==============================================================================
[State -1, 脚牙]
type = ChangeState
value = 250;1111
triggerall = var(59)<=0
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = command = "kyakuga"
trigger2 = (stateno = 210) && movecontact
trigger2 = command = "kyakuga"
trigger3 = (stateno = 211) && movecontact
trigger3 = command = "kyakuga"
[State -1, 蹴上];改変
type = ChangeState
value = 260
triggerall = var(59)<=0
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = command = "gure"
trigger2 = (stateno = 250) && movecontact
trigger2 = AnimElemTime(6) >= 0
trigger2 = command = "a" || command = "b"
trigger3 = (stateno = 210) && movecontact
trigger3 = command = "gure"
trigger4 = (stateno = 211) && movecontact
trigger4 = command = "gure"
trigger5 = (stateno = 410) && movecontact
trigger5 = command = "gure"
[State -1, 脳抜杭]
type = ChangeState
value = 650
triggerall = var(59)<=0
triggerall = StateNo != 40
triggerall = stateno != 105
triggerall = StateNo != 199
triggerall = StateNo != 261
;trigger1 = StateNo = 50 && Animelem <= 2
triggerall = statetype = A
trigger1 = command = "D_a"
trigger1 = ctrl
;trigger2 = (stateno = 605)
;trigger2 = command = "D_a"
;trigger2 = time > 13
trigger2 = (stateno = 1202) && movecontact
trigger2 = command = "D_a"
;==============================================================================
; 通常攻撃技
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 立ち弱]
type = ChangeState
value = 200
triggerall = var(59)<=0
triggerall = command != "holddown"
;triggerall = stateno != 198
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = command = "x" || command = "c"
[State -1, しゃがみ強];崩し用
type = ChangeState
value = 420
triggerall = var(59)<=0
trigger1 = (stateno = 210) && movecontact
trigger1 = command = "a"
trigger1 = command = "holddown"
trigger2 = (stateno = 211) && movecontact
trigger2 = command = "a"
trigger2 = command = "holddown"
trigger3 = (stateno = 410) && movecontact && time > 14
trigger3 = command = "a"
trigger3 = command = "holddown"
[State -1, 立ち中]
type = ChangeState
value = 210
triggerall = var(59)<=0
triggerall = command != "holddown"
;triggerall = stateno != 198
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = command = "y"
trigger2 = (stateno = 200) && movecontact
trigger2 = command = "y"
trigger3 = stateno = 200
trigger3 = command = "y"
trigger3 = time > 10
trigger4 = command = "c"
trigger4 = stateno = 200
trigger4 = time > 10
trigger5 = command = "c"
trigger5 = (stateno = 200) && movecontact
[State -1, 立ち中2]
type = ChangeState
value = 211
triggerall = var(59)<=0
triggerall = command != "holddown"
;triggerall = stateno != 198
triggerall = statetype = S
trigger1 = command = "y"
trigger1 = (stateno = 210) && movecontact
trigger2 = command = "y"
trigger2 = stateno = 210
trigger2 = time > 15
trigger3 = command = "c"
trigger3 = (stateno = 210) && movecontact
trigger4 = command = "c"
trigger4 = stateno = 210
trigger4 = time > 15
[State -1, 立ち強]
type = ChangeState
value = 220;1111
triggerall = var(59)<=0
;triggerall = stateno != 198
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = command != "holddown"
trigger1 = command = "a"
trigger2 = (stateno = 210) && movecontact
trigger2 = command = "a"
trigger3 = stateno = 210
trigger3 = command = "a"
trigger3 = time > 10
trigger4 = command = "c"
trigger4 = stateno = 211
trigger4 = time > 10
trigger5 = (stateno = 410) && movecontact && time > 21
