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Command List — r-rock_AI_0710.zip ← Back to Overview

;-| AI |-------------------------------------------------------- [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 ;----------------------------------------------------------------- [Command] name = "rasetu" command = x, y, B, a, b time = 30 [Command] name = "hyper1" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "hyper2" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "hyper3" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "hyper4" command = ~D, DB, B, D, DB, B, x time = 20 ;-| 必殺技 |------------------------------------------------------ [Command] name = "QCF_x" command = ~D, DF, F, x time = 17 [Command] name = "QCF_y" command = ~D, DF, F, y time = 17 [Command] name = "QCF_xy" command = ~D, DF, F, x+y time = 17 [Command] name = "in" command = ~D, DF, F, a time = 17 [Command] name = "QCB_b" command = ~D, DF, F, b time = 17 [Command] name = "FF_ab" command = F, F, a+b time = 17 [Command] name = "FF_a" command = F, F, a time = 17 [Command] name = "ka2" command = ~F, D, DF, b time = 20 [Command] name = "ka1" command = ~F, D, DF, a time = 20 [Command] name = "ku" command = ~D, DB, B, a time = 17 [Command] name = "ha2" command = ~D, DB, B, y time = 17 [Command] name = "ha1" command = ~D, DB, B, x time = 17 [Command] name = "re1" command = ~D, D, x time = 12 [Command] name = "re2" command = ~D, D, y time = 12 [Command] name = "re3" command = ~D, D, a time = 12 [Command] name = "re4" command = ~D, D, b time = 12 [Command] name = "roman" command = x+y+a time = 1 [Command] name = "roman" command = x+y+b time = 1 [Command] name = "roman" command = x+a+b time = 1 [Command] name = "roman" command = y+a+b time = 1 [Command];デバッグ用by青村 name = "roman" command = c time = 1 [Command] name = "jump" command = ~D,$U time = 10 ;-| 2回押し技 |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2・3個の同時押し技 |----------------------------------------------- [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = x+a time = 1 [Command] name = "recovery" command = x+b time = 1 [Command] name = "recovery" command = y+a time = 1 [Command] name = "recovery" command = y+b time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = z time = 1 [Command] name = "burst" command = c+x time = 1 [Command] name = "burst" command = c+y time = 1 [Command] name = "burst" command = c+a time = 1 [Command] name = "burst" command = c+b time = 1 [Command] name = "de" command = a+x time = 1 ;-| 方向とボタンで出す技 |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "F_x" command = /$F,x time = 1 [Command] name = "F_a" command = /$F,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| ボタン設定(いじらない)|--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "U" command = U time = 1 [Command] name = "U" command = UF time = 1 [Command] name = "U" command = UB time = 1 ;-| 押しっぱなし設定(いじらない)------------------------------------------------------- [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "holdUF" command = /$UF time = 1 [Command] name = "holdUB" command = /$UB time = 1 [Command] name = "holdx" command = /$x time = 1 ;/////////////////////////////////////////////////////////////////////////// [command] name="fwd" command=F time=1 [command] name="back" command=B time=1 [command] name="up" command=U time=1 [command] name="down" command=D time=1 ;/////////////////////////////////////////////////////////////////////////// [Statedef 10000] anim=10000;なにも表示しないアニメでもいいけど入れなくても全然問題ない ctrl=0 [State 10000,間違いで本体が来たら立ちへ移行] type=selfstate trigger1=!ishelper value=0 [State 10000,プレイヤー判定] type=varset trigger1=command="up"&&root,command="up" trigger2=command="down"&&root,command="down" trigger3=command="back"&&root,command="back" trigger4=command="fwd"&&root,command="fwd" trigger5=command="a"&&root,command="a" trigger6=command="b"&&root,command="b" trigger7=command="c"&&root,command="c" trigger8=command="x"&&root,command="x" trigger9=command="y"&&root,command="y" trigger10=command="z"&&root,command="z" trigger11=command="start"&&root,command="start" var(59)=-1 [State 10000,立ったら消失] Type = DestroySelf triggerAll = isHelper Trigger1 = root,var(59)||var(59)=-1 trigger2=command="up"&&root,command="up" trigger3=command="down"&&root,command="down" trigger4=command="back"&&root,command="back" trigger5=command="fwd"&&root,command="fwd" trigger6=command="a"&&root,command="a" trigger7=command="b"&&root,command="b" trigger8=command="c"&&root,command="c" trigger9=command="x"&&root,command="x" trigger10=command="y"&&root,command="y" trigger11=command="z"&&root,command="z" trigger12=command="start"&&root,command="start" [State 10000,フラグON] type=varset triggerall=var(59)!=-1 trigger1=root,command="up" trigger2=root,command="down" trigger3=root,command="back" trigger4=root,command="fwd" trigger5=root,command="a" trigger6=root,command="b" trigger7=root,command="c" trigger8=root,command="x" trigger9=root,command="y" trigger10=root,command="z" trigger11=root,command="start" var(59)=1 ;/////////////////////////////////////////////////////////////////////////// ; 下の記述↓は絶対に消さないでください。 [Statedef -1] [State -1, AI起動用ヘルパー] type=helper triggerall=!NumHelper(10000) ;trigger1=roundstate=2 Triggerall=RoundState<2||(RoundState=2&&ctrl&&stateno=0) triggerall=alive triggerall=var(59)=0 ;Trigger1=ctrl&&stateno=0 Triggerall=!IsHelper Trigger1=(PrevStateNo=[190,194])||PrevStateNo=5900 Trigger2=(PrevStateNo=[62,64])||PrevStateNo=197||PrevStateNo=0 helpertype=normal name="AI" stateno=10000 ID=10000 pos=9999,9999 keyctrl=1 pausemovetime=2147483647 supermovetime=2147483647 persistent = 0 ;念のため↓も付けておく [State -1, 関係無いステートに行かないように] type=changestate trigger1= ishelper(10000) trigger1= stateno!=10000 value=10000 ;/////////////////////////////////////////////////////////////////////////// ;AI発動 ;/////////////////////////////////////////////////////////////////////////// [State -1, AIフラグセット] type = VarSet triggerall = !var(59) triggerall = RoundState = [1,2] trigger1 = Command = "AI0" trigger2 = Command = "AI1" trigger3 = Command = "AI2" trigger4 = Command = "AI3" trigger5 = Command = "AI4" trigger6 = Command = "AI5" trigger7 = Command = "AI6" trigger8 = Command = "AI7" trigger9 = Command = "AI8" trigger10 = Command = "AI9" trigger11 = Command = "AI10" trigger12 = Command = "AI11" trigger13 = Command = "AI12" trigger14 = Command = "AI13" trigger15 = Command = "AI14" trigger16 = Command = "AI15" trigger17 = Command = "AI16" trigger18 = Command = "AI17" trigger19 = Command = "AI18" trigger20 = Command = "AI19" trigger21 = Command = "AI20" trigger22 = Command = "AI21" trigger23 = Command = "AI22" trigger24 = Command = "AI23" trigger25 = Command = "AI24" trigger26 = Command = "AI25" trigger27 = Command = "AI26" trigger28 = Command = "AI27" trigger29 = Command = "AI28" trigger30 = Command = "AI29" trigger31 = Command = "AI30" trigger32 = Command = "AI31" trigger33 = Command = "AI32" trigger34 = Command = "AI33" trigger35 = Command = "AI34" trigger36 = Command = "AI35" trigger37 = Command = "AI36" trigger38 = Command = "AI37" trigger39 = Command = "AI38" trigger40 = Command = "AI39" trigger41 = Command = "AI40" trigger42 = Command = "AI41" trigger43 = Command = "AI42" trigger44 = Command = "AI43" trigger45 = Command = "AI44" trigger46 = Command = "AI45" trigger47 = Command = "AI46" trigger48 = Command = "AI47" trigger49 = Command = "AI48" trigger50 = Command = "AI49" trigger51 = Command = "AI50" trigger52 = NumHelper(10000) Trigger52 = Helper(10000),var(59) Trigger52 = RoundState<2||(RoundState=2&&ctrl) ;Trigger53 = 1 ;コメントアウトすると常時AI起動 var(59) = 10 ;AIレベル(2-10,0でAI無し,1でデフォルトAI) IgnoreHitPause = 1 ;/////////////////////////////////////////////////////////////////////////// [State -1, AI] Type = VarSet TriggerAll = Var(59) >= 1 ;AIがセットされた状態 Trigger1 = RoundState = 4 ;ラウンド終了後 Trigger2 = Win = 1 ;勝ったとき Trigger3 = Lose = 1 ;負けたとき Trigger4 = DrawGame = 1 ;引き分けたとき V = 59 Value = -Var(59) [State -1, AI] Type = VarSet TriggerAll = Var(59) <= -1 ;AIを停止させた状態 Trigger1 = RoundState = 2 ;ラウンド開始 V = 59 Value = -Var(59) [State -1, タッグ用生死判別] Type = VarSet triggerall = var(59)>1 triggerall = RoundState = 2 trigger1 = NumEnemy = 1 trigger2 = NumEnemy = 2 trigger2 = EnemyNear(0),life > 0 var(57) = 0 IgnoreHitPause = 1 [State -1, タッグ用生死判別] Type = VarSet triggerall = var(59)>1 triggerall = RoundState = 2 trigger1 = NumEnemy = 2 trigger1 = EnemyNear(0),life <= 0 var(57) = 1 IgnoreHitPause = 1 ;/////////////////////////////////////////////////////////////////////////// [State -1, 変数リセット] Type = VarSet triggerall = var(59) >= 2 trigger1 = RoundState = 4 trigger2 = stateno = 5120 || movetype = H trigger3 = fvar(39) != 9 trigger3 = EnemyNear(var(57)),StateNo = [5070,5120] trigger4 = stateno = 3040 || stateno = 1000 || stateno = 1040 || stateno = 2020 trigger5 = stateno = 3000 || stateno = 3020 || stateno = 3050 || stateno = 3080 trigger6 = stateno = 400 || stateno = 200 || stateno = 205 || stateno = 3010 trigger7 = stateno = 2035 || stateno = 3060 || stateno = 1063 || stateno = 1010 fvar(39) = 0 IgnoreHitPause = 1 [State -1, ハードエッジ強hit] Type = VarSet triggerall = var(59) >= 2 trigger1 = stateno = 1047 && movehit fvar(39) = 1 IgnoreHitPause = 1 [State -1, ジェノサイドカッタ弱hit] Type = VarSet triggerall = var(59) >= 2 trigger1 = stateno = 1021 && movehit fvar(39) = 2 IgnoreHitPause = 1 [State -1, リバースクラックhit] Type = VarSet triggerall = var(59) >= 2 trigger1 = stateno = 1031 && movehit trigger2 = stateno = 2041 && movehit fvar(39) = 3 IgnoreHitPause = 1 [State -1] Type = VarSet triggerall = var(59) >= 2 trigger1 = projhittime(1001) = 1 trigger1 = statetype != A fvar(39) = 4 IgnoreHitPause = 1 [State -1] Type = VarSet triggerall = var(59) >= 2 trigger1 = stateno = [600,630] trigger1 = movecontact fvar(39) = 5 IgnoreHitPause = 1 [State -1];ハードエッジ,ロックバスター Type = VarSet triggerall = var(59) >= 2 triggerall = fvar(39) = 1 trigger1 = stateno = 1048 && animtime = 0 trigger2 = stateno = 3030 && animtime = 0 fvar(39) = 6 IgnoreHitPause = 1 [State -1,froman] Type = VarSet triggerall = var(59) >= 2 trigger1 = stateno = 4022 fvar(39) = 7 IgnoreHitPause = 1 [State -1,roman] Type = VarSet triggerall = var(59) >= 2 trigger1 = stateno = 2050 && movehit fvar(39) = 8 IgnoreHitPause = 1 [State -1,投げ] Type = VarSet triggerall = var(59) >= 2 triggerall = fvar(39) = 0 trigger1 = stateno = 801 fvar(39) = 9 IgnoreHitPause = 1 ;/////////////////////////////////////////////////////////////////////////// ;AI動作 by 青村 ;/////////////////////////////////////////////////////////////////////////// ;裏・羅刹斬 [State -1, Fast Kung Fu Knee] type = ChangeState value = 3040 triggerall = power>= 3000 triggerall = var(59) >= 8 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H triggerall = EnemyNear(var(57)),statetype != A TriggerAll = EnemyNear(var(57)),MoveType=A||EnemyNear(var(57)),Ctrl triggerall = p2bodydist x <=80 triggerall = ctrl || stateno = 100 || stateno = 101 Trigger1 = var(59)*10 ;バスターウルフ,シャインナックル [State -1, バスターウルフ] type = ChangeState value = ifelse(PalNo<=6,3020,3010) triggerall = power>= 1000 triggerall = var(59) >= 2 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H triggerall = EnemyNear(var(57)),statetype != A TriggerAll = EnemyNear(var(57)),MoveType=A triggerall = p2bodydist x = [60,80] triggerall = ctrl || stateno = 100 || stateno = 101 Trigger1 = var(59)*10 ;ガン [State -1, ガン] type = ChangeState value = 3050 triggerall = palno <= 6 triggerall = power>= 1000 triggerall = var(59) >= 6 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H TriggerAll = EnemyNear(var(57)),MoveType=A triggerall = p2bodydist x <= 60 triggerall = ctrl || stateno = 100 || stateno = 101 Trigger1 = var(59)*10 ;戦車 [State -1, 戦車] type = ChangeState value = 3060 triggerall = palno >= 7 triggerall = power>= 1400;1000 triggerall = var(59) >= 6 TriggerAll = RoundState = 2 ;triggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H triggerall = EnemyNear(var(57)),statetype != A TriggerAll = EnemyNear(var(57)),MoveType=A||EnemyNear(var(57)),ctrl triggerall = (p2bodydist x = [60,85]) triggerall = ctrl || stateno = 100 || stateno = 101 Trigger1 = var(59)*10 ;戦車 [State -1, 戦車] type = ChangeState value = 3060 triggerall = palno >= 7 triggerall = power>= 1000;1000 triggerall = var(59) >= 6 TriggerAll = RoundState = 2 ;triggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H TriggerAll = EnemyNear(var(57)),MoveType=A||EnemyNear(var(57)),ctrl triggerall = (p2bodydist x = [100,120]) triggerall = ctrl || stateno = 100 || stateno = 101 Trigger1 = var(59)*7 ;金バースト [State -1, 金バースト] type = ChangeState value = 2000 triggerall = var(59) >= 6 triggerall = fvar(27) = 75 triggerall = movetype != H triggerall = ((p2bodydist X) - ((EnemyNear(var(57)),vel X)*9)) = [-70,70] triggerall = ((p2bodydist Y) + ((EnemyNear(var(57)),vel Y)*9)) = [-50,10] triggerall = ctrl || stateno = [100,101] triggerall = random < 55*var(59) trigger1 = EnemyNear(var(57)),ctrl = 0 trigger1 = (EnemyNear(var(57)),anim = [0,100]) = 0 trigger1 = EnemyNear(var(57)),time > 3 trigger1 = EnemyNear(var(57)),movetype = A trigger1 = EnemyNear(var(57)),animtime < -9 ;/////////////////////////////////////////////////////////////////////////// ;投げ・復帰・回避 ;/////////////////////////////////////////////////////////////////////////// ;投げ [State -1, 投げ] type = ChangeState value = 800 triggerall = var(59) >= 2 triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 100 TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H triggerall = EnemyNear(var(57)),statetype != A triggerall = p2bodydist x = [-3,8] Trigger1 = Random <= var(59)*25 Trigger2 = EnemyNear(var(57)),StateNo=[120,159] ;空中復帰 [State -1,受身] Type = ChangeState Value = 5210 TriggerAll = Var(59) >= 2 triggerall = Roundstate = 2 TriggerAll = Vel Y > -1 TriggerAll = Alive || Life>0 TriggerAll = StateNo = 5050 Trigger1 = CanRecover Trigger1 = ifelse(backedgebodydist > 20,(var(58)=[0,25]),(var(58)=[0,50])) ;レイジラン・Type「ワープ」(地上後方) [State -1, レイジラン] type = ChangeState value = 1050 triggerall = var(59) >= 7 triggerall = Roundstate = 2 triggerall = stateType != A || statetype = A Triggerall = EnemyNear(var(57)),movetype = A triggerall = EnemyNear(var(57)),movetype != H triggerall = ctrl || stateno = 100 || stateno = 101 Triggerall = backedgebodydist > 60 TriggerAll = P2BodyDist X = [-5,90] triggerall = EnemyNear(var(57)),Time >= 30 || (!Time && (var(59)>9)) TriggerAll = Random <= var(59)*60 || var(59)>8 triggerall = var(58)%3=0 Trigger1 = EnemyNear(var(57)),Time >= 50 Trigger2 = PrevStateNo = [5000,5270] Trigger3 = PrevStateNo = [120,159] ;レイジラン・Type「ワープ」(地上前方) [State -1, レイジラン・Type「ワープ」(地上前方)] type = ChangeState value = 1052 triggerall = var(59) >= 7 triggerall = Roundstate = 2 triggerall = stateType != A || statetype = A Triggerall = EnemyNear(var(57)),movetype = A triggerall = EnemyNear(var(57)),movetype != H triggerall = ctrl || stateno = 100 || stateno = 101 TriggerAll = P2BodyDist X = [-5,90] triggerall = EnemyNear(var(57)),Time >= 30 || (!Time && (var(59)>9)) TriggerAll = Random <= var(59)*60 || var(59)>8 triggerall = ifelse(backedgebodydist>60,(var(58)%3=1),(var(58)%3=0)) Trigger1 = EnemyNear(var(57)),Time >= 50 Trigger2 = PrevStateNo = [5000,5270] Trigger3 = PrevStateNo = [120,159] ;レイジラン・Type「ワープ」(空中前方) [State -1, レイジラン・Type「ワープ」(空中前方] type = ChangeState value = 1056 triggerall = var(59) >= 7 triggerall = Roundstate = 2 triggerall = stateType != A || statetype = A Triggerall = EnemyNear(var(57)),movetype = A triggerall = EnemyNear(var(57)),movetype != H triggerall = ctrl || stateno = 100 || stateno = 101 TriggerAll = P2BodyDist X = [-5,90] triggerall = EnemyNear(var(57)),Time >= 30 || (!Time && (var(59)>9)) TriggerAll = Random <= var(59)*60 || var(59)>8 triggerall = ifelse(backedgebodydist>60,(var(58)%3=2),(var(58)%3=1)) Trigger1 = EnemyNear(var(57)),Time >= 50 Trigger2 = PrevStateNo = [5000,5270] Trigger3 = PrevStateNo = [120,159] ;/////////////////////////////////////////////////////////////////////////// ;対空 ;/////////////////////////////////////////////////////////////////////////// ;レイジングストーム [State -1, レイジングストーム] type = ChangeState value = ifelse(PalNo<=6,3000,3080) triggerall = var(59) >= 2 triggerall = RoundState = 2 triggerall = statetype != A triggerall = power>=1000 triggerall = EnemyNear(var(57)),statetype != L triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = EnemyNear(var(57)),statetype = A triggerall = EnemyNear(var(57)),movetype != H TriggerAll =!InGuardDist triggerall = P2BodyDist X= [-20,55] triggerall = p2bodydist y = [-140,-30] trigger1 = random <= var(59)*20 ;ジェノサイドカッター(弱) [State -1, ジェノサイドカッター(弱)] type = ChangeState value = 1020 triggerall = var(59) >= 2 triggerall = RoundState = 2 triggerall = statetype != A triggerall = EnemyNear(var(57)),statetype != L triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = EnemyNear(var(57)),statetype = A triggerall = EnemyNear(var(57)),movetype != H TriggerAll =!InGuardDist triggerall = P2BodyDist X= [-3,65] triggerall = p2bodydist y = [-140,-30] trigger1 = random <= var(59)*20 ;ジェノサイドカッター(強) [State -1, ジェノサイドカッター(強)] type = ChangeState value = ifelse(PalNo<=6,2030,1027) triggerall = var(59) >= 2 triggerall = RoundState = 2 triggerall = statetype != A triggerall = EnemyNear(var(57)),statetype != L triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = EnemyNear(var(57)),statetype = A triggerall = EnemyNear(var(57)),movetype != H TriggerAll =!InGuardDist triggerall = P2BodyDist X= [-3,65] triggerall = p2bodydist y = [-150,-30] trigger1 = random <= var(59)*20 ;空中ジェノサイドカッター(弱) [State -1, 空中ジェノサイドカッター(弱)] type = ChangeState value = 1060 triggerall = var(59) >= 2 triggerall = RoundState = 2 triggerall = statetype = A triggerall = EnemyNear(var(57)),statetype != L triggerall = ctrl triggerall = EnemyNear(var(57)),statetype = A triggerall = EnemyNear(var(57)),movetype != H TriggerAll =!InGuardDist triggerall = P2BodyDist X= [-3,65] triggerall = p2bodydist y = [-150,10] trigger1 = random <= var(59)*2 ;/////////////////////////////////////////////////////////////////////////// ;ガード関係 ;/////////////////////////////////////////////////////////////////////////// [State -1,立ちガード] Type = ChangeState Value = 120 TriggerAll = var(59) >= 2 triggerall = roundstate = 2 TriggerAll = StateNo!=[120,155] triggerall = ctrl || stateno = 100 || stateno = 101 TriggerAll = inguarddist Trigger1 = Random <= var(59)*80 || var(59)>9 Trigger2 = P2BodyDist X > 90 || EnemyNear(var(57)),Time > 50 Trigger2 = Random <= var(59)*150 ;デッドアングルアタック [State -1, de] type = ChangeState value = 1070 TriggerAll = var(59) >= 2 triggerall = roundstate = 2 triggerall = statetype != A triggerall = power >= 1000 triggerall = life<=lifemax*0.6 trigger1 = stateno = [150,153] trigger1 = p2bodydist x <= 50 trigger1 = random <= var(59)*10 ;青バースト [State -1, 青バースト] type = ChangeState value = 2001 TriggerAll = var(59) >= 6 triggerall = roundstate = 2 triggerall = fvar(27) = 75 triggerall = movetype = H triggerall = alive && life > 0 triggerall = (stateno = [120,155]) = 0 triggerall = EnemyNear(var(57)),stateno != [3000,4999] triggerall = ((p2bodydist X) - ((EnemyNear(var(57)),vel X)*9) + ((vel X)*9)) = [-20,20] triggerall = ((p2bodydist Y) + ((EnemyNear(var(57)),vel Y)*9) + ((vel Y)*9)) = [-10,10] triggerall = EnemyNear(var(57)),movetype = A triggerall = EnemyNear(var(57)),movehit trigger1 = EnemyNear(var(57)),ctrl = 0 trigger1 = (EnemyNear(var(57)),anim = [0,100]) = 0 trigger1 = EnemyNear(var(57)),animtime < -9 trigger1 = (gethitvar(hitcount) > 5) || (life < 100) ;/////////////////////////////////////////////////////////////////////////// ;地上 ;/////////////////////////////////////////////////////////////////////////// ;裏・羅刹斬 [State -1, Fast Kung Fu Knee] type = ChangeState value = 3040 TriggerAll = var(59) >= 8 triggerall = Roundstate = 2 triggerall = power >= 3000 triggerall = statetype != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L triggerall = random<var(59)*30 trigger1 = (stateno = [200,299]) || (stateno = [400,499]) trigger1 = movehit ;戦車 [State -1, 戦車] type = ChangeState value = 3060 triggerall = palno >= 7 triggerall = power>= 1000 triggerall = var(59) >= 6 TriggerAll = RoundState = 2 TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType = H triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = random<=var(59)*30 trigger1 = fvar(39) = 6 ;froman [State -1, froman] type = ChangeState value = 4026 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 triggerall = power >= 500 triggerall = (stateno != 2000) && (stateno != 2001) triggerall = var(58)=[30-(var(59)*2),70] trigger1 = (stateno = 1048) && (time = [9,12]) trigger1 = fvar(39) = 1 ignorehitpause = 1 ;roman [State -1, roman] type = ChangeState value = 4020 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 triggerall = power >= 1000 triggerall = (stateno != 2000) && (stateno != 2001) && (stateno != 800) trigger1 = stateno = 2050 && movehit && Time>=19 trigger1 = random<var(59)*30 ;レイジングストーム [State -1, レイジングストーム] type = ChangeState value = ifelse(PalNo<=6,3000,3080) TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 triggerall = power >= 1000 Triggerall = StateType != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L triggerall = p2bodydist x <= 50 trigger1 = fvar(39) = 1 trigger1 = EnemyNear(var(57)),backedgebodydist <= 20 trigger1 = ctrl || stateno = 100 || stateno = 101 trigger2 = stateno = 410 && movehit ;ロックバスター [State -1, ロックバスター] type = ChangeState value = 3030 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 triggerall = power >= 1000 Triggerall = StateType != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L trigger1 = fvar(39) = 1 trigger1 = ctrl || stateno = 100 || stateno = 101 ;ジェノサイドカッター(強) [State -1, ジェノサイドカッター(強] type = ChangeState value = ifelse(PalNo<=6,2030,1027) TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 ;triggerall = power >= 3000 Triggerall = StateType != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L trigger1 = stateno = 430 && movehit trigger2 = EnemyNear(var(57)),statetype = A trigger2 = stateno = 245 && movehit ;ジェノサイドカッター(弱) [State -1, ジェノサイドカッター(弱] type = ChangeState value = 1020 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 ;triggerall = power >= 3000 Triggerall = StateType != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L triggerall = random<var(59)*30||var(59)>7 trigger1 = fvar(39) = 1 || fvar(39) = 3 trigger1 = ctrl || stateno = 100 || stateno = 101 trigger2 = stateno = 430 && moveguarded trigger2 = PalNo<=6 trigger3 = stateno = 235 && moveguarded trigger3 = PalNo<=6 trigger3 = EnemyNear(var(57)),statetype = C trigger4 = stateno = 410 && movehit trigger5 = stateno = 430 && moveguarded trigger5 = EnemyNear(var(57)),statetype = A trigger5 = PalNo>=7 trigger6 = stateno = 235 && moveguarded trigger6 = EnemyNear(var(57)),statetype = A trigger6 = PalNo>=7 ;インパラハント [State -1, インパラハント] type = ChangeState value = 2050 triggerall = PalNo>=7 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),statetype != A trigger1 = stateno = 430 && moveguarded trigger2 = stateno = 235 && moveguarded ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 ;triggerall = power >= 3000 Triggerall = StateType != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L trigger1 = fvar(39) = 2 trigger1 = (EnemyNear(var(57)),backedgebodydist<=20)||(frontedgebodydist<=25) Trigger1 = P2BodyDist Y + EnemyNear(var(57)),const(movement.yaccel) / 2 * 9 + const(movement.yaccel) / 2 * 9 + (EnemyNear(var(57)),Vel y * 3) + (Vel y * 3) = [-110,10] trigger1 = ctrl || stateno = 100 || stateno = 101 [state -1, ジャンプ] Type = Changestate Value = 40 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 ;triggerall = power >= 3000 Triggerall = StateType != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L triggerall = prevstateno != 5120 triggerall = fvar(39) = 2 trigger1 = EnemyNear(var(57)),backedgebodydist > 20 trigger1 = EnemyNear(var(57)),stateno=5210 trigger1 = ctrl || stateno = 100 || stateno = 101 ;6k [State -1, アークキック] type = ChangeState value = 240 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 ;triggerall = power >= 3000 Triggerall = StateType != A triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != L trigger1 = fvar(39) = 2 trigger1 = EnemyNear(var(57)),backedgebodydist > 20 trigger1 = EnemyNear(var(57)),stateno!=5210 trigger1 = ctrl || stateno = 100 || stateno = 101 trigger2 = stateno = 220 && moveguarded trigger2 = random<var(59)*20 ;ハードエッジ(強) [State -1, ハードエッジ(強)] type = ChangeState value = 1046 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),movetype = H trigger1 = ((stateno = 230) || (stateno = 235))&& movehit trigger2 = (stateno = 430) && movehit trigger3 = fvar(39) = 1 || fvar(39) = 4 || fvar(39) = 8 trigger3 = ctrl || stateno = 100 || stateno = 101 trigger4 = stateno = 240 && movehit ;ハードエッジ(弱) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1040 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),movetype = H triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = random<=var(59)*30 || var(59)>7 trigger1 = p2bodydist x < 100 trigger1 = fvar(39) = 6 ;しゃがみ強キック [State -1, しゃがみ強キック] type = ChangeState value = 430 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),movetype = H trigger1 = EnemyNear(var(57)),statetype = C trigger1 = (stateno = 245 || stateno = 220) && movecontact trigger2 = (stateno = 400) && movecontact trigger3 = (stateno = 235) && movehit ;立ち強キック(遠距離) [State -1, 立ち強キック(遠距離)] type = ChangeState value = 230 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),movetype = H triggerall = EnemyNear(var(57)),statetype != C trigger1 = (stateno = 220) && movehit ;立ち弱キック(近距離) [State -1, 立ち弱キック(近距離)] type = ChangeState value = 225 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),movetype = H trigger1 = (stateno = 205) && movecontact ;立ち弱キック(遠距離) [State -1, 立ち弱キック(遠距離)] type = ChangeState value = 220 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),statetype != A triggerall = EnemyNear(var(57)),movetype = H trigger1 = (stateno = 200) && movecontact trigger2 = (stateno = 225) && movecontact ;6p [State -1, 6p] type = ChangeState value = 245 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),movetype = H trigger1 = (stateno = 200) && movecontact trigger2 = (stateno = 225) && movecontact trigger3 = (stateno = 235) && moveguarded ;しゃがみ弱パンチ [State -1, しゃがみ弱パンチ] type = ChangeState value = 400 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != A triggerall = EnemyNear(var(57)),statetype != L triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = p2bodydist x <= 30 trigger1 = var(58) = [46,89] trigger2 = fvar(39) = 5 ;立ち弱パンチ [State -1, 立ち弱パンチ] type = ChangeState value = ifelse(p2bodydist x <= 15,205,200) TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A ;triggerall = EnemyNear(var(57)),statetype != A triggerall = EnemyNear(var(57)),statetype != L triggerall = EnemyNear(var(57)),statetype != C triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = EnemyNear(var(57)),pos y >= -80 triggerall = p2bodydist x <= 50 trigger1 = var(58) = [0,45] trigger2 = fvar(39) = 5 ;リバースクラック,クラックリボルバー [State -1, リバースクラック] type = ChangeState value = ifelse(PalNo<=6,1030,2040) TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A triggerall = EnemyNear(var(57)),statetype != A triggerall = EnemyNear(var(57)),statetype != L triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = p2bodydist x = [70,80] trigger1 = random<=var(59)*6 ;レイ・ディバイダー [State -1, レイ・ディバイダー] type = ChangeState value = 1010 triggerall = PalNo<=6 triggerall = var(59) >= 2 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType = H triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = random<=var(59)*30 || var(59)>7 trigger1 = frontedgebodydist <= 50 trigger1 = fvar(39) = 9 ;ロケットエッジ2 [State -1, ロケットエッジ] type = ChangeState value = 2020 triggerall = PalNo>=7 triggerall = var(59) >= 2 triggerall = numprojID(1001) = 0 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType = H triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = random<=var(59)*30 trigger1 = p2bodydist x >= 100 trigger1 = fvar(39) = 6 trigger2 = fvar(39) = 9 ;ロケットエッジ [State -1, ロケットエッジ] type = ChangeState value = 1000 triggerall = var(59) >= 2 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType = H triggerall = ctrl || stateno = 100 || stateno = 101 triggerall = random<=var(59)*30 || var(59)>7 trigger1 = p2bodydist x >= 100 trigger1 = fvar(39) = 6 trigger2 = fvar(39) = 9 ;/////////////////////////////////////////////////////////////////////////// ;空中 ;/////////////////////////////////////////////////////////////////////////// ;空中roman [State -1, 空中roman] type = ChangeState value = 4022 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 triggerall = statetype = A triggerall = power >= 1000 triggerall = movehit triggerall = (stateno != 2000) && (stateno != 2001) trigger1 = (stateno = 2036) && (time = [13,25]) trigger2 = (stateno = 1064) && (time = [27,45]) ;空中ジェノサイドカッター(強) [State -1, 空中ジェノサイドカッター(強)] type = ChangeState value = 2035 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType = A ;triggerall = EnemyNear(var(57)),statetype = A triggerall = EnemyNear(var(57)),statetype != L triggerall = palno <= 6 trigger1 = EnemyNear(var(57)),movetype = H trigger1 = (stateno = 600 ) && movehit trigger1 = EnemyNear(var(57)),gethitvar(hitcount)>2 trigger2 = ctrl trigger2 = fvar(39) = 7 trigger2 = random<var(59)*30||var(59)>7 trigger3 = EnemyNear(var(57)),movetype = H trigger3 = (stateno = 630 ) && movehit trigger3 = random<var(59)*15 ;空中ジェノサイドカッター2(強) [State -1, 空中ジェノサイドカッター2(強)] type = ChangeState value = 1063 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType = A ;triggerall = EnemyNear(var(57)),statetype = A triggerall = EnemyNear(var(57)),statetype != L triggerall = palno >= 7 trigger1 = EnemyNear(var(57)),movetype = H trigger1 = (stateno = 600 ) && movehit trigger1 = EnemyNear(var(57)),gethitvar(hitcount)>2 trigger2 = ctrl trigger2 = fvar(39) = 7 trigger2 = random<var(59)*30||var(59)>7 trigger3 = EnemyNear(var(57)),movetype = H trigger3 = (stateno = 630 ) && movehit trigger3 = random<var(59)*15 ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType = A triggerall = EnemyNear(var(57)),statetype = A triggerall = EnemyNear(var(57)),statetype != L triggerall = p2bodydist x <= 20 trigger1 = ctrl trigger1 = var(58) = [25,89] trigger2 = stateno = 600 || stateno = 620 trigger2 = movecontact ;空中弱キック [State -1, Jump Light Kick] type = ChangeState value = 620 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType = A triggerall = EnemyNear(var(57)),statetype = A triggerall = EnemyNear(var(57)),statetype != L triggerall = ctrl triggerall = p2bodydist x <= 54 trigger1 = var(58) = [30,89] ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 630 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType = A triggerall = EnemyNear(var(57)),statetype != A triggerall = EnemyNear(var(57)),statetype != L triggerall = ctrl triggerall = p2bodydist x <= 57 triggerall = p2bodydist y = [30,85] trigger1 = var(58) = [46,89] ;/////////////////////////////////////////////////////////////////////////// ;立ち回り ;/////////////////////////////////////////////////////////////////////////// ;歩き [State -1, Walk] type = ChangeState value = 20 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A trigger1 = ctrl && stateno != 20 trigger1 = random <= 300-var(59)*10 ctrl = 1 [State -1,バックステップ] Type = ChangeState Value = 105 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 Triggerall = StateType != A Triggerall = EnemyNear(var(57)),MoveType != H Triggerall = EnemyNear(var(57)),Stateno != [120,159] Triggerall = statetype = S Triggerall = backedgebodydist > 50 triggerall = ctrl || stateno = 100 triggerall = fvar(39) = 0 Trigger1 = EnemyNear(var(57)),StateType != L Trigger1 = P2BodyDist X <= 45 trigger1 = Random <= var(59)*13 Trigger2 = EnemyNear(var(57)),StateType != L trigger2 = p2bodydist X =[-10,110] trigger2 = random < (15-var(59))*7 Trigger3 = EnemyNear(var(57)),StateType != L Trigger3 = P2BodyDist X <= 30 trigger3 = random <= var(590)*3 trigger4 = EnemyNear(var(57)),statetype = L trigger4 = p2bodydist x <= 35 [state -1,ダッシュ] type = ChangeState value = 100 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 triggerall = statetype != A triggerall = statetype = S triggerall = ctrl triggerall = (stateno != [100,101]) && (stateno != 10) trigger1 = !inguarddist trigger1 = ifelse(EnemyNear(var(57)),statetype = L,Random <= var(59)*30,Random<=var(59)*60) ;trigger1 = EnemyNear(var(57)),stateType != L trigger1 = EnemyNear(var(57)),MoveType != A trigger1 = p2bodydist X >= 80 trigger2 = !inguarddist trigger2 = Random <= var(59)*60 trigger2 = EnemyNear(var(57)),MoveType != A trigger2 = p2bodydist X >=40 [state -1, ジャンプ] Type = Changestate Value = 40 TriggerAll = var(59) >= 2 TriggerAll = Roundstate = 2 TriggerAll = stateType != A Triggerall = Ctrl || stateno = 100 || stateno = 101 triggerall = prevstateno != 5120 triggerall = fvar(39) = 0 trigger1 = EnemyNear(var(57)),statetype != A trigger1 = !inguarddist Trigger1 = EnemyNear(var(57)),stateType != L Trigger1 = EnemyNear(var(57)),MoveType != A Trigger1 = P2BodyDist X = [80,130] trigger1 = Random <= (13-var(59))*13 trigger1 = EnemyNear(var(57)),stateNo != [120,159] trigger2 = EnemyNear(var(57)),statetype != A Trigger2 = InGuardDist trigger2 = EnemyNear(var(57)),MoveType = A trigger2 = HitDefAttr = SCA, NT, ST, HT Trigger2 = P2BodyDist X >= 0 Trigger2 = P2BodyDist Y = [-30,0] trigger2 = Random <= var(59) * 40 trigger3 = EnemyNear(var(57)),statetype != A trigger3 = !inguarddist trigger3 = Random <= var(59)*5 trigger3 = EnemyNear(var(57)),stateType = L && EnemyNear(var(57)),BackEdgeBodyDist >= 50 trigger3 = p2bodydist X <= 45 ;trigger4 = fvar(39) = 2 ;trigger4 = var(59)>5 ;/////////////////////////////////////////////////////////////////////////// ;牽制 ;/////////////////////////////////////////////////////////////////////////// ;立ち弱キック [State -1, 立ち弱キック] type = ChangeState value = ifelse(p2bodydist x<=15,225,220) triggerall = var(59) >= 2 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H triggerall = EnemyNear(var(57)),StateType != A TriggerAll =!InGuardDist TriggerAll = P2BodyDist X <= 60 TriggerAll = (EnemyNear(var(57)),StateNo != [120,159]) Triggerall = Ctrl || stateno = 100 || stateno = 101 Trigger1 = var(58) = [0,30] ;6p [State -1, 6p] type = ChangeState value = 245 triggerall = var(59) >= 2 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H triggerall = EnemyNear(var(57)),statetype != C triggerall = EnemyNear(var(57)),StateType != A TriggerAll =!InGuardDist TriggerAll = P2BodyDist X <=50 TriggerAll = (EnemyNear(var(57)),StateNo != [120,159]) Triggerall = Ctrl || stateno = 100 || stateno = 101 Trigger1 = var(58) = [31,70] ;立ち強キック [State -1, 立ち強キック] type = ChangeState value = ifelse(p2bodydist x<=15,235,230) triggerall = var(59) >= 2 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H TriggerAll =!InGuardDist TriggerAll = P2BodyDist X <=82 TriggerAll = P2BodyDist Y >= -80 TriggerAll = (EnemyNear(var(57)),StateNo != [120,159])||EnemyNear(var(57)),StateType=A Triggerall = Ctrl || stateno = 100 || stateno = 101 Trigger1 = var(58) = [71,89] ;リバースクラック,クラックリボルバー [State -1, リバースクラック] type = ChangeState value = ifelse(PalNo<=6,1030,2040) triggerall = var(59) >= 2 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H TriggerAll =!InGuardDist TriggerAll = P2BodyDist X = [70,85] TriggerAll = P2BodyDist Y >= -100 TriggerAll = (EnemyNear(var(57)),StateNo != [120,159])||EnemyNear(var(57)),StateType=A Triggerall = Ctrl || stateno = 100 || stateno = 101 Trigger1 = Random <= var(59)*10 ;インパラハント [State -1, インパラハント] type = ChangeState value = 2050 triggerall = PalNo>=7 TriggerAll = var(59) >= 2 triggerall = Roundstate = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H triggerall = EnemyNear(var(57)),StateType != A TriggerAll =!InGuardDist TriggerAll = P2BodyDist X = [40,80] TriggerAll = (EnemyNear(var(57)),StateNo != [120,159]) Triggerall = Ctrl || stateno = 100 || stateno = 101 Trigger1 = var(58) = [40,75] ;レイ・ディバイダー [State -1, レイ・ディバイダー] type = ChangeState value = 1010 triggerall = PalNo<=6 triggerall = var(59) >= 2 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H TriggerAll =!InGuardDist TriggerAll = P2BodyDist X = [80,105] TriggerAll = P2BodyDist Y >= -120 TriggerAll = (EnemyNear(var(57)),StateNo != [120,159])||EnemyNear(var(57)),StateType=A Triggerall = Ctrl || stateno = 100 || stateno = 101 Trigger1 = Random <= var(59)*5 ;ロケットエッジ [State -1, ロケットエッジ] type = ChangeState value = 1000 triggerall = var(59) >= 2 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H TriggerAll =!InGuardDist TriggerAll = P2BodyDist X >= 150 TriggerAll = P2BodyDist Y >= -90 TriggerAll = (EnemyNear(var(57)),StateNo != [120,159])||EnemyNear(var(57)),StateType=A Triggerall = Ctrl || stateno = 100 || stateno = 101 Trigger1 = Random <= var(59)*13 ;ロケットエッジ2 [State -1, ロケットエッジ2] type = ChangeState value = 2020 triggerall = PalNo>=7 triggerall = var(59) >= 2 triggerall = numprojID(1001) = 0 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H TriggerAll =!InGuardDist TriggerAll = P2BodyDist X >= 150 TriggerAll = P2BodyDist Y >= -90 TriggerAll = (EnemyNear(var(57)),StateNo != [120,159])||EnemyNear(var(57)),StateType=A Triggerall = Ctrl || stateno = 100 || stateno = 101 Trigger1 = Random <= var(59)*10 ;ロケットエッジ(空中) [State -1, ロケットエッジ(空中] type = ChangeState value = 1005 triggerall = var(59) >= 2 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 TriggerAll = RoundState = 2 TriggerAll = StateType = A TriggerAll = EnemyNear(var(57)),StateType != L TriggerAll = EnemyNear(var(57)),MoveType != H TriggerAll =!InGuardDist TriggerAll = P2BodyDist X = [120,169] TriggerAll = P2BodyDist Y > 0 triggerall = Pos Y <= -75 TriggerAll = (EnemyNear(var(57)),StateNo != [120,159])||EnemyNear(var(57)),StateType=A Triggerall = Ctrl Trigger1 = Random <= var(59)*15 ;/////////////////////////////////////////////////////////////////////////// ;↑AIここまで ;↓デフォルトAI ;/////////////////////////////////////////////////////////////////////////// ;AI羅刹 [State -1, Fast Kung Fu Knee] type = ChangeState value = 3040 triggerall = roundstate = 2 triggerall = power >= 3000 triggerall = var(59) = 1 triggerall = var(58) = [0,1] triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 