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DJB MUGEN & IKEMEN Community

Command List — JIONGMizuchi.zip ← Back to Overview

;-| ボタン配置 |----------------------------------------------------- ;各ボタンの配置を簡単に変更できます。 ;この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 ;-| AI |------------------------------------------------------ [Command] name = "CPU1" command = U, D, F, U, D, F time = 1 [Command] name = "CPU2" command = U, B, F, U, D, F time = 1 [Command] name = "CPU3" command = U, D, D, U, D, F time = 1 [Command] name = "CPU4" command = F, B, U, U, D, F, U, B, U, D, F time = 1 [Command] name = "CPU5" command = U, F, U, B, U, D, F time = 1 [Command] name = "CPU6" command = U, D, B, U, B, U, D, F time = 1 [Command] name = "CPU7" command = F, F, B, U, B, U, D, F time = 1 [Command] name = "CPU8" command = U, D, U, U, B, U, D, F time = 1 [Command] name = "CPU9" command = F, B, B, U, B, U, D, F time = 1 [Command] name = "CPU10" command = F, F, B, B, U, B, U, D, F time = 1 [Command] name = "CPU11" command = U, U, F, U, B, U, D, F time = 1 [Command] name = "CPU12" command = U, B, B, U, B, U, D, F time = 1 [Command] name = "CPU13" command = U, B, F, F, U, B, U, D, F time = 1 [Command] name = "CPU14" command = U, F, B, U, U, B, U, D, F time = 1 [Command] name = "CPU15" command = U, B, F, U, U, B, U, D, F time = 1 [Command] name = "CPU16" command = U, B, B, B, U, B, U, D, F time = 1 [Command] name = "CPU17" command = U, D, B, F, U, B, U, D, F time = 1 [Command] name = "CPU18" command = U, D, B, D, U, B, U, D, F time = 1 [Command] name = "CPU19" command = U, D, F, U, U, B, U, D, F time = 1 [Command] name = "CPU20" command = U, D, U, B, U, B, U, D, F time = 1 [Command] name = "CPU21" command = U, D, F, F, U, B, U, D, F time = 1 [Command] name = "CPU22" command = F, F, F, F, U, B, U, D, F time = 1 [Command] name = "CPU23" command = U, U, U, D, U, B, U, D, F time = 1 [Command] name = "CPU24" command = B, B, B, U, B, U, D, F time = 1 [Command] name = "CPU25" command = D, D, D, D, U, B, U, D, F time = 1 [Command] name = "CPU26" command = D, D, D, U, B, U, D, F time = 1 [Command] name = "CPU27" command = F, F, F, U, B, U, D, F time = 1 [Command] name = "CPU28" command = U, U, U, U, B, U, D, F time = 1 [Command] name = "CPU29" command = U, U, B, B, U, B, U, D, F time = 1 [Command] name = "CPU30" command = D, D, F, F, U, B, U, D, F time = 1 [Command] name = "CPU31" command = U, D, F, U, D, U, B, U, D, F time = 1 [Command] name = "CPU32" command = U, B, F, U, D, U, B, U, D, F time = 1 [Command] name = "CPU33" command = U, D, D, U, D, U, B, U, D, F time = 1 [Command] name = "CPU34" command = F, B, U, U, D, U, B, U, D, F time = 1 [Command] name = "CPU35" command = U, F, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU36" command = U, D, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU37" command = F, F, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU38" command = U, D, U, U, D, U, B, U, D, F time = 1 [Command] name = "CPU39" command = F, B, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU40" command = F, F, B, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU41" command = U, U, F, U, D, U, B, U, D, F time = 1 [Command] name = "CPU42" command = U, B, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU43" command = U, B, F, F, U, D, U, B, U, D, F time = 1 [Command] name = "CPU44" command = U, F, B, U, U, D, U, B, U, D, F time = 1 [Command] name = "CPU45" command = U, B, F, U, U, D, U, B, U, D, F time = 1 [Command] name = "CPU46" command = U, B, B, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU47" command = U, D, B, F, U, D, U, B, U, D, F time = 1 [Command] name = "CPU48" command = U, D, B, D, U, D, U, B, U, D, F time = 1 [Command] name = "CPU49" command = U, D, F, U, U, D, U, B, U, D, F time = 1 [Command] name = "CPU50" command = U, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU51" command = U, D, F, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU52" command = U, B, F, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU53" command = U, D, D, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU54" command = F, B, U, U, D, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU55" command = U, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU56" command = U, D, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU57" command = F, F, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU58" command = U, D, U, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU59" command = F, B, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 [Command] name = "CPU60" command = F, F, B, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F time = 1 ;------------------------------------------------------------------------------ ;-| 超必殺技 |----------------------------------------------------------------- ;コマンドの一部が重なる場合、先に書かれたものが優先されるので ;気を付けてください。 [Command] name = "Marokare" command = ~D, DF, F, D, DF, F, z time = 30 [Command] name = "Omiwa1" command = ~F, D, B, F, D, B, x time = 30 [Command] name = "Omiwa Omiwa" command = ~D,B,D,B,c time = 30 [Command] name = "Omiwo Omiwo" command = ~D,F,D,F,c time = 30 [Command] name = "Omiwe Omiwe" command = ~D,B,c time = 20 [Command] name = "Pmiwe Pmiwe" command = ~D,B,a time = 20 [Command] name = "Ymiwe Ymiwe" command = ~D,B,x time = 20 [Command] name = "Omiwa2" command = ~F, D, B, F, D, B, y time = 30 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- ;コマンドの一部が重なる場合、先に書かれたものが優先されるので ;623 → 236の順に登録されています。 ;(注:236等はテンキーでコマンドを表しています) [Command] name = "Harae1" command = ~F, B, DB, D, DF, F, x time = 24 [Command] name = "Harae2" command = ~D, B, c time = 25 [Command] name = "Harae Harae" command = ~D, B, y time = 25 [Command] name = "Tadasu1" command = ~F, D, B, F, a time = 24 [Command] name = "Tadasu2" command = ~F, D, B, F, b time = 24 [Command] name = "Utsushiiwai1" command = ~F, D, DF, x [Command] name = "Utsushiiwai2" command = ~F, D, DF, y [Command] name = "Honosusori1" command = ~F, x time = 5 [Command] name = "Honosusori2" command = ~F, a time = 5 [Command] name = "Honosusori3" command = ~F, y time = 5 [Command] name = "Honosusori4" command = ~F, b time = 5 [Command] name = "Honosusori5" command = ~F, z time = 5 [Command] name = "Honosusori6" command = ~B, x time = 5 [Command] name = "Honosusori7" command = ~B, a time = 5 [Command] name = "Honosusori8" command = ~B, y time = 5 [Command] name = "Honosusori9" command = ~B, b time = 5 [Command] name = "Miho1" command = ~D, DB, B, x [Command] name = "Miho2" command = ~D, DB, B, y [Command] name = "ukei" command = ~F, D, DF, b time = 12 [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b [Command] name = "FF_x" command = F, F, x [Command] name = "FF_y" command = F, F, y [Command] name = "longjump" command = ~$D,$U time = 6 ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "FF" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = F, F time = 10 [Command] name = "BB" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = B, B time = 10 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = x+a time = 1 [Command] name = "recovery" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = a+x time = 1 [Command] name = "helper" command = y+b time = 1 [Command] name = "roll" command = x+a time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;--------------------------- [Command] name = "hold_a" command = /a [Command] name = "hold_b" command = /b [Command] name = "hold_c" command = /c [Command] name = "hold_x" command = /x [Command] name = "hold_y" command = /y ;--------------------------- [Command] name = "UF" command = UF [Command] name = "F" command = F [Command] name = "DF" command = DF ;------------------------------------------------------------------------------ ;-| 方向キー押しっぱなし |----------------------------------------------------- [Command] name = "holdfwd" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = /$F time = 1 [Command] name = "holdback" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = /$B time = 1 [Command] name = "holdup" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = /$U time = 1 [Command] name = "holddown" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = /$D time = 1 ;------------------------------------------------------------------------------ [Statedef -1];←この行は絶対に消さないでください。必須の項目です。 ;------------------------------------------------------------------- ; AI swich -> ON [State -1,AI] type = Varset triggerall = var(59) != 1 triggerall = RoundState != 3 trigger1 = command = "CPU1" trigger2 = command = "CPU2" trigger3 = command = "CPU3" trigger4 = command = "CPU4" trigger5 = command = "CPU5" trigger6 = command = "CPU6" trigger7 = command = "CPU7" trigger8 = command = "CPU8" trigger9 = command = "CPU9" trigger10 = command = "CPU10" trigger11 = command = "CPU11" trigger12 = command = "CPU12" trigger13 = command = "CPU13" trigger14 = command = "CPU14" trigger15 = command = "CPU15" trigger16 = command = "CPU16" trigger17 = command = "CPU17" trigger18 = command = "CPU18" trigger19 = command = "CPU19" trigger20 = command = "CPU20" trigger21 = command = "CPU21" trigger22 = command = "CPU22" trigger23 = command = "CPU23" trigger24 = command = "CPU24" trigger25 = command = "CPU25" trigger26 = command = "CPU26" trigger27 = command = "CPU27" trigger28 = command = "CPU28" trigger29 = command = "CPU29" trigger30 = command = "CPU30" trigger31 = command = "CPU31" trigger32 = command = "CPU32" trigger33 = command = "CPU33" trigger34 = command = "CPU34" trigger35 = command = "CPU35" trigger36 = command = "CPU36" trigger37 = command = "CPU37" trigger38 = command = "CPU38" trigger39 = command = "CPU39" trigger40 = command = "CPU40" trigger41 = command = "CPU41" trigger42 = command = "CPU42" trigger43 = command = "CPU43" trigger44 = command = "CPU44" trigger45 = command = "CPU45" trigger46 = command = "CPU46" trigger47 = command = "CPU47" trigger48 = command = "CPU48" trigger49 = command = "CPU49" trigger50 = command = "CPU50" trigger51 = command = "CPU51" trigger52 = command = "CPU52" trigger53 = command = "CPU53" trigger54 = command = "CPU54" trigger55 = command = "CPU55" trigger56 = command = "CPU56" trigger57 = command = "CPU57" trigger58 = command = "CPU58" trigger59 = command = "CPU59" trigger60 = command = "CPU60" var(59) = 1 ;----------------------------------------------------------------------- [State -1, AI] Type = VarSet TriggerAll = Var(59) = 1 Trigger1 = RoundState = 4 Trigger2 = Win = 1 Trigger3 = Lose = 1 Trigger4 = DrawGame = 1 V = 59 Value = -1 ;----------------------------------------------------------------------- [State -1, AI] Type = VarSet TriggerAll = Var(59) = -1 Trigger1 = RoundState = 2 V = 59 Value = 1 ;------------------------------------------------------------------------------ [State -1, 0] type = poweradd trigger1 = time%1 =0 value = 500 ;--------------------------------------------------------------------------- ;ダウン回避 [State -1, daunkaihi] type = ChangeState value = 5200 triggerall = var(59) = 1 triggerall = Alive triggerall = CanRecover triggerall = Vel Y > 0 triggerall = Pos Y < -20 trigger1 = StateNo = 5050 trigger1 = random <= 500 ;--------------------------------------------------------------------------- ;ダウン回避(空中) [State -1, Airdaunkaihi] type = ChangeState value = 5210 triggerall = var(59) = 1 triggerall = Alive triggerall = CanRecover triggerall = Vel Y > -1 triggerall = Pos Y >= -20 trigger1 = StateNo = 5050 trigger1 = random <= 500 ;----------------------------------------------------------------- ;前転 [State -1, FRoll] type = ChangeState value = 700 triggerall = var(59) = 1 triggerall = statetype != A triggerall = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [0,60] trigger1 = p2statetype != A trigger1 = p2movetype = A trigger1 = EnemyNear,HitDefAttr! = SC, AT trigger1 = random <= 20 trigger2 = p2bodydist X = [0,40] trigger2 = p2bodydist Y > -70 trigger2 = EnemyNear,Vel X >= 1 trigger2 = p2statetype = A trigger2 = p2movetype = A trigger2 = random <= 40;対空 trigger3 = p2bodydist X <= 0 trigger3 = p2bodydist Y > -80 trigger3 = EnemyNear,Vel X >= 1 trigger3 = p2movetype = A trigger3 = random <= 200;めくりに対応 trigger4 = p2bodydist X = [5,40] trigger4 = p2statetype = L Trigger4 = P2StateNo = 5120 Trigger4 = EnemyNear,AnimTime = -12 Trigger4 = random < 40 ;相手のダウン時 ignorehitpause = 0 ;--------------------------------------------------------------------------- ;後転 [State -1, BRoll] type = ChangeState value = 710 triggerall = var(59) = 1 triggerall = statetype != A triggerall = p2statetype != L triggerall = enemynear,HitDefAttr != SC, AT triggerall = ctrl trigger1 = p2bodydist X = [0,60] trigger1 = p2statetype != A trigger1 = p2movetype = A trigger1 = BackEdgeBodyDist > 60 Trigger1 = EnemyNear,HitDefAttr! = SC, AT trigger1 = random = [21,50] trigger2 = p2bodydist X <= 0 trigger2 = p2bodydist Y > -80 trigger2 = EnemyNear,Vel X >= 1 trigger2 = p2movetype = A trigger2 = random = [201,230];めくりに対応 ignorehitpause = 0 ;----------------------------------------------------------------- ;ガードキャンセル前転 [State -1, GCRoll] type = ChangeState value = 720 triggerall = var(59) = 1 triggerall = statetype != A triggerall = Power >= 1000 triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 trigger1 = p2bodydist X <= 50 trigger1 = p2statetype != A trigger1 = p2movetype = A trigger1 = BackEdgeBodyDist <= 40 trigger1 = random = [21,40] ;----------------------------------------------------------------- ;ガードキャンセルぶっ飛ばし攻撃 [State -1,GCA] type = ChangeState value = 255 triggerall = var(59) = 1 triggerall = statetype != A triggerall = Power >= 1000 triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 trigger1 = p2bodydist X <= 35 trigger1 = p2statetype != A trigger1 = p2movetype = A trigger1 = BackEdgeBodyDist <= 40 trigger1 = random <= 20 ;--------------------------------------------------------------------------- ;ジャンプ(投げ回避) [State -1, Jump] type = ChangeState value = 39 TriggerAll = Var(59) = 1 TriggerAll = RoundState = 2 TriggerAll = ctrl || stateno = 21 || stateno = 100 TriggerAll = StateType != A TriggerAll = p2MoveType = I TriggerAll = stateno != 39 trigger1 = p2bodydist X = [0,80] trigger1 = enemynear,HitDefAttr = SC, AT ;--------------------------------------------------------------------------- ;歩き(追い討ち用) [State -1, Walk] type = ChangeState value = 21 triggerall = var(59) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = !InGuardDist Triggerall = stateno != 21 Triggerall = prevstateno != 21 Triggerall = stateno != 100 Triggerall = prevstateno != 100 trigger1 = p2bodydist X >= 60 trigger1 = p2bodydist Y < -100 trigger1 = stateno = 1230 trigger1 = AnimTime = 0 trigger1 = p2MoveType = H trigger1 = p2statetype = A trigger1 = enemynear,Vel X = 0 ;trigger1 = enemynear,Vel Y < 0 trigger1 = NumTarget ;弱 顕斎ヒット後追い討ち trigger2 = ctrl trigger2 = p2bodydist X = [0,80] trigger2 = NumHelper(1050) trigger2 = p2MoveType = H || EnemyNear,power < 1000 Trigger2 = random < 300 ;解除後追い討ち ;--------------------------------------------------------------------------- ;ダッシュ(追い討ち用) [State -1, Dash] type = ChangeState value = 100 triggerall = var(59) = 1 triggerall = RoundState = 2 triggerall = statetype != A Triggerall = stateno != [10,12] Triggerall = stateno != 100 Triggerall = prevstateno != 100 trigger1 = p2bodydist X > 0 trigger1 = stateno = 1210 trigger1 = AnimTime = 0 trigger1 = p2MoveType = H trigger1 = p2statetype = A trigger1 = EnemyNear,BackEdgeBodyDist >= 20 trigger1 = NumHelper(1250) = 1 trigger1 = var(16) < 5 ;強 顕斎ヒット後追い討ち trigger2 = ctrl || stateno = 21 trigger2 = p2bodydist X = [81,170] trigger2 = NumHelper(1050) trigger2 = (1000*life/const(data.life)) > 250 trigger2 = p2MoveType = H || EnemyNear,power < 1000 Trigger2 = random < 300 ;解除後追い討ち ;------------------------------------------------------------------------------ ;混 [State -1, hadouken] type = ChangeState value = 3100 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1 || Var(15) = 1,power >= 2500,power >= 2000) triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist Y = [-150,-60] trigger1 = p2MoveType = H trigger1 = p2statetype = A trigger1 = !var(16) trigger1 = !NumTarget(1200) trigger1 = enemynear,Vel Y <= 0 trigger1 = random < 100 trigger2 = ctrl trigger2 = p2bodydist Y = [-150,-60] trigger2 = p2MoveType = H trigger2 = p2statetype = A trigger2 = var(16) > 2 trigger2 = enemynear,Vel X <= -4 trigger2 = random < (300+var(16)*30) ;強 顕斎ヒット後追い討ち trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) trigger3 = p2MoveType = H trigger3 = p2statetype = A trigger3 = random < 200 trigger4 = stateno = 3020 && (animelem=18,>1 && var(15)) trigger4 = p2bodydist Y > -40 trigger4 = p2MoveType = H trigger4 = p2statetype = A trigger4 = random < 300 trigger5 = ctrl || stateno = 21 || stateno = 100 trigger5 = (1000*life/const(data.life)) < 300 trigger5 = p2life <= 80 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 大神 [State -1, hadouken] type = ChangeState value = 3010 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000) triggerall = statetype != A triggerall = P2StateType != L triggerall = P2Stateno != 40 triggerall = P2Stateno != [120,155] triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [0,80] trigger1 = p2bodydist Y = [-25,0] trigger1 = p2MoveType = A trigger1 = enemynear,Vel X >= 0 trigger1 = enemynear,Vel Y > 0 || P2StateType != A trigger1 = random < 30 trigger2 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) trigger2 = p2bodydist X = [41,80] trigger2 = p2bodydist Y = [-35,0] trigger2 = p2MoveType = H trigger2 = random = [200,400] trigger3 = ctrl trigger3 = EnemyNear,Ctrl = 0 trigger3 = EnemyNear,AnimTime <= -18 trigger3 = P2stateno != [5000,5999] trigger3 = P2stateno != [120,155] trigger3 = p2bodydist X = [0,80] trigger3 = p2statetype != A trigger3 = p2MoveType = A trigger3 = stateno = 5120 trigger3 = AnimTime = 0 trigger3 = random < 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, hadouken] type = ChangeState value = 4566 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000) triggerall = statetype != A triggerall = P2StateType != L triggerall = P2Stateno != 40 triggerall = P2Stateno != [120,155] triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [-5,40] trigger1 = p2statetype != A trigger1 = enemynear,prevstateno != [5000,5999] trigger1 = random < 50 trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger2 = p2bodydist X = [-5,40] trigger2 = p2MoveType = H trigger2 = p2statetype != A trigger2 = random < 200 trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) trigger3 = p2bodydist X = [-5,40] trigger3 = p2bodydist Y = [-35,0] trigger3 = p2MoveType = H trigger3 = random = [200,400] trigger4 = p2bodydist X = [0,30] trigger4 = p2bodydist Y > -80 trigger4 = p2MoveType != H trigger4 = p2statetype != A trigger4 = stateno = 5120 trigger4 = AnimTime = 0 trigger4 = random <= 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, hadouken] type = ChangeState value = 60000 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000) triggerall = statetype != A triggerall = P2StateType != L triggerall = P2Stateno != 40 triggerall = P2Stateno != [120,155] triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [-5,40] trigger1 = p2statetype != A trigger1 = enemynear,prevstateno != [5000,5999] trigger1 = random < 50 trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger2 = p2bodydist X = [-5,40] trigger2 = p2MoveType = H trigger2 = p2statetype != A trigger2 = random < 200 trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) trigger3 = p2bodydist X = [-5,40] trigger3 = p2bodydist Y = [-35,0] trigger3 = p2MoveType = H trigger3 = random = [200,400] trigger4 = p2bodydist X = [0,30] trigger4 = p2bodydist Y > -80 trigger4 = p2MoveType != H trigger4 = p2statetype != A trigger4 = stateno = 5120 trigger4 = AnimTime = 0 trigger4 = random <= 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, hadouken] type = ChangeState value = 50000 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1 || Var(15) = 1,power >= 2500,power >= 2000) triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist Y = [-150,-60] trigger1 = p2MoveType = H trigger1 = p2statetype = A trigger1 = !var(16) trigger1 = !NumTarget(1200) trigger1 = enemynear,Vel Y <= 0 trigger1 = random < 100 trigger2 = ctrl trigger2 = p2bodydist Y = [-150,-60] trigger2 = p2MoveType = H trigger2 = p2statetype = A trigger2 = var(16) > 2 trigger2 = enemynear,Vel X <= -4 trigger2 = random < (300+var(16)*30) ;強 顕斎ヒット後追い討ち trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) trigger3 = p2MoveType = H trigger3 = p2statetype = A trigger3 = random < 200 trigger4 = stateno = 3020 && (animelem=18,>1 && var(15)) trigger4 = p2bodydist Y > -40 trigger4 = p2MoveType = H trigger4 = p2statetype = A trigger4 = random < 300 trigger5 = ctrl || stateno = 21 || stateno = 100 trigger5 = (1000*life/const(data.life)) < 300 trigger5 = p2life <= 80 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 大神 [State -1, hadouken] type = ChangeState value = 3000 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000) triggerall = statetype != A triggerall = P2StateType != L triggerall = P2Stateno != 40 triggerall = P2Stateno != [120,155] triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [-5,40] trigger1 = p2statetype != A trigger1 = enemynear,prevstateno != [5000,5999] trigger1 = random < 50 trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger2 = p2bodydist X = [-5,40] trigger2 = p2MoveType = H trigger2 = p2statetype != A trigger2 = random < 200 trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) trigger3 = p2bodydist X = [-5,40] trigger3 = p2bodydist Y = [-35,0] trigger3 = p2MoveType = H trigger3 = random = [200,400] trigger4 = p2bodydist X = [0,30] trigger4 = p2bodydist Y > -80 trigger4 = p2MoveType != H trigger4 = p2statetype != A trigger4 = stateno = 5120 trigger4 = AnimTime = 0 trigger4 = random <= 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降D' [State -1, hadouken] type = ChangeState value = 1580 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [171,220] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [251,300] trigger2 = ctrl trigger2 = p2bodydist X = [221,280] trigger2 = p2MoveType = I trigger2 = p2statetype != A trigger2 = Random = [151,200] trigger3 = ctrl || stateno = 21 trigger3 = p2bodydist X = [221,280] trigger3 = p2statetype = L Trigger3 = P2StateNo = 5120 Trigger3 = EnemyNear,AnimTime <= -12 Trigger3 = random < 50 ;相手のダウン時 trigger4 = ctrl || stateno = 21 trigger4 = p2bodydist X = [221,280] trigger4 = NumHelper(1050) trigger4 = p2MoveType = H Trigger4 = random < 50 trigger5 = ctrl || stateno = 21 trigger5 = p2bodydist X = [221,280] trigger5 = enemynear,numproj trigger5 = enemynear,HitDefAttr = SCA, NP,SP trigger5 = random <= 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降C' [State -1, hadouken] type = ChangeState value = 1570 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [131,170] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [151,200] trigger2 = ctrl trigger2 = p2bodydist X = [171,220] trigger2 = p2MoveType = I trigger2 = p2statetype != A trigger2 = Random = [201,250] trigger3 = ctrl trigger3 = p2bodydist X = [221,280] trigger3 = p2MoveType = I trigger3 = p2statetype != A trigger3 = Random = [101,150] trigger4 = ctrl || stateno = 21 trigger4 = p2bodydist X = [171,220] trigger4 = p2statetype = L Trigger4 = P2StateNo = 5120 Trigger4 = EnemyNear,AnimTime <= -12 Trigger4 = random < 50 ;相手のダウン時 trigger5 = ctrl || stateno = 21 trigger5 = p2bodydist X = [170,220] trigger5 = NumHelper(1050) trigger5 = p2MoveType = H Trigger5 = random < 50 trigger6 = ctrl || stateno = 21 trigger6 = p2bodydist X = [171,220] trigger6 = enemynear,numproj trigger6 = enemynear,HitDefAttr = SCA, NP,SP trigger6 = random <= 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降B' [State -1, hadouken] type = ChangeState value = 1560 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [90,130] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [101,130] trigger2 = ctrl trigger2 = p2bodydist X = [131,170] trigger2 = p2MoveType = I trigger2 = p2statetype != A trigger2 = Random = [101,150] trigger3 = ctrl trigger3 = p2bodydist X = [171,220] trigger3 = p2MoveType = I trigger3 = p2statetype != A trigger3 = Random = [151,200] trigger4 = ctrl || stateno = 21 trigger4 = p2bodydist X = [131,170] trigger4 = p2statetype = L Trigger4 = P2StateNo = 5120 Trigger4 = EnemyNear,AnimTime <= -12 Trigger4 = random < 50 ;相手のダウン時 trigger5 = ctrl || stateno = 21 trigger5 = p2bodydist X = [131,170] trigger5 = enemynear,numproj trigger5 = enemynear,HitDefAttr = SCA, NP,SP trigger5 = random <= 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降A' [State -1, hadouken] type = ChangeState value = 1550 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [90,130] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [51,100] trigger2 = ctrl || stateno = 21 trigger2 = p2bodydist X = [81,120] trigger2 = p2statetype = L Trigger2 = P2StateNo = 5120 Trigger2 = EnemyNear,AnimTime <= -12 Trigger2 = random = [51,80] ;相手のダウン時 trigger3 = ctrl || stateno = 21 trigger3 = p2bodydist X = [70,130] trigger3 = enemynear,numproj trigger3 = enemynear,HitDefAttr = SCA, NP,SP trigger3 = random <= 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降E [State -1, hadouken] type = ChangeState value = 1540 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [50,90] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random <= 10 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降D [State -1, hadouken] type = ChangeState value = 1530 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [171,220] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [101,150] trigger2 = ctrl trigger2 = p2bodydist X = [221,280] trigger2 = p2MoveType = I trigger2 = p2statetype != A trigger2 = Random = [50,100] ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降C [State -1, hadouken] type = ChangeState value = 1520 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [131,170] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [50,100] trigger2 = ctrl trigger2 = p2bodydist X = [171,220] trigger2 = p2MoveType = I trigger2 = p2statetype != A trigger2 = Random = [50,100] trigger3 = ctrl trigger3 = p2bodydist X = [221,280] trigger3 = p2MoveType = I trigger3 = p2statetype != A trigger3 = Random <= 50 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降B [State -1, hadouken] type = ChangeState value = 1510 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [90,130] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [21,50] trigger2 = ctrl trigger2 = p2bodydist X = [131,170] trigger2 = p2MoveType = I trigger2 = p2statetype != A trigger2 = Random <= 50 trigger3 = ctrl trigger3 = p2bodydist X = [171,220] trigger3 = p2MoveType = I trigger3 = p2statetype != A trigger3 = Random <= 50 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降A [State -1, hadouken] type = ChangeState value = 1500 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [90,130] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random <= 20 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 顕斎 [State -1, hadouken] type = ChangeState value = 1210 triggerall = var(59) = 1 triggerall = NumHelper(1220) = 0 || NumHelper(1250) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = !var(12) trigger1 = ctrl trigger1 = p2bodydist X = [50,90] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = random <= 50 trigger2 = ctrl trigger2 = p2bodydist X = [-5,50] trigger2 = p2MoveType = A trigger2 = p2statetype = S trigger2 = random = [51,100] trigger3 = ctrl trigger3 = p2bodydist X = [10,80] trigger3 = p2bodydist Y = [-90,-50] trigger3 = p2MoveType = A trigger3 = p2statetype = A trigger3 = enemynear,Vel Y > 0 trigger3 = random <= 100 trigger4 = ctrl || stateno = 21 || stateno = 100 trigger4 = p2bodydist X = [0,55] trigger4 = p2bodydist Y = [-150,-70] trigger4 = p2MoveType = H trigger4 = p2statetype = A trigger4 = enemynear,Vel X = 0 trigger4 = enemynear,Vel Y > 0 trigger4 = NumTarget ;弱 顕斎ヒット後追い討ち trigger5 = ctrl || stateno = 21 || stateno = 100 trigger5 = p2bodydist X = [-20,55] trigger5 = p2bodydist Y = [-100,-30] trigger5 = p2MoveType = H trigger5 = p2statetype = A trigger5 = enemynear,Vel X < 0 trigger5 = enemynear,Vel Y > 0 trigger5 = NumTarget trigger5 = var(16) < 5 ;強 顕斎ヒット後追い討ち trigger6 = ctrl || stateno = 21 || stateno = 100 trigger6 = p2bodydist X = [-20,55] trigger6 = p2bodydist Y = [-100,0] trigger6 = p2MoveType = H trigger6 = NumHelper(1050) trigger6 = random <= 100 ;解除ヒット後追い討ち ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 顕斎 [State -1, hadouken] type = ChangeState value = 1200 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = !var(12) trigger1 = (stateno = 240 && (animelem=4,>0 && animelem=7,<0)) || (stateno = 241 && (animelem=10,>0 && animelem=11,<0)) trigger1 = p2bodydist X = [0,70] trigger1 = p2bodydist Y = [-50,0] trigger1 = p2MoveType = H trigger1 = P2StateNo != [120,155] ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 糺 [State -1, hadouken] type = ChangeState value = 1310 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [0,50] trigger1 = p2MoveType = A trigger1 = p2statetype != A trigger1 = random = [101,130] ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 糺 [State -1, hadouken] type = ChangeState value = 1300 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [0,50] trigger1 = p2bodydist Y = [-80,0] trigger1 = p2MoveType = A trigger1 = p2statetype != C trigger1 = random = [131,160] trigger2 = ctrl trigger2 = p2bodydist X = [0,100] trigger2 = p2bodydist Y = [-80,0] trigger2 = p2MoveType = A trigger2 = EnemyNear,HitDefAttr = SCA, NP, SP trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0 trigger2 = random <= 20 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 解除 [State -1, hadouken] type = ChangeState value = 3001 triggerall = var(59) = 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [50,90] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = random = [51,80] trigger2 = ctrl trigger2 = p2bodydist X > 90 trigger2 = p2bodydist Y = [-90,0] trigger2 = p2MoveType = I trigger2 = Random = [201,240] trigger3 = (stateno = 240 && (animelem=4,>0 && animelem=7,<0)) || (stateno = 241 && (animelem=10,>0 && animelem=11,<0)) trigger3 = p2bodydist X = [0,75] trigger3 = p2bodydist Y = [-90,0] trigger3 = P2StateNo = [120,155] trigger3 = Random <= 400 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 解除 [State -1, hadouken] type = ChangeState value = 1010 triggerall = var(59) = 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = ctrl trigger1 = p2bodydist X = [50,90] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = random = [51,80] trigger2 = ctrl trigger2 = p2bodydist X > 90 trigger2 = p2bodydist Y = [-90,0] trigger2 = p2MoveType = I trigger2 = Random = [201,240] trigger3 = (stateno = 240 && (animelem=4,>0 && animelem=7,<0)) || (stateno = 241 && (animelem=10,>0 && animelem=11,<0)) trigger3 = p2bodydist X = [0,75] trigger3 = p2bodydist Y = [-90,0] trigger3 = P2StateNo = [120,155] trigger3 = Random <= 400 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 解除 [State -1, hadouken] type = ChangeState value = 6000 triggerall = var(59) = 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = stateno = 240 && (animelem=4,>0 && animelem=7,<0) trigger1 = p2bodydist X > 60 trigger1 = MoveContact = 1 trigger1 = p2statetype = A trigger1 = Random <= 500 trigger2 = ctrl || stateno = 21 trigger2 = p2bodydist X > 100 trigger2 = p2statetype = L Trigger2 = P2StateNo = 5120 Trigger2 = EnemyNear,AnimTime <= -10 Trigger2 = random = [51,200] ;相手のダウン時 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 解除 [State -1, hadouken] type = ChangeState value = 7000 triggerall = var(59) = 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = stateno = 240 && (animelem=4,>0 && animelem=7,<0) trigger1 = p2bodydist X > 60 trigger1 = MoveContact = 1 trigger1 = p2statetype = A trigger1 = Random <= 500 trigger2 = ctrl || stateno = 21 trigger2 = p2bodydist X > 100 trigger2 = p2statetype = L Trigger2 = P2StateNo = 5120 Trigger2 = EnemyNear,AnimTime <= -10 Trigger2 = random = [51,200] ;相手のダウン時 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 