;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