trigger5 = command = "c"
trigger6 = (stateno = 211) && movecontact
trigger6 = command = "c"
trigger7 = (stateno = 211) && movecontact
trigger7 = command = "a"
trigger8 = stateno = 211
trigger8 = command = "a"
trigger8 = time > 10
;------------------------------------------------------------------------------
[State -1, しゃがみ弱]
type = ChangeState
value = 400
triggerall = var(59)<=0
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = command = "x"
trigger2 = command = "c"
trigger2 = statetype = C
trigger2 = ctrl
;trigger3 = stateno = 400
;trigger3 = time > 10
;trigger3 = command = "x"
;trigger4 = (stateno = 400) && movecontact
;trigger4 = command = "x"
[State -1, しゃがみ中]
type = ChangeState
value = 410
triggerall = var(59)<=0
triggerall = statetype = C
trigger1 = ctrl
trigger1 = command = "y"
trigger1 = command = "holddown"
trigger2 = (stateno = 400) && movecontact
trigger2 = command = "y"
trigger2 = command = "holddown"
trigger3 = (stateno = 400)
trigger3 = command = "y"
trigger3 = time > 6
trigger3 = command = "holddown"
trigger4 = (stateno = 400)
trigger4 = command = "c"
trigger4 = time > 6
trigger4 = command = "holddown"
trigger5 = (stateno = 400) && movecontact
trigger5 = command = "c"
[State -1, しゃがみ強]
type = ChangeState
value = 420
triggerall = var(59)<=0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = command = "a"
trigger1 = command = "holddown"
trigger2 = (stateno = 400) && movecontact
trigger2 = command = "a"
trigger2 = command = "holddown"
trigger3 = (stateno = 400)
trigger3 = command = "a"
trigger3 = time > 6
trigger3 = command = "holddown"
;------------------------------------------------------------------------------
[State -1, ジャンプ強]
type = ChangeState
value = 611
triggerall = var(59)<=0
triggerall = stateno != 105
triggerall = StateNo != 199
triggerall = statetype = A
trigger1 = (stateno = 605) && movecontact
trigger1 = command = "a"
trigger2 = (stateno = 605) && movecontact
trigger2 = command = "c"
trigger3 = (stateno = 600) && movecontact
trigger3 = command = "a"
[State -1, ジャンプ強]
type = ChangeState
value = 610
triggerall = var(59)<=0
triggerall = stateno != 105
triggerall = StateNo != 199
triggerall = statetype = A
trigger1 = command = "a"
trigger1 = ctrl
trigger2 = (stateno = 605)
trigger2 = command = "a"
trigger2 = time > 13
[State -1, ジャンプ中]
type = ChangeState
value = 605
triggerall = var(59)<=0
triggerall = stateno != 105
triggerall = statetype = A
triggerall = StateNo != 199
trigger1 = command = "y"
trigger1 = ctrl
trigger2 = command = "c"
trigger2 = ctrl
trigger3 = (stateno = 600)
trigger3 = command = "y"
trigger3 = time > 6
trigger4 = (stateno = 600) && movecontact
trigger4 = command = "y"
trigger5 = (stateno = 600) && movecontact
trigger5 = command = "c"
;[State -1, ジャンプ弱p]
;type = ChangeState
;value = 601
;triggerall = var(59)<=0
;triggerall = stateno != 105
;triggerall = stateno != 600
;triggerall = statetype = A
;trigger1 = (stateno = 600) && movecontact
;trigger1 = command = "x"
;trigger2 = (stateno = 601) && movecontact
;trigger2 = command = "x"
[State -1, ジャンプ弱]
type = ChangeState
value = 600
triggerall = var(59)<=0
triggerall = stateno != 105
;triggerall = stateno != 600
triggerall = statetype = A
triggerall = StateNo != 199
trigger1 = command = "x"
trigger1 = ctrl
trigger2 = (stateno = 600)
trigger2 = command = "x"
trigger2 = time > 12
trigger3 = (stateno = 600) && movecontact
trigger3 = command = "x"
trigger3 = time > 6;10
