[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