;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)