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Command List — Kosuzu.zip ← Back to Overview

[Command] Name = "66" Command = F, F Time = 15 [Command] Name = "44" Command = B, B Time = 15 ;------------------------------ ; 受身コマンド [Command] Name = "recovery" Command = x+y ;------------------------------ ; 移動起き上がり用コマンド [Command] Name = "holda" Command = /$a Time = 1 [Command] Name = "holdb" Command = /$b Time = 1 [Command] Name = "holdc" Command = /$c Time = 1 [Command] Name = "holdx" Command = /$x Time = 1 [Command] Name = "holdy" Command = /$y Time = 1 [Command] Name = "holdz" Command = /$z Time = 1 [Command] Name = "Dash" Command = /$z Time = 1 ;------------------------------ ; 単発コマンド [Command] Name = "2" Command = D Time = 1 ;------------------------------ [Command] Name = "a" Command = a Time = 1 [Command] Name = "b" Command = b Time = 1 [Command] Name = "c" Command = c Time = 1 [Command] Name = "x" Command = x Time = 1 [Command] Name = "y" Command = y Time = 1 [Command] Name = "z" Command = z Time = 1 [Command] Name = "start" Command = s Time = 1 ;------------------------------ [Command] Name = "holdfwd" Command = /$F Time = 1 [Command] Name = "holdback" Command = /$B Time = 1 [Command] Name = "holdup" Command = /$U Time = 1 [Command] Name = "holddown" Command = /$D Time = 1 [Command] Name = "fwd" Command = F Time = 1 [Command] Name = "back" Command = B Time = 1 [Command] Name = "up" Command = U Time = 1 [Command] Name = "down" Command = D Time = 1 [Command] Name = "holda" Command = /$a Time = 1 [Command] Name = "holdb" Command = /$b Time = 1 [Command] Name = "holdc" Command = /$c Time = 1 [Command] Name = "holdx" Command = /$x Time = 1 [Command] Name = "holdy" Command = /$y Time = 1 [Command] Name = "22a" Command = ~D,D,a Time = 15 [Command] Name = "22b" Command = ~D,D,b Time = 15 [Command] Name = "22c" Command = ~D,D,c Time = 15 [Command] Name = "66a" Command = ~F,F,a Time = 15 [Command] Name = "66b" Command = ~F,F,b Time = 15 [Command] Name = "66c" Command = ~F,F,c Time = 15 [Command] Name = "236a" Command = ~D,DF,F,a ;Time = 1 [Command] Name = "236b" Command = ~D,DF,F,b ;Time = 1 [Command] Name = "236c" Command = ~D,DF,F,c ;Time = 1 [Command] Name = "214a" Command = ~D,DB,B,a ;Time = 1 [Command] Name = "214b" Command = ~D,DB,B,b ;Time = 1 [Command] Name = "214c" Command = ~D,DB,B,c ;Time = 1 [Command] Name = "236236a" Command = ~D,DF,F,D,DF,F,a Time = 30 [Command] Name = "236236b" Command = ~D,DF,F,D,DF,F,b Time = 30 [Command] Name = "236236c" Command = ~D,DF,F,D,DF,F,c Time = 30 [Command] Name = "konami command p1" Command = U,U,D,D,B,F,B,F ;,a,b Time = 120 [Command] Name = "konami command p2" Command = U,U,D,D,F,B,F,B ;,a,b Time = 120 [statedef -1] ;------------------------------------------------------ ; キャンセル制御 ;------------------------------------------------------ ; ; (var(50)&32) … キャンセル可能フラグ ; ここが立っている間は技を特定の技でキャンセルできる ; ; 調整したい場合は「animelemtime(X)>0&&animelemtime(X)<Y」の部分を弄って下さい ; ; 現在は基本的に「攻撃判定が発生したF〜攻撃判定が消失してから5F」までキャンセル可能にしています ; ダッシュCのみ 「攻撃判定が消失したF〜攻撃判定が消失してから10F」までキャンセル可能です ; [state ] type=varset triggerall=!ishelper&&!sysfvar(2) triggerall=1||var(50):=(var(50)|32)-32 triggerall=sysvar(2)&&!hitpausetime trigger1=sysvar(0)=200 ;A trigger1=animelemtime(5)>0&&animelemtime(6)<6 trigger2=sysvar(0)=201 ;4A trigger2=animelemtime(5)>0&&animelemtime(6)<6 trigger3=sysvar(0)=205 ;AA trigger3=animelemtime(4)>0&&animelemtime(6)<6 trigger4=sysvar(0)=230 ;AAA(6A) trigger4=animelemtime(7)>0&&animelemtime(9)<6 trigger5=sysvar(0)=240 ;ダッシュA trigger5=animelemtime(4)>0&&animelemtime(6)<6 trigger6=sysvar(0)=250 ;ダッシュB trigger6=animelemtime(7)>0&&animelemtime(9)<6 trigger7=sysvar(0)=260 ;ダッシュC trigger7=animelemtime(8)>0&&animelemtime(8)<11 trigger8=sysvar(0)=400 ;しゃがみA trigger8=animelemtime(4)>0&&animelemtime(6)<6 trigger9=sysvar(0)=600 ;空中A trigger9=animelemtime(5)>0&&animelemtime(8)<6 trigger10=sysvar(0)=630 ;空中6A trigger10=animelemtime(8)>0&&animelemtime(10)<6 trigger11=sysvar(0)=640 ;空中4A trigger11=animelemtime(6)>0&&animelemtime(7)<6 var(50)=(var(50)|32) ;キャンセル可能 ignorehitpause=1 [state ] type=varset triggerall=!ishelper&&!sysfvar(2) trigger1=!gethitvar(hitshaketime)&&sysvar(0)=[140,155] ;ガード var(50)=(var(50)|32) ;キャンセル可能 ignorehitpause=1 ;------------------------------------------------------ ; ここまで ;------------------------------------------------------ [state ] type=varset triggerall=!sysfvar(2)&&!var(59)&&roundstate<2 triggerall=fvar(39)>=100 trigger1=facing=1 &&command="konami command p1" trigger2=facing=-1&&command="konami command p2" var(50)=(var(50)|16) ignorehitpause=1 [state ] type=assertspecial trigger1=movetype=A flag=noautoturn ignorehitpause=1 [state ] type=posset trigger1=statetype=S&&movetype=A&&sysvar(0)!=-1 trigger2=roundstate=4&&sysvar(0)=[170,180] Y=0 ignorehitpause=1 [state ] type=posset trigger1=alive&&sysvar(0)!=-1&&pos Y!=[-1000,400] trigger1=pos Y<0||sysvar(0)!