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DJB MUGEN & IKEMEN Community

Command List — Junpei_Iori.zip ← Back to Overview

[Remap] x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。 y = y ;Yボタン         〃 z = z ;Zボタン         〃 a = a ;Aボタン         〃 b = b ;Bボタン         〃 c = c ;Cボタン         〃 s = s ;スタートボタン      〃 [Defaults] command.time = 15 ;標準のコマンド入力受付時間。 ;各コマンドで省略している場合に有効。 ;このパラメータを消した場合、デフォルトは1フレームになる。 ;( M.U.G.E.Nでの1フレーム = 1/60秒 ) command.buffer.time = 1 ;標準のコマンド入力記憶時間。 ;入力した直後にコマンドを記憶し、 ;指を離してもコマンドが成功している状態を ;ここで設定した時間の分維持する。 ;1〜30フレームまでの間で設定可能。 ;デフォルトは1フレーム。 ;-| AI |-------------------------------------------------------- [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 ;-| 超必殺技 |----------------------------------------------------------------- [Command] name = "632146+a" command = ~F, DF, D, DB, B, F, a time=30 [Command] name = "412364+a" command = ~B, DB, D, DF, F, B, a time=30 [Command] name = "412364+y" command = ~B, DB, D, DF, F, B, y time=30 [Command] name = "412364+x" command = ~B, DB, D, DF, F, B, x time=30 [Command] name = "236236+a" command = ~D, DF, F, D, DF, F, a [Command] name = "214214+a" command = ~D, DB, B, D, DB, B, a time=30 [Command] name = "214214+y" command = ~D, DB, B, D, DB, B, y time=30 [Command] name = "214214+x" command = ~D, DB, B, D, DB, B, x time=30 [Command] name = "63214+xy" command = ~F, DF, D, DB, B, x+y time=30 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "214+a" command = ~D, DB, B, a [Command] name = "214+y" command = ~D, DB, B, y [Command] name = "214+x" command = ~D, DB, B, x [Command] name = "236+y" command = ~D, DF, F, y [Command] name = "236+x" command = ~D, DF, F, x [Command] name = "22+x" command = ~D, D, x [Command] name = "22+y" command = ~D, D, y [Command] name = "A+B" command = a+b ;------------------------------------------------------------------------------ ;-| 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 = "counter" ;必須コマンド名 command = x+y+a time = 3 [Command] name = "recovery" ;必須コマンド名 command = x+y time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| 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 ;--------------------------- ;(「パワー溜め」用にコマンドを追加してます) [Command] name = "hold_c" command = /c ;------------------------------------------------------------------------------ ;-| 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, 五月雨斬り]; type = ChangeState value = 2001 triggerall = var(59) = 0 triggerall = var(58)=1 triggerall = command = "632146+a" triggerall = power >= 3000 triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=20014 [State -1, 空間殺法]; type = ChangeState value = 2001 triggerall = var(59) = 0 triggerall = var(58)=1 triggerall = command = "412364+a" triggerall = power >= 3000 triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=20011 [State -1, ブレイブザッパー]; type = ChangeState value = 2001 triggerall = var(59) = 0 triggerall = var(58)=1 triggerall = command = "214214+a" triggerall = power >= 3000 triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=20010 [State -1, アギダイン]; type = ChangeState value = 2000 triggerall = var(59) = 0 triggerall = var(58)=1 triggerall = command = "236236+a" triggerall = power >= 1000 triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=20012 [State -1, デスバウンド]; type = ChangeState value = 2001 triggerall = var(59) = 0 triggerall = var(58)=1 triggerall = command = "412364+y" triggerall = power >= 2000 triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=20009 [State -1, ミリオンシュート]; type = ChangeState value = 2001 triggerall = var(59) = 0 triggerall = command = "412364+x" triggerall = power >= 2000 triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=10008 [State -1, 利剣乱舞]; type = ChangeState value = 2001 triggerall = var(59) = 0 triggerall = command = "214214+y" triggerall = power >= 1000 triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=10007 [State -1, ギガンフィスト]; type = ChangeState value = 2000 triggerall = var(59) = 0 triggerall = command = "214214+x" triggerall = power >= 1000 triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=10006 [State -1, チャージ]; type = ChangeState value = 2004 triggerall = var(59) = 0 triggerall = var(58)=1 triggerall = command = "63214+xy" triggerall = power >= 1000 triggerall = statetype != A triggerall = Var(33) = 0 triggerall = NumHelper(1) = 0 trigger1 = ctrl [State -1, 変数の例1];必殺技の発生条件リセット type = VarSet trigger1 = 1 var(1) = 0 ;変数用パラメータの記述方法その1(その2は「板投げ」のステートにて) [State -1, 変数の例2];必殺技の発生条件をチェック type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger2 = stateno != 250 var(1) = 1 ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, アギ]; type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "236+x" triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = power >= 30 trigger1 = ctrl trigger1 = var(20):=10001 [State -1, アギラオ]; type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "236+y" triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = power >= 60 trigger1 = ctrl trigger1 = var(20):=10002 [State -1, スラッシュ]; type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "214+x" triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=10003 [State -1, アサルトダイブ]; type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "214+y" triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=10004 [State -1, キルラッシュ]; type = ChangeState value = 1001 triggerall = var(59) = 0 triggerall = command = "214+a" triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=10005 [State -1, 二連牙]; type = ChangeState value = 1001 triggerall = var(59) = 0 triggerall = command = "22+x" triggerall = statetype != A triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = var(20):=10015 [State -1, ラクカジャ]; type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = command = "22+y" triggerall = statetype != A triggerall = Var(32) = 0 triggerall = NumHelper(1) = 0 triggerall = power >= 600 trigger1 = ctrl ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State -1, 挑発] type = ChangeState value = 111 triggerall = var(59) = 0 trigger1 = command = "start" trigger1 = statetype = S trigger1 = ctrl [State -1, カウンタ] type = ChangeState value = 750 triggerall = var(59) = 0 triggerall = command = "counter" triggerall = power >= 1500 trigger1 = statetype = S trigger1 = ctrl [State -1, 回避] type = ChangeState value = 700 triggerall = var(59) = 0 trigger1 = command = "recovery" trigger1 = statetype = S trigger1 = ctrl ;------------------------------------------------------------------------------ ;特殊技 ;------------------------------------------------------------------------------ [State -1,特殊技1 ] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = var(21)=0 triggerall = command = "y" triggerall = command = "holdback" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && AnimElemtime(6) > 0 [State -1, 特殊技2] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = var(21)=0 triggerall = command = "y" triggerall = command = "holdback" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && AnimElemtime(6) > 0 trigger3 = (stateno = 230) && AnimElemtime(11) > 0 [State -1, ダッシュ攻撃] type = ChangeState value = 501 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = ctrl trigger1 = stateno = 100 && time >= 12 [State -1, ダッシュ攻撃] type = ChangeState value = 500 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = ctrl trigger1 = stateno = 100 && time >= 12 [State -1, 投げ] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 走る] type = ChangeState value = 100 triggerall = var(59) = 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, ] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl [State -1, ] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = var(21)=0 triggerall = command = "y" triggerall = command != "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && AnimElemtime(6) > 0 [State -1, ] type = ChangeState value = 211 triggerall = var(59) = 0 triggerall = var(21)=0 triggerall = command = "y" triggerall = command = "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && AnimElemtime(6) > 0 [State -1, ] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = var(21)=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && AnimElemtime(6) > 0 trigger3 = (stateno = 230) && AnimElemtime(11) > 0 trigger4 = (stateno = 240) && AnimElemtime(8) > 0 [State -1, ] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl [State -1, ] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) trigger2 = (time > 9) || (movecontact && time > 5) [State -1, ] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holdback" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = (stateno = 410) trigger3 = (time > 20) || (movecontact && time > 2) [State -1, ] type = ChangeState value = 421 triggerall = command = "a" triggerall = command = "holdback" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = (stateno = 410) trigger3 = (time > 20) || (movecontact && time > 2) ;------------------------------------------------------------------------------ [State -1, ] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl [State -1, ] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact [State -1, ] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = time >= 11 trigger3 = stateno = 610 trigger3 = time >= 15 ;       ■     ■■■     ■     ;      ■ ■     ■      ■ ;     ■   ■    ■      ■ ;     ■   ■    ■      ■ ;     ■■■■■    ■      ■ ;     ■   ■    ■   ■  ■  ■ ;     ■   ■    ■    ■ ■ ■ ;     ■   ■    ■     ■■■ ;     ■   ■   ■■■     ■ ;÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷ ;優位不利判断簡易 ;÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷ [State -1, 2] type = VarAdd triggerall = var(59) > 0 triggerall = 1 trigger1 = Enemy,Movetype != H trigger1 = Movetype = H fvar(18)=1 [State -1, 2] type = VarSet triggerall = var(59) > 0 triggerall = 1 trigger1 = Movetype = H trigger2 = Movehit fvar(18)=0 ;÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷ ;敵ノックバック簡易 ;÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷ [State -1, 2] type = VarSet triggerall = var(59) > 0 triggerall = 1 trigger1 = Enemy,Movetype != H fvar(19)=(Enemy,const(movement.yaccel)) [State -1, 2] type = VarSet triggerall = var(59) > 0 trigger1 = Enemy,Movetype = H trigger1 = 1 fvar(19)=(Enemy,GetHitVar(yaccel)) [State -1, 2] type = VarSet triggerall = var(59) > 0 trigger1 = Enemy,statetype != A trigger1 = 1 fvar(19)=0 ;÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷ ;有利F判断 ;÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷ [State -1, 有利時間] type = VarSet triggerall = var(59) > 0 triggerall = 1 trigger1 = Enemy,stateno=[120,155] ;ガードされた trigger2 = P2Movetype!=H ;喰らい状態でない trigger3 = fvar(12)<0 ;0を下回る fvar(12)=0 [State -1, 有利時間] type = null;Varadd triggerall = var(59) > 0 trigger1 = 1 fvar(12)=-1 [State -1, hit有利時間] type = Varadd triggerall = var(59) > 0 trigger1 = Enemy,Movetype=H trigger1 = Enemy,stateno!=[120,155] fvar(12) = (Enemy,AnimTime)*-1 [State -1, 反撃判断:自分攻撃] type = VarSet triggerall = var(59) > 0 triggerall = fvar(13)>0 triggerall = 1 trigger1 = Movetype!