80 trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ;AIガン [State -1, Fast Kung Fu Knee] type = ChangeState value = 3050 triggerall = roundstate = 2 triggerall = palno <= 6 triggerall = power >= 1000 triggerall = var(59) = 1 triggerall = var(58) = [2,3] triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 70 trigger2 = ctrl trigger2 = p2movetype = A trigger2 = p2bodydist x <= 50 trigger2 = p2bodydist y <= 50 ;--------------------------------------------------------------------------- ;AIシャイン [State -1, Fast Kung Fu Knee] type = ChangeState value = 3010 triggerall = roundstate = 2 triggerall = palno >= 7 triggerall = power >= 1000 triggerall = var(59) = 1 triggerall = var(58) = [4,5] triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 150 trigger2 = stateno = 430 trigger2 = movecontact trigger3 = stateno = 210 && prevstateno = 215 trigger3 = movehit ;--------------------------------------------------------------------------- ;バスターウルフ [State -1, Fast Kung Fu Knee] type = ChangeState value = 3020 triggerall = roundstate = 2 triggerall = palno <= 6 triggerall = power >= 1000 triggerall = command = "hyper3" triggerall = var(59) = 1 triggerall = var(58) = [4,5] triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 150 trigger2 = stateno = 430 trigger2 = movecontact trigger3 = stateno = 210 && prevstateno = 215 trigger3 = movehit ;--------------------------------------------------------------------------- ;AIロックバスター [State -1, Fast Kung Fu Knee] type = ChangeState value = 3030 triggerall = roundstate = 2 triggerall = power >= 1000 triggerall = var(59) = 1 triggerall = var(58) = [6,7] triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x >= 180 ;--------------------------------------------------------------------------- ;レイジングストーム2 [State -1, Fast Kung Fu Knee] type = ChangeState value = 3080 triggerall = roundstate = 2 triggerall = palno >= 7 triggerall = power >= 1000 triggerall = var(59) = 1 triggerall = var(58) = [8,9] triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 60 trigger1 = p2bodydist y <= 80 trigger2 = ctrl trigger2 = p2bodydist x <= 60 trigger2 = p2bodydist y = [1,90] trigger2 = p2stateno != 5101 ;--------------------------------------------------------------------------- ;レイジングストーム [State -1, Fast Kung Fu Knee] type = ChangeState value = 3000 triggerall = roundstate = 2 triggerall = palno <= 6 triggerall = power >= 1000 triggerall = var(59) = 1 triggerall = var(58) = [8,9] triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 60 trigger1 = p2bodydist y <= 80 trigger2 = ctrl trigger2 = p2bodydist x <= 60 trigger2 = p2bodydist y = [1,90] trigger2 = p2stateno != 5101 ;--------------------------------------------------------------------------- ;金バースト [State -1, Fast Kung Fu Knee] type = ChangeState value = 2000 triggerall = var(59) = 1 triggerall = var(58) = [10,11] triggerall = fvar(27) = 75 triggerall = movetype != H triggerall = roundstate = 2 trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 70 trigger2 = ctrl trigger2 = p2movetype != h trigger2 = p2bodydist x <= 60 trigger2 = p2bodydist y = [-30,30] ;--------------------------------------------------------------------------- ;青バースト [State -1, Fast Kung Fu Knee] type = ChangeState value = 2001 triggerall = var(59) = 1 triggerall = var(58) = [12,13] trigger1 = fvar(27) = 75 trigger1 = movetype = H trigger1 = alive = 1 trigger1 = roundstate = 2 trigger1 = p2stateno != [3000,4999] trigger1 = !enemy,hitdefattr = SCA, HA, HP, HT trigger1 = p2bodydist x <= 60 trigger1 = p2bodydist y = [-30,30] ;--------------------------------------------------------------------------- ;デッドアングルアタック [State -1, de] type = ChangeState value = 1070 triggerall = roundstate = 2 triggerall = statetype != A triggerall = power >= 1000 triggerall = var(59) = 1 triggerall = var(58) = [14,15] triggerall = p2bodydist x <= 50 trigger1 = stateno = 150 trigger2 = stateno = 151 trigger3 = stateno = 152 trigger4 = stateno = 153 ;--------------------------------------------------------------------------- ;ハードエッジ(強) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1046 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [16,17]) || (var(58) = [53,54]) triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x >= 190 trigger2 = stateno = 430 trigger2 = movecontact trigger3 = stateno = 210 && prevstateno = 215 trigger3 = movehit ;--------------------------------------------------------------------------- ;ハードエッジ(弱) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1040 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [18,19]) || (var(58) = [51,52]) triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x = [100,160] trigger2 = stateno = 430 trigger2 = movecontact trigger2 = enemy,backedgebodydist <= 50 trigger3 = stateno = 210 && prevstateno = 215 trigger3 = movehit trigger3 = enemy,backedgebodydist <= 25 ;--------------------------------------------------------------------------- ;リバースクラック2 [State -1, Fast Kung Fu Knee] type = ChangeState value = 2040 triggerall = roundstate = 2 triggerall = palno >= 7 triggerall = var(59) = 1 triggerall = var(58) = 20 triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x = [80,120] trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = ctrl trigger3 = p2bodydist x = [80,120] trigger3 = p2stateno = 5120 ;--------------------------------------------------------------------------- ;リバースクラック [State -1, Fast Kung Fu Knee] type = ChangeState value = 1030 triggerall = roundstate = 2 triggerall = palno <= 6 triggerall = var(59) = 1 triggerall = var(58) = 20 triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x <= 100 trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = ctrl trigger3 = p2bodydist x <= 40 trigger3 = p2stateno = 5120 ;--------------------------------------------------------------------------- ;空中ジェノサイドカッター2(強) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1063 triggerall = roundstate = 2 triggerall = palno >= 7 triggerall = var(59) = 1 triggerall = (var(58) = [22,23]) || (var(58) = [49,50]) triggerall = statetype = A trigger1 = stateno = 610 || stateno = 630 trigger1 = movecontact ;--------------------------------------------------------------------------- ;空中ジェノサイドカッター(強) [State -1, Strong Kung Fu Knee] type = ChangeState value = 2035 triggerall = roundstate = 2 triggerall = palno <= 6 triggerall = var(59) = 1 triggerall = (var(58) = [22,23]) || (var(58) = [49,50]) triggerall = statetype = A trigger1 = stateno = 610 || stateno = 630 trigger1 = movecontact ;--------------------------------------------------------------------------- ;空中ジェノサイドカッター(弱) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1060 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [24,25]) || (var(58) = [47,48]) triggerall = statetype = A trigger1 = stateno = 610 || stateno = 630 trigger1 = movecontact ;--------------------------------------------------------------------------- ;ジェノサイドカッター2(強) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1027 triggerall = roundstate = 2 triggerall = palno >= 7 triggerall = var(59) = 1 triggerall = (var(58) = [26,27]) || (var(58) = [45,46]) triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 60 trigger2 = ctrl trigger2 = p2bodydist x <= 60 trigger2 = p2bodydist y = [1,80] trigger2 = p2stateno != 5101 ;--------------------------------------------------------------------------- ;ジェノサイドカッター(強) [State -1, Strong Kung Fu Knee] type = ChangeState value = 2030 triggerall = roundstate = 2 triggerall = palno <= 6 triggerall = var(59) = 1 triggerall = (var(58) = [26,27]) || (var(58) = [45,46]) triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 60 trigger2 = ctrl trigger2 = p2bodydist x <= 60 trigger2 = p2bodydist y = [1,80] trigger2 = p2stateno != 5101 ;--------------------------------------------------------------------------- ;ジェノサイドカッター(弱) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1020 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [28,29]) || (var(58) = [43,44]) triggerall = statetype != A trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 60 trigger2 = ctrl trigger2 = p2bodydist x <= 60 trigger2 = p2bodydist y = [1,60] trigger2 = p2stateno != 5101 ;--------------------------------------------------------------------------- ;ロケットエッジ(空中) [State -1, Light Kung Fu Palm] type = ChangeState value = 1005 triggerall = roundstate = 2 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 triggerall = var(59) = 1 triggerall = (var(58) = [30,31]) || (var(58) = [41,42]) triggerall = statetype = A trigger1 = ctrl trigger1 = p2bodydist x =[50,180] trigger1 = p2bodydist y =[-80,-200] trigger2 = stateno = 610 || stateno = 630 trigger2 = moveguarded ;--------------------------------------------------------------------------- ;ロケットエッジ [State -1, Light Kung Fu Palm] type = ChangeState value = 1000 triggerall = roundstate = 2 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 triggerall = var(59) = 1 triggerall = (var(58) = [32,33]) || (var(58) = [39,40]) triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x >= 200 trigger2 = (stateno = [210,235]) || stateno = 430 trigger2 = moveguarded ;--------------------------------------------------------------------------- ;ロケットエッジ2 [State -1, Strong Kung Fu Palm] type = ChangeState value = 2020 triggerall = roundstate = 2 triggerall = numprojID(1001) = 0 triggerall = palno >= 7 triggerall = var(59) = 1 triggerall = (var(58) = [34,35]) || (var(58) = [36,37]) triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x >= 225 trigger2 = stateno = 430 trigger2 = movecontact trigger2 = p2statetype = L trigger3 = ctrl trigger3 = p2stateno = 5110 ;--------------------------------------------------------------------------- ;レイ・ディバイダー [State -1, Strong Kung Fu Palm] type = ChangeState value = 1010 triggerall = roundstate = 2 triggerall = numprojID(1001) = 0 triggerall = numhelper(1019) = 0 triggerall = palno <= 6 triggerall = var(59) = 1 triggerall = (var(58) = [34,35]) || (var(58) = [36,37]) triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist x = [100,200] trigger2 = stateno = 430 trigger2 = movecontact trigger2 = p2statetype = L trigger2 = p2bodydist x = [100,140] trigger3 = ctrl trigger3 = p2stateno = 5110 trigger3 = enemy,backedgebodydist <= 50 ;--------------------------------------------------------------------------- ;レイジラン・Type「ワープ」(地上前方) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1052 triggerall = roundstate = 2 ;triggerall = var(3) = 0 triggerall = var(59) = 1 triggerall = (var(58) = [36,37]) || (var(58) = [35,38]) trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 50 ;--------------------------------------------------------------------------- ;レイジラン・Type「ワープ」(空中前方) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1056 triggerall = roundstate = 2 ;triggerall = var(3) = 0 triggerall = var(59) = 1 triggerall = (var(58) = [38,39]) || (var(58) = [33,34]) trigger1 = ctrl trigger1 = prevstateno = 5120 trigger1 = p2bodydist x <= 50 ;6p [State -1, Stand Strong Punch] type = ChangeState value = 245 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [40,41]) || (var(58) = [31,32]) trigger1 = statetype != A trigger1 = ctrl trigger1 = p2bodydist x <= 50 trigger1 = p2bodydist y = [1,50] ;--------------------------------------------------------------------------- ;6k [State -1, Stand Strong Punch] type = ChangeState value = 240 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [42,43]) || (var(58) = [29,30]) trigger1 = statetype != A trigger1 = ctrl trigger1 = p2stateno = 5120 trigger1 = p2bodydist x <= 60 trigger2 = (stateno = 215) && movecontact trigger3 = (stateno = 235) && movecontact trigger4 = (stateno = 420) && movecontact ;--------------------------------------------------------------------------- ;立ち強パンチ(近距離) [State -1, Stand Strong Punch] type = ChangeState value = 215 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [44,45]) || (var(58) = [27,28]) triggerall = p2bodyDist x <= 15 trigger1 = (stateno = 225) && movecontact trigger2 = (stateno = 420) && movecontact ;--------------------------------------------------------------------------- ;立ち強パンチ(遠距離) [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [46,47]) || (var(58) = [25,26]) triggerall = p2bodyDist x > 15 trigger1 = (stateno = 215) && movecontact trigger2 = (stateno = 225) && movecontact trigger3 = (stateno = 420) && movecontact ;--------------------------------------------------------------------------- ;立ち弱キック(近距離) [State -1, Stand Light Kick] type = ChangeState value = 225 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [48,49]) || (var(58) = [23,24]) triggerall = p2bodyDist x <= 15 trigger1 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;立ち弱キック(遠距離) [State -1, Stand Light Kick] type = ChangeState value = 220 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [50,51]) || (var(58) = [21,22]) triggerall = p2bodyDist x > 15 trigger1 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;立ち強キック(遠距離) [State -1, Standing Strong Kick] type = ChangeState value = 230 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [52,53]) || (var(58) = [19,20]) triggerall = p2bodyDist x > 15 trigger1 = statetype != A trigger1 = ctrl trigger1 = p2bodydist x = [16,60] trigger1 = p2bodydist y = [1,60] ;--------------------------------------------------------------------------- ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [54,55]) || (var(58) = [17,18]) trigger1 = statetype = C trigger1 = ctrl trigger1 = p2bodydist x <= 50 trigger1 = p2bodydist y = 0 trigger2 = (stateno = 400) && time > 5 trigger3 = (stateno = 200) && time > 5 trigger4 = (stateno = 205) && time > 5 trigger5 = stateno = 100 || stateno = 101 trigger6 = (stateno = 400) || (stateno = 200) || (stateno = 205) trigger6 = movecontact ;--------------------------------------------------------------------------- ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [56,57]) || (var(58) = [15,16]) trigger1 = statetype != A trigger1 = ctrl trigger1 = p2bodydist x <= 30 trigger1 = p2bodydist y = [1,60] ;--------------------------------------------------------------------------- ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 420 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [58,59]) || (var(58) = [13,14]) trigger1 = ctrl trigger1 = p2bodydist x <= 50 trigger1 = p2bodydist y = 0 trigger2 = (stateno = 400) || (stateno = 420) trigger2 = movecontact trigger3 = (stateno = 200) && movecontact trigger4 = (stateno = 205) && movecontact trigger5 = (stateno = 220) && movecontact trigger6 = (stateno = 225) && movecontact trigger7 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 430 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [60,61]) || (var(58) = [11,12]) trigger1 = (stateno = 400) || (stateno = 410) || (stateno = 420) trigger1 = movecontact trigger2 = (stateno = [200,245]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = var(58) = [62,63] triggerall = statetype != A triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 16 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [64,65]) || (var(58) = [9,10]) trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != 101 trigger1 = p2bodydist x >= 230 ;--------------------------------------------------------------------------- ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = var(58) = [66,67] trigger1 = ctrl trigger1 = prevstateno = 5120 ;--------------------------------------------------------------------------- ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [68,69]) || (var(58) = [7,8]) trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x <= 35 trigger1 = p2bodydist y = [-15,15] trigger2 = stateno = 600 || stateno = 620 trigger2 = movecontact ;--------------------------------------------------------------------------- ;空中強パンチ [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [70,71]) || (var(58) = [5,6]) trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y = [-25,10] trigger2 = stateno = 600 || stateno = 620 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;空中弱キック [State -1, Jump Light Kick] type = ChangeState value = 620 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [72,73]) || (var(58) = [4,5]) trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x <= 55 trigger1 = p2bodydist y = [-15,10] trigger2 = stateno = 600 trigger2 = movecontact ;--------------------------------------------------------------------------- ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 630 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = (var(58) = [74,75]) || (var(58) = [2,3]) trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x <= 55 trigger1 = p2bodydist y = [-35,5] trigger2 = stateno = 600 || stateno = 610 || stateno = 620 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;2段ジャンプ [State 50, Run Fwd] type = ChangeState value = 46 triggerall = roundstate = 2 triggerall = var(2) = 0 triggerall = var(59) = 1 triggerall = (var(58) = [76,77]) || (var(58) = [0,1]) trigger1 = statetype = A trigger1 = p2bodydist x <= 55 trigger1 = p2bodydist y = [-25,25] trigger1 = Vel Y < 0 && pos Y <= -33 || Vel Y > 0 && Pos Y <= 0 trigger1 = (stateno = [600,620]) trigger1 = movecontact [State 1065, 2];shishi type = changestate triggerall = stateno = 1047 triggerall = var(59) = 1 triggerall = var(58) = [76,77] trigger1 = movecontact value = 1048 persistent = 0 ;--------------------------------------------------------------------------- ;froman [State -1, Fast Kung Fu Knee] type = ChangeState value = 4026 triggerall = var(59) = 1 triggerall = var(58) = [78,79] triggerall = power >= 500 triggerall = (stateno != 2000) && (stateno != 2001) triggerall = roundstate = 2 trigger1 = (stateno = 1010) && (time = [25,26]) trigger2 = (stateno = 2020) && (time = [25,26]) trigger3 = (stateno = 1048) && (time = [9,12]) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;froman [State -1, Fast Kung Fu Knee] type = ChangeState value = 4027 triggerall = var(59) = 1 triggerall = var(58) = [80,81] triggerall = power >= 500 triggerall = (stateno != 2000) && (stateno != 2001) triggerall = roundstate = 2 trigger1 = (stateno = 2041) && (time = [0,3]) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;roman [State -1, Fast Kung Fu Knee] type = ChangeState value = 4022 triggerall = var(59) = 1 triggerall = var(58) = [82,83] triggerall = statetype = A triggerall = power >= 1000 triggerall = moveguarded triggerall = (stateno != 2000) && (stateno != 2001) triggerall = roundstate = 2 trigger1 = (stateno = 1021) && (time <= 25) trigger2 = (stateno = 1028) && (time <= 45) trigger3 = (stateno = 1061) && (time <= 25) trigger4 = (stateno = 1064) && (time <= 45) trigger5 = (stateno = 2031) && (time <= 25) trigger6 = (stateno = 2036) && (time <= 25) trigger7 = stateno = 1041 trigger8 = stateno = 1047 trigger9 = stateno = 1031 trigger10 = stateno = 2041 ;ignorehitpause = 1 [State 5050, 4] ;AIリカバー type = ChangeState triggerall = roundstate = 2 triggerall = stateno = 5050 triggerall = var(59) = 1 triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = var(58) = [84,85] value = 5200 ;HITFALL_RECOVER [State 5050, 5];AIリカバー type = ChangeState triggerall = roundstate = 2 triggerall = stateno = 5050 triggerall = var(59) = 1 triggerall = Vel Y > -1 triggerall = alive triggerall = CanRecover trigger1 = var(58) = [84,85] value = 5210 ;HITFALL_AIRRECOVER [State -1, ];AIガード type = ChangeState value = 120 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = var(58) = [86,87] trigger1 = ctrl trigger1 = inguarddist [State 810, State End];AIJC type = ChangeState triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = var(58) = [88,89] triggerall = p2movetype = H && p2statetype = A trigger1 = movecontact trigger1 = (stateno = [200,215]) || (stateno = [400,419]) || (stateno = [220,235]) || (stateno = [240,245]) trigger1 = stateno != 230 trigger2 = stateno = 100 trigger3 = stateno = 101 trigger4 = ctrl value = 40 ;/////////////////////////////////////////////////////////////////////////// ;↑デフォルトAIここまで ;/////////////////////////////////////////////////////////////////////////// ;=========================================================================== ;--------------------------------------------------------------------------- ;裏・羅刹斬 [State -1, Fast Kung Fu Knee] type = ChangeState value = 3040 triggerall = var(59) = 0 triggerall = power >= 3000 triggerall = command = "rasetu" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699]) trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;ガン [State -1, Fast Kung Fu Knee] type = ChangeState value = 3050 triggerall = var(59) = 0 triggerall = palno <= 6 triggerall = power >= 1000 triggerall = command = "hyper4" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;戦車 [State -1, Fast Kung Fu Knee] type = ChangeState value = 3060 triggerall = var(59) = 0 triggerall = palno >= 7 triggerall = power >= 1000 triggerall = command = "hyper4" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;シャインナックル [State -1, Fast Kung Fu Knee] type = ChangeState value = 3010 triggerall = var(59) = 0 triggerall = palno >= 7 triggerall = power >= 1000 triggerall = command = "hyper3" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;バスターウルフ [State -1, Fast Kung Fu Knee] type = ChangeState value = 3020 triggerall = var(59) = 0 triggerall = palno <= 6 triggerall = power >= 1000 triggerall = command = "hyper3" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;ロックバスター [State -1, Fast Kung Fu Knee] type = ChangeState value = 3030 triggerall = var(59) = 0 triggerall = power >= 1000 triggerall = command = "hyper2" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;レイジングストーム2 [State -1, Fast Kung Fu Knee] type = ChangeState value = 3080 triggerall = var(59) = 0 triggerall = palno >= 7 triggerall = power >= 1000 triggerall = command = "hyper1" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;レイジングストーム [State -1, Fast Kung Fu Knee] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = palno <= 6 triggerall = power >= 1000 triggerall = command = "hyper1" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;金バースト [State -1, Fast Kung Fu Knee] type = ChangeState value = 2000 triggerall = var(59) = 0 triggerall = command = "burst" triggerall = fvar(27) = 75 triggerall = movetype != H trigger1 = ctrl triggerall = roundstate = 2 trigger2 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;青バースト [State -1, Fast Kung Fu Knee] type = ChangeState value = 2001 triggerall = var(59) = 0 trigger1 = command = "burst" trigger1 = fvar(27) = 75 trigger1 = movetype = H trigger1 = alive = 1 trigger1 = roundstate = 2 trigger1 = p2stateno != [3000,4999] trigger1 = !enemy,hitdefattr = SCA, HA, HP, HT ;--------------------------------------------------------------------------- ;デッドアングルアタック [State -1, de] type = ChangeState value = 1070 triggerall = var(59) = 0 triggerall = statetype != A triggerall = power >= 1000 triggerall = command = "de" trigger1 = stateno = 150 trigger2 = stateno = 151 trigger3 = stateno = 152 trigger4 = stateno = 153 ;--------------------------------------------------------------------------- ;ハードエッジ(強) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1046 triggerall = var(59) = 0 triggerall = command = "ha2" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;ハードエッジ(弱) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1040 triggerall = var(59) = 0 triggerall = command = "ha1" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;=========================================================================== ;--------------------------------------------------------------------------- ;リバースクラック2 [State -1, Fast Kung Fu Knee] type = ChangeState value = 2040 triggerall = var(59) = 0 triggerall = palno >= 7 triggerall = command = "ku" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;リバースクラック [State -1, Fast Kung Fu Knee] type = ChangeState value = 1030 triggerall = var(59) = 0 triggerall = palno <= 6 triggerall = command = "ku" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;空中ジェノサイドカッター2(強) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1063 triggerall = var(59) = 0 triggerall = palno >= 7 triggerall = command = "ka2" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,699] trigger2 = movecontact ;--------------------------------------------------------------------------- ;空中ジェノサイドカッター(強) [State -1, Strong Kung Fu Knee] type = ChangeState value = 2035 triggerall = var(59) = 0 triggerall = palno <= 6 triggerall = command = "ka2" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,699] trigger2 = movecontact ;--------------------------------------------------------------------------- ;空中ジェノサイドカッター(弱) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1060 triggerall = var(59) = 0 triggerall = command = "ka1" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,699] trigger2 = movecontact ;--------------------------------------------------------------------------- ;ジェノサイドカッター2(強) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1027 triggerall = var(59) = 0 triggerall = palno >= 7 triggerall = command = "ka2" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;ジェノサイドカッター(強) [State -1, Strong Kung Fu Knee] type = ChangeState value = 2030 triggerall = var(59) = 0 triggerall = palno <= 6 triggerall = command = "ka2" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;ジェノサイドカッター(弱) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1020 triggerall = var(59) = 0 triggerall = command = "ka1" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;ロケットエッジ(空中) [State -1, Light Kung Fu Palm] type = ChangeState value = 1005 triggerall = var(59) = 0 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 triggerall = command = "QCF_x" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,699]) trigger2 = movecontact ;--------------------------------------------------------------------------- ;ロケットエッジ [State -1, Light Kung Fu Palm] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = numhelper(1019) = 0 triggerall = numprojID(1001) = 0 triggerall = command = "QCF_x" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;ロケットエッジ2 [State -1, Strong Kung Fu Palm] type = ChangeState value = 2020 triggerall = var(59) = 0 triggerall = numprojID(1001) = 0 triggerall = palno >= 7 triggerall = command = "QCF_y" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;レイ・ディバイダー [State -1, Strong Kung Fu Palm] type = ChangeState value = 1010 triggerall = var(59) = 0 triggerall = numprojID(1001) = 0 triggerall = numhelper(1019) = 0 triggerall = palno <= 6 triggerall = command = "QCF_y" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;インパラハント [State -1, Strong Kung Fu Palm] type = ChangeState value = 2050 triggerall = var(59) = 0 triggerall = palno >= 7 triggerall = command = "in" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;レイジラン・Type「ワープ」(地上後方) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1050 triggerall = var(59) = 0 ;triggerall = var(3) = 0 triggerall = command = "re3" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 trigger4 = stateno = 1051 || stateno = 1054 trigger4 = time >= 14 ;--------------------------------------------------------------------------- ;レイジラン・Type「ワープ」(地上前方) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1052 triggerall = var(59) = 0 ;triggerall = var(3) = 0 triggerall = command = "re4" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 trigger4 = stateno = 1051 || stateno = 1054 trigger4 = time >= 14 ;--------------------------------------------------------------------------- ;レイジラン・Type「ワープ」(空中後方) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1053 triggerall = var(59) = 0 ;triggerall = var(3) = 0 triggerall = command = "re1" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 trigger4 = stateno = 1051 || stateno = 1054 trigger4 = time >= 14 ;--------------------------------------------------------------------------- ;レイジラン・Type「ワープ」(空中前方) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1056 triggerall = var(59) = 0 ;triggerall = var(3) = 0 triggerall = command = "re2" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = stateno = 100 || stateno = 101 trigger4 = stateno = 1051 || stateno = 1054 trigger4 = time >= 14 ;=========================================================================== ;--------------------------------------------------------------------------- ;空中ダッシュ [State -1, Run Fwd] type = ChangeState value = 102 triggerall = var(59) = 0 triggerall = var(2) = 0 || var(2) = 3 triggerall = var(3) = 0 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl trigger1 = Vel Y < 0 && pos Y <= -40 || Vel Y > 0 && Pos Y <= 0 ;--------------------------------------------------------------------------- ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) = 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != 101 ;--------------------------------------------------------------------------- ;空中後退ダッシュ [State -1, Run Back] type = ChangeState value = 103 triggerall = var(59) = 0 trigger1 = var(2) = 0 || var(2) = 3 trigger1 = var(3) = 0 trigger1 = command = "BB" trigger1 = statetype = A trigger1 = ctrl trigger1 = Vel Y < 0 && pos Y <= -40 || Vel Y > 0 && Pos Y <= 0 ;--------------------------------------------------------------------------- ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) = 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;2段ジャンプ [State 50, Run Fwd] type = ChangeState value = 46 triggerall = var(59) = 0 triggerall = var(2) = 0 triggerall = var(3) != 1 && var(3) != 5 && var(3) != 6 triggerall = command = "U" trigger1 = statetype = A trigger1 = ctrl trigger1 = Vel Y < 0 && pos Y <= -33 || Vel Y > 0 && Pos Y <= 0 trigger2 = (stateno = [600,620]) trigger2 = movecontact ;--------------------------------------------------------------------------- ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 16 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 16 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ;froman [State -1, Fast Kung Fu Knee] type = ChangeState value = 4026 triggerall = var(59) = 0 triggerall = command = "roman" triggerall = power >= 500 triggerall = (stateno != 2000) && (stateno != 2001) triggerall = roundstate = 2 trigger1 = (stateno = 1010) && (time = [25,26]) trigger2 = (stateno = 2020) && (time = [25,26]) trigger3 = (stateno = 1048) && (time = [9,12]) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;froman [State -1, Fast Kung Fu Knee] type = ChangeState value = 4027 triggerall = var(59) = 0 triggerall = command = "roman" triggerall = power >= 500 triggerall = (stateno != 2000) && (stateno != 2001) triggerall = roundstate = 2 trigger1 = (stateno = 2041) && (time = [0,3]) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;roman [State -1, Fast Kung Fu Knee] type = ChangeState value = 4020 triggerall = var(59) = 0 triggerall = command = "roman" triggerall = statetype = S triggerall = power >= 1000 triggerall = (stateno != 2000) && (stateno != 2001) && (stateno != 800) triggerall = roundstate = 2 trigger1 = stateno != 3040 && movecontact trigger2 = stateno = 3040 trigger2 = moveguarded ;ignorehitpause = 1 ;--------------------------------------------------------------------------- ;roman [State -1, Fast Kung Fu Knee] type = ChangeState value = 4021 triggerall = var(59) = 0 triggerall = command = "roman" triggerall = statetype = C triggerall = power >= 1000 triggerall = (stateno != 2000) && (stateno != 2001) triggerall = roundstate = 2 trigger1 = stateno != 3040 && movecontact trigger2 = stateno = 3040 trigger2 = moveguarded ;ignorehitpause = 1 ;--------------------------------------------------------------------------- ;roman [State -1, Fast Kung Fu Knee] type = ChangeState value = 4022 triggerall = var(59) = 0 triggerall = command = "roman" triggerall = statetype = A triggerall = power >= 1000 triggerall = movecontact triggerall = (stateno != 2000) && (stateno != 2001) triggerall = roundstate = 2 trigger1 = (stateno = 600) && (time <= 24) trigger2 = (stateno = 610) && (time <= 14) trigger3 = (stateno = 620) && (time <= 21) trigger4 = (stateno = 630) && (time <= 17) trigger5 = (stateno = 1021) && (time <= 25) trigger6 = (stateno = 1028) && (time <= 45) trigger7 = (stateno = 600) && (time <= 24) trigger8 = (stateno = 1061) && (time <= 25) trigger9 = (stateno = 1064) && (time <= 45) trigger10 = (stateno = 600) && (time <= 24) trigger11 = (stateno = 2031) && (time <= 25) trigger12 = (stateno = 2036) && (time <= 25) trigger13 = stateno = 1041 trigger14 = stateno = 1047 trigger15 = stateno = 3021 trigger16 = stateno = 1031 trigger17 = stateno = 2041 ;ignorehitpause = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;6p [State -1, Stand Strong Punch] type = ChangeState value = 245 triggerall = var(59) = 0 triggerall = command = "F_x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 220) && movecontact trigger4 = stateno = 215 || stateno = 235 || stateno = 205 || stateno = 225 trigger4 = movecontact trigger5 = stateno = 100 || stateno = 101 trigger6 = (stateno = 400) || (stateno = 420) trigger6 = movecontact ;--------------------------------------------------------------------------- ;6k [State -1, Stand Strong Punch] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = command = "F_a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 220) && movecontact trigger4 = stateno = 215 || stateno = 235 || stateno = 205 || stateno = 225 trigger4 = movecontact trigger5 = stateno = 100 || stateno = 101 trigger6 = (stateno = 400) || (stateno = 420) trigger6 = movecontact ;--------------------------------------------------------------------------- ;立ち弱パンチ(近距離) [State -1, Stand Light Punch] type = ChangeState value = 205 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" triggerall = p2bodyDist x <= 15 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 205) && time > 5 trigger4 = (stateno = 400) && time > 5 trigger5 = stateno = 100 || stateno = 101 trigger6 = (stateno = 400) || (stateno = 200) || (stateno = 205) trigger6 = movecontact ;--------------------------------------------------------------------------- ;立ち弱パンチ(遠距離) [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" triggerall = p2bodyDist x > 15 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 205) && time > 5 trigger4 = (stateno = 400) && time > 5 trigger5 = stateno = 100 || stateno = 101 trigger6 = (stateno = 400) || (stateno = 200) || (stateno = 205) trigger6 = movecontact ;--------------------------------------------------------------------------- ;立ち強パンチ(近距離) [State -1, Stand Strong Punch] type = ChangeState value = 215 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" triggerall = p2bodyDist x <= 15 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 205) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 225) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 420) && movecontact trigger8 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;立ち強パンチ(遠距離) [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" triggerall = p2bodyDist x > 15 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 205) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 225) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 420) && movecontact trigger8 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;立ち弱キック(近距離) [State -1, Stand Light Kick] type = ChangeState value = 225 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" triggerall = p2bodyDist x <= 15 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 205) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;立ち弱キック(遠距離) [State -1, Stand Light Kick] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" triggerall = p2bodyDist x > 15 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 225) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;立ち強キック(近距離) [State -1, Standing Strong Kick] type = ChangeState value = 235 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" triggerall = p2bodyDist x <= 15 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 205) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 225) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 420) && movecontact trigger8 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;立ち強キック(遠距離) [State -1, Standing Strong Kick] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" triggerall = p2bodyDist x > 15 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 205) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 225) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 420) && movecontact trigger8 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;挑発 [State -1, Taunt] type = ChangeState value = 201 triggerall = var(59) = 0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) && time > 5 trigger3 = (stateno = 200) && time > 5 trigger4 = (stateno = 205) && time > 5 trigger5 = stateno = 100 || stateno = 101 trigger6 = (stateno = 400) || (stateno = 200) || (stateno = 205) trigger6 = movecontact ;--------------------------------------------------------------------------- ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 420) trigger2 = movecontact trigger3 = (stateno = [200,245]) trigger3 = movecontact trigger4 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 420) trigger2 = movecontact trigger3 = (stateno = 200) && movecontact trigger4 = (stateno = 205) && movecontact trigger5 = (stateno = 220) && movecontact trigger6 = (stateno = 225) && movecontact trigger7 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 410) || (stateno = 420) trigger2 = movecontact trigger3 = (stateno = [200,245]) trigger3 = movecontact trigger4 = stateno = 100 || stateno = 101 ;--------------------------------------------------------------------------- ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 620 trigger2 = movecontact ;--------------------------------------------------------------------------- ;空中強パンチ [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 620 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;空中弱キック [State -1, Jump Light Kick] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact ;--------------------------------------------------------------------------- ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 || stateno = 620 ;jump_x or jump_a trigger2 = movecontact
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