=[5050,5110] Y=-240*(pos Y<0&&statetype=A) ignorehitpause=1 [state ] type=velset trigger1=alive&&sysvar(0)!=-1&&vel Y!=[-1000,1000] trigger1=pos Y<0||sysvar(0)!=[5050,5110] Y=0.1*(vel Y>0) ignorehitpause=1 [state ];自動着地対策 type=changestate trigger1=stateno=52&&anim=622 value=sysvar(0) ignorehitpause=1 [state ] type=null triggerall=!ishelper trigger1=1||fvar(20):=abs(enemynear,pos X-pos X) trigger1=1||fvar(21):=abs(enemynear,pos Y-pos Y) trigger1=1||fvar(22):=fvar(22) ;AI用一時変数 ignorehitpause=1 ;---------------------------------------------------------------------- [state ] type=changestate triggerall=sysfvar(2)&&var(59) triggerall=sysvar(0)!=1300 trigger1=fvar(39)<=0&&gethitvar(damage) trigger2=sysvar(3)=1 value=5999 ignorehitpause=1 [state ] type=changestate triggerall=sysfvar(2)&&var(59) triggerall=sysvar(0)!=1300 trigger1=fvar(39)<=0&&roundstate=2 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||sysvar(0)=[100,105] value=6320 ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=1300 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=ifelse((var(50)&8),random%ifelse(roundno<3,25,90)=0,random%10=0&&fvar(20)<110&&fvar(39)<=50) value=1300+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6290 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)>59 trigger1=random%50=0 value=6290+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6300 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)>99 trigger1=random%50=0 value=6300+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6310 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)>99 trigger1=random%50=0 value=6310+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6260&&!numhelper(6265) trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)>69 trigger1=random%20=0 value=6260+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6270 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)>69&&fvar(39)>35 trigger1=random%20=0 value=6270+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6280 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)>49 trigger1=random%70=0||(random%10=0&&enemy,life<20) value=6280+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6230 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)<90&&fvar(21)<90 trigger1=random%8=0 value=6230+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6240&&!numhelper(6247) trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)>69 trigger1=random%25=0 value=6240+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6250&&!numhelper(6257) trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)>69 trigger1=random%25=0 value=6250+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6200 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)<120;&&fvar(21)<60 trigger1=random%6=0 value=6200+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6210 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)<70;&&fvar(21)<160 trigger1=random%4=0 value=6210+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate trigger1=(statetype=S||anim=400)&&sysfvar(2)&&var(59) trigger1=!pos Y&&roundstate=2&&anim!=6220 trigger1=sysvar(0)!=[1300,1302] trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||(sysvar(0)=[100,105]) trigger1=fvar(20)<170;&&fvar(21)<110 trigger1=random%13=0 value=6220+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=sysfvar(2)&&var(59) trigger1=sysvar(0)!=[1300,1302] trigger1=statetype=S&&!pos Y&&ctrl&&roundstate=2&&sysvar(0)!=20&&sysvar(0)!=[100,105] trigger1=fvar(20)>89&&random%20=0 value=100 ignorehitpause=1 [state ] type=changestate triggerall=sysfvar(2)&&var(59)&&!(var(50)&8) trigger1=sysvar(0)!=[1300,1302] trigger1=statetype=S&&!pos Y&&ctrl&&roundstate=2&&sysvar(0)!=20&&sysvar(0)!=[100,105] trigger1=fvar(20)<120&&random%20=0 value=105 ignorehitpause=1 [state ] type=changestate trigger1=var(59)&&sysvar(0)=100 trigger1=sysvar(0)!=[1300,1302] trigger1=fvar(20)>139||(fvar(20)>60&&random%12) value=100 ignorehitpause=1 [state ] type=statetypeset triggerall=var(59)&&!sysfvar(2) trigger1=stateno=[10,12] statetype=S ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2)&&!(var(50)&128) triggerall=statetype=S&&!pos Y&&roundstate=2 triggerall=fvar(39)>=100 ;妖力消費(特大) triggerall=life<=(lifemax*fvar(30)*0.01)&&life>99 trigger1=ctrl&&!sysfvar(2) trigger1=random%ifelse((var(50)&4),40,5)=0 trigger1=1||var(50):=(var(50)|128) value=1900+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) trigger1=(statetype=S||statetype=C)&&!pos Y&&roundstate=2&&anim!=800 trigger1=ctrl||(sysvar(0)=20||sysvar(0)=[100,101])||(sysvar(2)>8&&!hitpausetime)||(sysvar(0)=[140,155]) trigger1=fvar(20)=[0,89] trigger1=enemy,movetype=A trigger1=fvar(39)>=40 ;+20 妖力消費(特大) trigger1=(prevstateno=5120&&sysvar(1)=1&&random%2=0)||random%ifelse((var(50)&12),8,25)=0 trigger1=((var(50)&12)||life<random)&&fvar(39)>=15+(random%35) trigger1=fvar(11)!=800 value=800+(0&&fvar(36):=0&&fvar(11):=800) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2 triggerall=fvar(39)>=35 ;妖力消費(特大) triggerall=fvar(11)!