=H ;攻撃などでリセット trigger1 = !ctrl fvar(13)=0 [State -1, 反撃判断:被弾] type = VarSet triggerall = var(59) > 0 triggerall = time=0 trigger1 = gethitvar(guarded)>0 trigger2 = gethitvar(damage)>0 fvar(13)=1 [State -1, 反撃判断:被弾後経過時間] type = Varadd triggerall = var(59) > 0 triggerall = fvar(13)>0 triggerall = 1 trigger1 = ctrl trigger2 = Movetype=H trigger3 = stateno=[120,153] fvar(13)=1 [State -1, 立ち中段・下段点数上限] type = Varset triggerall = var(59) > 0 triggerall = fvar(14)>5 trigger1 = 1 fvar(14)=5 [State -1, 立ち中段・下段点数下限] type = Varset triggerall = var(59) > 0 triggerall = fvar(14)<-5 trigger1 = 1 fvar(14)=-5 [State -1, 立ち中段ヒットor立ち下段ガード] type = Varadd triggerall = var(59) > 0 triggerall = fvar(14)<5 triggerall = NumHelper(1) = 1 triggerall = 1 trigger1 = Helper(1),stateno=10003 trigger1 = Helper(1),MoveGuarded trigger2 = Helper(1),stateno=10004 trigger2 = Helper(1),Movehit fvar(14)=1 persistent=0 [State -1, 立ち下段ヒットor立ち中段ガード] type = Varadd triggerall = var(59) > 0 triggerall = fvar(14)>-5 triggerall = NumHelper(1) = 1 triggerall = 1 trigger1 = Helper(1),stateno=10004 trigger1 = Helper(1),MoveGuarded trigger2 = Helper(1),stateno=10003 trigger2 = Helper(1),Movehit fvar(14)=-1 persistent=0 [State -1, ペルソナ中段] type = VarSet triggerall = var(59) > 0 triggerall = NumHelper(1) = 1 triggerall = 1 trigger1 = Helper(1),stateno=10004 fvar(15)=1 [State -1, ペルソナ中段・下段無し] type = VarSet triggerall = var(59) > 0 triggerall = 1 trigger1 = NumHelper(1) = 1 trigger1 = Helper(1),stateno!=10003 trigger1 = Helper(1),stateno!=10004 trigger2 = NumHelper(1) = 0 fvar(15)=0 [State -1, ペルソナ下段] type = VarSet triggerall = var(59) > 0 triggerall = NumHelper(1) = 1 triggerall = 1 trigger1 = Helper(1),stateno=10003 fvar(15)=-1 ;÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷ ;防御回避時敵ステート ;÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷ ;敵ステート [State -1] Type = VarSet trigger1 = stateno = [120,159] trigger1 = GetHitVar(Guarded)>0 trigger2 = Movetype = H trigger2 = GetHitVar(damage)>0 trigger3 = stateno = 700 trigger3 = time = 1 V = 15 Value = Enemy,stateno ;敵ステート [State -1] Type = VarSet trigger1 = Enemy,stateno != var(15) V = 15 Value = -1 [State -1, Jump] type = ChangeState value = 40 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = statetype != A triggerall = ctrl triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 trigger1 = Enemy,HitDefAttr = SCA,AT trigger2 = P2BodyDist X = [90,170] trigger2 = random%133=0 trigger3 = fvar(14)>-2 trigger3 = P2Movetype!=H trigger3 = P2BodyDist X = [0,120] trigger3 = fvar(15)=-1 trigger4 = P2Movetype!=H trigger4 = P2BodyDist X = [0,120] trigger4 = (NumHelper(1)=1 && Helper(1),stateno=20009) [State -1, カウンタ] type = ChangeState value = 750 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = power >= 1500 triggerall = statetype = S triggerall = ctrl triggerall = InGuardDist && P2Movetype=A triggerall = Enemy,HitDefAttr=SC,NA,SA || random%20=0 triggerall = P2BodyDist X = [0,90] trigger1 = !(Enemy,HitdefAttr = SCA,AT)||InGuardDist trigger2 = random%20=0 trigger2 = prevstateno=[120,160] trigger2 = InGuardDist trigger3 = random%10=0 || P2BodyDist X = [-60,60] trigger3 = prevstateno=[5000,5300] [State -1, 回避] type = ChangeState value = 700 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = ctrl triggerall = statetype != A triggerall = InGuardDist trigger1 = P2BodyDist X = [-90,90] trigger1 = random%70=0||(Enemy,Animtime<-14&&random%30=0) trigger1 = !(Enemy,HitdefAttr = SCA,AT) trigger2 = random%50=0||(Enemy,Animtime<-14&&random%30=0) trigger2 = prevstateno=[120,160] trigger2 = InGuardDist trigger3 = random%10=0 || P2BodyDist X = [-60,60] trigger3 = prevstateno=[5000,5300] trigger3 = InGuardDist||P2Movetype=A [State -1, 投げ] type = ChangeState value = 800 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;Jump Gard [State -3, Jump Gard] type = ChangeState value = 132 triggerall = var(0) = 0 triggerall = var(59) >= 1 && RoundState = 2 triggerall = ctrl triggerall = statetype = A TriggerAll = random < var(59)*100 ;trigger1 = EnemyNear,StateType = A ;trigger1 = EnemyNear,MoveType = A trigger1 = InGuardDist trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0 trigger2 = InGuardDist ;Guard [State -3, Guard] type = ChangeState value = 130 triggerall = var(0) = 0 triggerall = var(59) >= 1 && RoundState = 2 triggerall = ctrl triggerall = statetype = S triggerall = P2statetype != C TriggerAll = random < var(59)*100 trigger1 = EnemyNear,StateType != C trigger1 = InGuardDist trigger2 = P2Movetype = A trigger2 = EnemyNear,StateType = S && Time >= 19;12 trigger2 = !EnemyNear,MoveGuarded ;CrouchingGuard [State -3, CrouchingGuard] type = ChangeState value = 131 triggerall = var(0) = 0 triggerall = var(59) >= 1 && RoundState = 2 triggerall = ctrl triggerall = statetype != A triggerall = P2statetype = C triggerall = P2StateType !=A TriggerAll = random < var(59)*100 trigger1 = InGuardDist trigger2 = Enemy,HitDefAttr = SCA,AP || Enemy,Movetype = A trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0 [State -1, ラクカジャ]; type = ChangeState value = 1100 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = statetype != A triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = Var(32) = 0 triggerall = NumHelper(1) = 0 triggerall = Life >= 300 triggerall = power >= 600 triggerall = P2Dist X >= 0 triggerall = P2BodyDist X >= 65 triggerall = P2Movetype !