;------------------------------------------------------------------------------
;挑発
[State -1, 挑発]
type = ChangeState
value = 195
triggerall = var(59)<=0
triggerall = command = "start"
trigger1 = statetype = S
trigger1 = ctrl
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;
[State -1, 下ブロッキングステート移動]
type = ChangeState
value = 881
triggerall = var(59)<=0
triggerall = command = "holddown"
trigger1 = command = "b"
trigger1 = StateType != A && Ctrl
;ブロッキング
[State -1, ブロッキング]
type = ChangeState
value = 880
triggerall = var(59)<=0
triggerall = command = "b"
trigger1 = StateType != A && StateType = S && Ctrl
[State -1, 空中ブロッキングステート移動]
type = ChangeState
value = 882
triggerall = var(59)<=0
triggerall = command = "b"
trigger1 = StateType = A && Ctrl
;[State -1, 空中ブロッキングステート移動]
;type = HitOverride
;triggerall = var(59)<=0
;triggerall = command = "b"
;trigger1 = StateType = A && Ctrl
;trigger2 = enemy,HitDefAttr = SA, NA, SA, HA, NP, SP, HP
;attr = SA, NA, SA, HA, NP, SP, HP
;stateno = 882
;time = 7 ;ブロッキング受け付け時間
;
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;
;
;
;
;
;------------------------------------------------------------------------------
;AI--------------------------------------------------------------------------
;AI Command Check
[State -1, AI Command]
Type = VarSet
TriggerAll = Var(59)=0 && !isHelper
trigger1 = command = "AI_01" || command = "AI_02" || command = "AI_03" || command = "AI_04"
trigger2 = command = "AI_05" || command = "AI_06" || command = "AI_07" || command = "AI_08"
trigger3 = command = "AI_09" || command = "AI_10" || command = "AI_11" || command = "AI_12"
trigger4 = command = "AI_13" || command = "AI_14" || command = "AI_15" || command = "AI_16"
trigger5 = command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20"
Trigger6 = Command = "AI_21" || Command = "AI_22" || Command = "AI_23" || Command = "AI_24"
Trigger7 = Command = "AI_24" || Command = "AI_26" || Command = "AI_27" || Command = "AI_28"
Trigger8 = Command = "AI_29" || Command = "AI_30" || Command = "AI_31" || Command = "AI_32"
Trigger9 = Command = "AI_33" || Command = "AI_34" || Command = "AI_35" || Command = "AI_36"
Trigger10 = Command = "AI_37" || Command = "AI_38" || Command = "AI_39" || Command = "AI_40"
Trigger11 = Command = "AI_41" || Command = "AI_42" || Command = "AI_43" || Command = "AI_44"
Trigger12 = Command = "AI_45" || Command = "AI_46" || Command = "AI_47" || Command = "AI_48"
Trigger13 = Command = "AI_49" || Command = "AI_00"
Trigger14 = 0;AI即起動スイッチ
V = 59
Value = 1
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;[State -1, 致命撃]
;type = changestate
;value = 1100
;triggerall = var(59)>0 && roundstate = 2
;triggerall = statetype != A
;triggerall = PrevStateNo != 880
;triggerall = PrevStateNo != 881
;triggerall = ((stateno= [880,881]) && (time != 10))
;trigger1 = ctrl
;trigger1 = enemy,HitDefAttr = SA, NA, SA, HA
;Trigger1 = enemynear,MoveType=A && enemynear,animtime < -10
;trigger1 = p2bodydist x = [-20,160]
;trigger2 = MoveGuarded
;Trigger2 = enemynear,MoveType=A
;trigger2 = p2bodydist x = [-20,130]
;ブロッキング
;[State -1, ブロッキングステート移動]
;type = Hitoverride
;triggerall = var(59)>0 && roundstate = 2
;trigger1 = StateType != A && Ctrl
;trigger1 = enemy,HitDefAttr = SA, NA, SA, HA;,NP,SP,HP
;trigger2 = enemynear,HitDefAttr = SA, NP,SP,HP
;trigger3 = (enemynear,numproj) && (EnemyNear,NumHelper)
;attr = SA, NA, SA;, HA, AP
;stateno = 1100;890
