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DJB MUGEN & IKEMEN Community

Command List — Dhalsims.zip ← Back to Overview

;ダルシムwithクローンズ コマンドファイル ;============================================================================== ;-| ボタン配置 |----------------------------------------------------- ;各ボタンの配置を簡単に変更できます。 ;キャラクターのボタン配置を変えたいときなどに使います。 ;x = x を x = a に変えれば、xがaに変わります。 [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| 標準化 |------------------------------------------------------- [Defaults] ; timeを記述しなかった場合、以下の値が参照されます。最小値は1です。 command.time = 15 ; buffer.timeの値です。1〜30まで設定できます。 ; 普通は1です。 command.buffer.time = 1 ;------------------------------------------------------------------ ;cpu on [Command] name = "cpu1" command = ~D,B,F,D,F,DF,B,DF,B,B,U,F, a time = 1 [Command] name = "cpu2" command = ~D,B,F,D,F,DF,B,DF,B,B,F,B, a time = 1 [Command] name = "cpu3" command = ~D,B,F,D,F,DF,B,DF,B,B,F,F, a time = 1 [Command] name = "cpu4" command = ~D,B,F,D,B,DF,B,DF,B,B,U,B, a time = 1 [Command] name = "cpu5" command = ~D,B,F,D,F,DF,B,DF,B,B,U,B, a time = 1 [Command] name = "cpu6" command = ~D,B,F,D,F,DF,B,DF,B,B,D,F, a time = 1 [Command] name = "cpu7" command = ~D,F,F,D,F,DF,B,DF,B,B,D,F, a time = 1 [Command] name = "cpu8" command = ~D,F,F,D,F,DF,U,DF,B,B,D,F, a time = 1 [Command] name = "cpu9" command = ~D,DF,B,BU,U,UF,F,DF,D,F, a time = 1 [Command] name = "cpu10" command = ~D,DF,B,DB,U,UF,F,DF,D,F, a time = 1 [Command] name = "cpu11" command = ~D,B,F,D,F,DF,B,DF,B,B,U,F, b time = 1 [Command] name = "cpu12" command = ~D,B,F,D,F,DF,B,DF,B,B,F,B, b time = 1 [Command] name = "cpu13" command = ~D,B,F,D,F,DF,B,DF,B,B,F,F, b time = 1 [Command] name = "cpu14" command = ~D,B,F,D,B,DF,B,DF,B,B,U,B, b time = 1 [Command] name = "cpu15" command = ~D,B,F,D,F,DF,B,DF,B,B,U,B, b time = 1 [Command] name = "cpu16" command = ~D,B,F,D,F,DF,B,DF,B,B,D,F, b time = 1 [Command] name = "cpu17" command = ~D,F,F,D,F,DF,B,DF,B,B,D,F, b time = 1 [Command] name = "cpu18" command = ~D,F,F,D,F,DF,U,DF,B,B,D,F, b time = 1 [Command] name = "cpu19" command = ~D,DF,B,BU,U,UF,F,DF,D,F, b time = 1 [Command] name = "cpu20" command = ~D,DF,B,DB,U,UF,F,DF,D,F, b time = 1 [Command] name = "cpu21" command = ~D,B,F,D,F,DF,B,DF,B,B,U,F, c time = 1 [Command] name = "cpu22" command = ~D,B,F,D,F,DF,B,DF,B,B,F,B, c time = 1 [Command] name = "cpu23" command = ~D,B,F,D,F,DF,B,DF,B,B,F,F, c time = 1 [Command] name = "cpu24" command = ~D,B,F,D,B,DF,B,DF,B,B,U,B, c time = 1 [Command] name = "cpu25" command = ~D,B,F,D,F,DF,B,DF,B,B,U,B, c time = 1 [Command] name = "cpu26" command = ~D,B,F,D,F,DF,B,DF,B,B,D,F, c time = 1 [Command] name = "cpu27" command = ~D,F,F,D,F,DF,B,DF,B,B,D,F, c time = 1 [Command] name = "cpu28" command = ~D,F,F,D,F,DF,U,DF,B,B,D,F, c time = 1 [Command] name = "cpu29" command = ~D,DF,B,BU,U,UF,F,DF,D,F, c time = 1 [Command] name = "cpu30" command = ~D,DF,B,DB,U,UF,F,DF,D,F, c time = 1 [Command] name = "cpu31" command = ~U,UB,B,UB,U,UF,F,UF,U, a time = 1 [Command] name = "cpu32" command = ~U,UF,F,UF,U,UB,B,UB,U, a time = 1 [Command] name = "cpu33" command = ~U,D,U,D,U,D,U,D,U,D,U, a time = 1 [Command] name = "cpu34" command = ~U,UF,F,DF,D,DB,B,UB,U,UB,B,DB,D,DF,F,UF,U,a time = 1 [Command] name = "cpu35" command = ~U,UB,B,DB,D,DF,F,UF,U,UF,F,DF,D,DB,B,UB,U,a time = 1 [Command] name = "cpu36" command = ~U,UB,B,UB,U,UF,F,UF,U, b time = 1 [Command] name = "cpu37" command = ~U,UF,F,UF,U,UB,B,UB,U, b time = 1 [Command] name = "cpu38" command = ~U,D,U,D,U,D,U,D,U,D,U, b time = 1 [Command] name = "cpu39" command = ~U,UF,F,DF,D,DB,B,UB,U,UB,B,DB,D,DF,F,UF,U,b time = 1 [Command] name = "cpu40" command = ~U,UB,B,DB,D,DF,F,UF,U,UF,F,DF,D,DB,B,UB,U,b time = 1 [Command] name = "cpu41" command = ~U,UB,B,UB,U,UF,F,UF,U, c time = 1 [Command] name = "cpu42" command = ~U,UF,F,UF,U,UB,B,UB,U, c time = 1 [Command] name = "cpu43" command = ~U,D,U,D,U,D,U,D,U,D,U, c time = 1 [Command] name = "cpu44" command = ~U,UF,F,DF,D,DB,B,UB,U,UB,B,DB,D,DF,F,UF,U,c time = 1 [Command] name = "cpu45" command = ~U,UB,B,DB,D,DF,F,UF,U,UF,F,DF,D,DB,B,UB,U,c time = 1 [Command] name = "cpu46" command = ~U,a,a,a,a,a,a,a,a,a,a,a,U,a,a,a,a,a,a,a,a,a,a,a,D,a,a,a,a,a,a,a,a,a,a time = 1 [Command] name = "cpu47" command = ~U,b,b,b,b,b,b,b,b,b,b,b,U,b,b,b,b,b,b,b,b,b,b,b,D,b,b,b,b,b,b,b,b,b,b time = 1 [Command] name = "cpu48" command = ~U,c,c,c,c,c,c,c,c,c,c,c,U,c,c,c,c,c,c,c,c,c,c,c,D,c,c,c,c,c,c,c,c,c,c time = 1 [Command] name = "cpu49" command = ~U,UF,a,a,a,a,a,a,a,a,a,a,a,U,a,a,a,a,a,a,a,a,a,a,a,D,a,a,a,a,a,a,a,a,a,a time = 1 [Command] name = "cpu50" command = ~U,UF,b,b,b,b,b,b,b,b,b,b,b,U,b,b,b,b,b,b,b,b,b,b,b,D,b,b,b,b,b,b,b,b,b,b time = 1 [Command] name = "cpu51" command = ~U,UF,c,c,c,c,c,c,c,c,c,c,c,U,c,c,c,c,c,c,c,c,c,c,c,D,c,c,c,c,c,c,c,c,c,c time = 1 ;-| 禁断の秘技 |-------------------------------------------------------- [Command] name = "yoga evolution" command = ~U,U,D,D,B,F,B,F, b ,a time = 120 [Command] name = "yoga evolution" command = ~U,U,D,D,F,B,F,B, b ,a time = 120 ;-| ハイパーコンボ |-------------------------------------------------------- [Command] name = "yoga infelno" command = ~B, D, F, B, D, F, x+y time = 60 [Command] name = "yoga infelno" command = ~B, D, F, B, D, F, y+z time = 60 [Command] name = "yoga infelno" command = ~B, D, F, B, D, F, x+z time = 60 [Command] name = "yoga region" command = ~B, D, F, B, D, F, a+b time = 60 [Command] name = "yoga region" command = ~B, D, F, B, D, F, b+c time = 60 [Command] name = "yoga region" command = ~B, D, F, B, D, F, a+c time = 60 [Command] name = "yoga marvel screw" command = ~B, D, F, D, B, a+x time = 60 [Command] name = "yoga marvel screw" command = ~B, D, F, D, B, b+y time = 60 [Command] name = "yoga marvel screw" command = ~B, D, F, D, B, c+z time = 60 [Command] name = "yoga shangrila" command = ~F, D, B, F, D, B, x+y time = 60 [Command] name = "yoga shangrila" command = ~F, D, B, F, D, B, y+z time = 60 [Command] name = "yoga shangrila" command = ~F, D, B, F, D, B, x+z time = 60 ;-| スーパーコンボ |-------------------------------------------------------- [Command] name = "yoga split" command = ~x ,x ,D ,b ,c time = 60 [Command] name = "yoga punishment" command = ~D, F, D, F, x time = 30 [Command] name = "yoga punishment" command = ~D, F, D, F, y time = 30 [Command] name = "yoga punishment" command = ~D, F, D, F, z time = 30 [Command] name = "yoga stream" command = ~D, F, D, F, a time = 30 [Command] name = "yoga stream" command = ~D, F, D, F, b time = 30 [Command] name = "yoga stream" command = ~D, F, D, F, c time = 30 [Command] name = "yoga legend" command = ~D, B, D, B, x time = 30 [Command] name = "yoga legend" command = ~D, B, D, B, y time = 30 [Command] name = "yoga legend" command = ~D, B, D, B, z time = 30 [Command] name = "yoga strike" command = ~D, B, D, B, a time = 30 [Command] name = "yoga strike" command = ~D, B, D, B, b time = 30 [Command] name = "yoga strike" command = ~D, B, D, B, c time = 30 [Command] name = "yoga drill attack" command = ~48$B, $F, $B, F, a time = 30 [Command] name = "yoga drill attack" command = ~48$B, $F, $B, F, b time = 30 [Command] name = "yoga drill attack" command = ~48$B, $F, $B, F, c time = 30 [Command] name = "yoga destroyer" command = ~48DB, DF, DB, $U, x time = 30 [Command] name = "yoga destroyer" command = ~48DB, DF, DB, $U, y time = 30 [Command] name = "yoga destroyer" command = ~48DB, DF, DB, $U, z time = 30 [Command] name = "yoga chouhatsu densetsu" command = ~D, F, D, F, s time = 30 ;-| 必殺技 |------------------------------------------------------ [Command] name = "yoga rolling attack" command = ~48$B, F, x time = 10 [Command] name = "yoga rolling attack" command = ~48$B, F, y time = 10 [Command] name = "yoga rolling attack" command = ~48$B, F, z time = 10 [Command] name = "yoga head press" command = ~48$D, U, a time = 10 [Command] name = "yoga head press" command = ~48$D, U, b time = 10 [Command] name = "yoga head press" command = ~48$D, U, c time = 10 [Command] name = "yoga contact" command = ~F, B, D, U, x time =25 [Command] name = "yoga contact" command = ~F, B, D, U, y time =25 [Command] name = "yoga contact" command = ~F, B, D, U, z time =25 [Command] name = "yoga teleport" command = ~B, D, BD, a time = 20 [Command] name = "yoga teleport" command = ~B, D, BD, b time = 20 [Command] name = "yoga teleport" command = ~B, D, BD, c time = 20 [Command] name = "yoga teleport" command = ~B, D, BD, x time = 20 [Command] name = "yoga teleport" command = ~B, D, BD, y time = 20 [Command] name = "yoga teleport" command = ~B, D, BD, z time = 20 [Command] name = "yoga catch" command = ~F, D, DF, a time = 20 [Command] name = "yoga catch" command = ~F, D, DF, b time = 20 [Command] name = "yoga catch" command = ~F, D, DF, c time = 20 [Command] name = "yoga flame" command = ~B, D, F, x [Command] name = "yoga flame" command = ~B, D, F, y [Command] name = "yoga flame" command = ~B, D, F, z [Command] name = "yoga blust" command = ~B, D, F, a [Command] name = "yoga blust" command = ~B, D, F, b [Command] name = "yoga blust" command = ~B, D, F, c [Command] name = "yoga fake" command = ~D, D, x [Command] name = "yoga fake" command = ~D, D, y [Command] name = "yoga fake" command = ~D, D, z [Command] name = "yoga thunder" command = ~D, DB, B, a [Command] name = "yoga thunder" command = ~D, DB, B, b [Command] name = "yoga thunder" command = ~D, DB, B, c [Command] name = "yoga fire" command = ~D, DF, F, x [Command] name = "yoga fire" command = ~D, DF, F, y [Command] name = "yoga fire" command = ~D, DF, F, z [Command] name = "yoga hyakuretsu zutsuki" command = ~x, x, x, x time = 28 [Command] name = "yoga hyakuretsu zutsuki" command = ~y, y, y, y time = 28 [Command] name = "yoga hyakuretsu zutsuki" command = ~z, z, z, z time = 28 [Command] name = "yoga hyakuretsu zutsuki2" command = ~x, x, x, x, x time = 35 [Command] name = "yoga hyakuretsu zutsuki2" command = ~y, y, y, y, y time = 35 [Command] name = "yoga hyakuretsu zutsuki2" command = ~z, z, z, z, z time = 35 [Command] name = "yoga hyakuretsu zutsuki3" command = ~x, x, x, x, x, x time = 42 [Command] name = "yoga hyakuretsu zutsuki3" command = ~y, y, y, y, y, y time = 42 [Command] name = "yoga hyakuretsu zutsuki3" command = ~z, z, z, z, z, z time = 42 [Command] name = "yoga hyakuretsu zutsuki4" command = ~x, x, x, x, x, x, x time = 49 [Command] name = "yoga hyakuretsu zutsuki4" command = ~y, y, y, y, y, y, y time = 49 [Command] name = "yoga hyakuretsu zutsuki4" command = ~z, z, z, z, z, z, z time = 49 [Command] name = "yoga hyakuretsu zutsuki5" command = ~x, x, x, x, x, x, x, x, x time = 63 [Command] name = "yoga hyakuretsu zutsuki5" command = ~y, y, y, y, y, y, y, y, y time = 63 [Command] name = "yoga hyakuretsu zutsuki5" command = ~z, z, z, z, z, z, z, z, z time = 63 [Command] name = "yoga tempest" command = ~B, D, F, B, x time = 25 [Command] name = "yoga tempest" command = ~B, D, F, B, y time = 25 [Command] name = "yoga tempest" command = ~B, D, F, B, z time = 25 [Command] name = "yoga volcano" command = ~B, D, F, B, a time = 25 [Command] name = "yoga volcano" command = ~B, D, F, B, b time = 25 [Command] name = "yoga volcano" command = ~B, D, F, B, c time = 25 [Command] name = "yoga escape" command = ~B, D, x [Command] name = "yoga escape" command = ~B, D, y [Command] name = "yoga escape" command = ~B, D, z [Command] name = "yoga no kizuna(gyakusyu hen)" command = ~B, D, a [Command] name = "yoga no kizuna(gyakusyu hen)" command = ~B, D, b [Command] name = "yoga no kizuna(gyakusyu hen)" command = ~B, D, c ;-| 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 = "xyz" command = x+y+z time = 1 [Command] name = "abc" command = a+b time = 1 [Command] name = "abc" command = b+c time = 1 [Command] name = "abc" command = a+c time = 1 [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z 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 = "gacha" command = x time = 1 [Command] name = "gacha" command = y time = 1 [Command] name = "gacha" command = z time = 1 [Command] name = "gacha" command = a time = 1 [Command] name = "gacha" command = b time = 1 [Command] name = "gacha" command = c time = 1 [Command] name = "gacha" command = U time = 1 [Command] name = "gacha" command = D time = 1 [Command] name = "gacha" command = F time = 1 [Command] name = "gacha" command = B time = 1 [Command] name = "gacha" command = UF time = 1 [Command] name = "gacha" command = UB time = 1 [Command] name = "gacha" command = DF time = 1 [Command] name = "gacha" command = DB time = 1 ;-| 押しっぱなし設定(いじらない)------------------------------------------------------- [Command] name = "holdx" command = /$x time = 1 [Command] name = "holdy" command = /$y time = 1 [Command] name = "holdz" command = /$z time = 1 [Command] name = "holda" command = /$a time = 1 [Command] name = "holdb" command = /$b time = 1 [Command] name = "holdc" command = /$c time = 1 [Command] name = "holds" command = /$s time = 1 [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 ; 下の記述↓は絶対に消さないでください。 [Statedef -1] ;本体分身共用の制御ステート ;--------------------------------------------------------------------------- [State -1,残像lv1] type = AfterImage triggerall = !Ishelper || stateno = 19999 || var(4) trigger1 = stateno = [3000,3999] trigger1 = Prevstateno != [3000,3999] trigger1 = time = 1 trigger2 = Ishelper(4500) trigger2 = NumTarget = 1 trigger2 = Target,stateno = [23000,23160] trigger2 = Target,prevstateno != [23000,23160] trigger2 = Target,time = 1 trigger3 = Ishelper(4500) trigger3 = NumTarget = 1 trigger3 = Target,stateno = 3370 trigger3 = Target,time = 1 time = 2 palinvertall = 1 palbright = 5, 5, 5 palcontrast = 150,150,230 paladd = 30, 30, 30 palmul = .8, .8, .8 trans = add1 [State -1,残像lv2] type = AfterImage triggerall = !Ishelper || stateno = 19999 || var(4) trigger1 = stateno = [4000,4499] trigger1 = (Prevstateno != [4000,4499]) || stateno = 4310 trigger1 = time = 1 trigger2 = Ishelper(4500) trigger2 = NumTarget = 1 trigger2 = Target,stateno = 4360 trigger2 = Target,time = 1 time = 2 palinvertall = 1 palbright = 5, 5, 5 palcontrast = 256,256, 50 paladd = 30, 30, 30 palmul = .8, .8, .8 trans = add1 [State -1,残像lv3] type = AfterImage triggerall = !Ishelper trigger1 = stateno = 4500 trigger1 = time = 1 time = 2 palinvertall = 1 palbright = 5, 5, 5 palcontrast = 256, 0, 0 paladd = 30, 30, 30 palmul = .8, .8, .8 trans = add1 [State -1,残像延長] type = AfterImageTime triggerall = !Ishelper || stateno = 19999 || var(4) trigger1 = StateNo = [3000,4999] trigger2 = var(6) trigger3 = StateNo = 50 trigger3 = ctrl = 0 trigger4 = Ishelper(4500) trigger4 = NumTarget = 1 trigger4 = (Target,stateno = [23000,23160]) || (Target,stateno = [3000,4999]) Time = 2 ;------------------------------------------ [State -1,画面の上下に消えたときのポートレイト・分身] type = Explod triggerall = stateno = 19999 || var(4) triggerall = NumExplod(8002) = 0 triggerall = Roundstate = 2 triggerall = Alive trigger1 = ScreenPos Y <= 0 trigger2 = ScreenPos Y >= (240 - (const(size.head.pos.y) * (320.0/(Frontedgedist + Backedgedist + 30)))) * (Frontedgedist + Backedgedist + 30)/320.0 anim = 8002 ID = 18002 postype = back pos = 160 + floor(Pos X * facing * (320.0/(Frontedgedist + Backedgedist + 30))),40 + (ScreenPos Y > 0)*165 removetime = 1 sprpriority = 3 ownpal = 1 scale = 0.5,0.5 IgnoreHitPause = 1 [State -1,画面の上下に消えたときの矢印・分身] type = Explod trigger1 = NumExplod(18002) anim = 8000 + (ScreenPos Y <= 0) ID = 18000 postype = back pos = 160 + floor(Pos X * facing * (320.0/(Frontedgedist + Backedgedist + 30))),(ScreenPos Y > 0)*240 sprpriority = 3 ownpal = 1 IgnoreHitPause = 1 [State -1,スパコンフィニッシュ判定開始・分身] type = Varadd triggerall = Ishelper trigger1 = Root,var(9) = 1 trigger1 = Root,NumExplod(7000) = 0 trigger2 = var(9) >= 1 var(9) = 1 IgnoreHitPause = 1 [State -1,スパコンフィニッシュ・分身] type = Explod triggerall = Ishelper triggerall = NumExplod(7000) = 0 triggerall = var(9) = 1 trigger1 = stateno = [3000,4999] trigger1 = movehit trigger1 = Winko trigger2 = var(6) > 0 trigger2 = movehit trigger2 = Winko trigger3 = Ishelper(4500) trigger3 = Numtarget = 1 trigger3 = target,Alive = 0 trigger3 = Winko trigger4 = Ishelper(23000) || Ishelper(23100) trigger4 = movehit trigger4 = Loseko anim = 7000 ID = 7000 pos = -32, 8 postype = left sprpriority = -6 persistent = 0 bindtime = -1 ownpal = 1 ignorehitpause = 1 removetime = 112 [State -1,スパコンフィニッシュ音・分身] type = PlaySnd triggerall = Ishelper trigger1 = var(9) = 1 trigger1 = NumExplod(7000) value = 7000, 0 persistent = 0 ignorehitpause=1 [State -1,無背景・分身] type = AssertSpecial triggerall = Ishelper trigger1 = NumExplod(7000) flag = NoBG flag2 = NoFG ignorehitpause = 1 [State -2,無音・無バー・分身] type = AssertSpecial triggerall = Ishelper trigger1 = NumExplod(7000) flag = NoMusic flag2 = NoBarDisplay ignorehitpause = 1 ;------------------------------------------ [State -1,弱攻撃空振り] type = PlaySnd triggerall = AnimElemtime(1) = 1 trigger1 = Anim = [200,215] trigger2 = Anim = [400,405] trigger3 = Anim = 415 trigger4 = Anim = [600,615] value = 0, 0 [State -1,中攻撃空振り] type = PlaySnd triggerall = AnimElemtime(1) = 1 trigger1 = Anim = [220,235] trigger2 = Anim = [420,425] trigger3 = Anim = 435 trigger4 = Anim = [620,635] value = 0, 1 [State -1,強攻撃空振り] type = PlaySnd triggerall = AnimElemtime(1) = 1 trigger1 = Anim = [240,255] trigger2 = Anim = [440,445] trigger3 = Anim = 455 trigger4 = Anim = [640,655] value = 0, 2 [State -1,ドリル空振り] type = PlaySnd triggerall = AnimElemtime(1) = 1 trigger1 = Anim = [700,750] value = 0, 3 [State -1,スライディング] type = PlaySnd triggerall = AnimElem = 4 trigger1 = Anim = 410 trigger2 = Anim = 430 trigger3 = Anim = 450 value = 0, 4 [State -1,着地音] type = PlaySnd triggerall = AnimElemtime(1) = 1 trigger1 = Anim = 47 value = 52,0 ;------------------------------------------ [State -1,通常技掛け声] type = PlaySnd trigger1 = Anim = 220 || Anim = 230 || Anim = 420 || Anim = 620 || Anim = 630 trigger1 = AnimElem = 2 value = 200, 0 channel = 30 [State -1,通常技掛け声] type = PlaySnd trigger1 = (Anim = [240,250]) || Anim = 440 || (Anim = [640,650]) trigger1 = AnimElem = 2 trigger2 = Anim = 801 trigger2 = AnimElem = 7 value = 200, 1 channel = 30 [State -1,通常技掛け声] type = PlaySnd trigger1 = Anim = 225 trigger1 = AnimElem = 2 trigger2 = Anim = 821 trigger2 = Animelem = 7 trigger3 = Anim = 823 trigger3 = AnimElemtime(1) = 1 trigger4 = Anim = 5200 trigger4 = AnimElemtime(1) = 1 trigger5 = Anim = 5210 trigger5 = AnimElemtime(1) = 1 value = 200, 2 channel = 30 [State -1,通常技掛け声] type = PlaySnd trigger1 = Anim = 255 trigger1 = AnimElem = 2 value = 200, 3 channel = 30 [State -1,挑発声] type = PlaySnd trigger1 = Anim = 195 trigger1 = AnimElem = 3 value = 190, 1 channel = 30 ;----------------------------------------- [State -1,ランダムやられ声] type = playSnd triggerall = !Ishelper || stateno = 19999 || var(4) trigger1 = Alive trigger1 = stateno != [120,155] trigger1 = Time = [0,1] trigger1 = Hitshakeover = 0 trigger2 = Ishelper(4500) trigger2 = stateno = 19999 trigger2 = NumTarget = 1 trigger2 = Target,Alive trigger2 = Target,stateno != [120,155] trigger2 = Target,Time = [0,1] trigger2 = Target,Hitshakeover = 0 value = 5000,Random % 3 channel = 30 [State -1,弱攻撃くらった声] type = playSnd triggerall = !Ishelper || stateno = 19999 || var(4) triggerall = Time = [0,1] triggerall = Hitshakeover = 0 triggerall = Alive triggerall = stateno != [120,155] trigger1 = GetHitVar(animtype) = 0 value = 5000, 0 channel = 30 [State -1,中攻撃くらった声] type = playSnd triggerall = !Ishelper || stateno = 19999 || var(4) triggerall = Time = [0,1] triggerall = Hitshakeover = 0 triggerall = Alive triggerall = stateno != [120,155] trigger1 = GetHitVar(animtype) = 1 trigger2 = GetHitVar(animtype) = 4 trigger3 = Anim = [5080,5082] value = 5000, 1 channel = 30 [State -1,強攻撃くらった声] type = playSnd triggerall = !Ishelper || stateno = 19999 || var(4) triggerall = Time = [0,1] triggerall = Hitshakeover = 0 triggerall = Alive triggerall = stateno != [120,155] trigger1 = GetHitVar(animtype) = 2 trigger2 = GetHitVar(animtype) = 5 trigger3 = Anim = 5070 value = 5000, 2 channel = 30 [State -1,KO声] type = playSnd triggerall = Time = [0,1] triggerall = Hitshakeover = 0 trigger1 = !Alive trigger2 = Ishelper trigger2 = Roundstate >= 3 || root,alive = 0 value = 11, 0 channel = 30 ;-------------------------------------------- [State -1,ヨガスプリット制御] type = Changestate triggerall = ishelper triggerall = var(6) > 0 trigger1 = stateno != 10000 trigger1 = Pos Y >= 0 trigger1 = ctrl = 1 value = 13600 [State -3, ヨガスプリット] type = varadd trigger1 = var(6) > 0 var(6) = -1 [State -3, ヨガスプリット] type = varset triggerall = var(6) > 0 trigger1 = !ishelper trigger1 = Numhelper(1700) trigger1 = Helper(1700),var(6) = 0 trigger2 = movetype = H trigger3 = Roundstate >= 3 var(6) = 0 [State -1,分身攻撃後の制御] type = Changestate triggerall = ishelper triggerall = movetype != H triggerall = stateno != [10000,10020] triggerall = stateno != [170,183] triggerall = stateno != 19999 trigger1 = time > 0 trigger1 = ctrl = 1 trigger2 = stateno = 0 trigger3 = stateno = 40 trigger4 = var(6) > 0 trigger4 = root,var(6) <= 0 || roundstate >= 3 value = 10010 [State -1,空中振り向き制御] type = turn triggerall = !ishelper triggerall = ctrl trigger1 = statetype = A trigger1 = Animtime = 0 trigger1 = p2dist X < 0 ;ダルシムにされた相手の制御用(マニュアル) ;################################################################################################################ [State -1,ダルシムにされた相手・必殺技を出せる状態リセット] type = VarSet trigger1 = Ishelper(4500) trigger1 = stateno = 19999 trigger1 = NumTarget = 1 var(3) = 0 [State -1,ダルシムにされた相手・必殺技を出せる状態] type = VarSet triggerall = Ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 trigger1 = Target,stateno = [20000,20106] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20200,20799] trigger3 = Target,stateno % 10 = 5 trigger3 = Target,movecontact var(3) = 1 ;########################################################################### ;必殺技 [State -1,ダルシムにされた相手・弱判定] type = VarSet triggerall = Ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,command = "a" || Target,command = "x" trigger1 = Target,stateno = [20000,20799] var(2) = 0 [State -1,ダルシムにされた相手・中判定] type = VarSet triggerall = Ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,command = "b" || Target,command = "y" trigger1 = Target,stateno = [20000,20799] var(2) = 1 [State -1,ダルシムにされた相手・強判定] type = VarSet triggerall = Ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,command = "c" || Target,command = "z" trigger1 = Target,stateno = [20000,20799] var(2) = 2 ;============================================================ [State -1,ダルシムにされた相手・ヨガファイア] type = TargetState value = 21000 + var(2) triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "yoga fire" triggerall = Numhelper(21000) = 0 trigger1 = var(3) = 1 ;============================================================ [State -1,ダルシムにされた相手・ヨガテレポート] type = TargetState value = 21300 + var(2) + (Target,command = "a" || Target,command = "b" || Target,command = "c")*3 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,command = "yoga teleport" triggerall = Target,Prevstateno != 21310 trigger1 = var(3) = 1 ;============================================================ [State -1,ダルシムにされた相手・ヨガフレイム] type = TargetState value = 21100 + var(2) triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "yoga flame" trigger1 = var(3) = 1 [State -1,ダルシムにされた相手・ヨガフレイムヒット後の処理] type = TargetState value = 21130 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,stateno = 21110 triggerall = Target,AnimElem = 4,>=0 trigger1 = Numhelper(21100) trigger1 = helper(21100),stateno != 21150 trigger2 = Numhelper(21100) = 0 ;============================================================ [State -1,ダルシムにされた相手・ヨガブラスト] type = TargetState value = 21200 + var(2) triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "yoga blust" trigger1 = var(3) = 1 [State -1,ダルシムにされた相手・ヨガブラストヒット後の処理] type = TargetState value = 21220 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,stateno = 21210 triggerall = Target,AnimElem = 4,>=0 trigger1 = Numhelper(21200) trigger1 = helper(21200),stateno != 21250 trigger2 = Numhelper(21200) = 0 ;============================================================ [State -1,ダルシムにされた相手・ヨガテンペスト] type = TargetState value = 23000 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "yoga punishment" triggerall = Target,power >= 1000 trigger1 = var(3) = 1 ;============================================================ [State -1,ダルシムにされた相手・ヨガカタストロフィー] type = TargetState value = 23100 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "yoga stream" triggerall = Target,power >= 1000 triggerall = Numhelper(23100) = 0 trigger1 = var(3) = 1 ;ダルシムにされた相手・特殊技 ;---------------------------------------------------- [State -1,ダルシムにされた相手・ヨガスルー] type = TargetState value = 20800 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,command = "holdfwd" || Target,command = "holdback" triggerall = Target,command = "z" triggerall = Target,statetype = S triggerall = Target,NumTarget = 1 = 0 triggerall = Root,Hitover triggerall = Root,statetype = S || Root,statetype = C triggerall = (Target,P2dist X - const(size.ground.front)*2) <= 45 triggerall = Target,P2dist X >= 0 trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] [State -1,ダルシムにされた相手・ヨガスマッシュ] type = TargetState value = 20820 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,command = "holdfwd" || Target,command = "holdback" triggerall = Target,command = "y" triggerall = Target,statetype = S triggerall = Target,NumTarget = 1 = 0 triggerall = Root,Hitover triggerall = Root,statetype = S || Root,statetype = C triggerall = (Target,P2dist X - const(size.ground.front)*2) <= 45 triggerall = Target,P2dist X >= 0 trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] [State -1,ダルシムにされた相手・挑発] type = Targetstate value = 20195 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "start" trigger1 = Target,stateno = 20000 [State -1,ダルシムにされた相手・ダッシュ] type = Targetstate value = 20100 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "FF" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] [State -1,ダルシムにされた相手・後ろダッシュ] type = Targetstate value = 20105 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "BB" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] [State 25050, 4] type = Targetstate value = ifelse(Target,Vel Y > 0 && Target,Pos Y >= -20,25200,25210) triggerall = ishelper(4500) triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,Vel Y > -1 triggerall = Target,alive triggerall = Target,CanRecover triggerall = Target,stateno = 25050 trigger1 = var(10) = 0 trigger1 = Target,command = "recovery" trigger2 = var(10) >= 1 trigger2 = (Target,P2movetype = A && Target,movehit = 0)|| Root,Numproj ;ダルシムにされた相手・通常技 ;---------------------------------------------------- [State -1,ダルシムにされた相手・弱パンチ] type = Targetstate value = 20200 + (Target,P2dist X - const(size.ground.front)*2 <= 55)*5 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command != "holddown" triggerall = Target,command = "x" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] trigger4 = (Target,stateno = [20200,20205]) trigger4 = Target,AnimElem = 3,>= 2 || Target,movecontact [State -1,ダルシムにされた相手・弱キック] type = Targetstate value = 20210 + (Target,P2dist X - const(size.ground.front)*2 <= 70 || Target,stateno = 20215)*5 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command != "holddown" triggerall = Target,command = "a" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] trigger4 = Target,stateno = 20215 trigger4 = Target,AnimElem = 3,>= 2 || Target,movecontact [State -1,ダルシムにされた相手・中パンチ] type = Targetstate value = 20220 + (Target,P2dist X - const(size.ground.front)*2 <= 40)*5 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command != "holddown" triggerall = Target,command = "y" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・中キック] type = Targetstate value = 20230 + (Target,P2dist X - const(size.ground.front)*2 <= 75)*5 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command != "holddown" triggerall = Target,command = "b" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・強パンチ] type = Targetstate value = 20240 + (Target,P2dist X - const(size.ground.front)*2 <= 50)*5 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command != "holddown" triggerall = Target,command = "z" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・強キック] type = Targetstate value = 20250 + (Target,P2dist X - const(size.ground.front)*2 <= 60)*5 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command != "holddown" triggerall = Target,command = "c" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] ;---------------------------------------------------- [State -1,ダルシムにされた相手・しゃがみ弱パンチ] type = Targetstate value = 20400 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "holddown" triggerall = Target,command = "x" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・しゃがみ弱キック] type = Targetstate value = 20410 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "holddown" triggerall = Target,command = "a" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・しゃがみ中パンチ] type = Targetstate value = 20425 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "holddown" triggerall = Target,command = "y" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・しゃがみ中キック] type = Targetstate value = 20435 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "holddown" triggerall = Target,command = "b" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・しゃがみ強パンチ] type = Targetstate value = 20440 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "holddown" triggerall = Target,command = "z" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・しゃがみ強キック] type = Targetstate value = 20450 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "holddown" triggerall = Target,command = "c" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] trigger3 = Target,stateno = [20100,20106] ;---------------------------------------------------- [State -1,ダルシムにされた相手・空中弱パンチ] type = Targetstate value = 20600 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype = A triggerall = Target,command = "x" trigger1 = Target,stateno = 20050 trigger2 = Target,stateno = 20132 trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・空中弱キック] type = Targetstate value = 20615 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype = A triggerall = Target,command = "a" trigger1 = Target,stateno = 20050 trigger2 = Target,stateno = 20132 trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・空中中パンチ] type = Targetstate value = 20620 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype = A triggerall = Target,command = "y" trigger1 = Target,stateno = 20050 trigger2 = Target,stateno = 20132 trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・空中中キック] type = Targetstate value = 20630 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype = A triggerall = Target,command = "b" trigger1 = Target,stateno = 20050 trigger2 = Target,stateno = 20132 trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・空中強パンチorドリル頭突き] type = Targetstate value = ifelse((Target,command = "holddown"),20750,20640) triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype = A triggerall = Target,command = "z" trigger1 = Target,stateno = 20050 trigger2 = Target,stateno = 20132 trigger3 = Target,stateno = [20100,20106] [State -1,ダルシムにされた相手・空中強キックorドリルキック] type = Targetstate value = ifelse((Target,command = "holddown"),20710,20650) triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype = A triggerall = Target,command = "c" trigger1 = Target,stateno = 20050 trigger2 = Target,stateno = 20132 trigger3 = Target,stateno = [20100,20106] ;----------------------------------------------------------------- [State -1,ダルシムにされた相手・ジャンプ] type = TargetState value = 20040 ctrl = 0 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Target,statetype != A triggerall = Target,command = "holdup" trigger1 = Target,stateno = [20000,20021] trigger2 = Target,stateno = [120,140] ;----------------------------------------------------------------- [State -1,ダルシムにされた相手・ガード] type = TargetState value = 120 ctrl = 0 triggerall = ishelper(4500) triggerall = var(10) = 0 triggerall = Roundstate = 2 triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = (Target,stateno = [20000,20021]) || Target,stateno = 20050 triggerall = Target,command = "holdback" triggerall = inguarddist ;(WIN版以降) trigger1 = Root,movetype = A trigger2 = Root,Numproj trigger3 = Root,Numhelper >= 3 ;ダルシムにされた相手の制御用(AI) ;#################################################################################################### [State -1,ダルシムにされた相手・ヨガテンペスト] type = TargetState value = 23000 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 7 triggerall = var(3) = 1 triggerall = Target,statetype != A triggerall = Target,Power >= 1000 triggerall = Roundstate = 2 trigger1 = Target,P2dist X - const(size.ground.front)*2 >= 150 trigger1 = Root,numproj trigger1 = Root,movetype = A [State -1,ダルシムにされた相手・カタストロフィー置き] type = TargetState value = 23100 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 7 triggerall = var(3) = 1 triggerall = Target,statetype != A triggerall = Target,Power >= 1000 triggerall = Roundstate = 2 triggerall = Numhelper(23100) = 0 trigger1 = var(10) >= 8 trigger1 = Target,P2dist X - const(size.ground.front)*2 = [0,65] trigger1 = Target,P2bodydist Y > -60 trigger1 = Root,Vel Y >= 0 trigger1 = Root,HitDefAttr = SCA, NA, SA, HA, NT, ST, HT trigger2 = Root,statetype = L trigger2 = Target,FrontEdgebodydist >= 150 trigger2 = Target,P2dist X - const(size.ground.front)*2 >= 70 ;--------------------------------------------------------------------------- [State -1,ダルシムにされた相手・投げ] type = TargetState value = ifelse((Target,Backedgebodydist < 120 && Root,Life > 100),20800,20820) triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = Random < var(10)*var(10)*15 triggerall = Target,NumTarget = 1 = 0 triggerall = Root,Hitover triggerall = Target,statetype = S || Target,statetype = C triggerall = Root,statetype = S || Root,statetype = C triggerall = Target,P2dist X - const(size.ground.front)*2 <= 45 triggerall = Target,P2dist X >= 0 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) trigger1 = Root,movetype = I ;----------------------------------------------------------------- [State -1,ダルシムにされた相手・ガード] type = TargetState value = 120 ctrl = 0 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = RoundState = 2 triggerall = var(10) >= 5 triggerall = (Target,stateno = [20000,20021]) || Target,stateno = 20050 || (Target,stateno = [120,140]) triggerall = Target,anim != 20020 trigger1 = Target,statetype != A trigger1 = Root,HitDefAttr = SCA, NA, SA, HA, NP, SP, HP || Target,inguarddist;(WIN版以降) trigger1 = Root,moveguarded = 0 trigger2 = Target,statetype = A trigger2 = Root,HitDefAttr = A, NA, SA, HA, NP, SP, HP || Target,inguarddist;(WIN版以降) trigger2 = Root,moveguarded = 0 trigger3 = Root,numproj [State -1,ダルシムにされた相手・ダッシュ] type = TargetState value = 20100 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) trigger1 = Target,p2statetype != L trigger1 = Target,P2bodydist X >= 100 trigger1 = Target,random < (Target,P2bodydist X - 100) *0.05 * var(10) || Numhelper(21000) || Numhelper(23100) [State -1,ダルシムにされた相手・間合いを離す] type = TargetState value = 20105 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) trigger1 = Target,p2stateno = [5101,5120] trigger1 = Target,P2bodydist X <= 60 trigger1 = Target,Backedgebodydist >= 30 ;--------------------------------------------------------------------------- ;近距離戦 [State -1,ダルシムにされた相手・近距離立ち中パンチ] type = TargetState value = 20225 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = Root,statetype != L triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Target,P2dist X - const(size.ground.front)*2 = [0,40] trigger1 = Target,P2bodydist Y = [-110,-90] trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・近距離立ち中キック] type = TargetState value = 20235 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Target,P2dist X - const(size.ground.front)*2 = [40,65] trigger1 = Target,P2bodydist Y = [-90,-70] trigger1 = Target,Random < var(10)*20 ;--------------------------- [State -1,ダルシムにされた相手・立ち弱パンチ] type = TargetState value = 20200 + (Target,P2dist X - const(size.ground.front)*2 <= 55) * 5 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) || ((Target,stateno = [20200,20205]) && (Target,AnimElem = 3,>= 2 || Target,movecontact)) trigger1 = Root,statetype = A trigger1 = Target,P2dist X - const(size.ground.front)*2 = [0,55] trigger1 = Target,P2bodydist Y = [-100,0] trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・近距離立ち弱キック] type = TargetState value = 20215 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) || ((Target,stateno = 20215) && (Target,AnimElem = 3,>= 2 || Target,movecontact)) triggerall = Target,P2dist X - const(size.ground.front)*2 = [0,70] trigger1 = Root,statetype != A trigger1 = Root,stateno != 5120 trigger1 = Target,Random < var(10)*20 ;--------------------------- [State -1,ダルシムにされた相手・近距離屈み中パンチ] type = TargetState value = 20425 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) triggerall = Target,P2dist X - const(size.ground.front)*2 = [0,65] trigger1 = Root,statetype = C || Root,statetype = A trigger1 = Target,P2bodydist Y >= -40 trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・近距離屈み中キック] type = TargetState value = 20435 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) triggerall = Target,P2dist X - const(size.ground.front)*2 = [0,65] trigger1 = Root,statetype != A trigger1 = Root,stateno != 5120 trigger1 = Target,Random < var(10)*20 ;--------------------------- [State -1,ダルシムにされた相手・近距離立ち強パンチ] type = TargetState value = 20245 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) triggerall = Target,P2dist X - const(size.ground.front)*2 = [0,50] trigger1 = Root,statetype != A trigger1 = Target,Random < var(10)*10 [State -1,ダルシムにされた相手・近距離立ち強キック] type = TargetState value = 20255 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Target,P2dist X - const(size.ground.front)*2 = [50,60] trigger1 = Target,P2bodydist Y = [-80,-70] trigger1 = Target,Random < var(10)*10 ;遠距離戦 ;----------------------------------------------------------------- [State -1,ダルシムにされた相手・弱スライディング] type = TargetState value = 20410 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [80,100] trigger1 = Root,statetype = S || Root,statetype = C trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・強スライディング] type = TargetState value = 20450 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [180,195] trigger1 = Root,statetype = S || Root,statetype = C trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・ズームハイキック] type = TargetState value = 20230 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [100 + (Root,P2statetype = A)*50,200] trigger1 = Target,P2bodydist Y = [-80,0] trigger1 = Target,Random < var(10)*20 trigger1 = Root,statetype = S || Root,statetype = A trigger1 = Root,movetype != A [State -1,ダルシムにされた相手・ダブルズームパンチ] type = TargetState value = 20240 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) triggerall = Target,P2dist X - const(size.ground.front)*2 = [180,225] triggerall = Target,Random < var(10)*20 trigger1 = Root,statetype = S || Root,statetype = C trigger1 = Root,movetype != A trigger1 = Root,stateno != 40 trigger2 = Root,statetype = A trigger2 = Target,P2bodydist Y = [-60,0] trigger2 = Root,Vel X >= 0 trigger2 = Root,Vel Y > 0 [State -1,ダルシムにされた相手・ズーム回し蹴り] type = TargetState value = 20250 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [160,200] trigger1 = Target,P2bodydist Y = [-80,0] trigger1 = Target,Random < var(10)*10 trigger1 = Root,statetype = S || Root,statetype = A trigger1 = Root,movetype != A [State -1,ダルシムにされた相手・しゃがみ弱ズームパンチ] type = TargetState value = 20400 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [100,195] trigger1 = Root,statetype = S trigger1 = Root,movetype != A trigger1 = Root,stateno != 40 trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・ズームパンチ] type = TargetState value = 20220 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [150,190] trigger1 = Target,Random < var(10)*20 trigger1 = Root,statetype = S || Root,statetype = C trigger1 = Root,movetype != A trigger1 = Root,stateno != 40 [State -1,ダルシムにされた相手・ズームローキック] type = TargetState value = 20210 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [80,160] trigger1 = Root,statetype = S || Root,statetype = C trigger1 = Root,movetype != A trigger1 = Root,stateno != 40 trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・しゃがみ強ズームパンチ] type = TargetState value = 20440 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = [20000,20021]) || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [170,195] trigger1 = Root,statetype = S trigger1 = Root,movetype != A trigger1 = Root,stateno != 40 trigger1 = Target,Random < var(10)*5 ;---------------------------------------------- ;空中遠距離戦 [State -1,ダルシムにされた相手・ジャンプズームパンチ] type = TargetState value = 20640 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype = A triggerall = Roundstate = 2 triggerall = Target,stateno = 20050 || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,Vel Y >= 0 trigger1 = Target,P2dist X - const(size.ground.front)*2 = [90,120] trigger1 = Target,P2bodydist Y = [10,80] trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・ジャンプズームキック] type = TargetState value = 20650 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype = A triggerall = Roundstate = 2 triggerall = Target,stateno = 20050 || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [150,195] trigger1 = Target,P2bodydist Y = [-60,-30 + (Target,Vel Y>0)*100] trigger1 = Root,statetype != L trigger1 = Target,Random < var(10)*10 [State -1,ダルシムにされた相手・空中中パンチ] type = TargetState value = 20620 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype = A triggerall = Roundstate = 2 triggerall = Target,stateno = 20050 || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [75,145] trigger1 = Target,P2bodydist Y = [-40,-10 + (Target,Vel Y>0)*100] trigger1 = Root,statetype = S || Root,statetype = A trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・ジャンプズーム中前蹴り] type = TargetState value = 20630 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype = A triggerall = Roundstate = 2 triggerall = Target,stateno = 20050 || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [120,140] trigger1 = Target,P2bodydist Y = [-30,0 + (Target,Vel Y>0)*100] trigger1 = Root,statetype != L trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・ジャンプズームアンダーパンチ] type = TargetState value = 20600 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype = A triggerall = Roundstate = 2 triggerall = Target,stateno = 20050 trigger1 = Target,Vel Y >= 0 trigger1 = Target,P2dist X - const(size.ground.front)*2 = [40,65] trigger1 = Target,P2bodydist Y = [30,100] trigger1 = Target,Random < var(10)*10 ;--------------------------------------------------------------- [State -1,ダルシムにされた相手・空中弱キック] type = TargetState value = 20615 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype = A triggerall = Roundstate = 2 triggerall = Target,stateno = 20050 || (Target,stateno = [20100,20106]) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [-20,75] trigger1 = Target,P2bodydist Y = [-30,60] trigger1 = Target,Vel Y >= 0 || Root,statetype = A [State -1,ダルシムにされた相手・中ドリル] type = TargetState value = 20710 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype = A triggerall = Roundstate = 2 triggerall = Target,stateno = 20050 || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [60,100] trigger1 = Target,P2bodydist Y >= 50 trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・ドリルヘッド] type = TargetState value = 20750 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype = A triggerall = Roundstate = 2 triggerall = Target,stateno = 20050 || (Target,stateno = [120,140]) || (Target,stateno = [20100,20106]) triggerall = Root,numproj = 0 || NumHelper(21000) || NumHelper(23100) trigger1 = Root,movetype != A trigger1 = Root,numproj = 0 trigger1 = Target,P2dist X - const(size.ground.front)*2 = [120,140] trigger1 = Target,P2bodydist Y >= 60 trigger1 = Target,Random < var(10)*20 ;--------------------------------------------------------------- [State -1,ダルシムにされた相手・ヨガブラスト] type = TargetState value = 21200 + var(2) triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 trigger1 = var(10) >= 5 trigger1 = Target,stateno = 20225 trigger1 = Target,Movehit trigger2 = (Target,stateno = [20000,20106]) || (Target,stateno = [120,140]) trigger2 = Target,P2dist X - const(size.ground.front)*2 = [40,100] trigger2 = Target,P2bodydist Y = [-60,-100] trigger2 = Root,Vel Y < -3 trigger2 = Root,movetype != A trigger2 = Target,random < var(10)*10 [State -1,ダルシムにされた相手・ヨガフレイム] type = TargetState value = 21100 + var(2) triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = Root,statetype = S || Root,p2statetype = C trigger1 = (Target,stateno = [20000,20106]) || (Target,stateno = [120,140]) trigger1 = Target,P2dist X - const(size.ground.front)*2 = [75,110] trigger1 = Root,movetype = I trigger1 = Target,random < var(10)*10 trigger2 = var(10) >= 3 trigger2 = (Target,stateno = [20205,20245]) || (Target,stateno = [20425,20435]) trigger2 = Target,P2dist X - const(size.ground.front)*2 = [10 + (var(2)*15) + (Root,Backedgebodydist <= 0)*20,35 + (var(2)*15) + (Root,Backedgebodydist <= 0)*20] trigger2 = Target,Moveguarded || (var(2) = 0 && Target,Movehit) [State -1,ダルシムにされた相手・ヨガファイア] type = TargetState value = 21000 + var(2) triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = Root,statetype = S || Root,p2statetype = C triggerall = Root,p2movetype != A triggerall = Numhelper(21000) = 0 trigger1 = (Target,stateno = [20000,20106]) || (Target,stateno = [120,140]) trigger1 = Target,P2dist X - const(size.ground.front)*2 >= 120 + (var(2)*40) trigger1 = Target,Random < var(10)*20 [State -1,ダルシムにされた相手・ヨガテレポート] type = TargetState value = 21300 + var(2) + (Target,Random >= 500)*3 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = Roundstate = 2 triggerall = Target,Prevstateno != 21310 triggerall = (Target,stateno = [120,140]) || (Target,stateno = [20000,20106]) trigger1 = Target,BackEdgeBodydist <= 30 trigger1 = Target,P2dist X - const(size.ground.front)*2 <= 80 trigger1 = Target,P2bodydist Y = [-60,60] trigger1 = Root,movetype = A || Root,numproj trigger1 = Target,Random < var(10)*20 || Target,Prevstateno = 25120 trigger2 = var(10) >= 7 trigger2 = Target,BackEdgeBodydist <= 30 || Root,BackEdgeBodydist <= 0 || Root,FrontEdgeBodydist <= 0 trigger2 = Target,P2Bodydist X <= 60 trigger2 = Root,stateno = [5100,5120] [State -1,ダルシムにされた相手・挑発] type = TargetState value = 20195 triggerall = ishelper(4500) triggerall = stateno = 19999 triggerall = NumTarget = 1 triggerall = var(10) >= 1 triggerall = Target,statetype != A triggerall = Roundstate = 2 triggerall = (Target,stateno = 20000) trigger1 = Target,P2dist X - const(size.ground.front)*2 >= 160 trigger1 = Target,Power < 500 trigger1 = Target,Random > var(10)*90 trigger1 = Root,Alive trigger1 = Root,Hitfall trigger1 = Root,CanRecover = 0 trigger1 = Root,stateno != [5100,5150] ;################################################################################################################ ;マニュアル [State -1,必殺技を出せる状態リセット] type = VarSet trigger1 = !Ishelper var(3) = 0 [State -1,必殺技を出せる状態] type = VarSet triggerall = !Ishelper triggerall = var(6) = 0 trigger1 = ctrl trigger2 = stateno = [200,799] trigger3 = stateno = [100,115] trigger4 = stateno = 40 trigger5 = stateno = 52 var(3) = 1 ;禁断の秘技 ;=========================================================================== [State -1,ヨガエヴォリューション] type = ChangeState value = 4500 triggerall = !ishelper triggerall = statetype != A triggerall = NumHelper(4500) = 0 triggerall = var(7) = 0 triggerall = Command = "yoga evolution" triggerall = Power >= 3000 trigger1 = var(3) = 1 ;ハイパーコンボ ;=========================================================================== [State -1,ヨガマーヴルスクリュー] type = ChangeState value = 4200 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = Numhelper(1700) triggerall = helper(1700),stateno = 1750 triggerall = Command = "yoga marvel screw" triggerall = Power >= 2000 trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガインフェルノ] type = ChangeState value = 4000 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = NumprojID(4000) = 0 triggerall = Command = "yoga infelno" triggerall = Power >= 2000 trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガシャングリラ] type = ChangeState value = 4300 triggerall = !ishelper triggerall = var(10) = 0 triggerall = Power >= 2000 triggerall = statetype = A triggerall = Command = "yoga shangrila" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガレギオン] type = ChangeState value = 4100 triggerall = !ishelper triggerall = var(10) = 0 triggerall = NumHelper(4100) = 0 triggerall = NumHelper(4110) = 0 triggerall = Power >= 2000 triggerall = Command = "yoga region" trigger1 = var(3) = 1 ;スーパーコンボ ;=========================================================================== [State -1,ヨガデストロイヤー] type = ChangeState value = 3500 triggerall = !ishelper triggerall = var(10) = 0 triggerall = Power >= 1000 triggerall = statetype != A triggerall = Command = "yoga destroyer" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガドリルアタック] type = ChangeState value = 3400 triggerall = !ishelper triggerall = var(10) = 0 triggerall = Power >= 1000 triggerall = Command = "yoga drill attack" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガパニッシュメント] type = ChangeState value = 3000 triggerall = !ishelper triggerall = var(10) = 0 triggerall = NumHelper(3000) = 0 triggerall = Power >= 1000 triggerall = statetype != A triggerall = Command = "yoga punishment" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガストリーム] type = ChangeState value = 3100 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = NumprojID(3100) = 0 triggerall = Power >= 1000 triggerall = Command = "yoga stream" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガレジェンド] type = ChangeState value = 3200 triggerall = !ishelper triggerall = var(10) = 0 triggerall = NumHelper(3200) = 0 triggerall = NumHelper(3201) = 0 triggerall = Power >= 1000 triggerall = statetype != A triggerall = Command = "yoga legend" trigger1 = var(3) = 1 =========================================================================== [State -1,ヨガストライク] type = ChangeState value = 3300 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = Numhelper(3300) = 0 triggerall = Power >= 1000 triggerall = Command = "yoga strike" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガスプリット] type = ChangeState value = 3600 triggerall = !ishelper triggerall = var(10) = 0 triggerall = Command = "yoga split" triggerall = Power >= 1000 trigger1 = var(3) = 1 trigger1 = Numhelper(1700) trigger1 = helper(1700),stateno = 1750 ;=========================================================================== [State -1,ヨガ挑発伝説] type = ChangeState value = 3900 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = Numhelper(3900) = 0 triggerall = Power >= 1000 triggerall = Command = "yoga chouhatsu densetsu" trigger1 = var(3) = 1 ;########################################################################### ;必殺技 [State -1,弱判定] type = VarSet triggerall = !Ishelper triggerall = command = "a" || command = "x" trigger1 = var(3) = 1 trigger2 = stateno != [800,2999] trigger3 = stateno = [1500,1550] var(2) = 0 [State -1,中判定] type = VarSet triggerall = !Ishelper triggerall = command = "b" || command = "y" trigger1 = var(3) = 1 trigger2 = stateno != [800,2999] trigger3 = stateno = [1500,1550] var(2) = 1 [State -1,強判定] type = VarSet triggerall = !Ishelper triggerall = command = "c" || command = "z" trigger1 = var(3) = 1 trigger2 = stateno != [800,2999] trigger3 = stateno = [1500,1550] var(2) = 2 ;=========================================================================== [State -1,ヨガコンタクト] type = ChangeState value = 2000 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = command = "yoga contact" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガテンペスト] type = ChangeState value = 2100 + (statetype = A)*10 triggerall = !ishelper triggerall = var(10) = 0 ;triggerall = statetype != A triggerall = command = "yoga tempest" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガボルケイノ] type = ChangeState value = 2200 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = command = "yoga volcano" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガ百裂頭突き] type = ChangeState value = 1500 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = var(3) = 1 trigger1 = command = "yoga hyakuretsu zutsuki" trigger2 = command = "yoga hyakuretsu zutsuki2" trigger3 = command = "yoga hyakuretsu zutsuki3" trigger4 = command = "yoga hyakuretsu zutsuki4" trigger5 = command = "yoga hyakuretsu zutsuki5" ;=========================================================================== [State -1,ヨガヘッドプレス] type = ChangeState value = 1900 triggerall = !ishelper triggerall = var(10) = 0 triggerall = command = "yoga head press" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガローリングアタック] type = ChangeState value = 1800 triggerall = !ishelper triggerall = var(10) = 0 triggerall = command = "yoga rolling attack" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガフレイム] type = ChangeState value = 1100 + (statetype = A)*10 triggerall = !ishelper triggerall = var(10) = 0 triggerall = command = "yoga flame" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガブラスト] type = ChangeState value = 1200 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = command = "yoga blust" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガテレポート] type = ChangeState value = 1300 triggerall = !ishelper triggerall = var(10) = 0 triggerall = NumHelper(1300) = 0 triggerall = NumHelper(2300) = 0 triggerall = command = "yoga teleport" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガキャッチ] type = ChangeState value = 1400 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = Command = "yoga catch" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガファイア] type = ChangeState value = 1000 + (statetype = A)*10 triggerall = !ishelper triggerall = var(10) = 0 triggerall = command = "yoga fire" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガサンダー] type = ChangeState value = 1600 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = Command = "yoga thunder" trigger1 = var(3) = 1 ;=========================================================================== [State -1,ヨガフェイク] type = ChangeState value = 1700 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = Command = "yoga fake" triggerall = var(3) = 1 trigger1 = Numhelper(1700) = 0 trigger2 = Numhelper(1700) trigger2 = helper(1700),stateno = 1750 ;=========================================================================== [State -1,ヨガの絆・逆襲編] type = ChangeState value = 2400 triggerall = !ishelper triggerall = var(10) = 0 triggerall = statetype != A triggerall = stateno = 150 || stateno = 152 triggerall = Numhelper(1700) triggerall = helper(1700),stateno = 1750 trigger1 = Command = "yoga no kizuna(gyakusyu hen)" ;########################################################################### ;特殊動作 [State -1,ヨガスズームヒップ] type = ChangeState value = 850 triggerall = var(10) = 0 triggerall = command = "holdfwd" || command = "holdback" triggerall = command = "y" || command = "z" triggerall = statetype != A triggerall = command = "holddown" triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = P2statetype = S || P2statetype = C triggerall = P2bodydist X <= 45 triggerall = P2dist X >= 0 trigger1 = ctrl [State -1,ヨガスルー] type = ChangeState value = 800 triggerall = var(10) = 0 triggerall = command = "holdfwd" || command = "holdback" triggerall = command = "z" triggerall = statetype = S triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = P2statetype = S || P2statetype = C triggerall = P2bodydist X <= 45 triggerall = P2dist X >= 0 trigger1 = ctrl [State -1,ヨガスマッシュ] type = ChangeState value = 820 triggerall = var(10) = 0 triggerall = command = "holdfwd" || command = "holdback" triggerall = command = "y" triggerall = statetype = S triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = P2statetype = S || P2statetype = C triggerall = P2bodydist X <= 45 triggerall = P2dist X >= 0 trigger1 = ctrl [State -1,ヨガバスタードロップ] type = ChangeState value = 900 triggerall = var(10) = 0 triggerall = command = "holdfwd" || command = "holdback" triggerall = command = "y" || command = "z" triggerall = statetype = A triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = P2statetype = A triggerall = P2bodydist X <= 45 triggerall = P2dist X >= 0 triggerall = P2bodydist Y = [-80,0] triggerall = var(6) = 0 trigger1 = ctrl [State -1,ダッシュ] type = ChangeState value = 100 triggerall = command = "FF" triggerall = stateno != 100 triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl trigger2 = stateno = 110 [State -1,後退ダッシュ] type = ChangeState value = 105 triggerall = command = "BB" triggerall = stateno != 105 triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl trigger2 = stateno = 110 ;--------------------------------------------------------------- [State -1,空中浮遊] type = ChangeState value = 115 triggerall = command = "abc" triggerall = !ishelper triggerall = stateno != 110 triggerall = var(10) = 0 triggerall = var(1) = 0 trigger1 = ctrl ;---------------------------------------------------------------- [State -1,挑発] type = ChangeState value = 195 triggerall = command = "start" triggerall = !ishelper triggerall = var(10) = 0 trigger1 = statetype != A trigger1 = ctrl [State -1,空中挑発] type = ChangeState value = 196 triggerall = command = "start" triggerall = !ishelper triggerall = var(10) = 0 triggerall = var(6) = 0 trigger1 = statetype = A trigger1 = Vel Y >= 0 trigger1 = ctrl ;########################################################################### ;特殊技 [State -1,弱ドリルキック] type = ChangeState value = 700 triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl trigger2 = stateno = 710 trigger2 = movecontact trigger3 = stateno = [100,115] [State -1,中ドリルキック] type = ChangeState value = 710 triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl trigger2 = stateno = 720 trigger2 = movecontact trigger3 = stateno = [100,115] [State -1,強ドリルキック] type = ChangeState value = 720 triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl trigger2 = stateno = [100,115] [State -1,ドリル頭突き] type = ChangeState value = 750 triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl trigger2 = stateno = [100,115] trigger3 = stateno = 645 trigger3 = movecontact ;--------------------------------------------------------------------------- [State -1,ヨガショック] type = ChangeState value = 300 triggerall = command = "x" triggerall = command = "holdback" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = stateno = 225 trigger2 = movecontact ;########################################################################### ;通常技・遠距離 [State -1,遠近立ち弱パンチ] type = ChangeState value = 200 + (P2bodydist X <= 55) * 5 triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = (stateno = [200,205]) || stateno = 405 trigger2 = AnimElem = 3,>= 2 || movecontact [State -1,立ち弱キック] type = ChangeState value = 210 triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger1 = P2bodydist X > 70 [State -1,立ち中パンチ] type = ChangeState value = 220 triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 40 trigger2 = stateno = 400 trigger2 = movecontact [State -1,立ち中キック] type = ChangeState value = 230 triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger1 = P2bodydist X > 75 trigger2 = stateno = 210 trigger2 = movecontact [State -1,立ち強パンチ] type = ChangeState value = 240 triggerall = command = "z" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 50 [State -1,立ち強キック] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger1 = P2bodydist X > 60 trigger2 = stateno = 230 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1,屈み弱パンチ] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 65 [State -1,屈み弱キック] type = ChangeState value = 410 triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger1 = P2bodydist X > 65 [State -1,屈み中パンチ] type = ChangeState value = 420 triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 65 [State -1,屈み中キック] type = ChangeState value = 430 triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger1 = P2bodydist X > 65 trigger2 = stateno = 420 trigger2 = movecontact [State -1,屈み強パンチ] type = ChangeState value = 440 triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 65 trigger2 = stateno = 220 trigger2 = movecontact [State -1,屈み強キック] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger1 = P2bodydist X > 65 trigger2 = stateno = 410 trigger2 = movecontact ;---------------------------------------- [State -1,空中弱パンチ] type = ChangeState value = 600 triggerall = command = "x" triggerall = statetype = A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 35 [State -1,空中弱キック] type = ChangeState value = 610 triggerall = command = "a" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 75 [State -1,空中中パンチ] type = ChangeState value = 620 triggerall = command = "y" triggerall = statetype = A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 70 trigger2 = stateno = 600 trigger2 = movecontact [State -1,空中中キック] type = ChangeState value = 630 triggerall = command = "b" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 75 trigger2 = stateno = 610 trigger2 = movecontact [State -1,空中強パンチ] type = ChangeState value = 640 triggerall = command = "z" triggerall = statetype = A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 60 trigger2 = stateno = 620 trigger2 = movecontact [State -1,空中強キック] type = ChangeState value = 650 triggerall = command = "c" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X > 70 trigger2 = stateno = 630 trigger2 = movecontact ;########################################################################### ;通常技・近距離 [State -1,近距離立ち弱キック] type = ChangeState value = 215 triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger2 = (stateno = [200,205]) || (stateno = [400,405]) trigger2 = stateno % 10 = 5 trigger2 = movecontact trigger3 = stateno = 215 || stateno = 415 trigger3 = AnimElem = 3,>= 2 || movecontact [State -1,近距離立ち中パンチ] type = ChangeState value = 225 triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = (stateno = [200,215]) || (stateno = [400,415]) trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離立ち中キック] type = ChangeState value = 235 triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger2 = (stateno = [200,225]) || (stateno = [400,425]) trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離立ち強パンチ] type = ChangeState value = 245 triggerall = command = "z" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = (stateno = [200,235]) || (stateno = [400,435]) trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離立ち強キック] type = ChangeState value = 255 triggerall = command = "c" triggerall = command != "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger2 = (stateno = [200,245]) || (stateno = [400,445]) trigger2 = stateno % 10 = 5 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1,近距離屈み弱パンチ] type = ChangeState value = 405 triggerall = command = "x" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = (stateno = [200,205]) || stateno = 405 trigger2 = AnimElem = 3,>= 2 || movecontact [State -1,近距離屈み弱キック] type = ChangeState value = 415 triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger2 = (stateno = [200,205]) || (stateno = [400,405]) trigger2 = stateno % 10 = 5 trigger2 = movecontact trigger3 = stateno = 215 || stateno = 415 trigger3 = AnimElem = 3,>= 2 || movecontact [State -1,近距離屈み中パンチ] type = ChangeState value = 425 triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = (stateno = [200,215]) || (stateno = [400,415]) trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離屈み中キック] type = ChangeState value = 435 triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger2 = (stateno = [200,225]) || (stateno = [400,425]) trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離屈み強パンチ] type = ChangeState value = 445 triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = (stateno = [200,235]) || (stateno = [400,435]) trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離屈み強キック] type = ChangeState value = 455 triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype != A triggerall = !ishelper || var(6) > 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) || stateno = 13600 trigger2 = (stateno = [200,245]) || (stateno = [400,445]) trigger2 = stateno % 10 = 5 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1,近距離空中弱パンチ] type = ChangeState value = 605 triggerall = command = "x" triggerall = statetype = A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = stateno = 605 trigger2 = AnimElem = 3,>= 2 || movecontact trigger3 = stateno = 700 trigger3 = movecontact [State -1,近距離空中弱キック] type = ChangeState value = 615 triggerall = command = "a" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = stateno = [600,605] trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離空中中パンチ] type = ChangeState value = 625 triggerall = command = "y" triggerall = statetype = A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = stateno = [600,615] trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離空中中キック] type = ChangeState value = 635 triggerall = command = "b" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = stateno = [600,625] trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離空中強パンチ] type = ChangeState value = 645 triggerall = command = "z" triggerall = statetype = A triggerall = !ishelper triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = stateno = [600,635] trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,近距離空中強キック] type = ChangeState value = 655 triggerall = command = "c" triggerall = statetype = A triggerall = !ishelper triggerall = var(6) = 0 triggerall = var(10) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger2 = stateno = [600,645] trigger2 = stateno % 10 = 5 trigger2 = movecontact ;AI ;==================================================================================== ;スーパーコンボorカウンター関連 [State -1,ヨガエヴォリューション] type = ChangeState value = 4500 triggerall = !ishelper triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = NumHelper(4500) = 0 triggerall = var(7) = 0 triggerall = Power >= 3000 trigger1 = life < (var(10)*100) + 50 || var(10) >= 10 [State -1,ヨガマーヴルスクリュー] type = ChangeState value = 4200 triggerall = !ishelper triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = Power >= 2000 triggerall = statetype != A triggerall = Numhelper(1700) triggerall = helper(1700),stateno = 1750 trigger1 = P2bodydist X >= 150 trigger1 = helper(1700),rootdist X = [-60,60] trigger1 = facing = helper(1700),facing [State -1,ヨガシャングリラ] type = ChangeState value = 4300 triggerall = !ishelper triggerall = var(10) >= 3 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype = A triggerall = P2movetype != H triggerall = Numtarget = 0 triggerall = Power >= 2000 trigger1 = p2statetype = S || p2statetype = C trigger1 = P2movetype = I trigger1 = Enemy,Hitover trigger1 = P2bodydist X <= 50 trigger1 = P2bodydist Y <= -enemy,const(size.head.pos.y) trigger1 = P2dist X >= 0 trigger1 = ctrl || (var(10) >= 8 && !HitDefAttr = SCA, AA,AP,AT) trigger1 = random < var(10)*10 [State -1,ヨガレギオン] type = ChangeState value = 4100 triggerall = !ishelper triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = Power >= 2000 triggerall = NumHelper(4100) = 0 triggerall = NumHelper(4110) = 0 triggerall = ctrl trigger1 = P2bodydist Y >= 30 + var(10)*10 trigger1 = var(10) < 10 || numhelper(4500) trigger2 = ctrl trigger2 = p2statetype = L trigger2 = P2bodydist X >= 100 trigger2 = P2Life <= 200 [State -1,ヨガサンダー] type = ChangeState value = 1600 triggerall = !ishelper triggerall = RoundState = 2 triggerall = var(10) >= 4 triggerall = var(3) = 1 triggerall = statetype != A triggerall = ctrl || var(10) >= 10 triggerall = P2bodydist X = [0,90] triggerall = P2bodydist Y >= -100 triggerall = Enemy,Vel Y >= 0 triggerall = random < var(10)*var(10)*5 trigger1 = var(2) = 0 trigger1 = enemy,HitDefAttr = SCA, NA, NP trigger2 = var(2) = 1 trigger2 = enemy,HitDefAttr = SCA, SA, SP trigger3 = var(2) = 2 trigger3 = enemy,HitDefAttr = SCA, HA, HP [State -1,ヨガレジェンド連続技orカウンター] type = ChangeState value = 3200 triggerall = !ishelper triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = Power >= 1000 triggerall = statetype != A triggerall = NumHelper(3200) = 0 triggerall = NumHelper(3201) = 0 triggerall = P2bodydist X = [0,40] trigger1 = stateno = 225 || stateno = 410 || stateno = 430 || stateno = 450 trigger1 = Movehit trigger1 = p2statetype != L trigger1 = P2bodydist X <= 10 + (p2statetype = A)*5 trigger1 = P2bodydist Y > -60 trigger2 = var(10) >= 8 trigger2 = ctrl trigger2 = P2bodydist Y >= -140 trigger2 = Numhelper(1300) = 0 trigger2 = enemy,HitDefAttr = SCA, NA, SA, NT, ST, HT || enemy,numproj trigger2 = var(10) < 10 || numhelper(4500) [State -1,ヨガパニッシュメント連続技orカウンター] type = ChangeState value = 3000 triggerall = !ishelper triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = Power >= 1000 triggerall = statetype != A triggerall = NumHelper(3500) = 0 triggerall = NumProjID(3500) = 0 trigger1 = (stateno = [220,250]) || (stateno = [420,440]) trigger1 = p2statetype = S || p2statetype = C trigger1 = P2bodydist X >= 150 trigger1 = Movehit trigger2 = var(10) >= 7 trigger2 = ctrl trigger2 = P2bodydist X >= 150 trigger2 = Enemy,NumHelper || Enemy,NumProj trigger2 = EnemyNear,MoveType = A trigger2 = p2statetype = S || p2statetype = C trigger2 = var(10) < 10 || numhelper(4500) [State -1,ヨガインフェルノカウンター] type = ChangeState value = 4000 triggerall = !ishelper triggerall = var(10) >= 3 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = Power >= 2000 triggerall = statetype != A trigger1 = var(10) >= 8 trigger1 = p2bodydist X = [0,65] trigger1 = P2bodydist Y > -60 trigger1 = Enemy,Vel Y >= 0 trigger1 = ctrl trigger1 = enemy,HitDefAttr = SCA, NA, SA, HA, NT, ST, HT trigger2 = var(10) <= 6 trigger2 = ctrl trigger2 = p2statetype = L trigger2 = FrontEdgebodydist >= 150 trigger2 = P2bodydist X >= 70 [State -1,ヨガデストロイヤー置き] type = ChangeState value = 3500 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = Power >= 1000 triggerall = statetype != A trigger1 = numhelper(1700) = 0 trigger1 = FrontEdgebodydist >= 150 trigger1 = P2bodydist X >= 100 trigger1 = P2Life <= 100 trigger1 = (p2stateno = [5100,5120]) || ((stateno = [420,455]) && MoveGuarded) trigger2 = numhelper(1700) trigger2 = helper(1700),stateno = 1750 trigger2 = helper(1700),P2bodydist X = [100,300] trigger2 = (ctrl && P2Life <= 200 && (p2stateno = [5100,5120])) || ((stateno = [400,455]) && MoveGuarded) [State -1,ヨガスプリット] type = ChangeState value = 3600 triggerall = !ishelper triggerall = Power >= 1000 triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = var(6) = 0 triggerall = Numhelper(1700) triggerall = helper(1700),stateno = 1750 trigger1 = (stateno = [250,255]) || (stateno = [450,455]) || (stateno = [640,655]) trigger1 = movehit trigger1 = Enemy,Hitfall trigger1 = life > p2life || numhelper(4500) || Numtarget = 0 || var(1) = 0 trigger2 = helper(1700),P2bodydist X <= 150 trigger2 = (ctrl && P2Life <= 250 && (p2stateno = [5100,5120])) [State -1,ヨガストリーム置き] type = ChangeState value = 3100 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = Power >= 1000 triggerall = statetype != A triggerall = NumProjID(3100) = 0 trigger1 = ctrl trigger1 = p2statetype = L trigger1 = FrontEdgebodydist >= 150 trigger1 = P2bodydist X >= 70 trigger1 = Numhelper(1700) = 0 || power < 2000 trigger2 = stateno = [440,455] trigger2 = p2statetype = L trigger2 = Movehit [State -1,ヨガストライク対空or連続技] type = ChangeState value = 3300 triggerall = !ishelper triggerall = Power >= 1000 triggerall = statetype != A triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 trigger1 = var(10) >= 7 trigger1 = ctrl trigger1 = P2bodydist X = [60,90 + (Enemy,Vel Y <= 0)*40] trigger1 = p2bodydist Y = [-200,-110] trigger1 = Enemy,Vel X >= 0 trigger1 = Enemy,Vel Y >= -2 trigger1 = facing != enemy,facing trigger2 = stateno = 255 trigger2 = movehit trigger2 = p2bodydist Y = 0 trigger2 = P2statetype = A trigger2 = Numtarget [State -1,ヨガドリルアタック連続技] type = ChangeState value = 3400 triggerall = !ishelper triggerall = Power >= 1000 triggerall = statetype = A triggerall = var(10) >= 3 triggerall = var(3) = 1 triggerall = RoundState = 2 trigger1 = P2bodydist X = [0,60] trigger1 = p2bodydist Y = [-10,-Enemy,const(size.head.pos.y)] trigger1 = Pos Y <= -25 trigger1 = (stateno = [620,635]) ||stateno = 700 || stateno = 750 trigger1 = movehit trigger1 = Numtarget trigger1 = P2statetype != L trigger1 = var(10) < 10 || numhelper(4500) [State -1,ヨガの絆・逆襲編] type = ChangeState value = 2400 triggerall = !ishelper triggerall = var(10) >= 7 triggerall = statetype != A triggerall = stateno = 150 || stateno = 152 triggerall = Numhelper(1700) triggerall = helper(1700),stateno = 1750 trigger1 = P2statetype = S || P2statetype = C trigger1 = enemy,numproj = 0 trigger1 = helper(1700),facing != Enemy,facing trigger1 = random < var(10)*5 trigger2 = var(10) >= 9 trigger2 = life*2 < p2life trigger2 = enemy,numproj = 0 trigger3 = var(10) >= 10 [State -1,ヨガコンタクト] type = ChangeState value = 2000 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2movetype != H triggerall = Numtarget = 0 triggerall = Numhelper(23000) = 0 triggerall = Numhelper(23100) = 0 trigger1 = Numhelper(1700) trigger1 = helper(1700),facing = facing trigger1 = helper(1700),rootdist X = [-30,15] trigger1 = helper(1700),stateno = 1750 || helper(1700),stateno = 10010 trigger1 = P2bodydist X >=100 trigger2 = NumPartner trigger2 = Partner,Pos X - Pos X = [-20,20] trigger2 = Partner,statetype = S || Partner,statetype = C trigger2 = Partner,movetype != A trigger2 = Partner,Life >= 500 trigger2 = P2bodydist X >=100 trigger2 = random < var(10)*20 trigger3 = p2statetype = S || p2statetype = C trigger3 = P2movetype = I trigger3 = Enemy,Hitover trigger3 = P2bodydist X <= 65 trigger3 = P2dist X >= 0 trigger3 = stateno != [120,155] trigger3 = ctrl trigger3 = random < var(10)*10 [State -1,ヨガテレポート] type = ChangeState value = 1300 triggerall = !ishelper triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = numhelper(1300) = 0 triggerall = NumHelper(2300) = 0 trigger1 = ctrl trigger1 = P2bodydist X >= 100 trigger1 = P2bodydist Y = [-60,60] trigger1 = Enemy,NumHelper || Enemy,NumProj trigger1 = EnemyNear,MoveType = A trigger2 = var(10) >= 9 trigger2 = Numhelper(4500) = 0 trigger2 = life*2 < p2life || enemy,HitDefAttr = SCA, NT, ST, HT || (stateno = [300,310]) trigger2 = P2movetype = A || enemy,numproj trigger3 = var(10) >= 8 trigger3 = stateno = [200,455] trigger3 = (stateno != Prevstateno && stateno % 10 = 5) trigger3 = Prevstateno = [200,455] trigger3 = Enemy,Hitover = 1 trigger4 = var(10) >= 7 trigger4 = stateno != 105 trigger4 = p2stateno = 5120 || (Numhelper(4500) && P2stateno = 25120) trigger4 = P2bodydist X = [-40,40] trigger5 = Numhelper(4500) trigger5 = ctrl || var(10) >= 9 trigger5 = P2stateno = [21000,23110] trigger5 = P2bodydist X >= 100 trigger6 = var(10) >= 10 trigger6 = Numhelper(4500) = 0 [State -1,立ち弱パンチ連打] type = ChangeState value = 200 + (P2bodydist X < 55) * 5 triggerall = var(10) >= 1 triggerall = !ishelper triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2dist X >= 0 triggerall = Enemy,Hitfall = 0 triggerall = Numhelper(23000) = 0 triggerall = Numhelper(23100) = 0 trigger1 = ctrl || (stateno = 205 && AnimElem = 3,>=2) trigger1 = !movecontact trigger1 = p2statetype = A trigger1 = P2bodydist X <= 55 trigger1 = P2bodydist Y = [-100,0] trigger1 = P2movetype != A || !Enemy,HitDefAttr = SCA, AA,AP trigger1 = Enemy,numproj = 0 trigger1 = Random < var(10)*var(10)*15 trigger2 = stateno = 100 trigger2 = P2statetype = S trigger2 = Numproj || Numhelper(1300) trigger2 = P2bodydist X = [60,90] trigger3 = (stateno = [200,205]) || stateno = 405 trigger3 = movecontact trigger3 = P2bodydist X = [0,10] trigger3 = P2statetype = A || moveguarded || stateno = 200 ;--------------------------------------------------------------------------- [State -1,投げ] type = ChangeState value = ifelse((Backedgebodydist < 120 && P2Life > 100),800,820 + (random < 200)*30) triggerall = !ishelper triggerall = var(10) >= 1 triggerall = RoundState = 2 triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = statetype != A triggerall = p2statetype = S || p2statetype = C triggerall = P2movetype != H triggerall = P2movetype = I || Enemy,movecontact || (Prevstateno = 5120 && time <= 3) triggerall = P2bodydist X <= 45 triggerall = P2dist X >= 0 triggerall = Random < var(10)*var(10)*13 trigger1 = ctrl trigger1 = Numhelper(23000) = 0 trigger1 = Numhelper(23100) = 0 [State -1,空中投げ] type = ChangeState value = 900 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = RoundState = 2 triggerall = var(6) = 0 triggerall = Numtarget = 0 triggerall = Enemy,Hitover triggerall = statetype = A triggerall = P2movetype != H triggerall = p2statetype = A triggerall = P2bodydist X <= 45 triggerall = P2dist X >= 0 triggerall = p2bodydist Y = [-80,0] triggerall = Random < var(10)*var(10)*13 trigger1 = ctrl || stateno = 110 trigger1 = Numhelper(23000) = 0 trigger1 = Numhelper(23100) = 0 ;--------------------------------------------------------------------------- ;ガード [State -1,ガード] type = ChangeState value = 120 triggerall = !ishelper triggerall = RoundState = 2 triggerall = var(10) >= 5 triggerall = ctrl triggerall = numhelper(1300) = 0 triggerall = var(6) = 0 trigger1 = statetype != A trigger1 = enemy,HitDefAttr = SCA, NA, SA, HA, NP, SP, HP || inguarddist;(WIN版以降) trigger1 = enemy,moveguarded = 0 trigger2 = statetype = A trigger2 = enemy,HitDefAttr = A, NA, SA, HA, NP, SP, HP || inguarddist;(WIN版以降) trigger2 = enemy,moveguarded = 0 trigger3 = enemy,numproj trigger4 = Numhelper(4500) trigger4 = (P2stateno = [20200,23999]) trigger4 = P2movetype = A || Numhelper(21000) || Numhelper(21100) || Numhelper(21200) || Numhelper(23000) || Numhelper(23100) trigger4 = helper,movetype = A ;--------------------------------------------------------------------------- [State -1,ボルケイノ追い討ち] type = ChangeState value = 2200 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = Numhelper(3201) trigger1 = helper(3201),stateno = 3250 trigger1 = helper(3201),movehit trigger2 = stateno = 255 trigger2 = movehit trigger2 = p2bodydist X >= 55 trigger2 = p2bodydist Y = 0 trigger2 = Numtarget [State -1,間合いを離す] type = ChangeState value = 105 triggerall = !ishelper triggerall = var(10) >= 3 triggerall = RoundState = 2 triggerall = p2stateno = 5120 || (Numhelper(4500) && P2stateno = 25120) triggerall = ctrl trigger1 = P2bodydist X <= 60 trigger1 = Backedgebodydist >= 30 ;--------------------------------------------------------------------------- ;遠距離での牽制 [State -1,ヨガフェイク] type = ChangeState value = 1700 triggerall = !ishelper triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A trigger1 = numhelper(1700) = 0 trigger1 = ctrl trigger1 = Enemy,Hitfall trigger1 = P2stateno != [5080,5120] trigger2 = numhelper(1700) trigger2 = helper(1700),stateno = 1750 trigger2 = helper(1700),P2bodydist X < (var(2)+1)*50 trigger2 = power < 2000 trigger2 = stateno = [200,455] trigger2 = MoveGuarded trigger3 = numhelper(1700) = 0 trigger3 = Pos X = [-40 + ((var(2)-1)*150),40 + ((var(2)-1)*150)] trigger3 = P2bodydist X >= 150 trigger3 = stateno = [200,455] trigger3 = MoveGuarded [State -1,ヨガキャッチ] type = ChangeState value = 1400 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype = I || (P2stateno = [120,155]) triggerall = enemy,numproj = 0 trigger1 = ctrl trigger1 = P2bodydist X = [70+(var(2)*45),100+(var(2)*45)] trigger1 = Random < var(10)*5 + (NumProjID(1000))*50 [State -1,ヨガショック] type = ChangeState value = 300 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = RoundState = 2 triggerall = statetype != A trigger1 = stateno = 100 trigger1 = Vel X >= 5 trigger1 = P2statetype = C trigger1 = Numproj || Numhelper(1300) trigger1 = P2bodydist X = [60,90] trigger2 = stateno = 225 trigger2 = moveguarded trigger2 = P2statetype = C trigger2 = P2bodydist X = [0,15 + (Enemy,BackEdgebodydist <= 0)*10] trigger2 = random < var(10)*20 [State -1,ズームハイキック] type = ChangeState value = 230 triggerall = !ishelper || var(6) > 0 triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [105,106]) || stateno = 13600 trigger1 = P2bodydist X = [100 + (P2statetype = A)*50,200] trigger1 = P2bodydist Y = [-80,0] trigger1 = Random < var(10)*20 || stateno = 13600 trigger1 = P2statetype = S || P2statetype = A trigger1 = P2movetype != A trigger2 = var(10) >= 4 trigger2 = stateno = 210 trigger2 = movehit [State -1,ダブルズームパンチ] type = ChangeState value = 240 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 triggerall = ctrl || (stateno = [105,106]) triggerall = P2bodydist X = [180,225] triggerall = Enemy,Hitfall = 0 triggerall = Enemy,Numproj = 0 triggerall = Random < var(10)*15 trigger1 = P2statetype = S || P2statetype = C trigger1 = P2stateno != 40 trigger2 = P2statetype = A trigger2 = P2bodydist Y = [-60,0] trigger2 = Enemy,Vel X >= 0 trigger2 = Enemy,Vel Y > 0 trigger3 = Prevstateno = 801 [State -1,ズーム回し蹴り] type = ChangeState value = 250 triggerall = !ishelper || var(6) > 0 triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [105,106]) || stateno = 13600 trigger1 = P2bodydist X = [160,200] trigger1 = P2bodydist Y = [-80,0] trigger1 = Random < var(10)*15 || stateno = 13600 trigger1 = P2statetype = S || P2statetype = A trigger1 = P2movetype != A trigger2 = var(10) >= 4 trigger2 = stateno = 230 trigger2 = movehit trigger2 = P2bodydist X <= 140 [State -1,しゃがみ弱ズームパンチ] type = ChangeState value = 400 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [105,106]) trigger1 = P2bodydist X = [100,195] trigger1 = P2statetype = S || P2statetype = C trigger1 = P2movetype != A trigger1 = P2stateno != 40 trigger1 = Random < var(10)*25 [State -1,ズームパンチ] type = ChangeState value = 220 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [105,106]) trigger1 = P2bodydist X = [150,190] trigger1 = Random < var(10)*20 trigger1 = P2statetype = S || P2statetype = C trigger1 = P2movetype != A trigger1 = P2stateno != 40 trigger2 = var(10) >= 4 trigger2 = stateno = 400 trigger2 = movecontact trigger2 = P2bodydist X <= 180 [State -1,ズームローキック] type = ChangeState value = 210 triggerall = !ishelper || var(6) > 0 triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [105,106]) || stateno = 13600 trigger1 = P2bodydist X = [80,160] trigger1 = P2statetype = S || P2statetype = C trigger1 = P2movetype != A trigger1 = P2stateno != 40 trigger1 = Random < var(10)*25 || stateno = 13600 [State -1,しゃがみ中ズームパンチ] type = ChangeState value = 420 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [105,106]) trigger1 = P2bodydist X = [70,195] trigger1 = P2statetype = S || P2statetype = C trigger1 = P2movetype != A trigger1 = P2stateno != 40 trigger1 = Random < var(10)*20 [State -1,しゃがみ強ズームパンチ] type = ChangeState value = 440 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [105,106]) trigger1 = P2bodydist X = [170,195] trigger1 = P2statetype = S || P2statetype = C trigger1 = P2movetype != A trigger1 = P2stateno != 40 trigger1 = Random < var(10)*10 trigger2 = var(10) >= 4 trigger2 = stateno = 220 trigger2 = movecontact trigger2 = P2bodydist X <= 145 [State -1,弱スライディング] type = ChangeState value = 410 triggerall = !ishelper || var(6) > 0 triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || stateno = 13600 trigger1 = P2bodydist X = [80,100] trigger1 = P2statetype = S || P2statetype = C trigger1 = Random < var(10)*25 || stateno = 13600 [State -1,中スライディング] type = ChangeState value = 430 triggerall = !ishelper || var(6) > 0 triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || stateno = 13600 trigger1 = P2bodydist X = [130,145] trigger1 = P2statetype = S || P2statetype = C trigger1 = Random < var(10)*20 || stateno = 13600 trigger2 = var(10) >= 4 trigger2 = stateno = 420 trigger2 = movecontact trigger2 = P2bodydist X = [70,95] [State -1,強スライディング] type = ChangeState value = 450 triggerall = !ishelper || var(6) > 0 triggerall = var(10) >= 1 triggerall = statetype != A triggerall = Roundstate = 2 trigger1 = ctrl || stateno = 13600 trigger1 = P2bodydist X = [180,195] trigger1 = P2statetype = S || P2statetype = C trigger1 = Random < var(10)*20 || stateno = 13600 trigger2 = var(10) >= 4 trigger2 = stateno = 410 trigger2 = movehit trigger3 = var(10) >= 7 trigger3 = Numhelper(4500) trigger3 = helper(4500),Numtarget = 1 trigger3 = P2stateno = [21000,21010] trigger3 = P2bodydist X = [170,195] ;---------------------------------------------- ;空中遠距離戦 [State -1,ジャンプズームパンチ] type = ChangeState value = 640 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [100,115]) trigger1 = Vel Y >= 0 trigger1 = P2bodydist X = [90,120] trigger1 = P2bodydist Y = [10,80] trigger1 = Random < var(10)*20 + (var(1) > 0)*100 trigger2 = var(10) >= 4 trigger2 = stateno = 620 trigger2 = movecontact [State -1,ジャンプズームキック] type = ChangeState value = 650 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = Roundstate = 2 triggerall = var(6) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X = [150,195] trigger1 = P2bodydist Y = [-60,-30 + (Vel Y>0)*100] trigger1 = P2statetype != L trigger1 = Random < var(10)*15 + (var(1) > 0)*200 trigger2 = var(10) >= 4 trigger2 = stateno = 630 trigger2 = movecontact [State -1,ジャンプズーム横パンチ] type = ChangeState value = 620 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X = [75,145] trigger1 = P2bodydist Y = [-40,-10 + (Vel Y>0)*100] trigger1 = P2statetype = S || P2statetype = A trigger1 = Random < var(10)*20 + (var(1) > 0)*200 trigger2 = var(10) >= 4 trigger2 = stateno = 600 trigger2 = movecontact [State -1,ジャンプズーム弱前蹴り] type = ChangeState value = 610 triggerall = !ishelper triggerall = var(10) >= 4 triggerall = statetype = A triggerall = Roundstate = 2 triggerall = var(6) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X = [80,140] trigger1 = P2bodydist Y = [-30,0 + (Vel Y>0)*100] trigger1 = P2statetype != L trigger1 = Random < var(10)*15 + (var(1) > 0)*200 [State -1,ジャンプズーム中前蹴り] type = ChangeState value = 630 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = Roundstate = 2 triggerall = var(6) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X = [120,140] trigger1 = P2bodydist Y = [-30,0 + (Vel Y>0)*100] trigger1 = P2statetype != L trigger1 = Random < var(10)*20 || var(1) > 0 trigger2 = var(10) >= 4 trigger2 = stateno = 610 trigger2 = movecontact [State -1,ジャンプズームアンダーパンチ] type = ChangeState value = 600 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = Roundstate = 2 trigger1 = ctrl || (stateno = [100,115]) trigger1 = Vel Y >= 0 trigger1 = P2bodydist X = [40,65] trigger1 = P2bodydist Y = [30,100] trigger1 = Random < var(10)*10 || var(1) > 0 ;------------------------------------ [State -1,ダッシュ] type = ChangeState value = 100 triggerall = !ishelper triggerall = var(10) >= 3 triggerall = RoundState = 2 triggerall = p2statetype != L triggerall = P2bodydist Y >= 0 triggerall = ctrl || stateno = 110 trigger1 = P2bodydist X >= 100 trigger1 = random < (P2bodydist X - 100) *0.05 * var(10) || Numproj || Numhelper(1300) trigger1 = Enemy,Numproj = 0 trigger1 = P2movetype != A [State -1,ヨガヘッドプレス] type = ChangeState value = 1900 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = var(6) = 0 triggerall = stateno != 1910 triggerall = RoundState = 2 triggerall = p2movetype != H triggerall = ctrl trigger1 = statetype != A trigger1 = P2bodydist X >= 200 trigger1 = random < var(10)*5 trigger2 = statetype = A trigger2 = Pos y < -90 trigger2 = random < P2bodydist Y ;--------------------------------------------------------------------------- ;近距離戦・チェーンコンボ [State -1,近距離屈み弱パンチ連打] type = ChangeState value = 405 triggerall = var(10) >= 1 triggerall = !ishelper triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype = S || p2statetype = C triggerall = P2bodydist X = [0,65] triggerall = P2bodydist Y >= -40 triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 || (stateno = 405 && AnimElem = 2,>=2) trigger1 = Random < var(10)*20 trigger2 = (stateno = [200,205]) || stateno = 405 trigger2 = movecontact trigger2 = (P2bodydist X = [0,15]) || stateno = 200 ;--------------------------- [State -1,近距離立ち弱キック] type = ChangeState value = 215 triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype != A triggerall = P2stateno != 5120 triggerall = var(10) >= 1 triggerall = !ishelper || var(6) > 0 triggerall = P2bodydist X = [0,70] triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 || (stateno = 215 && AnimElem = 3,>=2) || stateno = 13600 trigger1 = Random < var(10)*20 || stateno = 13600 trigger2 = var(10) >= 4 trigger2 = stateno = 205 || stateno = 405 trigger2 = movecontact trigger2 = P2statetype != A trigger3 = stateno = 215 trigger3 = moveguarded trigger3 = P2bodydist X < 20 [State -1,近距離屈み弱キック連打] type = ChangeState value = 415 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != A triggerall = var(10) >= 1 triggerall = !ishelper || var(6) > 0 triggerall = P2bodydist X = [0,65] triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 || (stateno = 415 && AnimElem = 3,>= 2) || stateno = 13600 trigger1 = Random < var(10)*20 || stateno = 13600 trigger2 = var(10) >= 4 trigger2 = stateno = 205 || stateno = 405 trigger2 = movecontact trigger2 = P2statetype != A trigger3 = stateno = 415 trigger3 = movecontact trigger3 = P2bodydist X < 20 ;--------------------------- [State -1,近距離立ち中パンチ] type = ChangeState value = 225 triggerall = var(10) >= 1 triggerall = !ishelper triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != L triggerall = P2bodydist X = [0,40] triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 trigger1 = P2bodydist X = [0,40] trigger1 = P2bodydist Y = [-110,-90] trigger2 = var(10) >= 4 trigger2 = (stateno = [200,215]) || (stateno = [400,415]) trigger2 = stateno % 10 = 5 trigger2 = movecontact trigger2 = P2bodydist X < 20+(Vel X)*5 [State -1,近距離屈み中パンチ] type = ChangeState value = 425 triggerall = var(10) >= 1 triggerall = !ishelper triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype = C || p2statetype = A triggerall = P2bodydist X = [0,65] triggerall = P2bodydist Y >= -40 triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 trigger1 = Random < var(10)*10 trigger2 = var(10) >= 4 trigger2 = (stateno = [200,215]) || (stateno = [400,415]) trigger2 = stateno % 10 = 5 trigger2 = movecontact trigger2 = P2bodydist X = [20,55] ;--------------------------- [State -1,チェーン近距離立ち中キック] type = ChangeState value = 235 triggerall = var(10) >= 1 triggerall = !ishelper || var(6) > 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2bodydist X = [0,65] triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 || stateno = 13600 trigger1 = P2bodydist X = [40,65] trigger1 = P2bodydist Y = [-90,-70] trigger2 = var(10) >= 4 trigger2 = (stateno = [200,225]) || (stateno = [400,425]) trigger2 = stateno % 10 = 5 trigger2 = movecontact trigger2 = P2bodydist X = [(P2statetype = S) * 40,55] trigger2 = P2bodydist Y >= -50 trigger2 = P2statetype = S || P2statetype = A [State -1,近距離屈み中キック] type = ChangeState value = 435 triggerall = var(10) >= 1 triggerall = !ishelper || var(6) > 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != A triggerall = P2stateno != 5120 triggerall = P2bodydist X = [0,65] triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 || stateno = 13600 trigger1 = Random < var(10)*10 || stateno = 13600 trigger2 = var(10) >= 4 trigger2 = (stateno = [200,225]) || (stateno = [400,425]) trigger2 = stateno % 10 = 5 trigger2 = movecontact trigger2 = P2bodydist X = [0,40] ;--------------------------- [State -1,近距離立ち強パンチ] type = ChangeState value = 245 triggerall = var(10) >= 4 triggerall = !ishelper triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2bodydist X = [0,50] triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = (stateno = [200,235]) || (stateno = [400,435]) trigger1 = stateno % 10 = 5 trigger1 = movecontact trigger1 = P2statetype != A trigger1 = P2bodydist X < 20+(Vel X)*5 [State -1,近距離屈み強パンチ] type = ChangeState value = 445 triggerall = var(10) >= 1 triggerall = !ishelper triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype = C || p2statetype = A triggerall = P2bodydist X = [0,65] triggerall = P2bodydist Y >= -40 triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 trigger1 = P2bodydist X = [40,65] trigger1 = Random < var(10)*10 trigger2 = var(10) >= 4 trigger2 = (stateno = [200,235]) || (stateno = [400,435]) trigger2 = stateno % 10 = 5 trigger2 = movecontact trigger2 = P2bodydist X < 40 ;--------------------------- [State -1,近距離立ち強キック] type = ChangeState value = 255 triggerall = var(10) >= 4 triggerall = !ishelper || var(6) > 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2bodydist X =[0,60] triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = (stateno = [200,245]) || (stateno = [400,445]) trigger1 = stateno % 10 = 5 trigger1 = movehit trigger1 = P2bodydist X < 30 + (Vel X)*5 + (stateno % 100 = [0,15])*15 trigger1 = P2bodydist Y > -40 trigger1 = Numtarget [State -1,近距離屈み強キック] type = ChangeState value = 455 triggerall = var(10) >= 1 triggerall = !ishelper || var(6) > 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2statetype != A triggerall = P2stateno != 5120 triggerall = P2bodydist X = [0,65] triggerall = !