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Command List — Kuroko.zip ← Back to Overview

;黒子 cmdファイル ;============================================================================== ;-| ボタン配置 |----------------------------------------------------- ;各ボタンの配置を簡単に変更できます。 ;キャラクターのボタン配置を変えたいときなどに使います。 ;x = x を x = a に変えれば、xがaに変わります。 [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| 標準化 |------------------------------------------------------- [Defaults] ; timeを記述しなかった場合、以下の値が参照されます。最小値は1です。 command.time = 15 ; buffer.timeの値です。1~30まで設定できます。 ; 普通は1です。 command.buffer.time = 1 ;---------------------------------------------------------------------------------- ;cpu on [Command] name = "cpu1" command = ~D,B,F,D,F,DF,B,DF,B,B,U,F, a time = 1 [Command] name = "cpu2" command = ~D,B,F,D,F,DF,B,DF,B,B,F,B, a time = 1 [Command] name = "cpu3" command = ~D,B,F,D,F,DF,B,DF,B,B,F,F, a time = 1 [Command] name = "cpu4" command = ~D,B,F,D,B,DF,B,DF,B,B,U,B, a time = 1 [Command] name = "cpu5" command = ~D,B,F,D,F,DF,B,DF,B,B,U,B, a time = 1 [Command] name = "cpu6" command = ~D,B,F,D,F,DF,B,DF,B,B,D,F, a time = 1 [Command] name = "cpu7" command = ~D,F,F,D,F,DF,B,DF,B,B,D,F, a time = 1 [Command] name = "cpu8" command = ~D,F,F,D,F,DF,U,DF,B,B,D,F, a time = 1 [Command] name = "cpu9" command = ~D,DF,B,BU,U,UF,F,DF,D,F, a time = 1 [Command] name = "cpu10" command = ~D,DF,B,DB,U,UF,F,DF,D,F, a time = 1 [Command] name = "cpu11" command = ~D,B,F,D,F,DF,B,DF,B,B,U,F, b time = 1 [Command] name = "cpu12" command = ~D,B,F,D,F,DF,B,DF,B,B,F,B, b time = 1 [Command] name = "cpu13" command = ~D,B,F,D,F,DF,B,DF,B,B,F,F, b time = 1 [Command] name = "cpu14" command = ~D,B,F,D,B,DF,B,DF,B,B,U,B, b time = 1 [Command] name = "cpu15" command = ~D,B,F,D,F,DF,B,DF,B,B,U,B, b time = 1 [Command] name = "cpu16" command = ~D,B,F,D,F,DF,B,DF,B,B,D,F, b time = 1 [Command] name = "cpu17" command = ~D,F,F,D,F,DF,B,DF,B,B,D,F, b time = 1 [Command] name = "cpu18" command = ~D,F,F,D,F,DF,U,DF,B,B,D,F, b time = 1 [Command] name = "cpu19" command = ~D,DF,B,BU,U,UF,F,DF,D,F, b time = 1 [Command] name = "cpu20" command = ~D,DF,B,DB,U,UF,F,DF,D,F, b time = 1 [Command] name = "cpu21" command = ~D,B,F,D,F,DF,B,DF,B,B,U,F, c time = 1 [Command] name = "cpu22" command = ~D,B,F,D,F,DF,B,DF,B,B,F,B, c time = 1 [Command] name = "cpu23" command = ~D,B,F,D,F,DF,B,DF,B,B,F,F, c time = 1 [Command] name = "cpu24" command = ~D,B,F,D,B,DF,B,DF,B,B,U,B, c time = 1 [Command] name = "cpu25" command = ~D,B,F,D,F,DF,B,DF,B,B,U,B, c time = 1 [Command] name = "cpu26" command = ~D,B,F,D,F,DF,B,DF,B,B,D,F, c time = 1 [Command] name = "cpu27" command = ~D,F,F,D,F,DF,B,DF,B,B,D,F, c time = 1 [Command] name = "cpu28" command = ~D,F,F,D,F,DF,U,DF,B,B,D,F, c time = 1 [Command] name = "cpu29" command = ~D,DF,B,BU,U,UF,F,DF,D,F, c time = 1 [Command] name = "cpu30" command = ~D,DF,B,DB,U,UF,F,DF,D,F, c time = 1 [Command] name = "cpu31" command = ~U,UB,B,UB,U,UF,F,UF,U, a time = 1 [Command] name = "cpu32" command = ~U,UF,F,UF,U,UB,B,UB,U, a time = 1 [Command] name = "cpu33" command = ~U,D,U,D,U,D,U,D,U,D,U, a time = 1 [Command] name = "cpu34" command = ~U,UF,F,DF,D,DB,B,UB,U,UB,B,DB,D,DF,F,UF,U,a time = 1 [Command] name = "cpu35" command = ~U,UB,B,DB,D,DF,F,UF,U,UF,F,DF,D,DB,B,UB,U,a time = 1 [Command] name = "cpu36" command = ~U,UB,B,UB,U,UF,F,UF,U, b time = 1 [Command] name = "cpu37" command = ~U,UF,F,UF,U,UB,B,UB,U, b time = 1 [Command] name = "cpu38" command = ~U,D,U,D,U,D,U,D,U,D,U, b time = 1 [Command] name = "cpu39" command = ~U,UF,F,DF,D,DB,B,UB,U,UB,B,DB,D,DF,F,UF,U,b time = 1 [Command] name = "cpu40" command = ~U,UB,B,DB,D,DF,F,UF,U,UF,F,DF,D,DB,B,UB,U,b time = 1 [Command] name = "cpu41" command = ~U,UB,B,UB,U,UF,F,UF,U, c time = 1 [Command] name = "cpu42" command = ~U,UF,F,UF,U,UB,B,UB,U, c time = 1 [Command] name = "cpu43" command = ~U,D,U,D,U,D,U,D,U,D,U, c time = 1 [Command] name = "cpu44" command = ~U,UF,F,DF,D,DB,B,UB,U,UB,B,DB,D,DF,F,UF,U,c time = 1 [Command] name = "cpu45" command = ~U,UB,B,DB,D,DF,F,UF,U,UF,F,DF,D,DB,B,UB,U,c time = 1 [Command] name = "cpu46" command = ~U,a,a,a,a,a,a,a,a,a,a,a,U,a,a,a,a,a,a,a,a,a,a,a,D,a,a,a,a,a,a,a,a,a,a time = 1 [Command] name = "cpu47" command = ~U,b,b,b,b,b,b,b,b,b,b,b,U,b,b,b,b,b,b,b,b,b,b,b,D,b,b,b,b,b,b,b,b,b,b time = 1 [Command] name = "cpu48" command = ~U,c,c,c,c,c,c,c,c,c,c,c,U,c,c,c,c,c,c,c,c,c,c,c,D,c,c,c,c,c,c,c,c,c,c time = 1 [Command] name = "cpu49" command = ~U,UF,a,a,a,a,a,a,a,a,a,a,a,U,a,a,a,a,a,a,a,a,a,a,a,D,a,a,a,a,a,a,a,a,a,a time = 1 [Command] name = "cpu50" command = ~U,UF,b,b,b,b,b,b,b,b,b,b,b,U,b,b,b,b,b,b,b,b,b,b,b,D,b,b,b,b,b,b,b,b,b,b time = 1 [Command] name = "cpu51" command = ~U,UF,c,c,c,c,c,c,c,c,c,c,c,U,c,c,c,c,c,c,c,c,c,c,c,D,c,c,c,c,c,c,c,c,c,c time = 1 ;-| 超必殺技 |-------------------------------------------------------- [Command] name = "Kuroko Haou syoukou ken" command = ~F ,B, D, F, x time = 30 [Command] name = "Kuroko Zantetsu ha" command = ~D ,F ,D, B, x time = 30 [Command] name = "Kuroko Bakurai hou" command = ~48$DB, D, F, y+z time = 20 [Command] name = "Kuroko Ranbu" command = ~D, B, DB, F, a+b time = 30 [Command] name = "Kuroko Dai Ranbu" command = ~D, DF, F, z , x time = 30 ;-| 必殺技 |------------------------------------------------------ [Command] name = "Kuroko Gekihou" command = ~a, a, a, a, a, a time = 42 [Command] name = "Kuroko Gekihou2" command = ~a, a, a, a, a, a, a time = 49 [Command] name = "Kuroko Gekihou3" command = ~a, a, a, a, a, a, a, a time = 56 [Command] name = "Kuroko Koou ken" command = ~D, DF, F, x [Command] name = "Kuroko Mega smash" command = ~D, DF, F, y [Command] name = "Kuroko Blitz ball" command = ~D, DB, B, x [Command] name = "Kuroko Senbei syuriken" command = ~48$B, F, x time = 10 [Command] name = "Kuroko Bean ball" command = ~D, B, DB, F, z time = 30 [Command] name = "Kuroko Rakki geki" command = ~F, D, B, y time = 20 [Command] name = "Kuroko Byakki jin" command = ~D, U, x [Command] name = "Kuroko Syakki jin" command = ~D, U, y [Command] name = "Kuroko Ressen kyaku" command = ~48$DB, UF, a time = 10 [Command] name = "Kuroko Ressen kyaku" command = ~48$DB, UF, b time = 10 [Command] name = "Kuroko Ressen kyaku" command = ~48$DB, UF, c time = 10 [Command] name = "Kuroko Gijintou" command = /$F, x+y ;-| 2回押し技 |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2・3個の同時押し技 |----------------------------------------------- [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 ;-| ボタン設定(いじらない)|--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "F" command = F time = 1 [Command] name = "B" command = B time = 1 [Command] name = "U" command = U time = 1 [Command] name = "D" command = D time = 1 [Command] name = "UF" command = UF time = 1 [Command] name = "UB" command = UB time = 1 [Command] name = "DF" command = DF time = 1 [Command] name = "DB" command = DB time = 1 [Command] name = "fwd" command = $F time = 1 [Command] name = "back" command = $B time = 1 [Command] name = "up" command = $U time = 1 [Command] name = "down" command = $D time = 1 ;-| 押しっぱなし設定(いじらない)------------------------------------------------------- [Command] name = "holdx" command = /$x time = 1 [Command] name = "holdy" command = /$y time = 1 [Command] name = "holdz" command = /$z time = 1 [Command] name = "holda" command = /$a time = 1 [Command] name = "holdb" command = /$b time = 1 [Command] name = "holdc" command = /$c time = 1 [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 ;################################################################################################################ ; 下の記述↓は絶対に消さないでください。 [Statedef -1] ;マニュアル ;########################################################################### ;=========================================================================== [State -1,必殺技を出せる状態リセット] type = VarSet trigger1 = 1 var(3) = 0 [State -1,必殺技を出せる状態] type = VarSet trigger1 = ctrl trigger2 = stateno = 40 trigger3 = stateno = 52 trigger4 = stateno = [100,115] trigger5 = stateno = 120 trigger6 = stateno = 160 trigger7 = stateno = [200,799] trigger8 = stateno = 390 || stateno = 590 || stateno = 790 trigger9 = var(6) = 1 || var(7) = 1 trigger9 = stateno = [120,155] trigger9 = Hitshakeover var(3) = 1 [State -1,黒子八極弾を出せる状態リセット] type = VarSet trigger1 = 1 var(8) = 0 [State -1,黒子八極弾を出せる状態] type = VarSet triggerall = Numproj = 0 trigger1 = NumHelper(1000) = 0 trigger1 = NumHelper(1100) = 0 trigger1 = ProjContactTime(1200) != [0,12] trigger1 = ProjCancelTime(1200) != [0,12] trigger1 = ProjContactTime(1300) != [0,12] trigger1 = ProjCancelTime(1300) != [0,12] trigger1 = NumHelper(1400) = 0 trigger1 = NumHelper(3000) = 0 trigger1 = NumHelper(3100) = 0 trigger1 = NumHelper(3200) = 0 var(8) = 1 [State -1,ヘルパーがバグったら消す] type = DestroySelf triggerall = Ishelper trigger1 = stateno = 0 trigger2 = stateno = [10,12] trigger3 = stateno = [5000,5150] [State -1,怒り発動] type = Changestate triggerall = Var(42) = 0 triggerall = Var(41) >= 666 triggerall = Roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [120,155] value = 160 [State -1,斬りガード弾き] type = Changestate triggerall = MoveGuarded trigger1 = stateno = [300,325] trigger2 = stateno = [500,525] value = 360 + (stateno%100 = [10,15])*10 + (stateno%100 = [20,25])*20 + (stateno >= 500)*200 ;=========================================================================== ;超必殺技 [State -1,黒子爆雷砲] type = ChangeState value = 3200 triggerall = var(40) = 0 triggerall = statetype != A triggerall = power >= 1000 triggerall = command = "Kuroko Bakurai hou" triggerall = var(8) = 1 trigger1 = var(3) = 1 [State -1,黒子斬鉄波] type = ChangeState value = 3100 triggerall = var(40) = 0 triggerall = statetype != A triggerall = power >= 1000 triggerall = command = "Kuroko Zantetsu ha" triggerall = var(8) = 1 triggerall = var(1) = 3 trigger1 = var(3) = 1 [State -1,黒子覇王翔吼拳] type = ChangeState value = 3000 triggerall = var(40) = 0 triggerall = statetype != A triggerall = power >= 1000 triggerall = command = "Kuroko Haou syoukou ken" triggerall = Numproj = 0 trigger1 = var(3) = 1 [State -1,黒子乱舞] type = ChangeState value = 3500 triggerall = var(40) = 0 triggerall = statetype != A triggerall = power >= 1000 triggerall = command = "Kuroko Ranbu" trigger1 = var(3) = 1 [State -1,黒子大乱舞] type = ChangeState value = 3600 triggerall = var(40) = 0 triggerall = statetype != A triggerall = power >= 2000 triggerall = command = "Kuroko Dai Ranbu" trigger1 = var(3) = 1 ;########################################################################### ;必殺技 [State -1,弱判定] type = VarSet triggerall = command = "a" || command = "x" trigger1 = var(3) = 1 var(2) = 0 [State -1,中判定] type = VarSet triggerall = command = "b" || command = "y" trigger1 = var(3) = 1 var(2) = 1 [State -1,強判定] type = VarSet triggerall = command = "c" || command = "z" trigger1 = var(3) = 1 var(2) = 2 ;=========================================================================== ################################################################################# ;必殺技 ;=========================================================================== [State -1,黒子撃放] type = ChangeState value = 1500 triggerall = var(40) = 0 triggerall = statetype != A triggerall = command = "Kuroko Gekihou" || command = "Kuroko Gekihou2" || command = "Kuroko Gekihou3" trigger1 = var(3) = 1 [State -1,黒子センベイ手裏剣] type = ChangeState value = 1300 triggerall = var(40) = 0 triggerall = statetype != A triggerall = command = "Kuroko Senbei syuriken" triggerall = var(8) = 1 trigger1 = var(3) = 1 [State -1,黒子白旗陣] type = ChangeState value = 2100 triggerall = var(40) = 0 triggerall = statetype != A || stateno = 40 triggerall = command = "Kuroko Byakki jin" triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0) || ((var(6) >= 1 || var(7) >= 1) && power > 0) trigger1 = var(3) = 1 [State -1,黒子赤旗陣] type = ChangeState value = 2200 triggerall = var(40) = 0 triggerall = statetype != A || stateno = 40 triggerall = command = "Kuroko Syakki jin" triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0) || ((var(6) >= 1 || var(7) >= 1) && power > 0) trigger1 = var(3) = 1 [State -1,黒子絡旗撃] type = ChangeState value = 2300 triggerall = var(40) = 0 triggerall = statetype != A triggerall = command = "Kuroko Rakki geki" triggerall = var(1) = 3 || var(1) = 2 triggerall = (var(6) = 0 && var(7) = 0) || ((var(6) >= 1 || var(7) >= 1) && power > 0) trigger1 = var(3) = 1 [State -1,黒子ビーンボール] type = ChangeState value = 1400 triggerall = var(40) = 0 triggerall = statetype != A triggerall = command = "Kuroko Bean ball" triggerall = var(8) = 1 trigger1 = var(3) = 1 [State -1,黒子虎煌拳] type = ChangeState value = 1000 triggerall = var(40) = 0 triggerall = statetype != A triggerall = command = "Kuroko Koou ken" triggerall = var(8) = 1 trigger1 = var(3) = 1 [State -1,黒子メガスマッシュ] type = ChangeState value = 1100 triggerall = var(40) = 0 triggerall = statetype != A triggerall = command = "Kuroko Mega smash" triggerall = var(8) = 1 trigger1 = var(3) = 1 [State -1,黒子ブリッツボール] type = ChangeState value = 1200 triggerall = var(40) = 0 triggerall = statetype != A triggerall = command = "Kuroko Blitz ball" triggerall = var(8) = 1 trigger1 = var(3) = 1 [State -1,黒子偽刃投] type = ChangeState value = 2000 triggerall = var(40) = 0 triggerall = statetype != A triggerall = command = "start" triggerall = (NumHelper(8000) = 0 && var(6)) || (NumHelper(8001) = 0 && var(7)) triggerall = var(8) = 1 trigger1 = var(3) = 1 ;########################################################################### ;特殊動作 [State -1,黒子烈千脚] type = ChangeState value = 800 triggerall = var(40) = 0 triggerall = command = "holdfwd" || command = "holdback" triggerall = command = "y" || command = "z" triggerall = statetype = S triggerall = P2bodydist X <= 20 triggerall = P2dist X >= 0 triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = P2statetype = S || P2statetype = C trigger1 = ctrl trigger2 = stateno = [100,106] trigger3 = stateno = 160 [State -1,黒子烈千脚(餓狼SPコマンド)] type = ChangeState value = 801 triggerall = var(40) = 0 triggerall = command = "Kuroko Ressen kyaku" triggerall = P2dist X >= 0 triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = P2statetype = S || P2statetype = C || stateno = 40 trigger1 = ctrl trigger2 = stateno = 40 ;---------------------------------------------------------------- [State -1,挑発] type = ChangeState value = 195 + (command = "holdfwd") + (command = "holdback")*2 triggerall = command = "start" triggerall = var(40) = 0 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 160 ;---------------------------------------------------------------- [State -1,ダッシュ] type = ChangeState value = 100 triggerall = command = "FF" triggerall = statetype != A triggerall = var(40) = 0 trigger1 = ctrl trigger1 = stateno != [100,106] trigger2 = stateno = 160 [State -1,後退ダッシュ] type = ChangeState value = 105 triggerall = command = "BB" triggerall = statetype != A triggerall = var(40) = 0 trigger1 = ctrl trigger1 = stateno != [100,106] trigger2 = stateno = 160 [State -1,三角跳び] type = ChangeState value = 48 triggerall = statetype = A triggerall = var(40) = 0 triggerall = ctrl trigger1 = BackEdgebodydist <= 0 trigger1 = Vel X < 0 trigger1 = command = "holdfwd" trigger2 = FrontEdgebodydist <= 0 trigger2 = Vel X > 0 trigger2 = command = "holdback" ;########################################################################### ;通常技・斬り [State -1,立ち弱斬り] type = ChangeState value = 300 triggerall = command = "x" triggerall = statetype != A triggerall = command != "holddown" || (stateno = [100,106]) triggerall = var(1) = 3 || var(1) = 1 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 45) || (var(6) >= 1 && var(7) = 0 && power > 0) triggerall = var(40) = 0 trigger1 = ctrl trigger2 = (stateno = [100,106]) trigger3 = stateno = 390 || stateno = 590 || stateno = 790 trigger4 = var(6) = 1 trigger4 = stateno = [120,155] trigger4 = Hitshakeover [State -1,立ち中斬り] type = ChangeState value = 310 triggerall = command = "y" triggerall = statetype != A triggerall = command != "holddown" || (stateno = [100,106]) triggerall = var(1) = 3 || var(1) = 2 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 45) || (var(6) = 0 && var(7) = 1 && power > 0) triggerall = var(40) = 0 trigger1 = ctrl trigger2 = (stateno = [100,106]) trigger3 = stateno = 390 || stateno = 590 || stateno = 790 trigger4 = var(7) = 1 trigger4 = stateno = [120,155] trigger4 = Hitshakeover [State -1,立ち強斬り] type = ChangeState value = 320 triggerall = command = "z" triggerall = statetype != A triggerall = command != "holddown" || (stateno = [100,106]) triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 60) || (var(6) >= 1 && var(7) >= 1 && power > 0) triggerall = var(40) = 0 trigger1 = ctrl trigger2 = (stateno = [100,106]) trigger3 = stateno = 390 || stateno = 590 || stateno = 790 trigger4 = var(6) = 1 trigger4 = var(7) = 1 trigger4 = stateno = [120,155] trigger4 = Hitshakeover ;--------------------------- [State -1,しゃがみ弱斬り] type = ChangeState value = 500 triggerall = command = "x" triggerall = statetype != A triggerall = command = "holddown" triggerall = var(1) = 3 || var(1) = 1 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 35) || (var(6) >= 1 && var(7) = 0 && power > 0) triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = 390 || stateno = 590 || stateno = 790 trigger3 = var(6) = 1 trigger3 = stateno = [120,155] trigger3 = Hitshakeover [State -1,しゃがみ中斬り] type = ChangeState value = 510 triggerall = command = "y" triggerall = statetype != A triggerall = command = "holddown" triggerall = var(1) = 3 || var(1) = 2 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 35) || (var(6) = 0 && var(7) = 1 && power > 0) triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = 390 || stateno = 590 || stateno = 790 trigger3 = var(7) = 1 trigger3 = stateno = [120,155] trigger3 = Hitshakeover [State -1,しゃがみ強斬り] type = ChangeState value = 520 triggerall = command = "z" triggerall = statetype != A triggerall = command = "holddown" triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 30) || (var(6) >= 1 && var(7) >= 1 && power > 0) triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = 390 || stateno = 590 || stateno = 790 trigger3 = var(6) = 1 trigger3 = var(7) = 1 trigger3 = stateno = [120,155] trigger3 = Hitshakeover ;--------------------------- [State -1,ジャンプ弱斬り] type = ChangeState value = 700 triggerall = command = "x" triggerall = statetype = A triggerall = var(1) = 3 || var(1) = 1 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 25) || (var(6) >= 1 && var(7) = 0 && power > 0) triggerall = var(40) = 0 trigger1 = ctrl [State -1,ジャンプ中斬り] type = ChangeState value = 710 triggerall = command = "y" triggerall = statetype = A triggerall = var(1) = 3 || var(1) = 2 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 25) || (var(6) = 0 && var(7) = 1 && power > 0) triggerall = var(40) = 0 trigger1 = ctrl [State -1,ジャンプ強斬り] type = ChangeState value = 720 triggerall = command = "z" triggerall = statetype = A triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 25) || (var(6) >= 1 && var(7) >= 1 && power > 0) || command = "holddown" triggerall = var(40) = 0 trigger1 = ctrl ;########################################################################### ;通常技・素手or蹴り [State -1,立ち弱パンチ] type = ChangeState value = 200 + (command = "holddown")*200 triggerall = command = "x" triggerall = statetype != A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [100,106] trigger3 = stateno = 200 || stateno = 400 trigger3 = AnimElem = 2,>= 2 || movecontact [State -1,立ち弱キック] type = ChangeState value = 210 + (command = "holddown")*200 triggerall = command = "a" triggerall = statetype != A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [100,106] trigger3 = stateno = 210 || stateno = 410 trigger3 = AnimElem = 2,>= 2 || movecontact trigger4 = stateno = 200 || stateno = 400 trigger4 = movecontact ;------------------------------------------------------ [State -1,立ち中パンチ] type = ChangeState value = 220 + (command = "holddown")*200 triggerall = command = "y" triggerall = statetype != A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [100,106] trigger3 = (stateno = [200,215]) || (stateno = [400,410]) trigger3 = movecontact [State -1,立ち中キック] type = ChangeState value = 230 + (command = "holddown")*200 triggerall = command = "b" triggerall = statetype != A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [100,106] trigger3 = (stateno = [200,220]) || (stateno = [400,420]) trigger3 = movecontact ;------------------------------------------------------ [State -1,立ち強パンチ] type = ChangeState value = 240 + (command = "holddown")*200 triggerall = command = "z" triggerall = statetype != A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [100,106] trigger3 = (stateno = [200,235]) || (stateno = [400,430]) trigger3 = movecontact [State -1,立ち強キック] type = ChangeState value = 250 + (command = "holddown")*200 triggerall = command = "c" triggerall = statetype != A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [100,106] trigger3 = (stateno = [200,240]) || (stateno = [400,440]) trigger3 = movecontact ;------------------------------------------------------ [State -1,空中弱パンチ] type = ChangeState value = 600 triggerall = command = "x" triggerall = statetype = A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = 600 trigger2 = AnimElem = 2,>= 2 || movecontact [State -1,空中弱キック] type = ChangeState value = 610 triggerall = command = "a" triggerall = statetype = A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact ;------------------------------------------------------ [State -1,空中中パンチ] type = ChangeState value = 620 triggerall = command = "y" triggerall = statetype = A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [600,610] trigger2 = movecontact [State -1,空中中キック] type = ChangeState value = 630 triggerall = command = "b" triggerall = statetype = A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [600,620] trigger2 = movecontact ;------------------------------------------------------ [State -1,空中強パンチ] type = ChangeState value = 640 triggerall = command = "z" triggerall = statetype = A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [600,630] trigger2 = movecontact [State -1,空中強キック] type = ChangeState value = 650 triggerall = command = "c" triggerall = statetype = A triggerall = var(40) = 0 trigger1 = ctrl trigger2 = stateno = [600,640] trigger2 = movecontact ;######################################################################################### ;AI ;=================================================================== [State -1,黒子大乱舞] type = ChangeState value = 3600 triggerall = var(40) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = Power >= 2000 trigger1 = ctrl || var(40) >= 9 trigger1 = NumTarget = 0 trigger1 = P2dist X >= 0 trigger1 = Enemy,HitFall = 0 trigger1 = P2bodydist X >= 160 trigger1 = 408 >= P2Life * Enemy,Const(data.defence) * 0.01 trigger1 = P2statetype != A trigger1 = P2movetype != A trigger1 = NumProj = 0 trigger1 = Enemy,NumProj = 0 trigger1 = Enemy,GetHitVar(hittime) <= 37 || (P2stateno = 5120 && Enemy,Animtime = [-32,-25]) trigger2 = NumTarget(2300) [State -1,黒子乱舞] type = ChangeState value = 3500 triggerall = var(40) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = Power >= 2000 trigger1 = (stateno = [200,255]) || (stateno = [400,455]) trigger1 = (Prevstateno = [200,255]) || (Prevstateno = [400,455]) trigger1 = movehit trigger1 = P2statetype = S || P2statetype = C || stateno = 450 trigger2 = (stateno = [300,355]) || (stateno = [500,555]) trigger2 = movehit trigger2 = P2statetype = S || P2statetype = C trigger3 = var(40) >= 9 trigger3 = 288 >= P2Life * Enemy,Const(data.defence) * 0.01 trigger3 = Enemy,ctrl = 0 trigger3 = P2statetype = S || P2statetype = C trigger3 = P2stateno != [120,155] trigger3 = P2bodydist X = [100,120] trigger3 = Enemy,Animtime <= -10 trigger3 = Enemy,NumProj = 0 trigger3 = Random < 5 * var(40) [State -1,黒子撃放] type = ChangeState value = 1500 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A trigger1 = var(40) >= 3 trigger1 = (var(6) = 0 && var(7) = 0) || var(40) <= 4 trigger1 = (ctrl && ((Prevstateno = [150,155]) || (Prevstateno = [1000,3299]) || (Prevstateno = [5000,5210]))) || stateno = 160 || stateno = 210 || stateno = 410 || var(40) >= 10 trigger1 = Enemy,movetype = A || Enemy,numproj || inguarddist;(WIN版以降) trigger1 = Enemy,Vel X >= 0 trigger1 = P2bodydist X = [-50,35 + (Enemy,Vel X)*5] trigger1 = P2bodydist Y = [-180,30] trigger1 = Random < (10 + (P2statetype = A)*20) * var(40) trigger2 = var(40) >= 5 trigger2 = P2bodydist X = [0,10] trigger2 = P2stateno = 5120 trigger3 = var(40) >= 8 trigger3 = P2bodydist X = [-55,5] trigger3 = (stateno = [200,590]) trigger3 = !movecontact trigger3 = time >= 20 - var(40) trigger3 = Random < (10 + (P2statetype != A)*20) * var(40) trigger4 = var(40) >= 6 trigger4 = (stateno = [200,210]) || (stateno = [400,410]) trigger4 = (Prevstateno = [200,210]) || (Prevstateno = [400,410]) || (stateno = [300,325]) || (stateno = [500,525]) trigger4 = movehit trigger4 = Numtarget = 0 [State -1,黒子絡旗撃] type = ChangeState value = 2300 triggerall = var(40) >= 1 triggerall = var(1) = 3 || var(1) = 2 triggerall = var(3) = 1 triggerall = (var(6) = 0 && var(7) = 0) || (var(6) = 0 && var(7) >= 1 && power > 0) triggerall = statetype != A triggerall = Roundstate = 2 triggerall = P2statetype = S || P2statetype = C triggerall = P2stateno != 40 triggerall = P2movetype != H triggerall = NumTarget = 0 triggerall = NumProj = 0 trigger1 = Enemy,ctrl = 0 trigger1 = P2stateno != [120,155] trigger1 = P2bodydist X = [150 + (Vel X*5) + (Enemy,Vel X*5),205 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = Random < (Power - 1000) * (0.015 + (Enemy,Movecontact && Enemy,Animtime <= -22 + (var(1) = 2)*10)*0.015) * var(40) trigger2 = var(40) >= 6 trigger2 = ctrl trigger2 = P2bodydist X = [175 + (Vel X*5) + (Enemy,Vel X*5),205 + (Vel X*5) + (Enemy,Vel X*5)] trigger2 = Random < (Power - 1000) * 0.01 * var(40) trigger2 = (Enemy,HitDefAttr = SCA, AP)|| Enemy,NumProj || (Enemy,movetype = A && Enemy,Animtime <= -27 + (var(1) = 2)*10) [State -1,黒子赤白旗陣] type = ChangeState value = 2100 + (P2bodydist X <= 180 || Enemy,Movetype != A)*100 triggerall = !ishelper triggerall = Alive triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0) || (var(6) >= 1 && var(7) >= 1 && power > 0) triggerall = statetype != A triggerall = P2statetype != L triggerall = Roundstate = 2 triggerall = NumHelper(2100) = 0 triggerall = NumHelper(2200) = 0 triggerall = P2movetype = A || inguarddist;(WIN版以降) triggerall = !(Enemy,HitDefAttr = SCA, AT) triggerall = ctrl || var(40) >= 9 trigger1 = Prevstateno != [2100,2299] trigger1 = Enemy,Numproj || Enemy,Numhelper trigger1 = !(Enemy,HitDefAttr = SCA, AA) trigger1 = P2movetype = A || Enemy,Numproj trigger1 = P2bodydist X >= 60 trigger1 = Random < var(40)*(1 + (power >= 500 && P2stateno >= 1000)*5 + (power >= 1200 && P2stateno >= 3000)*5) trigger1 = NumProjID(2100) = 0 trigger1 = Projcontacttime(2100) != [0,90] ;--------------------------------------------------------------------------- 投げ [State -1,通常投げ] type = ChangeState value = 800 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = p2statetype = S || p2statetype = C triggerall = P2movetype != H triggerall = P2movetype = I || Enemy,movecontact || (Prevstateno = 5120 && time <= 3) triggerall = P2bodydist X <= 20 triggerall = P2dist X >= 0 triggerall = Enemy,Prevstateno != 5120 triggerall = Random < var(40)*var(40)*13 trigger1 = ctrl trigger2 = (stateno = [100,106]) trigger3 = stateno = 160 trigger3 = enemy,numproj = 0 [State -1,コマンド投げ] type = ChangeState value = 801 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = Prevstateno != 801 triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = p2statetype = S || p2statetype = C triggerall = P2movetype != H triggerall = P2dist X >= 0 triggerall = P2bodydist X = [30,50] triggerall = Enemy,Prevstateno != 5120 triggerall = Random < var(40)*var(40)*13 triggerall = ctrl || stateno = 40 || stateno = 160 trigger1 = P2movetype = I trigger1 = Prevstateno != [0,139] trigger2 = var(40) >= 10 ;--------------------------------------------------------------------------- ;武器あり時の遠距離での牽制 [State -1,立ち強斬り] type = ChangeState value = 320 triggerall = var(40) >= 3 triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 60) || (var(6) >= 1 && var(7) >= 1 && power > 0) triggerall = statetype != A triggerall = Roundstate = 2 triggerall = ctrl || ((stateno = [100,106]) && vel X >= 3) triggerall = Enemy,Hitfall = 0 triggerall = Enemy,Numproj = 0 trigger1 = P2statetype = S || P2statetype = C trigger1 = P2bodydist Y = [-60,0] trigger1 = Enemy,Vel Y >= 0 trigger1 = P2movetype != A trigger1 = P2bodydist X = [0,95 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = Random < (Power - 1500) * 0.02 * (1 + (P2bodydist X <= 65)) * var(40) trigger2 = P2statetype = A trigger2 = P2movetype = I || (P2movetype = H && Enemy,Hitfall = 0) || (P2movetype = A && !Enemy,HitDefAttr = SCA, AA,AP) trigger2 = Enemy,Numproj = 0 trigger2 = P2bodydist X = [(Enemy,Vel X*5),65 + (Enemy,Vel X*5)] trigger2 = P2bodydist Y = [-105 - (Enemy,Vel Y*5),-50 - (Enemy,Vel Y*5)] trigger2 = Enemy,Vel Y >= 0 trigger2 = Random < (Power - 1000) * 0.02 * var(40) trigger3 = var(40) >= 6 trigger3 = P2movetype = H trigger3 = Enemy,GetHitVar(hittime) >= 12 trigger3 = P2bodydist X <= 40 + (Enemy,Vel X*5) trigger4 = NumTarget(2300) trigger4 = power >= 1800 trigger4 = P2bodydist X <= 65 [State -1,しゃがみ強斬り] type = ChangeState value = 520 triggerall = var(40) >= 3 triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 30) || (var(6) >= 1 && var(7) >= 1 && power > 0) triggerall = statetype != A triggerall = Roundstate = 2 triggerall = ctrl triggerall = Enemy,Hitfall = 0 triggerall = P2statetype = S || P2statetype = C triggerall = P2bodydist Y = [-85,0] trigger1 = P2movetype != A || P2bodydist X >= 70 trigger1 = P2bodydist X = [0,80] trigger1 = Random < (Power - 1500) * 0.04 * var(40) trigger2 = P2statetype = A trigger2 = P2movetype = I || (P2movetype = H && Enemy,Hitfall = 0) || (P2movetype = A && !Enemy,HitDefAttr = SCA, AA,AP) trigger2 = Enemy,Numproj = 0 trigger2 = P2bodydist X = [45 + (Enemy,Vel X*5),85 + (Enemy,Vel X*5)] trigger2 = P2bodydist Y = [-85 - (Enemy,Vel Y*5),-50 - (Enemy,Vel Y*5)] trigger2 = Enemy,Vel Y >= 0 trigger2 = Random < (Power - 1000) * 0.02 * var(40) trigger3 = var(40) >= 6 trigger3 = P2movetype = H trigger3 = Enemy,GetHitVar(hittime) >= 12 trigger3 = P2bodydist X = [0,30] trigger3 = FrontEdgebodydist <= 80 trigger4 = NumTarget(2300) trigger4 = power >= 1700 trigger4 = P2bodydist X <= 65 [State -1,立ち弱斬り] type = ChangeState value = 300 triggerall = var(40) >= 1 triggerall = var(1) = 3 || var(1) = 1 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 45) || (var(6) >= 1 && var(7) = 0 && power > 0) triggerall = statetype != A triggerall = Roundstate = 2 triggerall = ctrl || (stateno = [100,106]) || stateno = 390 || stateno = 590 || stateno = 790 || (var(6) = 1 && (stateno = [120,155]) && Hitshakeover) triggerall = Enemy,Hitfall = 0 trigger1 = P2statetype = S || P2statetype = C trigger1 = P2movetype = I || (var(6) = 1 && P2movetype = A && !Enemy,HitDefAttr = SCA, AA,AP) trigger1 = P2bodydist X = [0,80 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = Random < (Power - 1000) * 0.04 * var(40) trigger2 = P2statetype = A trigger2 = P2movetype = I || (var(6) = 1 && P2movetype = A && !Enemy,HitDefAttr = SCA, AA,AP) trigger2 = Enemy,Numproj = 0 trigger2 = P2bodydist X = [35 + (Enemy,Vel X*5),80 + (Enemy,Vel X*5)] trigger2 = P2bodydist Y >= -60 trigger2 = Enemy,Vel Y >= 0 trigger2 = Random < (Power - 1000) * 0.04 * var(40) trigger3 = var(40) >= 6 trigger3 = P2statetype = S || P2statetype = C trigger3 = P2movetype = H trigger3 = Enemy,GetHitVar(hittime) >= 8 - (P2bodydist X <= 65)*2 trigger3 = P2bodydist X = [60,80 + (Enemy,Vel X*5)] [State -1,しゃがみ斬り] type = ChangeState value = 500 triggerall = var(40) >= 1 triggerall = var(1) = 3 || var(1) = 1 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 45) || (var(6) >= 1 && var(7) = 0 && power > 0) triggerall = statetype != A triggerall = Roundstate = 2 triggerall = ctrl || stateno = 390 || stateno = 590 || stateno = 790 || (var(6) = 1 && (stateno = [120,155]) && Hitshakeover) triggerall = Enemy,Hitfall = 0 triggerall = P2statetype = S || P2statetype = C triggerall = P2bodydist Y = [-30,0] trigger1 = P2movetype != A trigger1 = P2stateno != 40 trigger1 = P2bodydist X = [0,45 + (Enemy,Vel X*5)] trigger1 = Random < (Power - 1000) * 0.04 * var(40) [State -1,しゃがみ斬り] type = ChangeState value = 510 triggerall = var(40) >= 1 triggerall = var(1) = 3 || var(1) = 2 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 35) || (var(6) = 0 && var(7) = 1 && power > 0) triggerall = statetype != A triggerall = Roundstate = 2 triggerall = ctrl || stateno = 390 || stateno = 590 || stateno = 790 || (var(7) = 1 && (stateno = [120,155]) && Hitshakeover) triggerall = Enemy,Hitfall = 0 triggerall = P2statetype = S || P2statetype = C triggerall = P2bodydist Y = [-30,0] trigger1 = P2movetype != A trigger1 = P2stateno != 40 trigger1 = P2bodydist X = [40,70 + (Enemy,Vel X*5)] trigger1 = Random < (Power - 1000) * 0.04 * var(40) [State -1,立ち中斬り] type = ChangeState value = 310 triggerall = var(40) >= 1 triggerall = var(1) = 3 || var(1) = 2 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 45) || (var(6) = 0 && var(7) = 1 && power > 0) triggerall = statetype != A triggerall = Roundstate = 2 triggerall = ctrl || (stateno = [100,106]) || stateno = 390 || stateno = 590 || stateno = 790 || (var(7) = 1 && (stateno = [120,155]) && Hitshakeover) triggerall = Enemy,Hitfall = 0 triggerall = Enemy,Numproj = 0 triggerall = P2statetype = S || P2statetype = C triggerall = P2bodydist Y = [-50,0] trigger1 = P2movetype != A trigger1 = P2stateno != 40 trigger1 = (P2bodydist X = [0,80 + (Vel X*5) + (Enemy,Vel X*5)]) trigger1 = Random < (Power - 1000) * 0.04 * var(40) trigger2 = var(40) >= 6 trigger2 = P2movetype = H trigger2 = Enemy,GetHitVar(hittime) >= 12 - (P2bodydist X <= 65)*4 trigger2 = P2bodydist X = [55,70 + (Enemy,Vel X*5)] [State -1,ジャンプ中斬り] type = ChangeState value = 710 triggerall = var(40) >= 1 triggerall = var(1) = 3 || var(1) = 2 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 25) || (var(6) = 0 && var(7) = 1 && power > 0) triggerall = RoundState = 2 triggerall = statetype = A triggerall = Enemy,Hitfall = 0 triggerall = ctrl triggerall = Random < (Power - 1000) * 0.05 * var(40) triggerall = P2bodydist X = [25,70 + (Vel X*9) + (Enemy,Vel X*5)] trigger1 = Vel Y >= 3 trigger1 = (P2bodydist Y = [80 - (Vel X >= const(velocity.runjump.fwd.x))*20,105]) trigger2 = Vel Y < 3 trigger2 = P2bodydist Y = [-70,-40 + (P2statetype = A)*80] [State -1,ジャンプ強斬り] type = ChangeState value = 720 triggerall = var(40) >= 3 triggerall = var(1) = 3 triggerall = (var(6) = 0 && var(7) = 0) || (var(6) >= 1 && var(7) >= 1 && power > 0) triggerall = RoundState = 2 triggerall = statetype = A triggerall = Enemy,Hitfall = 0 triggerall = ctrl triggerall = Random < (Power - 1000) * 0.04 * var(40) triggerall = P2bodydist X = [-40 + (Vel X*11) + (Enemy,Vel X*5),75 + (Vel X*11) + (Enemy,Vel X*5)] trigger1 = Vel Y >= 0 trigger1 = (P2bodydist Y = [125 - (Vel X >= const(velocity.runjump.fwd.x))*25,140]) trigger2 = Vel Y < 0 trigger2 = P2bodydist Y = [-100,-70 + (P2statetype = A)*110] [State -1,ジャンプ弱斬り] type = ChangeState value = 700 triggerall = var(40) >= 1 triggerall = var(1) = 3 || var(1) = 1 triggerall = (var(6) = 0 && var(7) = 0 && P2bodydist X > 25) || (var(6) >= 1 && var(7) = 0 && power > 0) triggerall = RoundState = 2 triggerall = statetype = A triggerall = P2statetype != L triggerall = ctrl triggerall = Enemy,Hitfall = 0 trigger1 = Vel X <= 0 trigger1 = Enemy,Vel X > 0 trigger1 = P2bodydist X = [0,45] trigger1 = P2bodydist Y = [-30,50] trigger1 = Random < (Power - 1000) * 0.04 * var(40) [State -1,立ち弱キック連打] type = ChangeState value = 210 + (P2bodydist X >= 30 - (movecontact)*5 || P2statetype = L)*200 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != A trigger1 = P2bodydist X = [0,35 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = ctrl || (stateno = [100,106])|| ((stateno = 210 || stateno = 410) && AnimElem = 2,>=2 && !movecontact) trigger1 = P2stateno != 5120 trigger1 = P2movetype != A || !Enemy,HitDefAttr = SCA, AA,AP trigger1 = random < (25 + (P2statetype = S)*10) * var(40) trigger2 = var(40) >= 4 trigger2 = (stateno = [200,210]) || (stateno = [400,410]) trigger2 = movecontact trigger2 = P2bodydist X = [0,20 + (Enemy,BackEdgebodydist <= 0)*5] [State -1,チェーン・対空屈み強パンチ] type = ChangeState value = 440 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != L triggerall = P2bodydist X <= 30 || var(1) <= 2 || (stateno = [200,799]) trigger1 = ctrl || (stateno = [100,106]) trigger1 = P2statetype = A trigger1 = P2movetype = I || (P2movetype = H && Enemy,Hitfall = 0) || (P2movetype = A && !Enemy,HitDefAttr = SCA, AA,AP) trigger1 = Enemy,numproj = 0 trigger1 = P2dist X >= 0 trigger1 = P2bodydist X = [-10 + (Vel X*5) + (Enemy,Vel X*5),30 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = P2bodydist Y = [-120 - (Enemy,Vel Y*5),-50 + (!Enemy,HitDefAttr = SCA, AA,AP)*20 - (Enemy,Vel Y*5)] trigger1 = Enemy,Vel Y >= 0 trigger1 = Random < var(40)*var(40)*13 trigger2 = var(40) >= 4 trigger2 = (stateno = [200,235]) || (stateno = [400,430]) trigger2 = movehit trigger2 = P2bodydist X = [0,15 + (Enemy,BackEdgebodydist <= 0)*5 + (stateno%100 <= 10)*5] trigger3 = ctrl || (stateno = [100,106]) trigger3 = P2bodydist X = [(Vel X*5) + (Enemy,Vel X*5),30 + (Vel X*5) + (Enemy,Vel X*5)] trigger3 = P2bodydist Y >= -120 - (Enemy,Vel Y*5) trigger3 = random < (10 + (power < 1000)*20) * var(40) [State -1,対空・チェーン立ち中キック] type = ChangeState value = 230 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype = S || P2statetype = A trigger1 = ctrl || (stateno = [100,106]) trigger1 = P2movetype = I || (P2movetype = H && Enemy,Hitfall = 0) || (P2movetype = A && !Enemy,HitDefAttr = SCA, AA,AP) trigger1 = P2bodydist X = [(var(1) = 3)*30 + (Vel X*5) + (Enemy,Vel X*5),60 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = P2bodydist Y = [-90 - (Enemy,Vel Y*5),-50 + (!Enemy,HitDefAttr = SCA, AA,AP)*20 - (Enemy,Vel Y*5)] trigger1 = Random < var(40)*var(40)*13 trigger2 = ctrl || (stateno = [100,106]) trigger2 = P2bodydist X = [0,60 + (Vel X*5)] trigger2 = P2bodydist Y = [-30,0] trigger2 = random < 20 * var(40) trigger2 = P2movetype = I || (P2movetype = H && Enemy,Hitfall = 0) trigger3 = var(40) >= 4 trigger3 = (stateno = [200,220]) || (stateno = [400,420]) trigger3 = movecontact trigger3 = P2bodydist X = [0,35] ;--------------------------------------------------------------------------- ;ガード [State -1,ガード] type = ChangeState value = 120 triggerall = RoundState = 2 triggerall = var(40) >= 5 triggerall = var(42) < 2 triggerall = ctrl trigger1 = statetype != A trigger1 = enemy,HitDefAttr = SCA, AA, AP || enemy,numproj || inguarddist;(WIN版以降) trigger1 = enemy,moveguarded = 0 trigger2 = statetype = A trigger2 = enemy,HitDefAttr = A, AA, AP || enemy,numproj || inguarddist;(WIN版以降) trigger2 = enemy,moveguarded = 0 trigger2 = Vel X <= const(velocity.jump.fwd.x) ;--------------------------------------------------------------------------- ;移動関連(共用) [State -1,ダッシュ] type = ChangeState value = 100 triggerall = var(40) >= 2 triggerall = RoundState = 2 triggerall = P2bodydist Y >= 0 triggerall = statetype != A triggerall = P2statetype != L triggerall = ctrl trigger1 = Enemy,Hitfall = 0 trigger1 = Enemy,Numproj = 0 trigger1 = random < (P2bodydist X - 130) *0.1 * var(40) trigger2 = Numproj trigger3 = projguardedtime(3000) = [1,120] trigger4 = Prevstateno = 2320 [State -1,間合いを離す] type = ChangeState value = 105 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl trigger1 = (P2stateno = [5110,5120]) || (P2stateno = 5101 && Vel Y > 0 && Pos Y >= 0) trigger1 = P2bodydist X <= 30 + (var(1)*30) trigger1 = Backedgebodydist >= 30 ;--------------------------------------------------------------------------- ;近距離戦チェーンコンボ [State -1,弱パンチ連打] type = ChangeState value = 200 + (P2statetype = C && P2bodydist X <= 30)*200 triggerall = var(40) >= 4 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != L triggerall = P2dist X >= 0 triggerall = P2bodydist X <= 45 + (Vel X*5) + (Enemy,Vel X*5) triggerall = P2bodydist Y = [-60,0] triggerall = P2bodydist X <= 45 || (stateno = [200,255]) || (stateno = [400,455]) || (stateno = [600,655]) || var(1) = 0 || var(1) = 2 triggerall = P2bodydist X <= 45 || var(1) = 0 || var(1) = 2 || (stateno = [200,799]) trigger1 = ctrl || (stateno = [100,106]) || ((stateno = 200 || stateno = 400) && AnimElem = 2,>=2 && P2movetype != A) trigger1 = P2movetype != A || !Enemy,HitDefAttr = SCA, AA,AP trigger1 = random < 25 * var(40) trigger2 = stateno = 200 || stateno = 400 trigger2 = movecontact trigger2 = P2bodydist X = [0,20 + (Enemy,BackEdgebodydist <= 0)*15] ;------------------------ [State -1,チェーン中パンチ] type = ChangeState value = 220 + (P2statetype = C || P2bodydist X <= 35 - (stateno = [200,210]) || (stateno = [400,410]) * 15)*200 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype = S || P2statetype = C triggerall = P2bodydist X <= 45 || var(1) <= 1 || (stateno = [200,799]) trigger1 = ctrl || (stateno = [100,106]) trigger1 = stateno != [120,140] trigger1 = P2bodydist X = [0,45 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = random < (10 + (stateno = [100,106])*30) * var(40) trigger2 = var(40) >= 4 trigger2 = (stateno = [200,210]) || (stateno = [400,410]) trigger2 = movecontact trigger2 = P2bodydist X = [0,25] [State -1,チェーン屈み中キック] type = ChangeState value = 430 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != A triggerall = P2stateno != 5120 trigger1 = ctrl || (stateno = [100,106]) trigger1 = stateno != [120,140] trigger1 = P2bodydist X = [30,50 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = random < (25 + (P2statetype = S)*10 - (var(1) >= 1)*20) * var(40) trigger2 = var(40) >= 4 trigger2 = (stateno = [200,220]) || (stateno = [400,420]) trigger2 = movecontact trigger2 = P2bodydist X = [0,35] ;------------------------ [State -1,チェーン立ち強パンチ] type = ChangeState value = 240 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype = S || P2statetype = A triggerall = P2bodydist X <= 60 || var(1) <= 2 || (stateno = [200,799]) trigger1 = ctrl || (stateno = [100,106]) trigger1 = ctrl || Enemy,hitover = 0 trigger1 = P2bodydist X = [0,60 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = P2bodydist Y = [-60,0] trigger1 = Enemy,Vel Y >= 0 trigger1 = random < (10 + (stateno = [100,106])*10) * var(40) trigger2 = var(40) >= 4 trigger2 = (stateno = [200,230]) || (stateno = [400,430]) trigger2 = movecontact trigger2 = P2bodydist X = [0,35 + (stateno%100 <= 10)*10] trigger2 = P2bodydist Y = [-60,0] [State -1,チェーン屈み強キック] type = ChangeState value = 450 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != A trigger1 = ctrl || (stateno = [100,106]) trigger1 = stateno != [120,140] trigger1 = P2statetype = S || P2statetype = C trigger1 = P2movetype != A trigger1 = P2bodydist X = [0 + (Vel X*5),55 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = random < (15 + (P2statetype = S)*10) * var(40) trigger2 = var(40) >= 4 trigger2 = (stateno = [200,240]) || (stateno = [400,430]) trigger2 = movecontact trigger2 = Enemy,Hitfall = 0 trigger2 = ((P2bodydist X = [0,10 + (stateno%100 <= 30)*15 + (stateno%100 <= 10)*5]) && moveguarded && P2statetype = C) [State -1,チェーン立ち強キック] type = ChangeState value = 250 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype = S || P2statetype = A trigger1 = ctrl || (stateno = [100,106]) trigger1 = P2movetype = I || (P2movetype = H && Enemy,Hitfall = 0) || (P2movetype = A && !Enemy,HitDefAttr = SCA, AA,AP) trigger1 = P2bodydist X = [60 + (Vel X*5) + (Enemy,Vel X*5),95 + (Vel X*5) + (Enemy,Vel X*5)] trigger1 = P2bodydist Y = [-105 - (Enemy,Vel Y*5),-50 + (!Enemy,HitDefAttr = SCA, AA,AP)*20 - (Enemy,Vel Y*5)] trigger1 = Enemy,Vel Y >= 0 trigger2 = var(40) >= 5 trigger2 = (stateno = [200,240]) || (stateno = [400,430]) trigger2 = movehit trigger2 = P2bodydist X = [0,35 + (stateno%100 <= 30)*15 + (stateno%100 <= 10)*5] ;------------------------------------- [State -1,空中弱パンチ] type = ChangeState value = 600 triggerall = var(40) >= 4 triggerall = RoundState = 2 triggerall = statetype = A triggerall = P2bodydist X <= 25 || var(1) = 0 || var(1) = 2 || (stateno = [200,799]) triggerall = Vel Y < -4 triggerall = P2bodydist X = [0,25 + (Vel X*4)] triggerall = P2bodydist Y = [-60,0] trigger1 = ctrl [State -1,チェーン空中弱キック] type = ChangeState value = 610 triggerall = var(40) >= 4 triggerall = RoundState = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = stateno != [120,140] trigger1 = Vel Y >= 0 || P2statetype = A trigger1 = P2bodydist X = [-30 + (Vel X*4),60 + (Vel X*4)] trigger1 = P2bodydist Y = [80 - (P2statetype = A)*130,95] trigger1 = random < (10 + (P2bodydist X < 0)*30) * var(40) || var(1) = 0 trigger2 = stateno = 600 trigger2 = movecontact [State -1,チェーン空中中パンチ] type = ChangeState value = 620 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype = A triggerall = P2bodydist X <= 25 || var(1) <= 1 || (stateno = [200,799]) trigger1 = ctrl trigger1 = Vel Y >= 0 || P2statetype = A trigger1 = P2bodydist X = [0,25 + (Vel X*5)] trigger1 = P2bodydist Y = [65 - (P2statetype = A)*105,80] trigger2 = var(40) >= 4 trigger2 = stateno = [600,610] trigger2 = movecontact [State -1,チェーン空中中キック] type = ChangeState value = 630 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = Vel Y >= 1 || P2statetype = A trigger1 = P2bodydist X = [-50,35 + (Vel X*7)] trigger1 = P2bodydist Y = [90 - (P2statetype = A)*100,105] trigger1 = random < 20 * var(40) || var(1) = 0 trigger2 = var(40) >= 4 trigger2 = stateno = [600,620] trigger2 = movecontact trigger3 = ctrl trigger3 = Vel Y >= 0 trigger3 = P2statetype = S || P2statetype = C trigger3 = P2bodydist X = [0,65 + (Vel X*9)] trigger3 = P2bodydist Y = [90,95] [State -1,チェーン空中強パンチ] type = ChangeState value = 640 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype = A triggerall = ((P2bodydist Y = [-50,100]) && P2bodydist X <= 25) || var(1) <= 2 || (stateno = [200,799]) trigger1 = ctrl trigger1 = Vel Y >= 0 || P2statetype = A trigger1 = P2bodydist X = [0,25 + (Vel X*6)] ((P2bodydist Y = [-50,100]) || P2bodydist X > 25)) trigger1 = P2bodydist Y = [75 - (P2statetype = A)*125,90] trigger1 = random < 20 * var(40) trigger2 = var(40) >= 4 trigger2 = stateno = [600,630] trigger2 = movecontact [State -1,チェーン空中強キック] type = ChangeState value = 650 triggerall = var(40) >= 1 triggerall = RoundState = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = Vel Y >= 0 || P2statetype = A trigger1 = P2bodydist X = [10 + (Vel X*8),40 + (Vel X*8)] trigger1 = P2bodydist Y = [95 - (P2statetype = A)*120,110] trigger1 = random < 20 * var(40) trigger2 = var(40) >= 4 trigger2 = stateno = [600,640] trigger2 = movecontact trigger3 = ctrl trigger3 = Vel Y >= 0 trigger3 = P2statetype = S || P2statetype = C trigger3 = P2bodydist X = [-50,40 + (Vel X*10)] trigger3 = P2bodydist Y = [95,100] ;---------------------------------------------------------- ;飛び道具 [State -1,爆雷砲] type = ChangeState value = 3200 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(8) = 1 triggerall = statetype != A triggerall = power >= 1000 triggerall = Roundstate = 2 triggerall = Enemy,Numproj = 0 trigger1 = var(40) >= 7 trigger1 = Vel X <= 0 || (stateno = 20 && anim = 20 && time <= 5) trigger1 = Projcontacttime(3200) != [0,300] trigger1 = P2Movetype != A trigger1 = P2bodydist X = [120 + (Enemy,Hitfall)*30,230] trigger1 = (Enemy,BackEdgebodydist <= 0 && Enemy,Vel X <= 10) || (Enemy,FrontEdgebodydist <= 0 && Enemy,Vel X >= 10) trigger1 = random < (Power - 1000) *0.005 * (1 + (Enemy,Hitfall) + (stateno = 153 || Prevstateno = 153 || Prevstateno = 5011)*3) * var(40) trigger2 = var(40) >= 7 trigger2 = stateno = 450 trigger2 = prevstateno = [400,440] trigger2 = moveguarded trigger2 = P2bodydist X >= 50 trigger3 = var(40) >= 8 trigger3 = Projcontacttime(3000) = [0,30] trigger3 = P2bodydist X = [150,230] trigger3 = Enemy,BackEdgebodydist <= 10 trigger3 = NumTarget(3000) trigger4 = NumTarget(2300) trigger4 = stateno != 320 trigger4 = stateno != 520 [State -1,覇王翔吼拳] type = ChangeState value = 3000 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = statetype != A triggerall = power >= 1000 triggerall = Roundstate = 2 triggerall = Numproj = 0 triggerall = Enemy,Numproj = 0 trigger1 = ctrl trigger1 = stateno != [120,140] trigger1 = Projcontacttime(3000) != [0,300] trigger1 = P2statetype != A trigger1 = P2movetype != A trigger1 = Enemy,Hitfall = 0 || (P2stateno = [5100,5120]) trigger1 = P2bodydist X >= 200 - (Enemy,Hitfall)*150 trigger1 = random < (Power - 1000) *0.005 * (1 + (power >= 2000)) * var(40) trigger2 = var(40) >= 7 trigger2 = (stateno = [240,250]) || (stateno = [440,450]) trigger2 = moveguarded trigger2 = P2bodydist X >= 80 trigger2 = Enemy,BackEdgebodydist <= 0 trigger2 = P2statetype = S || P2statetype = C trigger3 = var(40) >= 8 trigger3 = Projguardedtime(3000) = [0,30] trigger3 = NumTarget(3000) trigger3 = P2stateno = 3090 trigger3 = Target(3000),Pos Y <= -30 [State -1,斬鉄波] type = ChangeState value = 3100 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(8) = 1 triggerall = statetype != A triggerall = power >= 1000 triggerall = Roundstate = 2 trigger1 = ctrl trigger1 = Enemy,Hitfall = 0 trigger1 = statetype != A trigger1 = stateno != [120,140] trigger1 = P2statetype != A trigger1 = P2movetype != A trigger1 = P2bodydist X >= 200 trigger1 = random < (Power - 1500) *0.01 * var(40) trigger2 = statetype = A trigger2 = ctrl trigger2 = stateno != [120,140] trigger2 = P2movetype != A trigger2 = Enemy,Hitfall = 0 || P2stateno = 5120 trigger2 = P2bodydist X >= 120 trigger2 = (P2bodydist Y = [60,120]) trigger2 = random < (Power - 1500) *0.01 * var(40) trigger3 = var(40) >= 6 trigger3 = stateno = 450 || stateno = 240 || stateno = 250 trigger3 = movehit trigger3 = P2bodydist X >= 0 trigger3 = P2statetype != L trigger3 = (P2statetype != A && Enemy,BackEdgebodydist <= 10 && Enemy,hitshakeover = 0) || (P2statetype = A && Enemy,BackEdgebodydist >= 50) || stateno = 450 trigger4 = var(40) >= 7 trigger4 = (stateno = 320 && AnimElem = 7) || (stateno = 520 && AnimElem = 5) trigger4 = movehit trigger4 = FrontEdgeBodydist <= 100 [State -1,ビーンボール] type = ChangeState value = 1400 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(8) = 1 triggerall = statetype != A triggerall = Roundstate = 2 triggerall = Enemy,Numproj = 0 trigger1 = ctrl trigger1 = stateno != [120,140] trigger1 = P2movetype != A trigger1 = Enemy,Hitfall = 0 trigger1 = P2bodydist X >= 150 trigger1 = random < (Power - 1000) *0.01 *(1 + (P2statetype = C))* var(40) [State -1,虎煌拳] type = ChangeState value = 1000 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(8) = 1 triggerall = statetype != A triggerall = Roundstate = 2 triggerall = Enemy,Numproj = 0 trigger1 = ctrl trigger1 = stateno != [120,140] trigger1 = P2statetype != A trigger1 = P2movetype != A trigger1 = Enemy,Hitfall = 0 || P2stateno = 5120 trigger1 = P2bodydist X >= 150 trigger1 = random < (Power - (100 * var(40))) *0.005 * var(40) trigger2 = var(40) >= 6 trigger2 = (stateno = [240,250]) || (stateno = [440,450]) trigger2 = moveguarded trigger2 = P2bodydist X >= 50 trigger2 = P2statetype != L trigger2 = power >= 1200 trigger3 = var(40) >= 8 trigger3 = power >= 1200 trigger3 = Projguardedtime(3000) = [0,30] trigger3 = NumTarget(3000) trigger3 = P2stateno = 3090 [State -1,メガスマッシュ] type = ChangeState value = 1100 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(8) = 1 triggerall = statetype != A triggerall = Roundstate = 2 triggerall = Enemy,Numproj = 0 trigger1 = ctrl trigger1 = stateno != [120,140] trigger1 = P2statetype != A trigger1 = P2movetype != A trigger1 = Enemy,Hitfall = 0 || P2stateno = 5120 trigger1 = P2bodydist X >= 150 trigger1 = random < (Power - (100 * var(40))) *0.005 * var(40) trigger2 = var(40) >= 6 trigger2 = (stateno = [220,250]) || (stateno = [420,450]) trigger2 = moveguarded || (stateno = 450 && movehit) trigger2 = P2bodydist X >= 50 trigger2 = P2statetype = S || P2statetype = C trigger2 = power >= 1200 trigger3 = var(40) >= 8 trigger3 = power >= 1200 trigger3 = Projguardedtime(3000) = [0,30] trigger3 = NumTarget(3000) trigger3 = Vel Y <= -5 [State -1,ブリッツボール] type = ChangeState value = 1200 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(8) = 1 triggerall = Roundstate = 2 triggerall = statetype != A triggerall = P2statetype = S trigger1 = ctrl trigger1 = Enemy,Hitfall = 0 || P2stateno = 5120 trigger1 = P2movetype != A trigger1 = P2bodydist X >= 100 trigger1 = random < 10 * var(40) trigger2 = var(40) >= 3 trigger2 = (stateno = [240,250]) || (stateno = 450) trigger2 = movehit [State -1,黒子偽刃投] type = ChangeState value = 2000 triggerall = var(40) >= 7 triggerall = var(3) = 1 triggerall = statetype != A triggerall = (NumHelper(8000) = 0 && var(6)) || (NumHelper(8001) = 0 && var(7)) triggerall = var(8) = 1 trigger1 = (stateno = [300,310]) || (stateno = [500,510]) || (stateno = 320 && AnimElem = 7) || (stateno = 520 && AnimElem = 5) trigger1 = movehit trigger1 = P2statetype = A trigger2 = !movecontact trigger2 = time >= 20 trigger2 = Animtime <= -10 - var(40) trigger2 = random < 5 * var(40) [State -1,センベイ手裏剣] type = ChangeState value = 1300 triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(8) = 1 triggerall = Roundstate = 2 triggerall = statetype != A trigger1 = ctrl || (Prevstateno = [120,155]) trigger1 = Vel X <= 0 trigger1 = P2statetype != A trigger1 = P2movetype != A trigger1 = Enemy,Hitfall = 0 || P2stateno = 5120 trigger1 = P2bodydist X >= 50 + ((Enemy,Hitfall = 0)*50) trigger1 = random < 10 * var(40) trigger2 = var(40) >= 6 trigger2 = (stateno = [230,250]) || (stateno = [430,450]) trigger2 = (Prevstateno = [200,250]) || (Prevstateno = [400,450]) trigger2 = moveguarded || (movecontact && (stateno % 10 = 50)) trigger2 = P2statetype = S || P2statetype = C || stateno = 450 trigger3 = var(40) >= 5 trigger3 = (stateno = [300,310]) || (stateno = [500,510]) || (stateno = 320 && AnimElem = 7) || (stateno = 520 && AnimElem = 5) trigger3 = movehit trigger3 = Vel X <= 0 [State -1,挑発] type = Changestate value = 195 + (Random < 500) + (Random < 200) triggerall = var(40) >= 1 triggerall = statetype = S triggerall = Roundstate = 2 triggerall = ctrl trigger1 = stateno != [120,140] trigger1 = P2bodydist X >= 160 trigger1 = Power < (var(1)+1) * 1500 trigger1 = Random > Power * 0.3 trigger1 = Enemy,Alive trigger1 = Enemy,Hitfall trigger1 = Enemy,CanRecover = 0 trigger1 = P2stateno != [5100,5150] [State -1,ランダム八極弾] type = ChangeState value = ifelse(power >= 1000 && Random <= 100,3000 + (random % 3) * 100,1000 + (random % 5) * 100) triggerall = var(40) >= 1 triggerall = var(3) = 1 triggerall = var(8) = 1 triggerall = Roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = Enemy,Numproj = 0 trigger1 = stateno != [120,140] trigger1 = P2statetype != A trigger1 = P2movetype != A trigger1 = Enemy,Hitfall = 0 || P2stateno = 5120 trigger1 = P2bodydist X >= 200 trigger1 = random < 10 * var(40) ;=================================================================== [State -1,強力AI発動] type = Varset triggerall = var(40) >= 1 triggerall = !ishelper trigger1 = enemy,Const(data.life) * enemy,Const(data.defence) >= 150000 trigger2 = var(42) >= 2 trigger3 = GetHitVar(hitcount) >= 50 trigger4 = GetHitVar(damage) >= 700 var(40) = 10 [State -1,AI発動] type = Varset triggerall = var(40) = 0 triggerall = !ishelper trigger1 = command = "cpu1" || command = "cpu2" || command = "cpu3" || command = "cpu4" || command = "cpu5" trigger2 = command = "cpu6" || command = "cpu7" || command = "cpu8" || command = "cpu9" || command = "cpu10" trigger3 = command = "cpu11" || command = "cpu12" || command = "cpu13" || command = "cpu14" || command = "cpu15" trigger4 = command = "cpu16" || command = "cpu17" || command = "cpu18" || command = "cpu19" || command = "cpu20" trigger5 = command = "cpu21" || command = "cpu22" || command = "cpu23" || command = "cpu24" || command = "cpu25" trigger6 = command = "cpu26" || command = "cpu27" || command = "cpu28" || command = "cpu29" || command = "cpu30" trigger7 = command = "cpu31" || command = "cpu32" || command = "cpu33" || command = "cpu34" || command = "cpu35" trigger8 = command = "cpu36" || command = "cpu37" || command = "cpu38" || command = "cpu39" || command = "cpu40" trigger9 = command = "cpu41" || command = "cpu42" || command = "cpu43" || command = "cpu44" || command = "cpu45" trigger10 = command = "cpu46" || command = "cpu47" || command = "cpu48" || command = "cpu49" || command = "cpu50" trigger11 = command = "cpu51" var(40) = 9 ;1-9まで
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