;time = 8
;;value = 880
;[State -1, 下ブロッキングステート移動]
;type = Hitoverride
;triggerall = var(59)>0 && roundstate = 2
;trigger1 = StateType != A && Ctrl
;trigger1 = enemy,HitDefAttr = SC, NA, SA, HA,NP,SP,HP
;trigger2 = enemynear,HitDefAttr = SA, NP,SP,HP
;trigger3 = enemynear,numproj
;attr = SC, NA, SA, HA, AP
;stateno = 891
;time = 8
;;value = 881
;[State -1, 空中ブロッキングステート移動]
;type = Hitoverride
;triggerall = var(59)>0 && roundstate = 2
;trigger1 = StateType = A && Ctrl
;trigger1 = enemy,HitDefAttr = SA, NA, SA, HA,NP,SP,HP
;trigger2 = enemynear,HitDefAttr = SA,NP,SP,HP
;trigger3 = enemynear,numproj
;attr = SA, NA, SA, HA, AP
;stateno = 892
;time = 8
;;value = 882
[State -1, 赤死獣];ゲージレベル2
type = ChangeState
value = 2100
triggerall = var(59)>0 && roundstate = 2
triggerall = ctrl
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = p2bodydist X >= 200
trigger1 = p2movetype = A || p2movetype = I
trigger2 = p2statetype = L
trigger2 = p2bodydist X >= 80
[State -1, 赤死爪];ゲージレベル2
type = ChangeState
value = 2000
triggerall = var(59)>0 && roundstate = 2
triggerall = power >= 1500
triggerall = p2statetype != L
trigger1 = (stateno = 1010) && time > 20
trigger1 = p2StateNo != 130
trigger1 = p2StateNo != 131
trigger1 = p2StateNo != 132
trigger1 = p2StateNo != 150
trigger1 = p2StateNo != 151
trigger1 = p2StateNo != 152
trigger1 = (stateno = 1010) && movecontact && time > 15
trigger2 = (stateno = 1010) && time > 20
trigger2 = p2movetype = H
trigger2 = p2StateNo != 130
trigger2 = p2StateNo != 131
trigger2 = p2StateNo != 132
trigger2 = p2StateNo != 150
trigger2 = p2StateNo != 151
trigger2 = p2StateNo != 152
[State -1, 赤死牙];ゲージレベル1
type = ChangeState
value = 3000
triggerall = var(59)>0 && roundstate = 2
triggerall = power >= 1500
triggerall = statetype != A
;trigger1 = p2statetype = S || p2statetype = C
triggerall = P2stateno != [140,155]
triggerall = P2stateno != 410
triggerall = stateno != 1404 ;
;trigger1 = p2bodydist X >= 50
;trigger1 = p2bodydist X <= 150
;trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = p2bodydist X >= 50
trigger1 = p2bodydist X <= 130
trigger1 = p2bodydist Y > -150
trigger1 = p2movetype = H
trigger1 = p2StateNo != 130
trigger1 = p2StateNo != 131
trigger1 = p2StateNo != 132
trigger1 = p2StateNo != 150
trigger1 = p2StateNo != 151
trigger1 = p2StateNo != 152
;trigger2 = stateno = [140,155]
;trigger2 = p2bodydist X < 150
;trigger2 = p2bodydist Y > -90
;trigger3 = (stateno = 1000) && time > 15
;trigger3 = p2movetype = H
;trigger3 = p2bodydist Y > -130
;trigger3 = p2bodydist Y < -180
;trigger4 = (stateno = 1015) && time > 20
;trigger4 = p2bodydist X <= 150
;trigger4 = p2movetype = H
;trigger4 = p2bodydist Y > -130
;trigger4 = P2stateno != [140,155]
;[State -1, 赤死蝶];ゲージレベル1
;type = ChangeState
;value = 2200
;triggerall = var(59)>0 && roundstate = 2
;triggerall = power >= 2000
;Triggerall = Alive = 1
;Triggerall = MoveType = H
;Trigger1 = PalNo = 12
;Trigger1 = Time >= 1
;trigger1 = p2bodydist X < 70
;trigger1 = p2bodydist X > -70
;trigger1 = p2bodydist Y < 120
;trigger1 = p2bodydist Y > -120
;trigger2 = stateno != [140,155]
;trigger2 = stateno != [5100,5170]
;Trigger2 = Time >= 1
;trigger2 = p2bodydist X < 70
;trigger2 = p2bodydist X > -70
;trigger2 = p2bodydist Y < 120
;trigger2 = p2bodydist Y > -120
;[State -1, 血風幻];ゲージレベル1
;type = ChangeState
;value = 1401
;Triggerall = PalNo = 12
;triggerall = var(59)>0 && roundstate = 2
;triggerall = power >= 2000