=H triggerall = !InGuardDist trigger1 = ctrl trigger1 = random%20=0 [State -1,特殊技1 ] type = ChangeState value = 230 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = statetype != A triggerall = P2Dist X > 0 trigger1 = ctrl trigger1 = Enemy,Numproj > 0 trigger1 = time >= ceil(P2Dist X/20) [State -1, ダッシュ攻撃] type = ChangeState value = 500 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = P2Dist X > 0 triggerall = p2bodydist X < 90 triggerall = ctrl triggerall = stateno = 100 && time >= 12 trigger1 = Enemy,Numproj > 0 || random%15=0 trigger1 = p2statetype != A trigger1 = !Enemy,ctrl || random%35=0 [State -1, ダッシュ攻撃] type = ChangeState value = 501 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = P2Dist X > 0 triggerall = p2bodydist X >= 90 triggerall = ctrl triggerall = stateno = 100 && time >= 12 trigger1 = Enemy,Numproj > 0 || random%15=0 trigger1 = p2statetype != A trigger1 = !Enemy,ctrl || random%35=0 ;============================================================================== ;  ミリオンヒット ;============================================================================== [State -1, ] type = ChangeState value = 220 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = var(21)=0 triggerall = NumTarget(800)=0 triggerall = ctrl triggerall = NumTarget(220)=0 triggerall = P2BodyDist Y+(Enemy,Vel Y*29) > -120 triggerall = P2Dist X > 0 triggerall = statetype != A trigger1 = NumHelper>0 trigger1 = Helper,stateno=10008 trigger1 = Projhit2031=1 trigger1 = P2BodyDist X < 120 trigger2 = NumHelper>0 trigger2 = Projhit2021=1 || (Helper,Projhit2021=1) trigger2 = P2BodyDist X < 120 trigger3 = Projhit2021=1 trigger3 = P2BodyDist X < 120 ;============================================================================== ;  立弱ヒット・ガード ;============================================================================== [State -1,特殊技1 ] type = ChangeState value = 230 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = var(21)=0 triggerall = NumTarget(800)=0 triggerall = statetype != A triggerall = P2Dist X > 0 triggerall = (stateno = 200) && AnimElemtime(6) > 0 triggerall = P2BodyDist X < 93 trigger1 = MoveGuarded>0 trigger2 = NumTarget(200)>0 [State -1, 特殊技2] type = ChangeState value = 240 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(21)=0 triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = P2Dist X > 0 triggerall = (stateno = 200) && AnimElemtime(6) > 0 triggerall = P2BodyDist X +20 < 115 trigger1 = Movehit>0 trigger2 = NumTarget(200)>0 ;============================================================================== ;  起き攻め(1MORE) ;============================================================================== [State -1, キルラッシュ]; type = ChangeState value = 1001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(23)=1 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl Trigger1 = P2StateType = L Trigger1 = EnemyNear,StateNo = 5120 Trigger1 = EnemyNear,AnimTime = [-34,-31] trigger1 = var(20):=10005 Trigger2 = EnemyNear,StateNo = 5120 trigger2 = var(20):=10005 ;============================================================================== ;  起き攻め(1MOREなし) ;============================================================================== [State -1, スラッシュ]; type = ChangeState value = 1000 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = P2statetype = L triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = P2BodyDist X > 30 triggerall = ctrl triggerall = !InGuardDist Trigger1 = P2StateType = L Trigger1 = EnemyNear,StateNo = 5120 Trigger1 = EnemyNear,AnimTime = [-34,-31] trigger1 = random%200<=5-fvar(14) trigger1 = var(20):=10003 [State -1, アサルトダイブ]; type = ChangeState value = 1001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X > 30 triggerall = P2Dist X > 0 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = ctrl triggerall = !InGuardDist Trigger1 = P2StateType = L Trigger1 = EnemyNear,StateNo = 5120 Trigger1 = EnemyNear,AnimTime = [-37,-34] trigger1 = random%200<=5+fvar(14) trigger1 = var(20):=10004 [State -1, キルラッシュ]; type = ChangeState value = 1001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) ;triggerall = var(22)=0 ;triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = statetype != A triggerall = NumHelper(1) = 0 ;triggerall = P2BodyDist X > 30 triggerall = !InGuardDist triggerall = ctrl Trigger1 = P2StateType = L Trigger1 = EnemyNear,StateNo = 5120 Trigger1 = EnemyNear,AnimTime = [-34,-31] trigger1 = var(20):=10005 Trigger2 = EnemyNear,StateNo = 5120 trigger2 = var(20):=10005 ;============================================================================== ;  隙突き ;============================================================================== [State -1, カウンタ] type = ChangeState value = 750 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = power >= 1500 triggerall = statetype = S triggerall = InGuardDist triggerall = Enemy,HitDefAttr=SC,NA,SA triggerall = P2BodyDist X = [0,117] triggerall = ctrl triggerall = Enemy,stateno != var(15) triggerall = Enemy,Animtime >= -6 triggerall = !Enemy,ctrl trigger1 = prevstateno=[120,160] trigger2 = prevstateno=700 trigger3 = prevstateno=[5000,5300] [State -1, アギ]; type = ChangeState value = 1000 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = NumHelper(1) = 0 triggerall = power >= 30 triggerall = P2BodyDist Y+(Enemy,Vel Y*7) > -50 triggerall = P2statetype != A triggerall = statetype != A triggerall = P2BodyDist X = [0,60] triggerall = ctrl triggerall = Enemy,stateno = var(15) triggerall = Enemy,Animtime <= -9 triggerall = !Enemy,ctrl triggerall = var(20):=10001 trigger1 = prevstateno=[120,160] trigger2 = prevstateno=700 trigger3 = prevstateno=[5000,5300] trigger3 = !InGuardDist [State -1, 攻撃1] type = ChangeState value = 200 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = P2BodyDist Y+(Enemy,Vel Y*7) > -50 triggerall = P2statetype != C triggerall = P2statetype != A triggerall = statetype != A triggerall = P2BodyDist X = [0,117] triggerall = ctrl triggerall = Enemy,stateno = var(15) triggerall = Enemy,Animtime <= -9 triggerall = !Enemy,ctrl trigger1 = prevstateno=[120,160] trigger2 = prevstateno=700 trigger3 = prevstateno=[5000,5300] trigger3 = !InGuardDist [State -1, 屈攻撃1] type = ChangeState value = 400 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(800)=0 triggerall = P2Dist X >= 0 triggerall = P2BodyDist Y +(Enemy,Vel Y*7)> -15 triggerall = P2statetype != A triggerall = P2statetype != L triggerall = P2BodyDist X <= 90 triggerall = statetype != A triggerall = ctrl triggerall = Enemy,stateno = var(15) triggerall = Enemy,Animtime <= -6 triggerall = !Enemy,ctrl triggerall = random%20=0 trigger1 = prevstateno=[120,160] trigger2 = prevstateno=700 trigger3 = prevstateno=[5000,5300] trigger3 = !InGuardDist ;============================================================================== ;  追撃 ;============================================================================== [State -1, 中攻撃] type = ChangeState value = 210 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = NumHelper(1)=1 triggerall = Helper(1),stateno=10004 triggerall = ctrl triggerall = statetype != A triggerall = P2statetype = A triggerall = P2Movetype=H triggerall = P2Dist X >= 0 trigger1 = P2BodyDist X + fvar(19)*25 <= 120 trigger1 = P2BodyDist Y + (Enemy,Vel Y)*25 + ((Enemy,GetHitVar(yaccel))*24*25)/2 =[-80,0] [State -1, 攻撃1] type = ChangeState value = 200 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = ctrl triggerall = statetype != A triggerall = P2Movetype=H triggerall = P2Dist X >= 0 trigger1 = P2BodyDist X + fvar(19)*6 <= 130 trigger1 = P2BodyDist Y + (Enemy,Vel Y)*6 + ((Enemy,GetHitVar(yaccel))*5*6)/2 =[-50,0] [State -1, 屈攻撃3] type = ChangeState value = 420 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = ctrl triggerall = statetype != A triggerall = P2Movetype=H triggerall = P2Dist X >= 0 trigger1 = P2BodyDist X + fvar(19)*15 <= 120 trigger1 = P2BodyDist Y + (Enemy,Vel Y)*15 + ((Enemy,GetHitVar(yaccel))*14*15)/2 =[-15,0] [State -1, 屈攻撃2] type = ChangeState value = 410 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = ctrl triggerall = statetype != A triggerall = P2Movetype=H triggerall = P2Dist X >= 0 trigger1 = P2BodyDist X + fvar(19)*13 <= 55 trigger1 = P2BodyDist Y + (Enemy,Vel Y)*13 + ((Enemy,GetHitVar(yaccel))*12*13)/2 =[-15,0] [State -1, 屈攻撃1] type = ChangeState value = 400 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = ctrl triggerall = statetype != A triggerall = P2Movetype=H triggerall = P2Dist X >= 0 trigger1 = P2BodyDist X + fvar(19)*6 <= 88 trigger1 = P2BodyDist Y + (Enemy,Vel Y)*6 + ((Enemy,GetHitVar(yaccel))*5*6)/2 =[-15,0] [State -1, 特殊屈攻撃] type = ChangeState value = 421 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = ctrl triggerall = statetype != A triggerall = P2Movetype=H triggerall = P2Dist X >= 0 trigger1 = P2BodyDist X + fvar(19)*25 <= 120 trigger1 = P2BodyDist Y + (Enemy,Vel Y)*25 + ((Enemy,GetHitVar(yaccel))*24*25)/2 =[-80,0] [State -1, 立特殊攻撃1] type = ChangeState value = 230 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = statetype != A triggerall = P2Movetype=H triggerall = P2Dist X >= 0 triggerall = P2BodyDist X + fvar(19)*17 <= 90 triggerall = P2BodyDist Y + (Enemy,Vel Y)*17 + ((Enemy,GetHitVar(yaccel))*16*17)/2 =[-30,0] trigger1 = ctrl trigger2 = (stateno = 200) && AnimElemtime(6) > 0 trigger2 = NumTarget(200)>0 trigger2 = Movehit>0 [State -1, 立特殊攻撃2] type = ChangeState value = 240 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = statetype != A triggerall = P2Movetype=H triggerall = P2Dist X >= 0 triggerall = P2BodyDist X + fvar(19)*17 <= 135 triggerall = P2BodyDist Y + (Enemy,Vel Y)*17 + ((Enemy,GetHitVar(yaccel))*16*17)/2 =[-50,0] trigger1 = ctrl trigger2 = (stateno = 200) && AnimElemtime(6) > 0 trigger2 = (NumTarget(200)>0) || (NumHelper(1)>0) ;trigger2 = Movehit>0 trigger3 = (stateno = 230) && AnimElemtime(11) > 0 trigger3 = (NumTarget(200)>0) || (NumHelper(1)>0) ;============================================================================== ;  遠距離ヒマ ;============================================================================== [State -1, ラクカジャ]; type = ChangeState value = 1100 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = statetype != A triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = Var(32) = 0 triggerall = NumHelper(1) = 0 triggerall = power >= 600 triggerall = P2Dist X >= 0 triggerall = P2BodyDist X >= 145 triggerall = P2Movetype !=H triggerall = !InGuardDist trigger1 = ctrl trigger1 = random%10=0 [State -1, チャージ]; type = ChangeState value = 2004 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(58)=1 triggerall = P2Dist X >= 0 triggerall = P2BodyDist X >= 145 triggerall = power >= 1000 triggerall = statetype != A triggerall = Var(33) = 0 triggerall = NumPartner = 0 triggerall = NumHelper(1) = 0 trigger1 = ctrl trigger1 = random%30=0 ;============================================================================== ;============================================================================== [State -1, アギ]; type = ChangeState value = 1000 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = statetype != A triggerall = P2statetype != A triggerall = NumHelper(1) = 0 triggerall = power >= 30 triggerall = P2BodyDist X < 60 triggerall = P2Dist X > 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%50=0 trigger1 = var(20):=10001 [State -1, ] type = ChangeState value = 400 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X < 90 triggerall = P2Dist X > 0 trigger1 = NumHelper(1)=1 trigger1 = Helper(1),stateno=10004 trigger1 = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 420 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X < 126 triggerall = P2Dist X > 0 trigger1 = NumHelper(1)=1 trigger1 = Helper(1),stateno=10004 trigger1 = P2statetype != A trigger1 = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 410 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X < 60 triggerall = P2Dist X > 0 trigger1 = NumHelper(1)=1 trigger1 = Helper(1),stateno=10004 trigger1 = statetype != A trigger1 = ctrl [State -1, Jump] type = ChangeState value = 40 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = statetype != A triggerall = ctrl triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)<=0 triggerall = NumTarget(800)=0 trigger1 = Enemy,HitDefAttr = SCA,AT trigger2 = P2BodyDist X = [90,170] trigger2 = random%133=0 trigger3 = P2Movetype!