;======================================================================
;======================================================================
; Commands file for "Ayu Tukimiya"
;======================================================================
;======================================================================
;----------------------------------------------------------------------
; Button remapping and default initialize
;----------------------------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
[Defaults]
command.time = 15
command.buffer.time = 1
;----------------------------------------------------------------------
; CPU Command
;----------------------------------------------------------------------
[Command]
name = "AI00"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI01"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI02"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI03"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI04"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI05"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI06"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI07"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI08"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI09"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI10"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,b,b,b,b,b,c,c,c,c,c
time = 0
[Command]
name = "AI12"
command = b,b,b,b,b,c,c,c,c,c,x,x,x,x,x
time = 0
[Command]
name = "AI13"
command = c,c,c,c,c,x,x,x,x,x,y,y,y,y,y
time = 0
[Command]
name = "AI14"
command = x,x,x,x,x,y,y,y,y,y,z,z,z,z,z
time = 0
[Command]
name = "AI15"
command = y,y,y,y,y,z,z,z,z,z,s,s,s,s,s
time = 0
[Command]
name = "AI16"
command = z,z,z,z,s,s,s,s,a,b,c,x,y,z,s
time = 0
[Command]
name = "AI17"
command = F,F,F,F,F,B,B,B,B,B,U,U,U,U,U
time = 0
[Command]
name = "AI18"
command = B,B,B,B,B,U,U,U,U,U,D,D,D,D,D
time = 0
[Command]
name = "AI19"
command = U,U,U,U,U,D,D,D,D,D,F,B,U,D,s
time = 0
[Command]
name = "AI20"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI21"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI22"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI23"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI24"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI25"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI26"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI27"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI28"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI29"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI30"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI31"
command = a,a,a,a,a,b,b,b,b,b,c,c,c,c,c
time = 0
[Command]
name = "AI32"
command = b,b,b,b,b,c,c,c,c,c,x,x,x,x,x
time = 0
[Command]
name = "AI33"
command = c,c,c,c,c,x,x,x,x,x,y,y,y,y,y
time = 0
[Command]
name = "AI34"
command = x,x,x,x,x,y,y,y,y,y,z,z,z,z,z
time = 0
[Command]
name = "AI35"
command = y,y,y,y,y,z,z,z,z,z,s,s,s,s,s
time = 0
[Command]
name = "AI36"
command = z,z,z,z,s,s,s,s,a,b,c,x,y,z,s
time = 0
[Command]
name = "AI37"
command = F,F,F,F,F,B,B,B,B,B,U,U,U,U,U
time = 0
[Command]
name = "AI38"
command = B,B,B,B,B,U,U,U,U,U,D,D,D,D,D
time = 0
[Command]
name = "AI39"
command = U,U,U,U,U,D,D,D,D,D,F,B,U,D,s
time = 0
[Command]
name = "AI40"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI41"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI42"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI43"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI44"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI46"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI47"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI48"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI49"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI50"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
;----------------------------------------------------------------------
; Final Memory
;----------------------------------------------------------------------
[Command]
name = "aa4bc"
command = ~a, a, B, b, c
time = 60
;----------------------------------------------------------------------
; Eterny Special
;----------------------------------------------------------------------
[Command]
name = "641236c"
command = ~F, B, D, F, c
time = 40
[Command]
name = "641236b"
command = ~F, B, D, F, b
time = 40
[Command]
name = "641236a"
command = ~F, B, D, F, a
time = 40
[Command]
name = "214214c"
command = ~D, B, D, B, c
time = 20
[Command]
name = "214214b"
command = ~D, B, D, B, b
time = 20
[Command]
name = "214214a"
command = ~D, B, D, B, a
time = 20
[Command]
name = "236236c"
command = ~D, F, D, F, c
time = 20
[Command]
name = "236236b"
command = ~D, F, D, F, b
time = 20
[Command]
name = "236236a"
command = ~D, F, D, F, a
time = 20
;----------------------------------------------------------------------
; Special Moves
;----------------------------------------------------------------------
[Command]
name = "623c"
command = ~F, D, DF, c
time = 15
[Command]
name = "623b"
command = ~F, D, DF, b
time = 15
[Command]
name = "623a"
command = ~F, D, DF, a
time = 15
[Command]
name = "214c"
command = ~D, B, c
time = 10
[Command]
name = "214b"
command = ~D, B, b
time = 10
[Command]
name = "214a"
command = ~D, B, a
time = 10
[Command]
name = "236c"
command = ~D, F, c
time = 10
[Command]
name = "236b"
command = ~D, F, b
time = 10
[Command]
name = "236a"
command = ~D, F, a
time = 10
[Command]
name = "22c"
command = ~D, D, c
time = 15
;----------------------------------------------------------------------
; Single Button
;----------------------------------------------------------------------
[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
;----------------------------------------------------------------------
; Directions
;----------------------------------------------------------------------
[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 = "up"
command = $U
time = 1
;----------------------------------------------------------------------
; Single Button & Directions (AI Only)
;----------------------------------------------------------------------
[Command]
name = "a2"
command = a
time = 1
[Command]
name = "b2"
command = b
time = 1
[Command]
name = "c2"
command = c
time = 1
[Command]
name = "x2"
command = x
time = 1
[Command]
name = "y2"
command = y
time = 1
[Command]
name = "z2"
command = z
time = 1
[Command]
name = "start2"
command = s
time = 1
[Command]
name = "holdfwd2"
command = /$F
time = 1
[Command]
name = "holdback2"
command = /$B
time = 1
[Command]
name = "holdup2"
command = /$U
time = 1
[Command]
name = "holddown2"
command = /$D
time = 1
;----------------------------------------------------------------------
; Others
;----------------------------------------------------------------------
[Command]
name = "ab"
command = a+b
time = 1
[Command]
name = "bc"
command = b+c
time = 1
[Command]
name = "ac"
command = a+c
time = 1
;----------------------------------------------------------------------
; System Required
;----------------------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
[Command]
name = "FF_2"
command = F, F
time = 15
[Command]
name = "BB_2"
command = B, B
time = 15
[Command]
name = "DD"
command = D, D
time = 10
[Command]
name = "recovery"
command = x
time = 1
[Command]
name = "recovery"
command = y
time = 1
[Command]
name = "recovery"
command = z
time = 1
[Command]
name = "recovery"
command = a
time = 1
[Command]
name = "recovery"
command = b
time = 1
[Command]
name = "recovery"
command = c
time = 1
;======================================================================
;======================================================================
; Statedef -1
;======================================================================
;======================================================================
[Statedef -1]
;----------------------------------------------------------------------
; Hyper Special Moves
;----------------------------------------------------------------------
[State -1, AA4BC]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "aa4bc"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ((Life*100)/LifeMax) <= 33
triggerall = Power >= 3000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320])
value = 7000
;----------------------------------------------------------------------
; Super Special Moves
;----------------------------------------------------------------------
[State -1, 641236A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "641236a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6200
[State -1, 641236A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "641236b" || command = "641236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [1000,1999]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6200
[State -1, 641236B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "641236b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6210
[State -1, 641236B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "641236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [2000,2999]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6210