=1100 trigger1=(ctrl||(sysvar(0)=20||sysvar(0)=[100,101])) trigger1=fvar(20)=[70,199] trigger1=random%25=0 trigger1=fvar(39)>35+(random%70) trigger1=random>life||(var(50)&12)=12 trigger2=(sysvar(0)=230&&sysvar(2)=16&&!hitpausetime)||(sysvar(0)=240&&!fvar(0)&&sysvar(2)=16&&!hitpausetime) trigger2=random%3=0 trigger2=fvar(39)>35+(random%70) trigger3=(ctrl||(sysvar(0)=20||sysvar(0)=[100,101])) trigger3=(var(50)&12)=12 trigger3=enemy,animtime<=-200&&random%4=0 value=1100+(0&&fvar(36):=0&&fvar(11):=1100) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=!pos Y&&roundstate=2 triggerall=fvar(39)>=35 ;妖力消費(特大) triggerall=fvar(11)!=1200 trigger1=statetype=S&&(ctrl||(sysvar(1)>29&&sysvar(0)=[100,101])) trigger1=fvar(20)=[0,89] trigger1=random%ifelse((var(50)&12),10,25)=0 trigger1=fvar(39)>35+(random%70) trigger1=random>life||(var(50)&12)=12 trigger2=(sysvar(0)=230&&sysvar(2)=16&&!hitpausetime)||(sysvar(0)=240&&sysvar(2)=16&&!hitpausetime) trigger2=random%2=0 trigger2=fvar(39)>35+(random%70) trigger3=(sysvar(1)=9&&sysvar(0)=[150,155]) trigger3=fvar(20)=[0,99] trigger3=random>life*2||(var(50)&12)=12 value=1200+(0&&fvar(36):=0&&fvar(11):=1200) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=pos Y&&roundstate=2 triggerall=fvar(39)>=35 ;妖力消費(特大) triggerall=statetype=A triggerall=fvar(11)!=1600 trigger1=ctrl trigger1=fvar(20)=[50,129] trigger1=random%ifelse((var(50)&12),6,25)=0 trigger1=fvar(39)>35+(random%70) trigger1=random>life||(var(50)&12)=12 trigger2=(sysvar(2)>9&&!hitpausetime&&sysvar(0)=600) trigger2=fvar(39)>35+(random%40) trigger3=fvar(20)<ifelse(facing*vel X>=0,100,50) trigger3=enemynear,movetype=H&&fvar(0)=2 trigger3=random%25=0||(var(50)&12)=12 value=1600+(0&&fvar(36):=0&&fvar(11):=1600) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20)&&(sysvar(0)!=[40,52])&&sysvar(0)!=100 trigger1=fvar(20)>149&&random%ifelse(enemynear,movetype=A,100,ifelse(enemynear,movetype=H,5,40))=0 trigger1=1||fvar(0):=1 trigger2=fvar(20)>39&&random%ifelse(enemy,numproj,10,ifelse(enemynear,movetype=A,180,ifelse(enemynear,movetype=H,10,85)))=0 trigger2=1||fvar(0):=1 trigger3=!sysvar(0)&&random%5=0 trigger3=1||fvar(0):=1 value=100 ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||(sysvar(1)>29&&sysvar(0)=[100,101]))&&(sysvar(0)!=[40,50])&&sysvar(0)!=105 triggerall=backedgedist>40||random%2 trigger1=fvar(20)<110&&random%ifelse(enemynear,movetype=A,30,60)=0&&enemynear,movetype!=H trigger1=1||fvar(0):=1 trigger2=!sysvar(0)&&random%5=0 trigger2=1||fvar(0):=1 value=105 ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&sysvar(0)!=40&&(sysvar(0)!=100||sysvar(1)>9) trigger1=0;(ctrl||(sysvar(1)>29&&sysvar(0)=[100,101])) trigger1=ifelse(fvar(20)>90,random%160=0,random%250=0&&backedgedist>50) trigger1=1||fvar(22):=random%10<8 trigger1=1||fvar(0):=(1+((enemynear,movetype=A&&random%2)||fvar(20)<(75+(random%85))*!!(random%8))) trigger2=(sysvar(0)=230||sysvar(0)=250)&&(sysvar(2)>12&&!hitpausetime) trigger2=1||fvar(0):=1+(moveguarded||(!enemynear,hitfall&&random%2)) trigger3=(ctrl||(sysvar(1)>29&&sysvar(0)=[100,101])) trigger3=enemy,movetype=H&&enemynear,stateno=[5000,5070] trigger3=fvar(20)>90&&random%25=0 trigger3=1||fvar(0):=1 value=40 ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) triggerall=inguarddist&&palno!=11 trigger1=enemynear,movetype=A&&fvar(20)<80 trigger2=enemynear,hitdefattr=SCA,AA,AP&&fvar(20)<100 trigger3=enemy,numproj value=120 ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(39)>=20 ;妖力消費(特大) trigger1=fvar(20)>130 trigger1=random%ifelse((var(50)&12),10,15)=0 trigger1=random<life value=1000+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(39)>=15 ;妖力消費(大) trigger1=!numhelper(1011) trigger1=fvar(20)>(260-(random%80)) trigger1=random%ifelse((var(50)&12),10,15)=0 value=1010+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(39)>=20 ;妖力消費(特大) trigger1=!numhelper(1021) trigger1=fvar(20)>(240-(random%80)) trigger1=random%ifelse((var(50)&12),10,15)=0 value=1020+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(39)>=25 ;妖力消費(特大) trigger1=!numhelper(1035) trigger1=fvar(20)=[80,299] trigger1=random%ifelse((var(50)&12),12,20)=0 trigger1=random<(life-150)&&life>150 value=1030+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(39)>=25 ;妖力消費(特大) trigger1=!numhelper(1045) trigger1=fvar(20)>119 trigger1=random%ifelse((var(50)&12),12,20)=0 trigger1=random<life value=1040+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||(sysvar(0)=[100,101])||sysvar(0)=140) trigger1=fvar(39)>=25 ;妖力消費(特大) trigger1=fvar(20)<100&&!enemy,numproj trigger1=random%ifelse((var(50)&12),12,20)=0 trigger1=enemy,movetype=A value=1050+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=(statetype=S||statetype=C)&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(20)<40+(enemynear,statetype=L||enemynear,stateno=[5070,5100])*20&&fvar(21)<40 trigger1=enemynear,statetype=S||enemynear,statetype=L||enemynear,stateno=[5070,5100] trigger1=random%2=0 value=400+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=(statetype=S||statetype=C)&&!pos Y&&roundstate=2 trigger1=sysvar(0)=400 trigger1=fvar(20)<60&&fvar(21)<30 trigger1=sysvar(2)>14&&!hitpausetime trigger1=1 value=401+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=(statetype=S||statetype=C)&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101])&&!pos Y&&roundstate=2 trigger1=fvar(39)>=5 ;妖力消費(小) trigger1=fvar(20)>50&&fvar(21)>40&&(enemynear,stateno!