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Command List — 586_ayu(eruk_AI).zip ← Back to Overview

;====================================================================== ;====================================================================== ; 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
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