(Numhelper(4500) && (P2stateno = [20200,23999]) && P2movetype = A) trigger1 = ctrl || stateno = 100 || stateno = 13600 trigger1 = P2bodydist X >= 50 trigger1 = Random < var(10)*10 || stateno = 13600 trigger2 = var(10) >= 4 trigger2 = (stateno = [200,235]) || (stateno = [400,435]) trigger2 = stateno % 10 = 5 trigger2 = movecontact trigger2 = P2bodydist X < 30 ;------------------------------------- ;空中チェーンコンボ [State -1,チェーン空中弱パンチ] type = ChangeState value = 605 triggerall = !ishelper triggerall = var(10) >= 4 triggerall = statetype = A trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X = [0,35] trigger1 = P2bodydist Y = [-30,90] trigger1 = Vel Y >= 0 || p2statetype = A trigger2 = var(10) >= 4 trigger2 = stateno = 700 trigger2 = movecontact trigger2 = P2bodydist X <= 40 [State -1,空中弱キック] type = ChangeState value = 615 triggerall = !ishelper triggerall = var(10) >= 4 triggerall = statetype = A triggerall = var(6) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X = [-20,75] trigger1 = P2bodydist Y = [-30,60] trigger1 = Vel Y >= 0 || p2statetype = A trigger2 = var(10) >= 4 trigger2 = stateno = 605 trigger2 = movecontact [State -1,チェーン空中中パンチ] type = ChangeState value = 625 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X = [0,70] trigger1 = P2bodydist Y = [-40,-10] trigger1 = Vel Y >= 0 || p2statetype = A trigger2 = var(10) >= 4 trigger2 = stateno = [600,615] trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,チェーン空中中キック] type = ChangeState value = 635 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = var(6) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = P2bodydist X = [-20,75] trigger1 = P2bodydist Y = [0,60] trigger1 = Vel Y >= 0 || p2statetype = A trigger2 = var(10) >= 4 trigger2 = stateno = [600,625] trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,チェーン空中強パンチ] type = ChangeState value = 645 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A trigger1 = ctrl || (stateno = [100,115]) trigger1 = Vel Y >= 0 trigger1 = P2bodydist X = [0,50] trigger1 = P2bodydist Y = [10,80] trigger1 = Vel Y >= 0 || p2statetype = A trigger2 = var(10) >= 4 trigger2 = stateno = [620,635] trigger2 = stateno % 10 = 5 trigger2 = movecontact [State -1,チェーン空中強キック] type = ChangeState value = 655 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = var(6) = 0 trigger1 = ctrl || (stateno = [100,115]) trigger1 = Vel Y >= 0 trigger1 = P2bodydist X = [0,70] trigger1 = P2bodydist Y = [-40,30] trigger1 = Vel Y >= 0 || p2statetype = A trigger2 = var(10) >= 4 trigger2 = stateno = [600,645] trigger2 = stateno % 10 = 5 trigger2 = movecontact ;------------------------------------- [State -1,強ドリル] type = ChangeState value = 720 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = var(6) = 0 trigger1 = ctrl || stateno = 100 trigger1 = P2bodydist X = [0,60] trigger1 = P2bodydist Y >= 70 trigger1 = Random < var(10)*20 [State -1,チェーン中ドリル] type = ChangeState value = 710 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = var(6) = 0 trigger1 = ctrl || stateno = 100 trigger1 = P2bodydist X = [60,100] trigger1 = P2bodydist Y >= 50 trigger1 = Random < var(10)*20 trigger2 = var(10) >= 4 trigger2 = stateno = 720 trigger2 = movecontact [State -1,チェーン弱ドリル] type = ChangeState value = 700 triggerall = !ishelper triggerall = var(10) >= 4 triggerall = statetype = A triggerall = var(6) = 0 trigger1 = ctrl trigger1 = P2movetype != A trigger1 = Enemy,numproj = 0 trigger1 = Vel Y > 0 trigger1 = P2bodydist X = [120,150] trigger1 = P2bodydist Y = [40,50] trigger1 = Random < var(10)*10 trigger2 = var(10) >= 4 trigger2 = stateno = 710 trigger2 = movecontact [State -1,チェーンドリルヘッド] type = ChangeState value = 750 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = A triggerall = var(6) = 0 trigger1 = ctrl || stateno = 100 trigger1 = P2movetype != A trigger1 = Enemy,numproj = 0 trigger1 = P2bodydist X = [170,200] trigger1 = P2bodydist Y >= 90 trigger1 = Random < var(10)*10 trigger2 = var(10) >= 4 trigger2 = stateno = 645 trigger2 = movecontact キャンセル連携 ;---------------------------------------------------------------- [State -1,ヨガテンペスト] type = ChangeState value = 2100 + (statetype = A)*10 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = Enemy,BackEdgebodydist <= 0 trigger1 = var(10) >= 3 trigger1 = (stateno = [220,255]) || stateno = 440 || (stateno = [620,650]) trigger1 = P2bodydist X = [150 - (statetype = A)*40,210] trigger1 = Movecontact trigger2 = ctrl trigger2 = statetype != A trigger2 = P2bodydist X = [180 + (var(2)*20),240] trigger2 = p2movetype != A trigger2 = p2statetype = S || p2statetype = C trigger2 = random < var(10)*10 trigger3 = var(10) >= 5 trigger3 = stateno = 310 trigger3 = var(2) <= 1 trigger3 = Movehit [State -1,ヨガブラスト] type = ChangeState value = 1200 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype = A trigger1 = var(10) >= 3 trigger1 = stateno = 225 trigger1 = Movehit trigger2 = ctrl trigger2 = P2bodydist X = [30+(var(2)*15),60+(var(2)*15)] trigger2 = P2bodydist Y = [-60-(var(2)*20),-100-(var(2)*20)] trigger2 = Enemy,Vel Y < 0 trigger2 = p2movetype != A trigger2 = random < var(10)*10 [State -1,ヨガ百裂頭突き] type = ChangeState value = 1500 triggerall = !ishelper triggerall = var(10) >= 3 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = statetype != A trigger1 = stateno = 200 || (stateno = 245 && AnimElem = 3,>=2) || stateno = 430 || stateno = 450 trigger1 = Movecontact trigger1 = P2statetype != L trigger1 = (stateno % 100 = [(var(2)*20),55]) trigger2 = var(10) >= 7 trigger2 = (stateno = [200,455]) trigger2 = P2dist X >= 0 trigger2 = P2bodydist X <= 105 trigger2 = Movehit trigger2 = Numtarget = 0 [State -1,ヨガローリング] type = ChangeState value = 1800 triggerall = !ishelper triggerall = var(10) >= 3 triggerall = var(3) = 1 triggerall = RoundState = 2 trigger1 = (var(2) = 0 &&(P2bodydist X = [0,35])) || (var(2) = 1 &&(P2bodydist X = [0,100])) || var(2) = 2 trigger1 = (stateno = [220,250]) || (stateno = [420,455]) || stateno = 655 || stateno = 700 || stateno = 750 trigger1 = movehit trigger1 = (Prevstateno = [200,710]) || stateno = 750 [State -1,ヨガフレイム] type = ChangeState value = 1100 + (statetype = A)*10 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = p2statetype != L trigger1 = ctrl trigger1 = P2bodydist X = [75+(var(2)*25),95+(var(2)*25)] trigger1 = p2movetype = I trigger1 = p2statetype = S || p2statetype = C trigger1 = random < var(10)*10 trigger2 = var(10) >= 3 trigger2 = (stateno = [220,250]) || stateno = 310 || (stateno = [420,445]) || stateno = 455 || (stateno = [620,750]) trigger2 = P2bodydist X = [10 + (var(2)*15) + (Enemy,Backedgebodydist <= 0)*20,35 + (var(2)*15) + (Enemy,Backedgebodydist <= 0)*30] trigger2 = Moveguarded || (var(2) = 0 && Movehit) [State -1,ヨガファイア] type = ChangeState value = 1000 + (statetype = A)*10 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(3) = 1 triggerall = RoundState = 2 triggerall = P2bodydist Y = [0,-Enemy,const(size.head.pos.y)] triggerall = p2movetype != A triggerall = NumProjID(1000) = 0 trigger1 = ctrl trigger1 = P2bodydist X >= 120 + (var(2)*40) trigger1 = Random < var(10)*20 trigger2 = var(10) >= 3 trigger2 = stateno = [200,799] trigger2 = Movecontact trigger2 = P2bodydist X >= 90 trigger2 = FrontEdgebodydist >= 120 おまけ ;-------------------------------------------------- [State -1,ヨガ挑発伝説] type = ChangeState value = 3900 triggerall = !ishelper triggerall = power >= 1000 triggerall = var(10) >= 6 triggerall = var(3) = 1 triggerall = statetype = S triggerall = Roundstate = 2 triggerall = ctrl trigger1 = var(10) < 10 trigger1 = P2Life < 100 trigger1 = stateno != [120,140] trigger1 = P2bodydist X >= 160 trigger1 = Random > var(10)*90 trigger1 = Enemy,Alive trigger1 = Enemy,Hitfall trigger1 = Enemy,CanRecover = 0 trigger1 = P2stateno != [5100,5150] trigger2 = P2Life < 100 trigger2 = Numhelper(3200) trigger2 = helper(3200),stateno = 3250 trigger2 = helper(3200),movehit [State -1,空中浮遊] type = ChangeState value = 115 triggerall = var(10) >= 1 triggerall = !ishelper triggerall = stateno != 110 triggerall = RoundState = 2 triggerall = var(1) = 0 triggerall = ctrl trigger1 = Life > P2Life trigger1 = NumHelper(1300) trigger1 = Helper(1300),movetype = A trigger1 = random < var(10)*5 [State -1,挑発] type = Changestate value = 195 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = statetype = S triggerall = Roundstate = 2 triggerall = ctrl trigger1 = stateno != [120,140] trigger1 = P2bodydist X >= 160 trigger1 = Power < 500 trigger1 = Random > var(10)*90 trigger1 = Enemy,Alive trigger1 = Enemy,Hitfall trigger1 = Enemy,CanRecover = 0 trigger1 = P2stateno != [5100,5150] [State -1,空中挑発] type = ChangeState value = 196 triggerall = !ishelper triggerall = var(10) >= 1 triggerall = var(6) = 0 triggerall = statetype = A triggerall = Vel Y >= 0 triggerall = ctrl trigger1 = stateno != [120,140] trigger1 = P2bodydist X >= 160 trigger1 = Power < 500 trigger1 = Random > var(10)*90 trigger1 = Enemy,Alive trigger1 = Enemy,Hitfall trigger1 = Enemy,CanRecover = 0 trigger1 = P2stateno != [5100,5150] trigger2 = Power < 2000 trigger2 = var(10) >= 10 trigger2 = Numhelper(4500) = 0 trigger2 = Numhelper(1300) || Numhelper(2300) trigger2 = helper,movetype != H ;==================================================================================== [State -1,ダルシム本体・強力AI発動] type = Varset triggerall = var(10) >= 1 triggerall = !ishelper trigger1 = enemy,Const(data.life) * enemy,Const(data.defence) >= 150000 trigger2 = GetHitVar(hitcount) >= 50 trigger3 = GetHitVar(damage) >= 700 var(10) = 10 [State -1,ダルシム本体・AI発動] type = Varset triggerall = var(10) = 0 triggerall = !ishelper trigger1 = command = "cpu1" || command = "cpu2" || command = "cpu3" || command = "cpu4" || command = "cpu5" trigger2 = command = "cpu6" || command = "cpu7" || command = "cpu8" || command = "cpu9" || command = "cpu10" trigger3 = command = "cpu11" || command = "cpu12" || command = "cpu13" || command = "cpu14" || command = "cpu15" trigger4 = command = "cpu16" || command = "cpu17" || command = "cpu18" || command = "cpu19" || command = "cpu20" trigger5 = command = "cpu21" || command = "cpu22" || command = "cpu23" || command = "cpu24" || command = "cpu25" trigger6 = command = "cpu26" || command = "cpu27" || command = "cpu28" || command = "cpu29" || command = "cpu30" trigger7 = command = "cpu31" || command = "cpu32" || command = "cpu33" || command = "cpu34" || command = "cpu35" trigger8 = command = "cpu36" || command = "cpu37" || command = "cpu38" || command = "cpu39" || command = "cpu40" trigger9 = command = "cpu41" || command = "cpu42" || command = "cpu43" || command = "cpu44" || command = "cpu45" trigger10 = command = "cpu46" || command = "cpu47" || command = "cpu48" || command = "cpu49" || command = "cpu50" trigger11 = command = "cpu51" var(10) = 9 ;1-9まで ;==================================================================================== [State -1,ダルシムにされた相手・AI発動] type = Varset triggerall = var(10) = 0 triggerall = ishelper(4500) triggerall = NumTarget = 1 triggerall = Target,stateno = [20000,25120] trigger1 = Target,command = "cpu1" || Target,command = "cpu2" || Target,command = "cpu3" || Target,command = "cpu4" || Target,command = "cpu5" trigger2 = Target,command = "cpu6" || Target,command = "cpu7" || Target,command = "cpu8" || Target,command = "cpu9" || Target,command = "cpu10" trigger3 = Target,command = "cpu11" || Target,command = "cpu12" || Target,command = "cpu13" || Target,command = "cpu14" || Target,command = "cpu15" trigger4 = Target,command = "cpu16" || Target,command = "cpu17" || Target,command = "cpu18" || Target,command = "cpu19" || Target,command = "cpu20" trigger5 = Target,command = "cpu21" || Target,command = "cpu22" || Target,command = "cpu23" || Target,command = "cpu24" || Target,command = "cpu25" trigger6 = Target,command = "cpu26" || Target,command = "cpu27" || Target,command = "cpu28" || Target,command = "cpu29" || Target,command = "cpu30" trigger7 = Target,command = "cpu31" || Target,command = "cpu32" || Target,command = "cpu33" || Target,command = "cpu34" || Target,command = "cpu35" trigger8 = Target,command = "cpu36" || Target,command = "cpu37" || Target,command = "cpu38" || Target,command = "cpu39" || Target,command = "cpu40" trigger9 = Target,command = "cpu41" || Target,command = "cpu42" || Target,command = "cpu43" || Target,command = "cpu44" || Target,command = "cpu45" trigger10 = Target,command = "cpu46" || Target,command = "cpu47" || Target,command = "cpu48" || Target,command = "cpu49" || Target,command = "cpu50" trigger11 = Target,command = "cpu51" var(10) = 9 ;1-9まで [State -1,ダルシムにされた相手のAI発動を本体に伝える] type = ParentVarset triggerall = ishelper(4500) trigger1 = Parent,var(11) != var(10) var(11) = var(10)
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