解除 [State -1, hadouken] type = ChangeState value = 1000 triggerall = var(59) = 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L trigger1 = stateno = 240 && (animelem=4,>0 && animelem=7,<0) trigger1 = p2bodydist X > 60 trigger1 = MoveContact = 1 trigger1 = p2statetype = A trigger1 = Random <= 500 trigger2 = ctrl || stateno = 21 trigger2 = p2bodydist X > 100 trigger2 = p2statetype = L Trigger2 = P2StateNo = 5120 Trigger2 = EnemyNear,AnimTime <= -10 Trigger2 = random = [51,200] ;相手のダウン時 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 御大 [State -1, hadouken] type = ChangeState value = 1410 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = p2bodydist X = [0,45] trigger1 = p2bodydist Y = [-50,30] trigger1 = p2MoveType = H trigger1 = p2statetype = A trigger1 = random <= 100 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 御大 [State -1, hadouken] type = ChangeState value = 1400 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = p2bodydist X = [0,45] trigger1 = p2bodydist Y = [-50,-5] trigger1 = p2MoveType != H trigger1 = p2statetype = A trigger1 = random <= 100 ignorehitpause = 0 ;--------------------------------------------------------------------------- ;P投げ [State -1, Kung Fu Throw] Type = ChangeState Value = 800 triggerall = var(59) = 1 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2statetype != A triggerall = p2movetype != A triggerall = p2bodydist X = [0,22] triggerall = ctrl triggerall = enemynear,prevstateno != [5000,5999] trigger1 = frontedgebodydist <= 40 trigger1 = Random = [251,400] trigger2 = StateNo = 100 && frontedgebodydist <= 40 trigger2 = random < 200;ダッシュ投げ ;--------------------------------------------------------------------------- ;K投げ [State -1, Kung Fu Throw] type = ChangeState value = 810 triggerall = var(59) = 1 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2statetype != A triggerall = p2movetype != A triggerall = p2bodydist X = [0,22] triggerall = ctrl triggerall = enemynear,prevstateno != [5000,5999] trigger1 = frontedgebodydist > 40 trigger1 = Random = [251,400] trigger2 = P2BodyDist X < 0 trigger2 = Random = [251,400] trigger3 = StateNo = 100 && frontedgebodydist > 40 trigger3 = random < 200;ダッシュ投げ ;------------------------------------------------------------------------------ ;近距離強キック [State -1, Standing Strong Kick] type = ChangeState value = 241 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = P2BodyDist X <= 25 triggerall = statetype != A triggerall = P2StateType != L triggerall = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [0,25] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [0,200] trigger2 = p2bodydist X = [0,25] trigger2 = p2MoveType = H trigger2 = p2statetype != A trigger2 = Random <= 500 trigger3 = ctrl trigger3 = EnemyNear,Ctrl = 0 trigger3 = p2bodydist X = [0,25] trigger3 = p2MoveType = I trigger3 = p2statetype != A trigger3 = Random <= 500 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;近距離立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 231 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = P2BodyDist X <= 15 triggerall = statetype != A triggerall = P2StateType != L triggerall = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [0,15] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [201,230] ignorehitpause = 0 ;------------------------------------------------------------------------------ ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = P2BodyDist X > 25 triggerall = statetype != A triggerall = P2StateType != L triggerall = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [26,65] trigger1 = p2MoveType = I trigger1 = p2statetype != A trigger1 = Random = [81,120] trigger2 = p2bodydist X = [26,65] trigger2 = p2MoveType = H trigger2 = p2statetype != A trigger2 = Random <= 500 trigger3 = p2bodydist X = [45,70] trigger3 = p2bodydist Y = [-80,-10] trigger3 = p2MoveType = I trigger3 = p2statetype = A trigger3 = enemynear,Vel Y > 0 trigger3 = !var(12) trigger3 = random <= 30 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = P2BodyDist X > 15 triggerall = statetype != A triggerall = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [26,75] trigger1 = p2MoveType = I trigger1 = p2statetype = S trigger1 = Random = [121,140] ignorehitpause = 0 ;------------------------------------------------------------------------------ ;遠距離立ち強パンチ [State -1, Stand Light Punch] type = ChangeState value = 210 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = P2BodyDist X > 25 triggerall = statetype != A triggerall = ctrl || stateno = 21 || stateno = 100 trigger1 = p2bodydist X = [45,65] trigger1 = p2MoveType = I trigger1 = p2statetype = S trigger1 = Random = [141,160] ignorehitpause = 0 ;------------------------------------------------------------------------------ ;斜め空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L trigger1 = ctrl trigger1 = P2bodydist X = [-10,55] trigger1 = P2bodydist Y = [0,50] trigger1 = p2MoveType != A trigger1 = p2statetype != A trigger1 = Vel Y > 0 trigger1 = Random = [0,500] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ガード [state -1, Guard] type = ChangeState value = 130 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = InGuardDist triggerall = statetype != A triggerall = ctrl trigger1 = enemynear,numproj trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA trigger2 = random <= 500 ;--------------------------------------------------------------------------- ;空中ガード [state -1, Guard] type = ChangeState value = 132 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = InGuardDist triggerall = statetype = A Triggerall = stateno != 1400 triggerall = ctrl trigger1 = enemynear,numproj trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA trigger2 = random <= 400 ;--------------------------------------------------------------------------- ;歩き [State -1, Walk] type = ChangeState value = 21 triggerall = var(59) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = !InGuardDist triggerall = ctrl Triggerall = stateno != [10,12] Triggerall = stateno != 21 Triggerall = prevstateno != 21 Triggerall = stateno != 100 Triggerall = prevstateno != 100 Triggerall = stateno != [120,159] Triggerall = prevstateno != [120,159] trigger1 = random%7 = 0 trigger1 = !NumTarget trigger2 = P2BodyDist X >= 120 trigger2 = P2StateType = L trigger2 = Random <= 300 trigger3 = p2bodydist X = [0,25] trigger3 = p2MoveType = I trigger3 = p2statetype != A trigger3 = Random = [231,250] ;trigger3 = p2bodydist X > 60 ;trigger3 = p2bodydist Y < -100 ;trigger3 = stateno = 1230 ;trigger3 = AnimTime = 0 ;trigger3 = p2MoveType = H ;trigger3 = p2statetype = A ;trigger3 = enemynear,Vel X = 0 ;trigger3 = enemynear,Vel Y < 0 ;trigger3 = NumTarget ;弱 顕斎ヒット後追い討ち ;--------------------------------------------------------------------------- ;ダッシュ [State -1, Dash] type = ChangeState value = 100 triggerall = var(59) = 1 triggerall = RoundState = 2 triggerall = statetype != A Triggerall = stateno != [10,12] Triggerall = stateno != 100 Triggerall = prevstateno != 100 Triggerall = stateno != [120,159] Triggerall = ctrl || (stateno = 21 && anim = 20) trigger1 = P2BodyDist X >= 120 trigger1 = p2movetype = I && p2statetype != A trigger1 = movetype = A;Random = [301,600] ;trigger2 = P2BodyDist X >= 100 ;trigger2 = p2statetype = L ;trigger2 = Random <= 100 ;trigger3 = P2BodyDist X <= 120 ;trigger3 = p2movetype = I ;trigger3 = Random < 50 ;意表をつく接近 ;--------------------------------------------------------------------------- ;ジャンプ [State -1, Jump] type = ChangeState value = 39 TriggerAll = Var(59) = 1 TriggerAll = RoundState = 2 TriggerAll = ctrl || (stateno = 21 && anim = 20) || stateno = 100 TriggerAll = StateType != A TriggerAll = p2MoveType = I TriggerAll = stateno != 39 Trigger1 = p2bodydist X <= 120 trigger1 = p2statetype != A Trigger1 = Random <= 20 trigger1 = !NumTarget ;Trigger2 = p2bodydist X = [100,150] ;trigger2 = p2movetype = I && p2statetype != C ;Trigger2 = Random = [601,650] ;Trigger3 = p2bodydist X > 100 ;trigger3 = EnemyNear,HitDefAttr = SCA, NP, SP ;trigger3 = Enemy,NumHelper > 0 || Enemy,NumProj > 0 ;trigger3 = random < 100;対飛び道具ジャンプ ignorehitpause = 0 ;----------------------------------------------------------------------- ;プレイヤー用 ;============================================================================== ;混 [State -1, hadouken] type = ChangeState value = 3100 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1 || Var(15) = 1,power >= 2500,power >= 2000) triggerall = command = "Marokare" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) trigger12 = stateno = 3020 && (animelem=18,>1 && var(15)) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 大神 [State -1, hadouken] type = ChangeState value = 3010 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000) triggerall = command = "Omiwa2" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, hadouken] type = ChangeState value = 60000 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000) triggerall = command = "Omiwo Omiwo" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, hadouken] type = ChangeState value = 50000 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000) triggerall = command = "Omiwa Omiwa" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 大神 [State -1, hadouken] type = ChangeState value = 3000 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000) triggerall = command = "Omiwa1" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 解除 [State -1, hadouken] type = ChangeState value = 3001 triggerall = var(59) != 1 triggerall = NumHelper(1050) = 0;triggerall = Numproj = 0 triggerall = roundstate = 2 triggerall = command = "Harae Harae" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 解除 [State -1, hadouken] type = ChangeState value = 1010 triggerall = var(59) != 1 triggerall = NumHelper(1050) = 0;triggerall = Numproj = 0 triggerall = roundstate = 2 triggerall = command = "Harae2" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 解除 [State -1, hadouken] type = ChangeState value = 7000 triggerall = var(59) != 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Pmiwe Pmiwe" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 解除 [State -1, hadouken] type = ChangeState value = 6000 triggerall = var(59) != 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Ymiwe Ymiwe" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 解除 [State -1, hadouken] type = ChangeState value = 4566 triggerall = var(59) != 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "c" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 解除 [State -1, hadouken] type = ChangeState value = 1000 triggerall = var(59) != 1 triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Omiwe Omiwe" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 糺 [State -1, hadouken] type = ChangeState value = 1310 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "Tadasu2" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 糺 [State -1, hadouken] type = ChangeState value = 1300 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "Tadasu1" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降D' [State -1, hadouken] type = ChangeState value = 1580 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori9" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降C' [State -1, hadouken] type = ChangeState value = 1570 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori8" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降B' [State -1, hadouken] type = ChangeState value = 1560 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori7" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降A' [State -1, hadouken] type = ChangeState value = 1550 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori6" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降E [State -1, hadouken] type = ChangeState value = 1540 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori5" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降D [State -1, hadouken] type = ChangeState value = 1530 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori4" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降C [State -1, hadouken] type = ChangeState value = 1520 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori3" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降B [State -1, hadouken] type = ChangeState value = 1510 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori2" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;火闌降A [State -1, hadouken] type = ChangeState value = 1500 triggerall = var(59) != 1 ;triggerall = NumHelper(1050) = 0 triggerall = roundstate = 2 triggerall = command = "Honosusori1" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 御大 [State -1, hadouken] type = ChangeState value = 1410 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "Miho2" triggerall = statetype = A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 御大 [State -1, hadouken] type = ChangeState value = 1400 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "Miho1" triggerall = statetype = A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;強 顕斎 [State -1, hadouken] type = ChangeState value = 1210 triggerall = var(59) != 1 triggerall = NumHelper(1220) = 0 || NumHelper(1250) = 0 triggerall = roundstate = 2 triggerall = command = "Utsushiiwai2" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;弱 顕斎 [State -1, hadouken] type = ChangeState value = 1200 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "Utsushiiwai1" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0) trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0) trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0) trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;ダッシュ [State -1, Dash] type = ChangeState value = 100 triggerall = var(59) != 1 triggerall = roundstate = 2 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;バックステップ [State -1, Back Step] type = ChangeState value = 105 triggerall = var(59) != 1 triggerall = roundstate = 2 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;回り込み、 [State -1, Roll] type = ChangeState value = ifelse(Command="holdback",710,700) triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "roll" trigger1 = statetype = S && Ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;ガードキャンセル前転 [State -1, Roll] type = ChangeState value = ifelse(Command="holdback",730,720) triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "roll" triggerall = Power >= 1000 trigger1 = stateno = 150 trigger2 = stateno = 151 trigger3 = stateno = 152 trigger4 = stateno = 153 ;------------------------------------------------------------------------------ ;ACタクティカルステップ [State -1, Roll] type = null;ChangeState value = 730 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "roll" triggerall = Power >= 1000 trigger1 = stateno = 201 && movecontact = 1 trigger2 = stateno = 201 && movecontact = 1 trigger3 = stateno = 210 && movecontact = 1 trigger4 = stateno = 211 && movecontact = 1 trigger5 = stateno = 230 && movecontact = 1 trigger6 = stateno = 231 && movecontact = 1 trigger7 = stateno = 240 && movecontact = 1 trigger8 = stateno = 241 && movecontact = 1 trigger9 = stateno = 400 && movecontact = 1 trigger10 = stateno = 410 && movecontact = 1 trigger11 = stateno = 430 && movecontact = 1 trigger12 = stateno = 440 && movecontact = 1 ;------------------------------------------------------------------------------ ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = p2bodydist X <= 22 trigger1 = command = "holdfwd" trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ignorehitpause = 0 ;------------------------------------------------------------------------------ ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 810 triggerall = var(59) != 1 triggerall = command = "b" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = p2bodydist X <= 22 trigger1 = command = "holdfwd" trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ignorehitpause = 0 ;------------------------------------------------------------------------------ ;ぶっとばし攻撃 [State -1, Jump Strong Kick] type = ChangeState value = 250 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "z" triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;ガードキャンセルぶっ飛ばし攻撃 [State -1] type = ChangeState value = 255 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "z" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = stateno = 150 trigger2 = stateno = 151 trigger3 = stateno = 152 trigger4 = stateno = 153 ;------------------------------------------------------------------------------ ;ジャンプぶっとばし攻撃 [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "z" triggerall = stateno != 105 triggerall = statetype = A trigger1 = ctrl ignorehitpause = 0 ;============================================================================== ;------------------------------------------------------------------------------ ;近距離立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 201 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "x" triggerall = command != "holddown" triggerall = P2BodyDist X <= 15 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;遠距離立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;近距離立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 211 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "y" triggerall = command != "holddown" triggerall = P2BodyDist X <= 25 triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;近距離立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 231 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "a" triggerall = command != "holddown" triggerall = P2BodyDist X <= 15 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger3 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger4 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0) trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0) trigger5 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) trigger6 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;近距離強キック [State -1, Standing Strong Kick] type = ChangeState value = 241 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "b" triggerall = command != "holddown" triggerall = P2BodyDist X <= 25 triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "start" triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "x" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 400 && (animelem=2,>0 && animelem=3,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 430 && (animelem=2,>0 && animelem=4,<0) ignorehitpause = 0 ;------------------------------------------------------------------------------ ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;斜め空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "x" triggerall = statetype = A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;斜め空中強パンチ [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "y" triggerall = statetype = A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;斜め空中弱キック [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "a" triggerall = statetype = A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ ;斜め空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = var(59) != 1 triggerall = roundstate = 2 triggerall = command = "b" triggerall = statetype = A trigger1 = ctrl ignorehitpause = 0
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