[State -1, 641236C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "641236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6220
[State -1, 236236A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236236a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6000
[State -1, 236236A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236236b" || command = "236236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [1000,1999]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6000
[State -1, 236236B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236236b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6010
[State -1, 236236B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [2000,2999]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6010
[State -1, 236236B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6020
[State -1, 214214A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6100
[State -1, 214214A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214b" || command = "214214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [1000,1999]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6100
[State -1, 214214A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214a"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 6150
[State -1, 214214A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214b" || command = "214214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [1000,1999]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 6150
[State -1, 214214B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6110
[State -1, 214214B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [2000,2999]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6110
[State -1, 214214B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214b"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 6160
[State -1, 214214B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [2000,2999]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 6160
[State -1, 214214C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 6120
[State -1, 214214C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 6170
;----------------------------------------------------------------------
; Super Moves
;----------------------------------------------------------------------
[State -1, 623A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "623a"
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,420]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 1200
[State -1, 623B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "623b"
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,420]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 1210
[State -1, 623C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "623c"
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,420]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 1210
[State -1, 623C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "623c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 1220
[State -1, 623C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "623c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
trigger3 = (StateNo = [100,115])
value = 1270
[State -1, 236A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 1000
[State -1, 236B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 1010
[State -1, 236C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 1010
[State -1, 236C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 1020
[State -1, 214A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 1100
[State -1, 214B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 1110
[State -1, 214C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 1110
[State -1, 214C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [200,320]) && (var(1) = [1,3])
value = 1120
[State -1, 214A]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214a"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
value = 1150
[State -1, 214B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214b"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
value = 1160
[State -1, 214C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
value = 1160
[State -1, 214C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = Ctrl || var(14) = 1
trigger2 = (StateNo = [400,432]) && (var(1) = [1,3])
value = 1170
[State -1, Z]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != 700
triggerall = fvar(15) > 0
trigger1 = Ctrl
value = 700
;----------------------------------------------------------------------
; Special Moves
;----------------------------------------------------------------------
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = (StateNo = [200,432]) && (var(1) >= 1) && command = "22c"
trigger2 = (StateNo = [1000,7999]) && (var(1) >= 1) && command = "22c"
trigger3 = (StateNo = [1000,7999]) && var(16) = 1
value = 600
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = (StateNo = [200,432]) && (var(1) >= 1) && command = "22c"
trigger2 = (StateNo = [1000,7999]) && (var(1) >= 1) && command = "22c"
trigger3 = (StateNo = [1000,7999]) && var(16) = 1
value = 610
[State -1, Dash]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "FF"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
trigger1 = Ctrl
value = 100
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "BB"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
trigger1 = Ctrl
value = 105
[State -1, Air Dash]
type = ChangeState
triggerall = var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(6) < 2
trigger1 = Ctrl && command = "FF"
trigger2 = (StateNo = [400,432]) && (var(1) >= 1) && command = "FF"
trigger3 = (StateNo = [400,432]) && (var(1) >= 1) && var(27) = 1
trigger4 = (StateNo = [100,116]) && (var(11) = 1) && command = "FF"
value = 110
[State -1, Air Jump]
type = ChangeState
triggerall = var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = Ctrl
triggerall = StateNo != 700
trigger1 = var(7) = 1
value = 45
[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(6) < 2
trigger1 = Ctrl && command = "BB"
trigger2 = (StateNo = [400,432]) && (var(1) >= 1) && command = "BB"
trigger3 = (StateNo = [400,432]) && (var(1) >= 1) && var(27) = 2
trigger4 = (StateNo = [100,116]) && (var(11) = 1) && command = "BB"
value = 115
[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "up" || command = "holdup"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = (StateNo = 200) && (var(1) = [1,3])
trigger2 = (StateNo = 210) && (var(1) = [1,3])
trigger3 = (StateNo = 220) && (var(1) = 1)
trigger4 = (StateNo = 250) && (AnimElemTime(4) >= 0) && (var(1) = 1)
trigger5 = (StateNo = 300) && (var(1) = [1,3])
trigger6 = (StateNo = 310) && (var(1) = 1)
value = 40
[State -1, Dash Jump]
type = Null;ChangeState
triggerall = command = "up"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 100
value = 40
[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "up" || command = "holdup"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = var(1) = [1,3]
trigger1 = StateNo = [400,432]
value = 45
[State -1, Throw - in Ground]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = StateType = S
triggerall = MoveType = I
triggerall = P2BodyDist X < 20
triggerall = P2MoveType != H
triggerall = P2StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ctrl
triggerall = P2StateNo != [120,155]
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 500
[State -1, Throw - in Ariel]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = StateType = A
triggerall = P2StateType = A
triggerall = P2BodyDist X < 20
triggerall = Alive
triggerall = !isHelper
triggerall = P2StateNo != [120,155]
triggerall = ctrl
trigger1 = command = "holdfwd"
value = 520
;----------------------------------------------------------------------
; Basic Attacks
;----------------------------------------------------------------------
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 300 && (var(1) = [1,3])
value = 200
[State -1, 6B]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 210 && (var(1) = [1,3])
trigger4 = StateNo = 220 && (var(1) = [1,3])
trigger5 = StateNo = 300 && (var(1) = [1,3])
trigger6 = StateNo = 310 && (var(1) = [1,3])
value = 240
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holdfwd"
triggerall = command != "holddown"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 300 && (var(1) = [1,3])
value = 210
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = command != "holdfwd"
triggerall = command != "holddown"
trigger1 = P2BodyDist X > 40
trigger1 = Ctrl || var(14) = 1
trigger2 = P2BodyDist X > 40
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 210 && (var(1) = [1,3])
trigger4 = P2BodyDist X > 40
trigger4 = StateNo = 300 && (var(1) = [1,3])
trigger5 = StateNo = 310 && (var(1) = [1,3])
value = 220
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 210 && (var(1) = [1,3])
trigger4 = StateNo = 220 && (var(1) = [1,3])
trigger5 = StateNo = 240 && (var(1) = [1,3])
trigger6 = StateNo = 300 && (var(1) = [1,3])
trigger7 = StateNo = 310 && (var(1) = [1,3])
value = 250
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 210 && (var(1) = [1,3])
trigger4 = StateNo = 220 && (var(1) = [1,3])
trigger5 = StateNo = 240 && (var(1) = [1,3])
trigger6 = StateNo = 300 && (var(1) = [1,3])