=H trigger3 = fvar(14) > -2 trigger3 = P2BodyDist X = [80,120] trigger3 = (NumHelper(1)=1 && Helper(1),stateno=10003) trigger4 = P2Movetype!=H trigger4 = P2BodyDist X = [0,120] trigger4 = (NumHelper(1)=1 && Helper(1),stateno=20009) [State -1, 回避] type = ChangeState value = 700 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = ctrl triggerall = statetype != A triggerall = InGuardDist trigger1 = P2BodyDist X = [-90,90] trigger1 = random%70=0||(Enemy,Animtime<-14&&random%30=0) trigger1 = !(Enemy,HitdefAttr = SCA,AT) trigger2 = random%50=0||(Enemy,Animtime<-14&&random%30=0) trigger2 = prevstateno=[120,160] trigger2 = InGuardDist trigger3 = random%10=0 || P2BodyDist X = [-60,60] trigger3 = prevstateno=[5000,5300] trigger3 = InGuardDist||P2Movetype=A ;Jump Gard [State -3, Jump Gard] type = ChangeState value = 132 triggerall = var(0) = 0 triggerall = var(59) >= 1 && RoundState = 2 triggerall = ctrl triggerall = statetype = A TriggerAll = random < var(59)*100 ;trigger1 = EnemyNear,StateType = A ;trigger1 = EnemyNear,MoveType = A trigger1 = InGuardDist trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0 trigger2 = InGuardDist ;Guard [State -3, Guard] type = ChangeState value = 130 triggerall = var(0) = 0 triggerall = var(59) >= 1 && RoundState = 2 triggerall = ctrl triggerall = statetype = S triggerall = P2statetype != C TriggerAll = random < var(59)*100 trigger1 = EnemyNear,StateType != C trigger1 = InGuardDist trigger2 = P2Movetype = A trigger2 = EnemyNear,StateType = S && Time >= 19;12 trigger2 = !EnemyNear,MoveGuarded ;CrouchingGuard [State -3, CrouchingGuard] type = ChangeState value = 131 triggerall = var(0) = 0 triggerall = var(59) >= 1 && RoundState = 2 triggerall = ctrl triggerall = statetype != A triggerall = P2statetype = C triggerall = P2StateType !=A TriggerAll = random < var(59)*100 trigger1 = InGuardDist trigger2 = Enemy,HitDefAttr = SCA,AP || Enemy,Movetype = A trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0 ;============================================================================== ; 超必殺技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 空間殺法]; type = ChangeState value = 2001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(58)=1 triggerall = P2BodyDist X > 130 triggerall = power >= 3000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%50=0 || var(23)=1 trigger1 = var(20):=20011 trigger2 = random%20=0 trigger2 = !Enemy,ctrl trigger2 = var(20):=20011 [State -1, ブレイブザッパー]; type = ChangeState value = 2001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(58)=1 triggerall = P2BodyDist X > 130 triggerall = power >= 3000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%50=0 || var(23)=1 trigger1 = var(20):=20010 trigger2 = random%20=0 trigger2 = !Enemy,ctrl trigger2 = var(20):=20010 [State -1, 五月雨斬り]; type = ChangeState value = 2001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(58)=1 triggerall = P2BodyDist X > 130 triggerall = power >= 3000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%50=0 || var(23)=1 trigger1 = var(20):=20014 trigger2 = random%20=0 trigger2 = !Enemy,ctrl trigger2 = var(20):=20014 [State -1, アギダイン]; type = ChangeState value = 2000 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = var(58)=1 triggerall = P2bodyDist X > 130 triggerall = power >= 1000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%50=0 trigger1 = var(20):=20012 trigger2 = random%20=0 trigger2 = !Enemy,ctrl trigger2 = var(20):=20012 [State -1, デスバウンド]; type = ChangeState value = 2001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = var(58)=1 triggerall = P2statetype = S triggerall = power >= 2000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%200<=5-fvar(14) trigger1 = var(20):=20009 trigger2 = random%20=0 trigger2 = !Enemy,ctrl trigger2 = var(20):=20009 [State -1, ミリオンシュート]; type = ChangeState value = 2001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = power >= 2000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = P2BodyDist X >180 trigger1 = var(20):=10008 [State -1, 利剣乱舞]; type = ChangeState value = 2001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = P2BodyDist X = [-55,55] triggerall = power >= 1000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%30=0 && var(23)!