;-| 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