trigger7 = StateNo = 310 && (var(1) = [1,3])
value = 230
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 300 && (var(1) = [1,3])
value = 300
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 300 && (var(1) = [1,3])
value = 310
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 200 && (var(1) = [1,3])
trigger3 = StateNo = 210 && (var(1) = [1,3])
trigger4 = StateNo = 220 && (var(1) = [1,3])
trigger5 = StateNo = 240 && (var(1) = [1,3])
trigger6 = StateNo = 300 && (var(1) = [1,3])
trigger7 = StateNo = 310 && (var(1) = [1,3])
value = 320
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 400 && (var(1) = [1,3])
value = 400
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 400 && (var(1) = [1,3])
value = 410
[State -1, 3C]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 400 && (var(1) = [1,3])
trigger3 = StateNo = 410 && (var(1) = [1,3])
value = 430
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = Ctrl || var(14) = 1
trigger2 = StateNo = 400 && (var(1) = [1,3])
trigger3 = StateNo = 410 && (var(1) = [1,3])
value = 420
;======================================================================
;======================================================================
; Early Input
;======================================================================
;======================================================================
;----------------------------------------------------------------------
; Basic Moves
;----------------------------------------------------------------------
[State -1, 6B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = StateNo = 125
var(18) = 240
[State -1, 6C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = StateNo = 125
var(18) = 250
[State -1, 3C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 430
;----------------------------------------------------------------------
; Super Moves
;----------------------------------------------------------------------
[State -1, 623A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "623a"
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 1200
[State -1, 623B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "623b"
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 1200
[State -1, 623C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "623c"
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
trigger1 = StateNo = 125
var(18) = 1200
[State -1, 623C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "623c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = StateNo = 125
var(18) = 1220
[State -1, 623C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "623c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = StateNo = 125
var(18) = 1270
[State -1, 236A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 1000
[State -1, 236B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 1010
[State -1, 236C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
trigger1 = StateNo = 125
var(18) = 1010
[State -1, 236C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = StateNo = 125
var(18) = 1020
[State -1, 214A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 1100
[State -1, 214B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 1110
[State -1, 214C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
trigger1 = StateNo = 125
var(18) = 1110
[State -1, 214C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = StateNo = 125
var(18) = 1120
[State -1, 214A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214a"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 1150
[State -1, 214B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214b"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = StateNo = 125
var(18) = 1160
[State -1, 214C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
trigger1 = StateNo = 125
var(18) = 1160
[State -1, 214C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = StateNo = 125
var(18) = 1170
;----------------------------------------------------------------------
; Super Special Moves
;----------------------------------------------------------------------
[State -1, 236236A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236236a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
trigger1 = StateNo = 125
var(18) = 6000
[State -1, 236236A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236236b" || command = "236236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [1000,1999]
trigger1 = StateNo = 125
var(18) = 6000
[State -1, 236236B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236236b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
trigger1 = StateNo = 125
var(18) = 6010
[State -1, 236236B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [2000,2999]
trigger1 = StateNo = 125
var(18) = 6010
[State -1, 236236B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
trigger1 = StateNo = 125
var(18) = 6020
[State -1, 214214A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
trigger1 = StateNo = 125
var(18) = 6100
[State -1, 214214A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214b" || command = "214214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [1000,1999]
trigger1 = StateNo = 125
var(18) = 6100
[State -1, 214214A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214a"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
trigger1 = StateNo = 125
var(18) = 6150
[State -1, 214214A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214b" || command = "214214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [1000,1999]
trigger1 = StateNo = 125
var(18) = 6150
[State -1, 214214B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
trigger1 = StateNo = 125
var(18) = 6110
[State -1, 214214B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [2000,2999]
trigger1 = StateNo = 125
var(18) = 6110
[State -1, 214214B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214b"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
trigger1 = StateNo = 125
var(18) = 6160
[State -1, 214214B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [2000,2999]
trigger1 = StateNo = 125
var(18) = 6160
[State -1, 214214C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
trigger1 = StateNo = 125
var(18) = 6120
[State -1, 214214C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214214c"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
trigger1 = StateNo = 125
var(18) = 6170
[State -1, 641236A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "641236a"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
trigger1 = StateNo = 125
var(18) = 6200
[State -1, 641236A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "641236b" || command = "641236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [1000,1999]
trigger1 = StateNo = 125
var(18) = 6200
[State -1, 641236B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "641236b"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
trigger1 = StateNo = 125
var(18) = 6210
[State -1, 641236B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "641236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power = [2000,2999]
trigger1 = StateNo = 125
var(18) = 6210
[State -1, 641236C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "641236c"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
trigger1 = StateNo = 125
var(18) = 6220
;----------------------------------------------------------------------
; Hyper Special Moves
;----------------------------------------------------------------------
[State -1, AA4BC]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "aa4bc"
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ((Life*100)/LifeMax) <= 33
triggerall = Power >= 3000
trigger1 = StateNo = 125
var(18) = 7000
;----------------------------------------------------------------------
; A.I. Moves
;----------------------------------------------------------------------
;AIスイッチ
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [1,2]
Trigger1 = Command = "AI00" || Command = "AI01" || Command = "AI02"
Trigger2 = Command = "AI03" || Command = "AI04" || Command = "AI05"
Trigger3 = Command = "AI06" || Command = "AI07" || Command = "AI08"
Trigger4 = Command = "AI09" || Command = "AI10" || Command = "AI11"
Trigger5 = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6 = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7 = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8 = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9 = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18 = Command = "a" ^^ Command = "a2"
Trigger19 = Command = "b" ^^ Command = "b2"
Trigger20 = Command = "c" ^^ Command = "c2"
Trigger21 = Command = "x" ^^ Command = "x2"
Trigger22 = Command = "y" ^^ Command = "y2"
Trigger23 = Command = "z" ^^ Command = "z2"
Trigger24 = Command = "start" ^^ Command = "start2"
Trigger25 = Command = "holdfwd" ^^ Command = "holdfwd2"
Trigger26 = Command = "holdback" ^^ Command = "holdback2"
Trigger27 = Command = "holdup" ^^ Command = "holdup2"
Trigger28 = Command = "holddown" ^^ Command = "holddown2"
;Trigger29 = 1 ;常時AIスイッチ。左端にある「;」を消すと、起動が早い変わりにプレイヤー操作は出来ません。
V = 59
Value = 10 ;AIレベルを【1〜11】の間で変更可能です。
;ちなみにレベル11は、ほとんどの人が作っているような「超反応AI」ではありません。
;●AIレベル11について●
;いつも私が作る記述方法のAIです。全部の技を適当に振ってくれるので一番平均的かも?