;Triggerall = Alive = 1
;Triggerall = MoveType = H
;Trigger1 = Time >= 1
[State -1,立ちガード]
Type = ChangeState
Value = 120
TriggerAll = Var(59) > 0 && RoundState = 2
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl;||(Ctrl以外にも使える条件:地上:空中 例:ダッシュ中)
TriggerAll=inguarddist
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(59)*150
;==============================================================================
[State -1, 顎裂サマソ]
type = ChangeState
value = 1300
triggerall = var(59)>0 && roundstate = 2
triggerall = stateno != 198
triggerall = statetype != A
trigger1 = p2statetype = A ;対空技が無敵時間ありなら「A」でおk
trigger1 = p2movetype = A; || p2movetype = I
trigger1 = ctrl
trigger1 = p2bodydist X = [-10, 60]
trigger1 = p2bodydist Y = [-120, 0]
trigger1 = p2movetype != I
;trigger2 = (stateno = 410) && movecontact
;trigger2 = p2movetype = A
;trigger2 = ctrl
;trigger2 = p2bodydist X = [-10, 60]
[State -1, 魔爪]
type = ChangeState
value = 1000
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2bodydist X <= 78
trigger1 = p2statetype = A ;対空技が無敵時間ありなら「A」でおk
trigger1 = p2movetype = A || p2movetype = I
trigger1 = ctrl
trigger1 = p2bodydist X = [10, 55]
trigger1 = p2bodydist Y >= 150
trigger2 = PrevStateNo = 890
trigger2 = p2statetype = S || p2statetype = C
trigger2 = p2bodydist X = [42, 55]
trigger2 = p2statetype != A
trigger2 = StateNo != 198
trigger2 = ctrl
trigger3 = p2bodydist X <= 70
trigger3 = (stateno = 220) && (MoveContact)
trigger4 = PrevStateNo = 890
trigger4 = PrevStateNo = 891
trigger4 = p2bodydist X = [10, 55]
trigger5 = p2bodydist X = [80, 90]
trigger5 = ((stateno= [890,891]) && (time = 3))
trigger6 = p2bodydist X <= 70
trigger6 = (stateno = 250) && (MoveContact)
trigger7 = p2bodydist X <= 70
trigger7 = (stateno = 410) && (MoveContact)
[State -1,旋風牙空中]
type = ChangeState
value = 1202
triggerall = var(59)>0 && roundstate = 2
trigger1 = (stateno = 611)
trigger1 = movecontact
trigger1 = p2bodydist Y = [-40, 0]
[State -1,旋風牙2]
type = ChangeState
value = 1201
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power < 3000;1500
triggerall = p2statetype != L
triggerall = p2statetype != S
triggerall = P2StateNo != 140 && P2StateNo != 150
trigger1 = (stateno = 1010) && time > 20
trigger1 = p2movetype = H
;[State -1,旋風牙1]
;type = ChangeState
;value = 1200
;triggerall = var(59)>0 && roundstate = 2
;triggerall = statetype != A
;triggerall = p2statetype != S
;trigger1 = ctrl
;trigger1 = p2movetype != A
;trigger1 = p2movetype != H
;trigger1 = p2movetype = I && time > 10
;trigger1 = p2bodydist X = [90, 90]
;trigger1 = p2statetype = C
;trigger1 = p2statetype != L
;trigger2 = p2bodydist X = [50, 90]
;trigger2 = p2statetype = C
;trigger2 = p2movetype != A
;trigger2 = ctrl
;trigger3 = p2bodydist X = [50, 90]
;trigger3 = p2statetype = C
;trigger3 = p2movetype != A
;trigger3 = StateNo = 200
[State -1, ジャンプ中]
type = ChangeState
value = 605
triggerall = var(59)>0 && roundstate = 2
;triggerall = stateno != 105
;triggerall = StateNo != 199
triggerall = ctrl
triggerall = statetype = A
trigger1 = p2movetype = H
trigger1 = p2bodydist X <= 80
trigger1 = p2bodydist Y = [-40, 0]
[State -1, ジャンプ強]
type = ChangeState
value = 611
triggerall = var(59)>0 && roundstate = 2
triggerall = stateno != 198
triggerall = stateno != 105
triggerall = StateNo != 199
;trigger1 = P2statetype = L
;trigger1 = ctrl
;trigger1 = Pos Y < 0 ;Pos Y < 5
;trigger1 = statetype = A
;trigger1 = p2bodydist X <= 40
