Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — Ibuki-Toranoo-20230506.zip ← Back to Overview

;---|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
Back
Top