;http://kylan.newgrabs.com/reaction.swf
;反応時間については、上のサイトで私の反応時間を調べたところ平均は0.25秒くらいだったので、
;単発では0.25+(fvar(39))、コマンド攻撃では0.25〜0.35+(fvar(39))を目安にしています。
;ガードレベル設定
[State -3, AI]
Type = VarSet
Trigger1 = Var(59) > 0
V = 58
Value = 100 ;ガードレベルの変更。0−100の間で設定してください。
;リコイルガードレベル設定
[State -3, AI]
Type = VarSet
Trigger1 = Var(59) > 0
V = 57
Value = 100 ;リコイルガードレベルの変更。0−100の間で設定してください。
;反応時間測定
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
Trigger1 = RoundState = 2
Trigger1 = !IsHelper
Trigger1 = GameTime%60 = 0
FV = 39
Value = 0.01*(random%31)
;馬の骨さんの記述を参考に・・・
;Value = 0.01*(random%★) ← ★の値を変更すると、ランダムで追加される反応時間を変更できます。
;(例)random%50にすると、0〜49(0.00〜0.49秒)の値がランダムで追加されます。
;----------------------------------------------------------------------------------------------
;Used Variables Information
;Var
;Var(50) = 飛び道具(Helper)測定
;Var(51) = 測定以後Helper出現対策
;Var(52) =
;Var(53) =
;Var(54) =
;Var(55) = コンボルート監視
;Var(56) = タッグ時相手判別
;Var(57) = リコイルガードレベル設定
;Var(58) = ガードレベル設定
;Var(59) = AI起動用スイッチ
;FVar
;FVar(30) =
;FVar(31) =
;FVar(32) =
;FVar(33) =
;FVar(34) =
;FVar(35) =
;FVar(36) =
;FVar(37) =
;FVar(38) =
;FVar(39) = 反応時間測定
;----------------------------------------------------------------------------------------------
;戦闘力スカウター
;飛び道具(Helper)測定
[State -3, AI]
Type = VarSet
TriggerAll = Var(50) = 0
TriggerAll = EnemyNear,NumHelper > 0
TriggerAll = RoundState = 2 && Ctrl = 1
Trigger1 = Enemy,TeamMode = Single
Trigger2 = Enemy,TeamMode = Turns
V = 50
Value = EnemyNear,NumHelper
[State -3, AI]
Type = VarSet
TriggerAll = Var(50) = 0
Trigger1 = Enemy,TeamMode = Simul
Trigger1 = Enemy,NumHelper > 0
Trigger1 = RoundState = 2 && Ctrl = 1
V = 50
Value = Enemy,NumHelper
[State -3, AI]
Type = VarSet
TriggerAll = Var(50) != 0
Trigger1 = Win = 1
Trigger2 = Lose = 1
Trigger3 = DrawGame = 1
Trigger4 = RoundState = 4
V = 50
Value = 0
IgnoreHitPause = 1
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
Trigger1 = RoundState = 2
Trigger1 = Enemy,NumHelper > 0
Trigger1 = Enemy,NumHelper > Var(50)
Trigger1 = InGuardDist
V = 51
Value = 1
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51) > 0
Trigger1 = Ctrl || StateNo != [120,155]
Trigger1 = Enemy,NumHelper > 0
Trigger1 = Enemy,NumHelper <= Var(50)
V = 51
Value = 0
;タッグ時相手判別
[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Alive
V = 56
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = !EnemyNear,Alive
V = 56
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;----------------------------------------------------------------------------------------------------------
;----------------------------------------------------------------------------------------------------------
;─────────────────────────────────────────────────────
;─────────────────────────────────────────────────────
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; Ayu_AI(Lv1〜Lv10)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;─────────────────────────────────────────────────────
;─────────────────────────────────────────────────────
;----------------------------------------------------------------------------------------------------------
;----------------------------------------------------------------------------------------------------------
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),コンボルート監視
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;フラグ解除
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = EnemyNear(Var(56)),MoveType != H || EnemyNear(Var(56)),StateType = L
V = 55
Value = 0
IgnoreHitPause = 1
;はねあっぱーコンボ1
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(55) = 0
Trigger1 = StateNo = 250 && (Var(1) = 1)
Trigger1 = FVar(2) >= 0.75
V = 55
Value = 1
IgnoreHitPause = 1
;はねあっぱーコンボ2
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(55) = 0
Trigger1 = StateNo = 250 && (Var(1) = 1)
Trigger1 = FVar(2) < 0.75
V = 55
Value = 2
IgnoreHitPause = 1
;〆コンボ1
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(55) = 1 || Var(55) = 2
Trigger1 = EnemyNear(Var(56)),MoveType = H
Trigger1 = EnemyNear(Var(56)),Pos Y > -100
Trigger1 = StateNo = 52
Trigger1 = PrevStateNo = [410,420]
V = 55
Value = 3
IgnoreHitPause = 1
;〆コンボ1
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(55) = 1 || Var(55) = 2
Trigger1 = EnemyNear(Var(56)),MoveType = H
Trigger1 = EnemyNear(Var(56)),Pos Y <= -100
Trigger1 = StateNo = 52
Trigger1 = PrevStateNo = [410,420]
V = 55
Value = 4
IgnoreHitPause = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜10), タッグ専用記述
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),切り替えし関連
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;しゃいにんあろー(弱)
[State -1, 623A]
Type = ChangeState
Value = 1200 + ((EnemyNear(Var(56)),StateType != A) * 10)
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = InGuardDist
TriggerAll = PrevStateNo != [125,149]
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
TriggerAll = Ctrl
TriggerAll = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 5) = [-5,35]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-90,0]
TriggerAll = EnemyNear(Var(56)),AnimTime <= -7
TriggerAll = EnemyNear(Var(56)),Time >= Ceil(60 * (0.325 + FVar(39)))
Trigger1 = Random <= Var(59) * 15
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random <= Var(59) * 15
;しゃいにんあろー(RF)
[State -1, 623C]
Type = ChangeState
Value = 1220
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = InGuardDist
TriggerAll = PrevStateNo != [125,149]
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
TriggerAll = Ctrl
TriggerAll = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 3) = [-5,35]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-90,0]
TriggerAll = EnemyNear(Var(56)),Time >= Ceil(60 * (0.325 + FVar(39)))
Trigger1 = Random >= 1000 - Var(59) * 15
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random >= 1000 - Var(59) * 15
;そこのひとどいて〜(RF)
[State -1, 236C]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !isHelper