;trigger2 = movecontact
;trigger2 = stateno = 1300
;trigger2 = Pos Y < 20
;trigger2 = statetype = A
;trigger2 = P2statetype= A
;trigger2 = p2bodydist X <= 40
trigger1 = movecontact
trigger1 = stateno = 605
trigger1 = p2bodydist X <= 100
[State -1, 蹴上命中時の追跡ジャンプ]
type = ChangeState
value = 40
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = (stateno = 260) && movecontact
trigger1 = p2bodydist X <= 80
[State -1, 蹴上]
type = ChangeState
value = 260
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power < 1200
triggerall = MoveGuarded = 0
p2statetype != C
trigger1 = (stateno = 211) && movecontact
trigger1 = p2bodydist X <= 80
[State -1, 立ち中2]
type = ChangeState
value = 211
triggerall = var(59)>0 && roundstate = 2
trigger1 = (stateno = 210) && time > 15
trigger1 = p2bodydist X = [0, 80]
trigger2 = (stateno = 210) && movecontact
trigger2 = p2bodydist X = [0, 80]
[State -1, 立ち中]
type = ChangeState
value = 210
triggerall = var(59)>0 && roundstate = 2
;triggerall = statetype = S
triggerall = power < 1200
triggerall = stateno != 210
;trigger1 = p2statetype = S || p2statetype = C
;trigger1 = p2bodydist X = [23, 80]
;trigger1 = ctrl
trigger1 = (stateno = 200) && time > 8
trigger1 = p2bodydist X = [26, 80]
trigger1 = p2movetype != A
;trigger3 = p2statetype = A
;trigger3 = p2bodydist X = [23, 80]
;trigger3 = ctrl
;trigger4 = p2bodydist X = [30, 80]
;trigger4 = p2statetype = A
;trigger4 = ctrl
trigger2 = (stateno = 200)
trigger2 = movecontact
trigger2 = p2bodydist X = [23, 60]
trigger2 = p2movetype != A
trigger3 = p2bodydist X = [0, 80]
trigger3 = ((stateno= [890,891]) && (time = 3))
trigger3 = ctrl
trigger3 = statetype = S
[State -1,牙薊]
type = ChangeState
value = 1700
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
;triggerall = p2statetype != S
trigger1 = ctrl
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = p2movetype = I && time > 10
trigger1 = p2bodydist X = [90, 130]
trigger1 = p2bodydist Y < 50
trigger1 = p2statetype != A
trigger2 = p2bodydist X = [90, 140]
trigger2 = p2bodydist Y < 50
trigger2 = p2statetype = S
trigger2 = p2movetype != A
trigger2 = ctrl
trigger2 = p2movetype != A
trigger2 = p2statetype != A
trigger3 = p2bodydist X = [90, 140]
trigger3 = p2bodydist Y < 50
trigger3 = p2statetype = S
trigger3 = StateNo = 200
trigger3 = p2movetype != A
trigger3 = ctrl
trigger4 = StateNo = 1010
trigger4 = P2statetype = S
trigger4 = MoveGuarded
trigger5 = p2bodydist X = [0, 70]
trigger5 = p2bodydist Y < 50
trigger5 = p2statetype = L
trigger5 = ctrl
trigger5 = p2movetype != A
;-| 投げ |-------------------------------------------------------------------
[State -1, 臓物喰]
type = ChangeState
value = 900
triggerall = var(59)>0 && roundstate = 2
triggerall = p2bodydist X = [0, 10]
triggerall = p2statetype != A
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger1 = p2movetype != A
trigger1 = p2statetype != L
trigger1 = p2movetype = I
trigger1 = statetype = S
trigger1 = ctrl
[State -1, 踏杭]
type = ChangeState
value = 650
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = Pos Y < -25;-45
trigger1 = ctrl
trigger1 = p2bodydist X <= 35
trigger1 = p2movetype != A
trigger2 = (stateno = 1202) && (MoveContact)
[State -1, 空牙刃]
type = ChangeState
value = 1020
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = Pos Y < -60
trigger1 = ctrl
trigger1 = p2bodydist X <= 100
trigger1 = p2bodydist Y < 100
trigger1 = p2movetype != A
;trigger2 = (stateno = 610) && time > 11 && (MoveContact)