=251)&&enemynear,stateno!=[261,262] trigger1=random%ifelse(enemynear,movetype=A,30,10)=0 value=410+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=(statetype=S||statetype=C)&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101])&&!pos Y&&roundstate=2 trigger1=(enemynear,stateno!=251)&&enemynear,stateno!=[261,262] trigger1=fvar(39)>=8 ;妖力消費(中) trigger1=fvar(21)>50||fvar(20)>160 trigger1=random%ifelse(fvar(21)>50&&enemynear,movetype!=A,15,45)=0 value=420+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),240000,240) trigger1=(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=(fvar(20)=[40,79+(facing*vel X>2)*20])&&fvar(21)<50 trigger1=random%25=0 trigger1=random%ifelse(enemynear,movetype=A,16,ifelse(enemynear,movetype=H,1,8))=0 trigger2=sysvar(0)=[100,101] trigger2=fvar(20)<110&&random%30=0 value=240+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),250000,250) trigger1=(ctrl||sysvar(0)=20||sysvar(0)=100) trigger1=(fvar(20)=[120,199])&&fvar(21)<100 trigger1=random%ifelse(enemynear,statetype=A,3,7)=0 trigger1=random%ifelse(enemynear,movetype=A,16,ifelse(enemynear,movetype=H,1,4))=0 trigger2=(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger2=(fvar(20)=[90,199])&&fvar(21)<100 trigger2=enemynear,movetype=H&&(enemynear,gethitvar(hitshaketime)>15||enemynear,hitfall) trigger2=random%8=0 value=250+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),260000,260) trigger1=(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(39)>=8 ;妖力消費(中) trigger1=(fvar(20)=[90,199+(facing*vel X>2)*60])&&fvar(21)<50 trigger1=random%ifelse(enemynear,movetype=H||enemynear,statetype=C,10,30)=0||numhelper(1035) trigger1=random%ifelse(enemynear,movetype=A,12,ifelse(enemynear,movetype=H,1,4))=0 value=260+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2 trigger1=(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(20)<80&&fvar(21)<40 trigger1=enemynear,movetype=H||enemynear,time>30 trigger1=random%15=0 trigger2=anim=ifelse((var(50)&8),205000,205)&&sysvar(2)>8&&!hitpausetime value=230+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=!pos Y&&roundstate=2 triggerall=(statetype=S||anim=ifelse((var(50)&8),400000,400))&&anim!=ifelse((var(50)&8),200000,200) triggerall=((ctrl||sysvar(0)=20||sysvar(0)=[100,101])||(sysvar(2)>8&&!hitpausetime&&sysvar(0)=400)||(sysvar(2)>11&&!hitpausetime&&sysvar(0)=[240,250])) trigger1=fvar(20)<70&&fvar(21)<40&&enemynear,statetype!=L&&enemynear,stateno!=[5070,5110] trigger1=enemynear,movetype!=A||enemynear,time<6 trigger1=random%2=0 trigger2=sysvar(0)=400&&sysvar(2)>8 trigger2=fvar(20)>50&&fvar(20)<70&&fvar(21)<40 trigger3=sysvar(2)>11&&!hitpausetime&&(sysvar(0)=240) trigger3=fvar(20)<70&&fvar(21)<40 trigger4=fvar(20)<60 trigger4=enemy,movetype=H&&(enemy,stateno=[645,646]) value=200+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2 triggerall=anim=ifelse((var(50)&8),200000,200) trigger1=sysvar(2)>8&&!hitpausetime trigger1=1 value=205+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(39)>=5 ;妖力消費(小) trigger1=fvar(20)>(110+(random%100))&&fvar(21)<100 trigger1=random%10=0 value=210+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(39)>=8 ;妖力消費(中) trigger1=fvar(20)>(130+(random%80))&&fvar(21)<120 trigger1=random%10=0 value=220+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=A&&roundstate=2 triggerall=((sysvar(0)=600&&sysvar(2)>8&&!hitpausetime)||ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(20)<55&&fvar(21)<90&&fvar(0)!=2 trigger1=random%12=0 trigger2=fvar(20)<90&&facing*vel X>=3 trigger2=random%20=0 trigger3=sysvar(0)=600&&fvar(20)=[40,70] trigger3=enemynear,movetype=H&&fvar(0)=1 trigger3=random%2=0 value=630+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=A&&roundstate=2 triggerall=((sysvar(0)=600&&sysvar(2)>8&&!hitpausetime)||ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(20)<55&&fvar(21)<90&&fvar(0)!=2 trigger1=random%12=0 trigger2=fvar(20)<90&&facing*vel X>=3 trigger2=random%20=0 trigger3=sysvar(0)=600&&fvar(20)=[0,70] trigger3=enemynear,movetype=H&&fvar(0)=1 trigger3=random%2=0 value=640+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=A&&roundstate=2&&(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) trigger1=fvar(20)<55&&fvar(21)<90&&fvar(0)!