TriggerAll = InGuardDist
TriggerAll = PrevStateNo != [125,149]
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
TriggerAll = Ctrl
TriggerAll = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 5) = [-5,30]
TriggerAll = EnemyNear(Var(56)),AnimTime < -15
TriggerAll = EnemyNear(Var(56)),Time >= Ceil(60 * (0.30 + FVar(39)))
Trigger1 = Random <= Var(59) * 15
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random <= Var(59) * 15
;地上投げ
[State -1, AI]
Type = ChangeState
Value = 500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(14) = 0
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = InGuardDist
TriggerAll = MoveType = I
TriggerAll = StateType = S
TriggerAll = Ctrl
TriggerAll = StateNo != [125,149]
TriggerAll = PrevStateNo != [125,149]
TriggerAll = !EnemyNear(Var(56)),Ctrl
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = EnemyNear(Var(56)),StateType = S
TriggerAll = EnemyNear(Var(56)),StateNo != [120,155]
TriggerAll = EnemyNear(Var(56)),StateNo != [5100,5299]
TriggerAll = EnemyNear(Var(56)),PrevStateNo != [5100,5299]
TriggerAll = EnemyNear(Var(56)),AnimTime = [-15,-5]
TriggerAll = EnemyNear(Var(56)),Time >= Ceil(60 * (0.25 + FVar(39)))
TriggerAll = P2BodyDist X = [-5,19]
Trigger1 = Random <= Var(59) * 20
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random <= Var(59) * 20
;立ち弱
[State -1, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Enemy,NumHelper <= Var(50)
TriggerAll = PrevStateNo != [125,149]
TriggerAll = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 3) = [-10,35]
TriggerAll = EnemyNear(Var(56)),AnimTime <= -5
TriggerAll = EnemyNear(Var(56)),Time >= Ceil(60 * (0.25 + FVar(39)))
Trigger1 = Random <= Var(59) * 30
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random <= Var(59) * 30
;立ち中
[State -1, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Enemy,NumHelper <= Var(50)
TriggerAll = PrevStateNo != [125,149]
TriggerAll = P2BodyDist X = [-5,40]
TriggerAll = EnemyNear(Var(56)),AnimTime <= -6
TriggerAll = EnemyNear(Var(56)),Time >= Ceil(60 * (0.25 + FVar(39)))
Trigger1 = Random <= Var(59) * 25
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random <= Var(59) * 25
;しゃがみ中
[State -1, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Enemy,NumHelper <= Var(50)
TriggerAll = PrevStateNo != [125,149]
TriggerAll = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 5) = [10,55]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-90,0]
TriggerAll = EnemyNear(Var(56)),AnimTime <= -8
TriggerAll = EnemyNear(Var(56)),Time >= Ceil(60 * (0.25 + FVar(39)))
Trigger1 = Random >= 1000 - Var(59) * 25
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random >= 1000 - Var(59) * 25
;立ち中(遠距離)
[State -1, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Enemy,NumHelper <= Var(50)
TriggerAll = PrevStateNo != [125,149]
TriggerAll = P2BodyDist X > 40
TriggerAll = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 5) = [40,70]
TriggerAll = EnemyNear(Var(56)),AnimTime <= -8
TriggerAll = EnemyNear(Var(56)),Time >= Ceil(60 * (0.25 + FVar(39)))
Trigger1 = Random <= Var(59) * 15
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random <= Var(59) * 15
;ジャンプ回避
[State -1, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = PrevStateNo != [125,149]
TriggerAll = EnemyNear(Var(56)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(Var(56)),Time >= 60 * (0.25 + FVar(39))
Trigger1 = Random = [0,149]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [850,999]
;光の翼(弱・リバサ)
[State -1, RE_641236A]
Type = ChangeState
Value = 6200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 1500
TriggerAll = Ctrl
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
Trigger1 = PrevStateNo = [5110,5120]
Trigger1 = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 5) = [-10,60]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-90,0]
Trigger1 = (EnemyNear(Var(56)),PrevStateNo = [200,699]) || !(EnemyNear(Var(56)),HitDefAttr = SCA, NT, ST)
Trigger1 = Random <= Var(59) * 10
;光の翼(中・リバサ)
[State -1, RE_641236B]
Type = ChangeState
Value = 6200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 2500
TriggerAll = Ctrl
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
Trigger1 = PrevStateNo = [5110,5120]
Trigger1 = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 5) = [-10,80]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-110,0]
Trigger1 = (EnemyNear(Var(56)),PrevStateNo = [200,699]) || !(EnemyNear(Var(56)),HitDefAttr = SCA, NT, ST)
Trigger1 = Random >= 1000 - Var(59) * 15
;しゃいにんぐるはねぱんち(中・リバサ)
[State -1, RE_236236B]
Type = ChangeState
Value = 6010
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 2500
TriggerAll = Ctrl
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
Trigger1 = PrevStateNo = [5110,5120]
Trigger1 = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 5) = [-10,80]
Trigger1 = (EnemyNear(Var(56)),PrevStateNo = [200,699]) || !(EnemyNear(Var(56)),HitDefAttr = SCA, NT, ST)
Trigger1 = Random <= Var(59) * 15
;しゃいにんぐるはねぱんち(強・リバサ)
[State -1, RE_236236A]
Type = ChangeState
Value = 6020
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 3000
TriggerAll = Ctrl
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
Trigger1 = PrevStateNo = [5110,5120]
Trigger1 = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 5) = [-10,80]
Trigger1 = (EnemyNear(Var(56)),PrevStateNo = [200,699]) || !(EnemyNear(Var(56)),HitDefAttr = SCA, NT, ST)
Trigger1 = Random >= 1000 - Var(59) * 10
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),リコイル反撃用
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ガード
[State 145, ChangeState]
Type = ChangeState
TriggerAll = Var(59) = [1,10]
TriggerAll = StateNo = 145
TriggerAll = AnimTime < 0
TriggerAll = EnemyNear(Var(56)),MoveType = A
Trigger1 = Var(18) = 0
Trigger1 = Random > ((Var(57) + Var(58)) / 2) * IfElse(EnemyNear(Var(56)),MoveType = A, 7, 9)
Trigger2 = Var(18) != 0