trigger2 = (stateno = 600) && time > 4 && (MoveContact)
trigger3 = p2bodydist X <= 100
trigger3 = p2bodydist Y < 50
trigger3 = (stateno = 610) && time > 11
trigger4 = p2bodydist X <= 100
trigger4 = p2bodydist Y < 100
trigger4 = (stateno = 600) && time > 4 && (MoveContact)
[State -1, 立ち中];その2
type = ChangeState
value = 210
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = S
triggerall = stateno != 210
trigger1 = ctrl
trigger1 = p2bodydist X = [15, 50]
trigger1 = P2statetype = S
trigger1 = P2movetype != A
[State -1, 脚牙]
type = ChangeState
value = 250
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != L
trigger1 = P2statetype = C
trigger1 = (stateno = 210) && movecontact
trigger1 = p2bodydist X <= 40;78
[State -1, 立ち強]
type = ChangeState
value = 220
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != L
;trigger1 = (stateno = 211) && time > 12
;trigger1 = p2bodydist X <= 70;78
;trigger1 = p2bodydist Y > -80
;;trigger1 = (stateno = 410) && time > 21
;;trigger1 = p2bodydist X <= 60;78
;;trigger1 = p2bodydist Y > -80
;trigger3 = ctrl
;trigger3 =p2bodydist X < 60;78
;trigger3 =p2bodydist X > 40;78
;trigger3 = p2bodydist Y > -80
trigger1 = (stateno = 211) && movecontact
trigger1 = p2bodydist X <= 70;78
trigger1 = p2bodydist Y > -80
trigger1 = P2statetype != C
[State -1, しゃがみ弱]
type = ChangeState
value = 400
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != A
;trigger1 = statetype = C
trigger1 = p2statetype = S
trigger1 = p2bodydist X <= 20
trigger1 = ctrl
trigger1 = p2movetype != A
trigger1 = ((stateno= [880,881]) && (time = 3))
trigger2 = ctrl
trigger2 = p2bodydist X > 10
trigger2 = p2bodydist X < 30
trigger2 = p2statetype != A
trigger2 = p2statetype = L
;trigger3 = p2bodydist X = [0, 20]
;trigger3 = p2bodydist Y < 50
;trigger3 = p2statetype = L
;trigger3 = ctrl
;trigger3 = p2movetype != A
[State -1, 立ち弱パンチ]
type = ChangeState
value = 200
triggerall = var(59)>0 && roundstate = 2
Triggerall = P2MoveType != A
;Triggerall = p2bodydist Y > 30
trigger1 = p2bodydist X = [-10, 25]
Trigger1 = P2MoveType != A
trigger1 = P2statetype != C
trigger1 = statetype = S
trigger1 = p2statetype = S
trigger1 = ctrl
trigger2 = p2bodydist X = [-10, 25]
trigger2 = stateno = 200 && movecontact
trigger2 = time > 6
trigger3 = p2bodydist X = [10, 40]
trigger3 = ((stateno= [890,891]) && (time = 3))
trigger3 = ctrl
trigger3 = P2statetype != C
Trigger3 = P2MoveType != A
trigger3 = statetype = S
;------------------------------------------------------------------------------
[State -1, ダッシュ]
type = ChangeState
value = 198
triggerall = var(59)>0 && roundstate = 2
triggerall = ctrl
triggerall = StateNo != 198
trigger1 = statetype = S
trigger1 = p2bodydist X >= 90
trigger1 = P2statetype = A
trigger1 = p2bodydist X > 40
trigger2 = statetype = S
trigger2 = P2movetype = H
trigger2= p2bodydist X > 60
trigger2 = statetype = S
trigger2 = P2movetype = I
trigger2= p2bodydist X > 40
;
;[State -1, バックステップ]
;type = ChangeState
;value = 105
;triggerall = var(59)>0 && roundstate = 2
;triggerall = ctrl
;triggerall = statetype = S
;trigger1 = P2statetype = L
;trigger1 = p2bodydist X < 12
;[State -1, 致命撃]
;type = ChangeState
;value = 1100
;triggerall = var(59)>0 && roundstate = 2
;triggerall = statetype != A
;triggerall = ctrl
;triggerall = PrevStateNo != 880
;triggerall = PrevStateNo != 881
;triggerall = ((stateno= [880,881]) && (time != 10))
;trigger1 = p2bodydist X = [60, 80]