=2 trigger1=random%3=0 trigger2=fvar(20)<90&&facing*vel X>=3 trigger2=random%12=0 trigger3=fvar(20)<70 trigger3=enemynear,movetype=H&&fvar(0)=1 trigger3=random%2=0 value=600+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=A&&roundstate=2 triggerall=(ctrl||sysvar(0)=20||sysvar(0)=[100,101])||(sysvar(2)>9&&!hitpausetime&&sysvar(0)=600) triggerall=vel X=[-8,8] triggerall=fvar(39)>=5 ;妖力消費(小) trigger1=fvar(20)>80&&fvar(21)<130 trigger1=enemynear,movetype!=A||fvar(20)>140||enemynear,time<2||sysvar(0)=105 trigger1=ifelse(facing*vel X>=0,random%20=0,random%10=0)||(sysvar(0)=105&&(enemy,movetype=A||random%6=0)) trigger2=(sysvar(2)>9&&!hitpausetime&&sysvar(0)=600) trigger3=fvar(20)<ifelse(facing*vel X>=0,100,50) trigger3=enemynear,movetype=H&&fvar(0)=2 trigger3=random%5=0 value=610+(0&&fvar(36):=0)+(0&&fvar(0):=fvar(20)<100&&facing*vel X>=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=A&&roundstate=2&&sysvar(0)!=105 triggerall=(ctrl||sysvar(0)=20||sysvar(0)=[100,101]) triggerall=vel X=[-8,8] triggerall=fvar(39)>=8 ;妖力消費(中) trigger1=fvar(20)>80&&fvar(21)<130 trigger1=enemynear,movetype!=A||fvar(20)>140||enemynear,time<2 trigger1=ifelse(facing*vel X>=0,random%20=0,random%90=0) trigger2=fvar(20)<100 trigger2=enemynear,movetype=H&&fvar(0)=2 trigger2=random%5=0 value=620+(0&&fvar(36):=0) ignorehitpause=1 [state ] type=changestate triggerall=var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&ctrl&&sysvar(0)!=20 trigger1=fvar(20)>199 trigger1=1||fvar(0):=1 trigger2=fvar(20)>29&&random%8=0 trigger2=1||fvar(0):=1 value=20 ignorehitpause=1 ;---------------------------------------------------------------------- ; ; ここから人操作 ; ;---------------------------------------------------------------------- [state ];先行入力(別部分で処理したためこっちはコメントアウト) type=null triggerall=0;!var(59) triggerall=!fvar(36)&&roundstate=2&&animtime>-20&&sysvar(0) trigger1=command="236236b" trigger1=1||fvar(36):=1200 trigger2=command="236236c" trigger2=1||fvar(36):=1300 trigger3=command="236a" trigger3=1||fvar(36):=1000 trigger4=command="236b" trigger4=1||fvar(36):=1010 trigger5=command="236c" trigger5=1||fvar(36):=1020 trigger6=command="214a" trigger6=1||fvar(36):=1030 trigger7=command="214b" trigger7=1||fvar(36):=1040 trigger8=command="214c" trigger8=1||fvar(36):=1050 trigger9=command="a"&&command="holdup" trigger9=1||fvar(36):=600 trigger10=command="a"&&command="holdfwd" trigger10=1||fvar(36):=230 trigger11=command="a"&&command="holddown" trigger11=1||fvar(36):=400 trigger12=command="22c" trigger12=1||fvar(36):=800 trigger13=command="66c" trigger13=1||fvar(36):=260 trigger14=command="66b" trigger14=1||fvar(36):=250 trigger15=command="66a" trigger15=1||fvar(36):=240 trigger16=command="c" trigger16=1||fvar(36):=220 trigger17=command="b" trigger17=1||fvar(36):=210 trigger18=command="a" trigger18=1||fvar(36):=200 ignorehitpause=1 [state ];先行入力 type=varset triggerall=!var(59) trigger1=ctrl||movetype=H trigger1=fvar(36)!=600&&sysvar(0)!=[40,41] trigger1=(sysvar(0)!=[120,155])||fvar(36)!=1200 trigger1=prevstateno!=5120||sysvar(1)>1 trigger1=prevstateno!=5210||sysvar(1)>1 trigger2=0 fvar(36)=0 ignorehitpause=1 ;---------------------------------------------------------------------- ; ; ここから妖魔形態 ; ;---------------------------------------------------------------------- [state 妖魔-ブレイク] type=changestate triggerall=sysfvar(2)&&!var(59) trigger1=fvar(39)<=0&&gethitvar(damage) trigger2=sysvar(3)=1 value=5999 ignorehitpause=1 [state 妖魔-妖力切れ] type=changestate triggerall=sysfvar(2)&&!var(59) triggerall=sysvar(0)!=1300 trigger1=fvar(39)<=0&&roundstate=2 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||sysvar(0)=[100,105] value=6320 ignorehitpause=1 [state 妖魔-start] type=changestate triggerall=!var(59) trigger1=sysfvar(2) trigger1=(statetype=S||statetype=C)&&!pos Y&&roundstate=2&&anim!=1300 trigger1=ctrl||(sysvar(2)>8&&!hitpausetime) trigger1=command="start"||fvar(36)=1300 value=1300+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-4A] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6290 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||sysvar(0)=[100,105] trigger1=command="a"&&(command="back"||command="holdback") value=6290+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-4B] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6300 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||sysvar(0)=[100,105] trigger1=command="b"&&(command="back"||command="holdback") value=6300+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-4C] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6310 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||sysvar(0)=[100,105] trigger1=command="c"&&(command="back"||command="holdback") value=6310+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-6A] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6260 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||sysvar(0)=[100,105] trigger1=command="a"&&(command="fwd"||command="holdfwd") value=6260+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-6B] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6270 