=1 trigger1 = (Enemy,BackEdgeBodyDist < 50 && FrontEdgeBodyDist < 70) trigger1 = var(20):=10007 trigger2 = var(23)=1 trigger2 = P2BodyDist X + fvar(19)*24 = [-50,50] trigger2 = var(20):=10007 [State -1, ギガンフィスト]; type = ChangeState value = 2000 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = power >= 1000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = P2BodyDist X > 120 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%20=0 || var(23)=1 trigger1 = var(20):=10006 trigger2 = Enemy,AnimTime <= -2 trigger2 = P2stateno = [5080,5101] trigger2 = var(20):=10006 trigger3 = P2stateno = 5100 trigger3 = Enemy,AnimTime <= -4 trigger3 = var(20):=10006 [State -1, ギガンフィスト]; type = ChangeState value = 2000 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = power >= 1000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = P2BodyDist X > 190 triggerall = InGuardDist triggerall = ctrl trigger1 = !Enemy,ctrl trigger1 = random%12=0 || var(23)=1 trigger1 = var(20):=10006 [State -1, ミリオンシュート]; type = ChangeState value = 2001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = P2BodyDist X >200 triggerall = power >= 2000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = InGuardDist trigger1 = !Enemy,ctrl trigger1 = random%30=0 || var(23)=1 trigger1 = ctrl trigger1 = var(20):=10008 [State -1, ミリオンシュート]; type = ChangeState value = 2001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = power >= 2000 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = !InGuardDist triggerall = ctrl trigger1 = P2BodyDist X >180 trigger1 = var(20):=10008 trigger2 = var(23)=1 trigger2 = P2BodyDist X + fvar(19)*24 > 55 trigger2 = var(20):=10008 [State -1, 変数の例1];必殺技の発生条件リセット type = VarSet trigger1 = 1 var(1) = 0 ;変数用パラメータの記述方法その1(その2は「板投げ」のステートにて) [State -1, 変数の例2];必殺技の発生条件をチェック type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger2 = stateno != 250 var(1) = 1 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 走る] type = ChangeState value = 100 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = P2Life > 0 triggerall = stateno != 100 triggerall = statetype != A triggerall = ctrl triggerall = !InGuardDist triggerall = P2BodyDist X > 80 triggerall = NumHelper(1)=1 trigger1 = Helper,stateno = 10008 trigger2 = Helper,stateno = 10003 trigger3 = Helper,stateno = 10002 persistent=0 ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, キルラッシュ]; type = ChangeState value = 1001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)=1 triggerall = statetype != A triggerall = P2statetype != A triggerall = P2statetype != L triggerall = NumHelper(1) = 0 triggerall = !InGuardDist trigger1 = random%5=0 trigger1 = ctrl trigger1 = var(20):=10005 [State -1, キルラッシュ]; type = ChangeState value = 1001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = P2BodyDist X > 120 triggerall = !InGuardDist trigger1 = random%10=0 trigger1 = ctrl trigger1 = var(20):=10005 [State -1, 二連牙]; type = ChangeState value = 1001 triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = statetype != A triggerall = P2statetype != A triggerall = NumHelper(1) = 0 triggerall = P2BodyDist X < 115 trigger1 = ctrl trigger1 = random%20=0 trigger1 = var(20):=10015 [State -1, スラッシュ]; type = ChangeState value = 1000 triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = statetype != A triggerall = NumHelper(1) = 0 triggerall = P2BodyDist X > 30 triggerall = ctrl triggerall = !InGuardDist trigger1 = P2statetype != A trigger1 = random%20<=5-fvar(14) || random%25=0 trigger1 = var(20):=10003 trigger2 = AnimTime <= -2 trigger2 = P2stateno = [5080,5101] trigger2 = var(20):=10003 trigger3 = P2stateno = 5100 trigger3 = AnimTime <= -4 trigger3 = var(20):=10003 [State -1, アギラオ]; type = ChangeState value = 1000 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = statetype != A triggerall = P2statetype != A triggerall = NumHelper(1) = 0 triggerall = power >= 60 triggerall = !InGuardDist triggerall = ctrl trigger1 = random%20=0 trigger1 = var(20):=10002 trigger2 = P2BodyDist X > 120 trigger2 = random%15=0 trigger2 = var(20):=10002 [State -1, アサルトダイブ]; type = ChangeState value = 1001 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X = [60,150] triggerall = P2Dist X > 0 triggerall = statetype != A triggerall = P2statetype != A triggerall = NumHelper(1) = 0 triggerall = ctrl triggerall = !InGuardDist trigger1 = random%20<=5+fvar(14) || (P2statetype=C && random%5) || random%25=0 trigger1 = var(20):=10004 ;------------------------------------------------------------------------------ ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, ] type = ChangeState value = 211 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 trigger1 = P2BodyDist X = [50,115] trigger1 = P2Dist X > 0 trigger1 = random%30=0 trigger1 = NumHelper(1)=1 trigger1 = Helper(1),stateno=10003 trigger1 = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 410 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X < 60 triggerall = P2Dist X > 0 triggerall = P2statetype != A trigger1 = random%70=0 trigger1 = statetype != A trigger1 = ctrl trigger2 = P2BodyDist X < 50 trigger2 = (stateno = 400) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = NumHelper(1)=1 trigger3 = Helper(1),stateno=10004 trigger3 = statetype != A trigger3 = ctrl [State -1, ] type = ChangeState value = 400 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X < 90 triggerall = P2Dist X > 0 triggerall = P2BodyDist Y+(Enemy,Vel Y*6) > -45 trigger1 = statetype != A trigger1 = ctrl [State -1,特殊技1 ] type = ChangeState value = 230 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = var(21)=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = statetype != A triggerall = P2Dist X > 0 triggerall = P2BodyDist Y+(Enemy,Vel Y*7) > -60 trigger1 = P2BodyDist X < 103 trigger1 = ctrl trigger1 = random%13=0 trigger2 = var(21)=0 trigger2 = P2BodyDist X < 93 trigger2 = (stateno = 200) && AnimElemtime(6) > 0 trigger2 = MoveGuarded>0 trigger2 = NumTarget(200)>0 trigger3 = ctrl trigger3 = Enemy,Numproj > 0 trigger3 = time >= ceil(P2Dist X/20) [State -1, 特殊技2] type = ChangeState value = 240 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(21)=0 triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = P2Dist X > 0 triggerall = P2BodyDist Y+(Enemy,Vel Y*17) > -90 trigger1 = P2BodyDist X = [70,115] trigger1 = statetype = S trigger1 = ctrl trigger1 = random%13=0 [State -1, ] type = ChangeState