[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