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||sysvar(0)=[100,105] trigger1=command="b"&&(command="fwd"||command="holdfwd") value=6270+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-6C] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6270 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime)||sysvar(0)=[100,105] trigger1=command="c"&&(command="fwd"||command="holdfwd") value=6280+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-22A] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6230 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime) trigger1=command="22a"||fvar(36)=230 value=6230+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-22B] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6240 trigger1=!numhelper(6247) trigger1=ctrl||(sysvar(2)>14&&!hitpausetime) trigger1=command="22b"||fvar(36)=240 value=6240+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-22C] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6250&&!numhelper(6257) trigger1=ctrl||(sysvar(2)>14&&!hitpausetime) trigger1=command="22c"||fvar(36)=250 value=6250+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-A] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6200 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime) trigger1=command="a"||fvar(36)=200 value=6200+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-B] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6210 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime) trigger1=command="b"||fvar(36)=210 value=6210+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-C] type=changestate triggerall=!var(59) trigger1=(statetype=S||anim=400)&&sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim!=6220 trigger1=ctrl||(sysvar(2)>14&&!hitpausetime) trigger1=command="c"||fvar(36)=220 value=6220+(0&&fvar(36):=0) ignorehitpause=1 [state 妖魔-前進] type=changestate triggerall=!var(59) triggerall=sysfvar(2) trigger1=statetype=S&&(command="fwd"||command="holdfwd")&&!pos Y&&ctrl&&roundstate=2&&sysvar(0)!=20&&sysvar(0)!=[100,105] value=100 ignorehitpause=1 [state 妖魔-後退] type=changestate triggerall=!var(59) triggerall=sysfvar(2) trigger1=statetype=S&&(command="fwd"||command="holdback")&&!pos Y&&ctrl&&roundstate=2&&sysvar(0)!=20&&sysvar(0)!=[100,105] value=105 ignorehitpause=1 ;---------------------------------------------------------------------- ; ; ここから通常形態 ; ;---------------------------------------------------------------------- [state 妖魔形態移行] type=changestate triggerall=!var(59)&&!sysfvar(2)&&!(var(50)&128) trigger1=statetype=S&&!pos Y&&roundstate=2&&anim!=1900 trigger1=ctrl trigger1=fvar(39)>=100 ;妖力消費(max) trigger1=life<=(lifemax*fvar(30)*0.01) trigger1=command="start" trigger1=1||var(50):=(var(50)|128) value=1900 ignorehitpause=1 ;--------------------------------------------------------------------- ; 超必殺技 ;--------------------------------------------------------------------- [state 空中236A] type=changestate value=1600+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=A&&pos Y&&roundstate=2&&anim!=1600 triggerall=fvar(39)>=35 ;妖力消費(特大) triggerall=command="236a"||fvar(36)=1000 triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=600 ;空中A trigger3=sysvar(0)=630 ;空中6A trigger4=sysvar(0)=640 ;空中4A ignorehitpause=1 [state 236236A] type=changestate value=1100+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=(statetype=S||statetype=C)&&!pos Y&&roundstate=2&&anim!=1100 triggerall=fvar(39)>=35 ;妖力消費(特大) triggerall=command="236236a"||fvar(36)=1100 triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 [state 236236B] type=changestate value=1200+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=(statetype=S||statetype=C)&&!pos Y&&roundstate=2&&anim!=1200 triggerall=fvar(39)>=35 ;妖力消費(特大) triggerall=command="236236b"||fvar(36)=1200 ;triggerall=command="236236b"||(fvar(36)=1200||(command="b"&&sysvar(0)=[140,155])) triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=260 ;ダッシュC trigger8=sysvar(0)=400 ;しゃがみA trigger9=sysvar(0)=[140,155] ;ガード ignorehitpause=1 [state 236236C] type=changestate value=1300+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=(statetype=S||statetype=C)&&!pos Y&&roundstate=2&&anim!=1300 triggerall=fvar(39)>=35 ;妖力消費(特大) triggerall=command="236236c"||fvar(36)=1300 triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=260 ;ダッシュC ignorehitpause=1 ;--------------------------------------------------------------------- ; 必殺技 ;--------------------------------------------------------------------- [state 214C] type=changestate value=1050+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=1050 triggerall=fvar(39)>=25 ;妖力消費(特大) triggerall=command="214c"||fvar(36)=1050 triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 [state 214B(突撃命令)] type=changestate value=1044+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=1040 triggerall=numhelper(1045) triggerall=helper(1045),sysvar(1)>99 triggerall=command="214b"||fvar(36)=1040 triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=260 ;ダッシュC trigger8=sysvar(0)=400 ;しゃがみA trigger9=sysvar(0)=[140,155] ;ガード ignorehitpause=1 [state 214B(召喚)] type=changestate value=1040+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=1040 triggerall=fvar(39)>=35 ;妖力消費(特大) triggerall=!numhelper(1045) triggerall=command="214b"||fvar(36)=1040 triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 [state 214A] type=changestate value=1030+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=1030 triggerall=fvar(39)>=25 ;妖力消費(特大) triggerall=!numhelper(1035) triggerall=command="214a"||fvar(36)=1030 triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=260 ;ダッシュC ignorehitpause=1 [state 236C] type=changestate value=1020+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=1020 triggerall=fvar(39)>=20 ;妖力消費(特大) triggerall=!numhelper(1021) triggerall=command="236c"||fvar(36)=1020 triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 [state 236B(突撃命令)] type=changestate value=1015+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=1015 triggerall=numhelper(1011) triggerall=helper(1011),sysvar(0)=1011&&helper(1011),sysvar(1)>119 triggerall=command="236b"||fvar(36)=1010 triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=260 ;ダッシュC ignorehitpause=1 [state 236B] type=changestate value=1010+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=1010 triggerall=fvar(39)>=15 ;妖力消費(大) triggerall=!numhelper(1011) triggerall=command="236b"||fvar(36)=1010 triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 [state 236A] type=changestate value=1000+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=1000 triggerall=fvar(39)>=20 ;妖力消費(特大) triggerall=command="236a"||fvar(36)=1000 triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=260 ;ダッシュC ignorehitpause=1 [state 22C] type=changestate value=800+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=(statetype=S||statetype=C)&&!pos Y&&roundstate=2&&anim!=800 triggerall=fvar(39)>=40 ;+20 ;妖力消費(特大) triggerall=command="22c"||fvar(36)=800 triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=260 ;ダッシュC trigger8=sysvar(0)=400 ;しゃがみA trigger9=sysvar(0)=[140,155] ;ガード ignorehitpause=1 ;--------------------------------------------------------------------- ; しゃがみ通常技 ;--------------------------------------------------------------------- [state 2A] type=changestate triggerall=!var(59)&&!sysfvar(2) triggerall=!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),400000,400) trigger1=(statetype=S&&ctrl&&command="a"&&command="holddown")||(statetype=C&&command="a"&&ctrl) value=400+(0&&fvar(36):=0) ignorehitpause=1 [state 2A(連打)] type=changestate triggerall=!var(59)&&!sysfvar(2) trigger1=!pos Y&&roundstate=2&&anim=ifelse((var(50)&8),400000,400) trigger1=sysvar(2)>16&&!hitpausetime trigger1=(command="a")||(statetype=C&&fvar(36)=200)||fvar(36)=400 value=401+(0&&fvar(36):=0) ignorehitpause=1 [state 2B] type=changestate triggerall=!var(59)&&!sysfvar(2) trigger1=((statetype=C&&command="b")||(statetype=S&&command="b"&&command="holddown"))&&!pos Y&&ctrl&&roundstate=2&&anim!=[410,412] trigger1=fvar(39)>=5 ;妖力消費(小) value=410+(0&&fvar(36):=0) ignorehitpause=1 [state 2C] type=changestate triggerall=!var(59)&&!sysfvar(2) trigger1=((statetype=C&&command="c")||(statetype=S&&command="c"&&command="holddown"))&&ctrl&&roundstate=2&&(var(58)&229376)!=229376&&anim!=[420,422] trigger1=fvar(39)>=8 ;妖力消費(中) value=420+(0&&fvar(36):=0) ignorehitpause=1 ;--------------------------------------------------------------------- ; 地上通常技 ;--------------------------------------------------------------------- [state DA] type=changestate value=240+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),240000,240) triggerall=sysvar(0)=100 trigger1=ctrl trigger1=command="a"||fvar(36)=200 trigger2=command="66a"||fvar(36)=240 ignorehitpause=1 [state DB] type=changestate value=250+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),250000,250) triggerall=sysvar(0)=100 trigger1=ctrl trigger1=command="b"||fvar(36)=210 trigger2=command="66b"||fvar(36)=250 ignorehitpause=1 [state DC] type=changestate value=260+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),260000,260) triggerall=sysvar(0)=100 triggerall=fvar(39)>=8 ;妖力消費(中) trigger1=ctrl trigger1=command="c"||fvar(36)=220 trigger2=command="66c"||fvar(36)=260 ignorehitpause=1 [state 立ち6A] type=changestate value=230+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S triggerall=!