value = 220 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = var(21)=0 triggerall = NumTarget(800)=0 triggerall = ctrl triggerall = NumTarget(220)=0 triggerall = P2BodyDist Y+(Enemy,Vel Y*29) > -120 triggerall = P2Dist X > 0 triggerall = statetype != A trigger1 = P2BodyDist X < 120 trigger1 = var(21)=2 || random%30=0 trigger2 = P2BodyDist X+(Enemy,Vel X*28) = [30,80] trigger2 = P2statetype = A trigger2 = random%30=0 trigger3 = P2stateno = [120,159] trigger3 = P2BodyDist X+(Enemy,Vel X*28) = [30,80] trigger3 = P2statetype = A [State -1, ] type = ChangeState value = 210 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 trigger1 = P2BodyDist X < 115 trigger1 = P2Dist X > 0 trigger1 = random%30=0 trigger1 = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 200 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X < 117 triggerall = P2Dist X > 0 triggerall = P2BodyDist Y+(Enemy,Vel Y*7) > -60 trigger1 = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 420 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X < 126 triggerall = P2Dist X > 0 triggerall = P2stateno != [120,159] triggerall = (P2BodyDist Y+(Enemy,Vel Y*21) > -140) || (P2BodyDist Y+(Enemy,Vel Y*22) > -100) triggerall = P2statetype != A trigger1 = ctrl trigger1 = random%30=0 trigger1 = statetype != A trigger2 = (stateno = 400) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = ctrl trigger3 = NumHelper(1)=1 trigger3 = Helper(1),stateno=10004 trigger3 = statetype != A trigger4 = (stateno = 410) trigger4 = (time > 20) || (movecontact && time > 2) [State -1, ] type = ChangeState value = 421 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = fvar(15)>=0 triggerall = NumTarget(220)=0 triggerall = NumTarget(800)=0 triggerall = P2BodyDist X < 126 triggerall = P2Dist X > 0 triggerall = P2stateno != [120,159] triggerall = (P2BodyDist Y+(Enemy,Vel Y*21) > -140) || (P2BodyDist Y+(Enemy,Vel Y*22) > -100) triggerall = P2statetype = A trigger1 = ctrl trigger1 = random%30=0 trigger1 = statetype != A trigger2 = (stateno = 400) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = ctrl trigger3 = NumHelper(1)=1 trigger3 = Helper(1),stateno=10004 trigger3 = statetype != A trigger4 = (stateno = 410) trigger4 = (time > 20) || (movecontact && time > 2) ;------------------------------------------------------------------------------ [State -1, ] type = ChangeState value = 620 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = P2BodyDist X - (vel X*14) <= 75 triggerall = P2Dist X > 0 triggerall = P2BodyDist Y-(Vel Y*14+Enemy,Vel Y*14) = [-25,65] trigger1 = statetype = A trigger1 = ctrl trigger1 = (Enemy,Animtime<-14) || (Enemy,ctrl) trigger2 = movehit>0 trigger2 = stateno = 600 trigger2 = time >= 11 trigger3 = movehit>0 trigger3 = stateno = 610 trigger3 = time >= 15 [State -1, ] type = ChangeState value = 600 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = P2BodyDist X-(Vel X*6) < 89 triggerall = P2Dist X > 0 triggerall = P2BodyDist Y-(Vel Y*6+Enemy,Vel Y*6) = [-80,30] trigger1 = ctrl trigger1 = statetype = A [State -1, ] type = ChangeState value = 610 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = P2BodyDist X -(Vel X*11)< 50 triggerall = P2Dist X > 0 triggerall = P2BodyDist Y-(Vel Y*11+Enemy,Vel Y*11) = [-130,70] trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact [State -1, ] type = ChangeState value = 620 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = var(22)=0 triggerall = var(23)!=1 triggerall = P2BodyDist X-(Vel X*13) < 65 triggerall = P2Dist X > 0 triggerall = P2BodyDist Y-(Vel Y*13+Enemy,Vel Y*13) = [-115,45] trigger1 = statetype = A trigger1 = ctrl trigger2 = movehit>0 trigger2 = stateno = 600 trigger2 = time >= 11 trigger3 = movehit>0 trigger3 = stateno = 610 trigger3 = time >= 15 [State -1, ] type = ChangeState value = 20 triggerall = (var(59) >=1)&&(RoundState=2)&&(random<var(59)*100) triggerall = P2BodyDist X > 130 triggerall = P2Dist X > 0 trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != 20 && stateno != 100 [State -1, ai] type = varset triggerall = var(59) = 0 trigger1 = Command = "AI0" trigger2 = Command = "AI1" trigger3 = Command = "AI2" trigger4 = Command = "AI3" trigger5 = Command = "AI4" trigger6 = Command = "AI5" trigger7 = Command = "AI6" trigger8 = Command = "AI7" trigger9 = Command = "AI8" trigger10 = Command = "AI9" trigger11 = Command = "AI10" trigger12 = Command = "AI11" trigger13 = Command = "AI12" trigger14 = Command = "AI13" trigger15 = Command = "AI14" trigger16 = Command = "AI15" trigger17 = Command = "AI16" trigger18 = Command = "AI17" trigger19 = Command = "AI18" trigger20 = Command = "AI19" trigger21 = Command = "AI20" trigger22 = Command = "AI21" trigger23 = Command = "AI22" trigger24 = Command = "AI23" trigger25 = Command = "AI24" trigger26 = Command = "AI25" trigger27 = Command = "AI26" trigger28 = Command = "AI27" trigger29 = Command = "AI28" trigger30 = Command = "AI29" trigger31 = Command = "AI30" trigger32 = Command = "AI31" trigger33 = Command = "AI32" trigger34 = Command = "AI33" trigger35 = Command = "AI34" trigger36 = Command = "AI35" trigger37 = Command = "AI36" trigger38 = Command = "AI37" trigger39 = Command = "AI38" trigger40 = Command = "AI39" trigger41 = Command = "AI40" trigger42 = Command = "AI41" trigger43 = Command = "AI42" trigger44 = Command = "AI43" trigger45 = Command = "AI44" trigger46 = Command = "AI45" trigger47 = Command = "AI46" trigger48 = Command = "AI47" trigger49 = Command = "AI48" trigger50 = Command = "AI49" trigger51 = Command = "AI50" trigger52 = Roundstate = 2 var(59) = 10 ;1〜10
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