Trigger2 = Random = [800,999]
Value = 130 + ((StateType != A) && (P2StateType != A)) + (StateType = A) * 2
Ctrl = 0
;先行入力・しゃいにんあろー(RF)
[State -1, RG_623C]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
Trigger1 = StateNo = 125
Trigger1 = EnemyNear(Var(56)),AnimTime < -2
Trigger1 = EnemyNear(Var(56)),Vel Y >= 0
Trigger1 = P2BodyDist X = [-5,35 + (EnemyNear(Var(56)),Vel X * 3)]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-80,0]
Trigger1 = Random = [0,24]
var(18) = 1220
;先行入力・しゃいにんあろー(弱)
[State -1, RG_623A]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 125
Trigger1 = EnemyNear(Var(56)),AnimTime < -6
Trigger1 = EnemyNear(Var(56)),Vel Y >= 0
Trigger1 = P2BodyDist X = [-5,35 + (EnemyNear(Var(56)),Vel X * 5)]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-80,0]
Trigger1 = Random = [100,124]
var(18) = 1200
;先行入力・たいやき突撃(RF)
[State -1, RG_214C]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
Trigger1 = StateNo = 125
Trigger1 = EnemyNear(Var(56)),AnimTime < -6
Trigger1 = P2BodyDist X = [-5,20 + (EnemyNear(Var(56)),Vel X * 5)]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-60,-20]
Trigger1 = Random = [200,349]
var(18) = 1120
;先行入力・たいやき突撃(空中・RF)
[State -1, RG_214C(Air)]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
Trigger1 = StateNo = 125
Trigger1 = EnemyNear(Var(56)),AnimTime < -2
Trigger1 = P2BodyDist X = [-5,20 + (EnemyNear(Var(56)),Vel X * 3)]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-70,-30]
Trigger1 = Random = [200,349]
var(18) = 1170
;先行入力・光の翼(弱)
[State -1, RG_641236A]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 1000
Trigger1 = StateNo = 125
Trigger1 = EnemyNear(Var(56)),AnimTime < -9
Trigger1 = EnemyNear(Var(56)),Vel Y >= 0
Trigger1 = P2BodyDist X = [-10,60 + (EnemyNear(Var(56)),Vel X * 5)]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-80,0]
Trigger1 = Random = [600,605]
var(18) = 6200
;立ち弱
[State -1, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A || StateType = S
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(14) = 1
TriggerAll = Var(18) = 0
TriggerAll = P2BodyDist X = [-5,33 + (EnemyNear(Var(56)),Vel X * 2)]
Trigger1 = Random < ((Var(57) + Var(58)) / 2) * IfElse(EnemyNear(Var(56)),MoveType = A, 7, 9)
;立ち中
[State -1, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(14) = 1
TriggerAll = Var(18) = 0
TriggerAll = P2BodyDist X = [-5,40]
Trigger1 = Random < ((Var(57) + Var(58)) / 2) * IfElse(EnemyNear(Var(56)),MoveType = A, 7, 9)
;しゃがみ弱
[State -1, AI]
Type = ChangeState
Value = 300
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A || StateType = C
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(14) = 1
TriggerAll = Var(18) = 0
TriggerAll = P2BodyDist X = [-5,20 + (EnemyNear(Var(56)),Vel X * 2)]
Trigger1 = Random < ((Var(57) + Var(58)) / 2) * IfElse(EnemyNear(Var(56)),MoveType = A, 7, 9)
;しゃがみ中
[State -1, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(14) = 1
TriggerAll = Var(18) = 0
Trigger1 = P2BodyDist X = [10,60 + (EnemyNear(Var(56)),Vel X * 4)]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-85,0]
Trigger1 = Random < ((Var(57) + Var(58)) / 2) * IfElse(EnemyNear(Var(56)),MoveType = A, 7, 9)
;空中弱
[State -1, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(14) = 1
TriggerAll = Var(18) = 0
Trigger1 = P2BodyDist X = [-5,25 + (Vel X * 3) + (EnemyNear(Var(56)),Vel X * 3)]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-45,35]
Trigger1 = Random < ((Var(57) + Var(58)) / 2) * IfElse(EnemyNear(Var(56)),MoveType = A, 7, 9)
;空中中
[State -1, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(14) = 1
TriggerAll = Var(18) = 0
Trigger1 = P2BodyDist X = [-5,45 + (Vel X * 4) + (EnemyNear(Var(56)),Vel X * 4)]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 = [-50,80]
Trigger1 = Random < ((Var(57) + Var(58)) / 2) * IfElse(EnemyNear(Var(56)),MoveType = A, 7, 9)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),防御関連
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ガード
[State -1, AI]
Type = ChangeState
Value = 120
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateNo != [120,155]
TriggerAll = Ctrl
TriggerAll = Random < 10*(Var(58))
TriggerAll = InGuardDist
Trigger1 = StateType = A
Trigger1 = P2BodyDist X >= 0
Trigger1 = EnemyNear(Var(56)),HitDefAttr = A, NA, SA, HA, NP, SP, HP
Trigger2 = StateType != A
Trigger2 = P2BodyDist X >= 0
Trigger2 = EnemyNear(Var(56)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
Trigger3 = Var(51) = 1 || Enemy,NumHelper > Var(50) || Enemy,NumProj > 0
Trigger4 = !EnemyNear(Var(56)),HitDefAttr = ,NT, ST, HT
Trigger5 = P2BodyDist X < 0
Trigger5 = !EnemyNear(Var(56)),HitDefAttr = SCA, NT, ST, HT
Trigger6 = P2Dist X < 0
Trigger6 = !EnemyNear(Var(56)),HitDefAttr = ,NT, ST, HT
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),起き攻め関連
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),相手ミス&反応関連
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),目押し関連
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),行動制御(待ち状態)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;待ち
[State -1, AI]
Type = null;ChangeState
Value = 0
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(55) = 19
Trigger1 = StateNo = 6110 && AnimTime = 0
;攻撃未ヒット時待ち状態解除
[State -1, AI]
Type = null;ChangeState
Value = 0
Ctrl = 1
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
Trigger1 = P2StateNo = 5110
Trigger1 = RoundState = 2
Trigger1 = StateNo = 0 && !Ctrl
Trigger2 = RoundState = 3
Trigger2 = StateNo = 0 && !Ctrl
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),コンボ・繋ぎ関連(移動系)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中ジャンプ
[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Var(5) < 1
;TriggerAll = Var(7) = 1
TriggerAll = StateNo != 700
Trigger1 = Var(55) = 1 || Var(55) = 2
Trigger1 = StateNo = 50
Trigger1 = Vel Y > -5.0
TriggerAll = Random <= Var(59) * 100
;空中後ろダッシュ
[State -1, AI]
Type = ChangeState