;trigger1 = BackEdgeBodyDist > 40
;trigger1 = P2movetype = A
;trigger1 = enemy,HitDefAttr = SA, NA, SA, HA
;------------------------------------------------------------------------------
[State -1, 散牙];
type = ChangeState
value = 1015
triggerall = var(59)>0 && roundstate = 2
triggerall = NumProjID(310) = 0
triggerall = NumProjID(311) = 0
triggerall = NumProjID(312) = 0
triggerall = NumProjID(313) = 0
triggerall = ctrl
trigger1 = P2statetype != L
trigger1 = statetype != A
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2bodydist X >= 200
trigger1 = p2bodydist X < 250
trigger1 = p2movetype = H
trigger1 = StateNo != 198
[State -1, 牙刃]
type = ChangeState
value = 1010
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2statetype = L
trigger1 = p2bodydist X = [40, 78]
trigger1 = p2bodydist Y > -50
trigger2 = ctrl
trigger2 = p2movetype = H
trigger2 = p2bodydist X = [35, 78]
trigger2 = p2bodydist Y > -40
trigger3 = movecontact
trigger3 = (stateno = 1000) && time > 19
trigger3 = p2bodydist X <= 60
[State -1, バクステ]
type = ChangeState
value = 199
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
;trigger1 = ctrl
;trigger1 = p2statetype = L
;trigger1 = p2bodydist X = [-5, 34]
;trigger1 = p2bodydist Y > -39
;Trigger1 = BackEdgeBodyDist > 40
trigger1 = stateno = 211 && time > 16
trigger1 != movecontact
[State -1, しゃがみ中]
type = ChangeState
value = 410
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X = [0, 40]
trigger1 = p2bodydist Y < -40
trigger1 = p2bodydist Y > -80
trigger1 = p2statetype = A
trigger1 = P2statetype != L
trigger1 = P2movetype != H
trigger2 = (stateno = 400) && time > 8
trigger2 = p2bodydist X = [0, 60]
trigger2 = P2statetype != L
trigger3 = p2bodydist X = [30, 50]
trigger3 = ((stateno= [880,881]) && (time = 3))
trigger3 = statetype = C
trigger3 = ctrl
trigger3 = P2statetype != L
;------------------------------------------------------------------------------
;[State -1, ガード]
;type = ChangeState
;value = 120
;triggerall = var(59)>0 && roundstate = 2
;triggerall = ctrl && stateno != [120,155]
;;trigger1 = random <= 300;700
;trigger1 = p2movetype = A || InGuardDist
;trigger2 = p2movetype = A || InGuardDist || enemynear,NumProj > 0
;trigger2 = P2BodyDist X >= 90 || statetype = A
;------------------------------------------------------------------------------
;[State -1, ジャンプ弱]
;type = ChangeState
;value = 600
;triggerall = var(59)>0 && roundstate = 2
;triggerall = stateno != 105
;triggerall = StateNo != 199
;triggerall = ctrl
;trigger1 = statetype = A
;trigger1 = p2bodydist X <= 15
;trigger1 = p2bodydist Y < 80
[State -1, しゃがみ強]
type = ChangeState
value = 420
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2movetype != A
;trigger1 = ctrl
trigger1 = P2statetype != A
;trigger1 = P2statetype != L
;trigger1 = p2StateNo != 130
;trigger1 = p2StateNo != 131
;trigger1 = p2bodydist X = [20, 70]
;trigger2 = ctrl
;trigger2 = P2statetype = S
;trigger2 = P2movetype = I
;trigger2 = p2bodydist X = [0, 70]
;trigger2 = p2bodydist X > 20
trigger1 = PrevStateNo = 881
trigger1 = p2bodydist X = [0, 70]
trigger1 = ctrl
;trigger2 = p2bodydist X = [0, 70]
trigger2 = P2statetype != L
trigger2 = ctrl
trigger2 = statetype != A
trigger2 = P2statetype = S
trigger2 = p2bodydist X = [50, 70]
;trigger2 = stateno= 881 && time = 3
trigger3 = PrevStateNo = 881
;trigger3 = p2movetype != A
;trigger3 = ctrl
trigger3 = p2bodydist X = [-20, 70]
trigger3 = P2statetype != A