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),230000,230) triggerall=(sysvar(0)=205||command="holdfwd")&&(command="a"||fvar(36)=200) triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=205 ;AA ignorehitpause=1 [state 立ち4A] type=changestate value=201+(anim=ifelse((var(50)&8),200000,200))+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=!pos Y&&roundstate=2 triggerall=(statetype=S||anim=ifelse((var(50)&8),400000,400)) triggerall=command="holdback"||sysvar(0)=201 triggerall=command="a"||fvar(36)=200 triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=201 ;立ち4A ignorehitpause=1 [state 立ちA] type=changestate value=200+(anim=ifelse((var(50)&8),200000,200))+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=(statetype=S||anim=ifelse((var(50)&8),400000,400)) triggerall=!pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),200000,200) triggerall=command="a"||fvar(36)=200 triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=240 ;ダッシュA trigger3=sysvar(0)=250 ;ダッシュB trigger4=sysvar(0)=400 ;しゃがみA trigger4=!(command="holddown") ignorehitpause=1 [state 立ちAA] type=changestate value=205+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=sysvar(0)!=201 triggerall=statetype=S&&!pos Y&&roundstate=2&&anim=ifelse((var(50)&8),200000,200) triggerall=command="a"||fvar(36)=200 triggerall=!hitpausetime triggerall=(var(50)&32) trigger1=sysvar(0)=200 ;AからAAへ ignorehitpause=1 [state 立ちB] type=changestate value=210+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&ctrl&&roundstate=2&&anim!=[210,212] triggerall=fvar(39)>=5 ;妖力消費(小) triggerall=command="b"||fvar(36)=210 triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 [state 立ちC] type=changestate value=220+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&ctrl&&roundstate=2&&anim!=[220,222] triggerall=fvar(39)>=8 ;妖力消費(中) triggerall=command="c"||fvar(36)=220 triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 ;--------------------------------------------------------------------- ; 空中通常技 ;--------------------------------------------------------------------- [state 空中6A] type=changestate value=630+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=A&&sysvar(0)!=105&&pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),630000,630) triggerall=((command="fwd"||command="holdfwd")&&command="a")||(fvar(36)=600&&command="holdfwd") triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=600 ;空中Aから空中6Aへ ignorehitpause=1 [state 空中4A] type=changestate value=640+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=A&&sysvar(0)!=105&&pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),640000,640) triggerall=ctrl||(sysvar(0)=600&&sysvar(2)>8) triggerall=((command="back"||command="holdback")&&command="a")||(fvar(36)=600&&command="holdback") triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=600 ;空中Aから空中6Aへ ignorehitpause=1 [state 空中A] type=changestate value=600+(sysvar(1)>15)+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=A&&pos Y&&roundstate=2&&anim!=ifelse((var(50)&8),600000,600) triggerall=command="a"||fvar(36)=600 triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 [state 空中B] type=changestate value=610+(0&&fvar(36):=0)+(0&&fvar(0):=(sysvar(2)&&sysvar(0)=600)) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=A&&pos Y&&roundstate=2&&anim!=[610,612] triggerall=!(command="214b")||!numhelper(1045) triggerall=command="b"||fvar(36)=210 triggerall=fvar(39)>=5 ;妖力消費(小) triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=600 ;空中Aから空中6Aへ ignorehitpause=1 [state ] type=changestate value=620+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=A&&sysvar(0)!=105&&pos Y&&roundstate=2&&anim!=[620,622] triggerall=command="c" triggerall=fvar(39)>=8 ;妖力消費(中) triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl ignorehitpause=1 ;--------------------------------------------------------------------- ; 技 ここまで ;--------------------------------------------------------------------- [state 前ダッシュ] type=changestate value=100 triggerall=!var(59)&&!sysfvar(2) triggerall=command="66"&&!pos Y&&roundstate=2&&anim!=[100,101] triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=400 ;しゃがみA trigger8=sysvar(0)=[140,155] ;ガード ignorehitpause=1 [state 後ろダッシュ] type=changestate triggerall=!var(59)&&!sysfvar(2) trigger1=command="44"&&!pos Y&&ctrl&&roundstate=2&&anim!=105 value=105 ignorehitpause=1 [state ジャンプ] type=changestate value=40+(0&&fvar(0):=ifelse(fvar(36)=41,1,ifelse(fvar(36)=42,2,0)))+(0&&fvar(36):=0) triggerall=!var(59)&&!sysfvar(2) triggerall=statetype=S&&!pos Y&&roundstate=2&&sysvar(0)!=[120,149] triggerall=command="holdup"||fvar(36)=[40,42] ;40 真上 41 前方 42 後方 triggerall=!hitpausetime triggerall=ctrl||(var(50)&32) trigger1=ctrl trigger2=sysvar(0)=200 ;A trigger3=sysvar(0)=205 ;AA trigger4=sysvar(0)=230 ;AAA trigger5=sysvar(0)=240 ;ダッシュA trigger6=sysvar(0)=250 ;ダッシュB trigger7=sysvar(0)=400 ;しゃがみA trigger8=sysvar(0)=[140,155] ;ガード ignorehitpause=1 [state しゃがみ] type=changestate triggerall=!var(59)&&!sysfvar(2) trigger1=statetype=S&&command="2"&&!pos Y&&ctrl&&roundstate=2 value=10 ignorehitpause=1 [state 歩き] type=changestate triggerall=!var(59)&&!sysfvar(2) trigger1=statetype=S&&(command="holdfwd"||command="holdback")&&!pos Y&&ctrl&&roundstate=2&&sysvar(0)!=20 trigger1=sysvar(0)!=[120,149] trigger1=sysvar(0)!=[100,105] value=20 ignorehitpause=1
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