Value = 115
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(6) < 2
TriggerAll = Pos Y <= -40
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 3
Trigger1 = Var(5) > 0
Trigger1 = StateNo = 420 && (Var(1) = 1)
;ジャンプキャンセル(地上)
[State -1, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 1 || Var(55) = 2 || Var(55) = 3
Trigger1 = (StateNo = 250) && (AnimElemTime(4) >= 0) && (Var(1) = 1)
;ジャンプキャンセル(空中)
[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(5) < 1
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 0
Trigger1 = EnemyNear(Var(56)),BackEdgeBodyDist <= 20
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 < -50
Trigger1 = StateNo = 420 && (Var(1) = 1)
Trigger2 = Var(55) = 3 || Var(55) = 4
Trigger2 = StateNo = 420 && (Var(1) = 1)
;空中前ダッシュ
[State -1, AI]
Type = ChangeState
Value = 110 + ((P2Dist X < -5) * 5)
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(6) < 2
TriggerAll = Pos Y <= -40
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 0
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 >= -50
Trigger1 = StateNo = 420 && (Var(1) = 1)
Trigger2 = Var(55) = 1 || Var(55) = 2 && Var(6) < 1
Trigger2 = StateNo = 410 && (Var(1) = 1)
;ジャンプ
[State -1, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 4
Trigger1 = Ctrl
;インスタントチャージ(地上)
[State -1, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
Trigger1 = Var(55) = 0
Trigger1 = EnemyNear(Var(56)),BackEdgeBodyDist <= 20
Trigger1 = StateNo = 1001 && (Var(1) = 1)
Trigger1 = Random <= Var(59) * 100
;インスタントチャージ(空中)
[State -1, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 100
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),コンボ・繋ぎ関連(ファイナルメモリー)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),コンボ・繋ぎ関連(エタニースペシャル)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),コンボ・繋ぎ関連(必殺技)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;そこのひとどいて〜(弱)
[State -1, AI]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 320 && (Var(1) = 1)
Trigger1 = Random <= Var(59) * 100
;空中たいやき突撃(弱)
[State -1, AI]
Type = ChangeState
Value = 1150
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 3
Trigger1 = Ctrl
Trigger1 = PrevStateNo = 115
;空中たいやき突撃(RF)
[State -1, AI]
Type = ChangeState
Value = 1170
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = (FVar(16) = 2 && FVar(15) > 100) || FVar(16) = 3
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 3
Trigger1 = StateNo = 431 && (var(1) = [1,2])
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),コンボ・繋ぎ関連(通常攻撃)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;しゃがみ弱
[State -1, AI]
Type = ChangeState
Value = 300
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(56)),MoveType = H
Trigger1 = EnemyNear(Var(56)),StateNo = [120,159]
Trigger1 = P2BodyDist X = [-5,20]
Trigger1 = Random <= Var(59) * 75
Trigger2 = StateNo = 300 && (Var(1) = [1,2])
Trigger2 = P2BodyDist X = [0,8]
Trigger2 = Random <= Var(59) * 75
Trigger3 = StateNo = 300 && (Var(1) = 2)
Trigger3 = P2BodyDist X = [0,12]
Trigger3 = Random <= Var(59) * 75
Trigger4 = StateNo = 200 && (Var(1) = [1,2])
Trigger4 = P2BodyDist X = [0,10]
Trigger4 = Random <= Var(59) * 40
;立ち弱
[State -1, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 200 && (Var(1) = [1,2])
Trigger1 = P2BodyDist X = [0,8]
Trigger1 = Random <= Var(59) * 70
Trigger2 = StateNo = 200 && (Var(1) = 2)
Trigger2 = P2BodyDist X = [0,12]
Trigger2 = Random <= Var(59) * 45
;立ち中
[State -1, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [0,40]
Trigger1 = (StateNo = 200 || StateNo = 300) && (Var(1) = [1,2])
Trigger1 = Random <= Var(59) * 80
;立ち中
[State -1, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [0,40]
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 3
Trigger1 = Ctrl
Trigger1 = P2BodyDist Y + (EnemyNear(Var(56)),Vel Y != 0) * (EnemyNear(Var(56)),Vel Y + (EnemyNear(Var(56)),Const(MoveMent.Yaccel) * 2)) * 5 > -30
;どっかんはねあっぱー
[State -1, AI]
Type = ChangeState
Value = 250
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = P2BodyDist X = [0,20]
Trigger1 = (StateNo = 210 || StateNo = 240) && (Var(1) = 1)
Trigger1 = Random >= 1000 - Var(59) * IfElse(EnemyNear(Var(56)),BackEdgeBodyDist <= 20 && FVar(16) >= 2, 20, 80)
;どっかんはねあっぱー
[State -1, AI]
Type = ChangeState
Value = 250
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 3
Trigger1 = StateNo = 220 && (Var(1) = [1,2])
;立ち中(遠距離)
[State -1, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 210 && (Var(1) = [1,2])
Trigger1 = Random <= Var(59) * 90
;立ち中(遠距離)
[State -1, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 3
Trigger1 = EnemyNear(Var(56)),Vel Y != 0
Trigger1 = StateNo = 210 && (Var(1) = [1,2])
;しゃがみ強
[State -1, AI]
Type = ChangeState
Value = 320
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 220 && (Var(1) = [1,2])
Trigger1 = Random <= Var(59) * 100
Trigger2 = StateNo = 240 && (Var(1) = [1,2])
Trigger2 = Random <= Var(59) * 100
;空中弱
[State -1, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(55) = 4
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,40]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(56)),Vel Y * 5) = [-75,55]
Trigger1 = Random <= Var(59) * 100
;空中中
[State -1, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 1 || Var(55) = 2
Trigger1 = Ctrl && Var(5) > 0
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = P2BodyDist Y - (Vel Y * 7) + (EnemyNear(Var(56)),Vel Y * 7) = [-45,100]
Trigger2 = Var(55) = 3
Trigger2 = Ctrl
Trigger2 = P2BodyDist X = [-5,45]
Trigger3 = Var(55) = 4
Trigger3 = StateNo = 400 && (Var(1) = [1,2])
;空中強
[State -1, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 1 && Var(6) > 1 || Var(55) = 2 && Var(6) > 0
Trigger1 = EnemyNear(Var(56)),Vel Y != 0
Trigger1 = P2BodyDist X = [-5,65]
Trigger1 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(56)),Vel Y * 10) = [-90,105]
Trigger1 = StateNo = 410 && (Var(1) = [1,2])
Trigger2 = Var(55) = 3 || Var(55) = 4
Trigger2 = Var(5) < 1 || Var(5) > 0 && (FVar(16) <= 2 || FVar(16) = 3 && FVar(15) > 25)
Trigger2 = StateNo = 410 && (Var(1) = [1,2])
;うぐぅプレス
[State -1, AI]
Type = ChangeState
Value = 430
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * 100
Trigger1 = Var(55) = 3 || Var(55) = 4
Trigger1 = Var(5) > 0 && FVar(16) = 3 && FVar(15) <= 25
Trigger1 = StateNo = 410 && (Var(1) = [1,2])
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),移動関連
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ayu_AI(Lv1〜Lv10),立ち回り関連
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上投げ
[State -1, AI]
Type = ChangeState
Value = 500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(14) = 0
TriggerAll = MoveType = I
TriggerAll = StateType = S
TriggerAll = StateNo != [125,149]
TriggerAll = PrevStateNo != [125,149]
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),StateNo != [120,139]
TriggerAll = EnemyNear(Var(56)),StateNo != [150,159]
TriggerAll = EnemyNear(Var(56)),StateNo != [5000,5299]
TriggerAll = EnemyNear(Var(56)),PrevStateNo != [5100,5299]
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [-5,19]
TriggerAll = Random <= Var(59) * 30
Trigger1 = PrevStateNo = [200,399]
Trigger2 = Enemy,NumHelper <= Var(50) || Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(56)),MoveType = I
Trigger4 = EnemyNear(Var(56)),AnimTime >= -2
Trigger4 = EnemyNear(Var(56)),HitDefAttr = SC, NA, SA
Trigger5 = EnemyNear(Var(56)),Time <= 1
Trigger5 = !EnemyNear(Var(56)),Ctrl
Trigger5 = !EnemyNear(Var(56)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
;空中投げ
[State -1, AI]
Type = ChangeState
Value = 520
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(14) = 0
TriggerAll = StateType = A
TriggerAll = PrevStateNo != 145
TriggerAll = StateNo != [125,149]
TriggerAll = PrevStateNo != [125,149]
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = EnemyNear(Var(56)),StateNo != [120,155]
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Pos Y < -40
TriggerAll = P2BodyDist X = [-5,19]
TriggerAll = Random <= Var(59) * 30
Trigger1 = EnemyNear(Var(56)),MoveType != A
Trigger1 = EnemyNear(Var(56)),Ctrl || (PrevStateNo = [120,159])
Trigger2 = !(EnemyNear(Var(56)),Ctrl)
Trigger2 = !(EnemyNear(Var(56)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)
;しゃがみ中
[State -1, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType = A
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = EnemyNear(Var(56)),StateNo != [5120,5121]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(56)),Vel Y >= 0
Trigger1 = P2BodyDist X + ((EnemyNear(Var(56)),Vel X * 7) * (Facing * EnemyNear(Var(56)),Facing)) = [10,60]
Trigger1 = P2BodyDist Y - (Vel Y * 7) + (EnemyNear(Var(56)),Vel Y * 7) = [-120,0]
Trigger1 = Random >= 1000 - Var(59) * 5
;しゃいにんあろー(弱)
[State -1, 623A]
Type = ChangeState
Value = 1200
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = EnemyNear(Var(56)),StateNo != [5120,5121]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(56)),Vel Y > 0
Trigger1 = P2BodyDist X + ((EnemyNear(Var(56)),Vel X * 6) * (Facing * EnemyNear(Var(56)),Facing)) = [-5,35]
Trigger1 = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(56)),Vel Y * 6) = [-150,-50]
Trigger1 = Random <= Var(59) * 5
;しゃがみ弱
[State -1, AI]
Type = ChangeState
Value = 300
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,25 + (EnemyNear(Var(56)),Vel X * 4)]
Trigger1 = Random <= Var(59) * 20
;立ち弱
[State -1, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,35 + (EnemyNear(Var(56)),Vel X * 4)]
Trigger1 = Random >= 1000 - Var(59) * 20
;立ち中(遠距離)
[State -1, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X > 40
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [41,70 + (EnemyNear(Var(56)),Vel X * 7)]
Trigger1 = Random <= Var(59) * 10
;すてっぷきっく
[State -1, AI]
Type = ChangeState
Value = 240
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [55,90 + (EnemyNear(Var(56)),Vel X * 10)]
Trigger1 = Random >= 1000 - Var(59) * 5
;しゃがみ強
[State -1, AI]
Type = ChangeState
Value = 320
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(Var(56)),Vel X * 10) = [45,65]
Trigger1 = Random <= Var(59) * 5
;立ち中
[State -1, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,40]
Trigger1 = Random >= 1000 - Var(59) * 10
;立ち強
[State -1, AI]
Type = ChangeState
Value = 230
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),StateType != A
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,60 + (EnemyNear(Var(56)),Vel X * 7)]
Trigger1 = Random >= 1000 - Var(59) * 1
;空中中
[State -1, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = EnemyNear(Var(56)),StateNo != [5120,5299]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [(-5 - (EnemyNear(Var(56)),BackEdgeBodyDist <= 20) * 20),35 + (Vel X * 7) + (EnemyNear(Var(56)),Vel X * 7)]
Trigger1 = P2BodyDist Y - (Vel Y * 7) + (EnemyNear(Var(56)),Vel Y * 7) = [-45,100]
Trigger1 = Random <= Var(59) * 60
;空中強
[State -1, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = EnemyNear(Var(56)),StateNo != [5120,5299]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = Vel Y > -6.0;★
Trigger1 = P2BodyDist X = [(-5 - (EnemyNear(Var(56)),BackEdgeBodyDist <= 20) * 20),65 + (Vel X * 10) + (EnemyNear(Var(56)),Vel X * 10)]
Trigger1 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(56)),Vel Y * 10) = [-90,105]
Trigger1 = Random >= 1000 - Var(59) * 30
;空中弱
[State -1, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(55) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(56)),StateType != L
TriggerAll = EnemyNear(Var(56)),MoveType != H
TriggerAll = EnemyNear(Var(56)),StateNo != [5120,5299]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = Vel Y > -6.0;★
Trigger1 = P2BodyDist X = [(-5 - (EnemyNear(Var(56)),BackEdgeBodyDist <= 20) * 20),20 + (Vel X * 5) + (EnemyNear(Var(56)),Vel X * 5)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(56)),Vel Y * 5) = [-55,55]
Trigger1 = Random <= Var(59) * 15