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DJB MUGEN & IKEMEN Community

Command List — 1st DIO.zip ← Back to Overview

[Remap] x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。 y = y ;Yボタン         〃 z = z ;Zボタン         〃 a = a ;Aボタン         〃 b = b ;Bボタン         〃 c = c ;Cボタン         〃 s = s ;スタートボタン      〃 ;コマンドの入力受付のデフォルト設定の変更 [Defaults] ;入力受付時間のデフォルト設定(1〜) command.time = 15 ;コマンドを入力してキーを離した後の効果持続時間(1〜30) command.buffer.time = 1 ;---|AI Commands|----------------------------------------------------------- [Command] Name = "AI_00" Command = a, a Time = 0 [Command] Name = "AI_01" Command = a, b Time = 0 [Command] Name = "AI_02" Command = a, c Time = 0 [Command] Name = "AI_03" Command = a, x Time = 0 [Command] Name = "AI_04" Command = a, y Time = 0 [Command] Name = "AI_05" Command = a, z Time = 0 [Command] Name = "AI_06" Command = a, s Time = 0 [Command] Name = "AI_07" Command = b, a Time = 0 [Command] Name = "AI_08" Command = b, b Time = 0 [Command] Name = "AI_09" Command = b, c Time = 0 [Command] Name = "AI_10" Command = b, x Time = 0 [Command] Name = "AI_11" Command = b, y Time = 0 [Command] Name = "AI_12" Command = b, z Time = 0 [Command] Name = "AI_13" Command = b, s Time = 0 [Command] Name = "AI_14" Command = c, a Time = 0 [Command] Name = "AI_15" Command = c, b Time = 0 [Command] Name = "AI_16" Command = c, c Time = 0 [Command] Name = "AI_17" Command = c, x Time = 0 [Command] Name = "AI_18" Command = c, y Time = 0 [Command] Name = "AI_19" Command = c, z Time = 0 [Command] Name = "AI_20" Command = c, s Time = 0 [Command] Name = "AI_21" Command = x, a Time = 0 [Command] Name = "AI_22" Command = x, b Time = 0 [Command] Name = "AI_23" Command = x, c Time = 0 [Command] Name = "AI_24" Command = x, x Time = 0 [Command] Name = "AI_25" Command = x, y Time = 0 [Command] Name = "AI_26" Command = x, z Time = 0 [Command] Name = "AI_27" Command = x, s Time = 0 [Command] Name = "AI_28" Command = y, a Time = 0 [Command] Name = "AI_29" Command = y, b Time = 0 [Command] Name = "AI_30" Command = y, c Time = 0 [Command] Name = "AI_31" Command = y, x Time = 0 [Command] Name = "AI_32" Command = y, y Time = 0 [Command] Name = "AI_33" Command = y, z Time = 0 [Command] Name = "AI_34" Command = y, s Time = 0 [Command] Name = "AI_35" Command = s, a Time = 0 [Command] Name = "AI_36" Command = s, b Time = 0 [Command] Name = "AI_37" Command = s, c Time = 0 [Command] Name = "AI_38" Command = s, x Time = 0 [Command] Name = "AI_39" Command = s, y Time = 0 [Command] Name = "AI_40" Command = s, z Time = 0 [Command] Name = "AI_41" Command = s, s Time = 0 [Command] Name = "AI_42" Command = U, U Time = 0 [Command] Name = "AI_43" Command = U, F Time = 0 [Command] Name = "AI_44" Command = U, D Time = 0 [Command] Name = "AI_45" Command = U, B Time = 0 [Command] Name = "AI_46" Command = F, U Time = 0 [Command] Name = "AI_47" Command = F, F Time = 0 [Command] Name = "AI_48" Command = F, D Time = 0 [Command] Name = "AI_49" Command = F, B Time = 0 ;-| 超必殺技 |----------------------------------------------------------- ;※名前が同じならば、違うコマンドでも同じステートの技を出す事が可能。 [Command] name = "モンキーなんだよー" command = ~F, D, DF, x+y time = 18 [Command] name = "モンキーなんだよー" command = ~F, D, DF, y+z time = 18 [Command] name = "モンキーなんだよー" command = ~F, D, DF, z+x time = 18 [Command] name = "モンキーなんだよー" command = ~F, D, DF, x+y+z time = 18 [Command] name = "モンキーなんだよー" command = ~F, D, DF, b time = 18 [Command] name = "モンキーなんだよー" command = ~F, D, DF, ~b time = 18 ;------------------------------------------------------------------------ [Command] name = "Eye" command = ~D, DF, F, x+y time = 18 [Command] name = "Eye" command = ~D, DF, F, y+z time = 18 [Command] name = "Eye" command = ~D, DF, F, z+x time = 18 [Command] name = "Eye" command = ~D, DF, F, x+y+z time = 18 [Command] name = "Eye" command = ~D, DF, F, b time = 18 [Command] name = "Eye" command = ~D, DF, F, ~b time = 18 ;-------------- [Command] name = "Eye2" command = ~D, DF, F, x+y time = 18 [Command] name = "Eye3" command = ~D, DF, F, y+z time = 18 [Command] name = "Eye4" command = ~D, DF, F, z+x time = 18 [Command] name = "Eye5" command = ~D, DF, F, x+y+z time = 18 [Command] name = "Eye6" command = ~D, DF, F, b time = 18 [Command] name = "必殺空裂眼刺驚" command = ~F, z, y, x, D time = 30 ------------------------------------------------------------------------- [Command] name = "reitou" command = ~D, DB, B, x+y time = 18 [Command] name = "reitou" command = ~D, DB, B, y+z time = 18 [Command] name = "reitou" command = ~D, DB, B, z+x time = 18 [Command] name = "reitou" command = ~D, DB, B, x+y+z time = 18 [Command] name = "reitou" command = ~D, DB, B, b time = 18 [Command] name = "reitou" command = ~D, DB, B, ~b time = 18 ;-| 必殺技 |------------------------------------------------------------ [Command] name = "Counter" command = ~B, D, DB, x [Command] name = "Counter" command = ~B, D, DB, y [Command] name = "Projcounter" command = ~B, D, DB, z [Command] name = "Counter" command = ~B, D, DB, b [Command] name = "kika" command = ~F, D, DF, x [Command] name = "kika" command = ~F, D, DF, y [Command] name = "kika" command = ~F, D, DF, z [Command] name = "kika" command = ~F, D, DF, b [Command] name = "kika2" command = F, D, DF, x [Command] name = "kika2" command = F, D, DF, y [Command] name = "kika2" command = F, D, DF, z [Command] name = "kika2" command = F, D, DF, b [Command] name = "MudaMuda-x" command = ~D, DF, F, x [Command] name = "MudaMuda-y" command = ~D, DF, F, y [Command] name = "MudaMuda-z" command = ~D, DF, F, z [Command] name = "MudaMuda-z" command = ~D, DF, F, b [Command] name = "nazimuzo" command = ~D, DB, B, x [Command] name = "nazimuzo" command = ~D, DB, B, y [Command] name = "nazimuzo" command = ~D, DB, B, z [Command] name = "nazimuzob" command = ~D, DB, B, b [Command] name = "WRRRYYYY" command = ~D, D, x [Command] name = "WRRRYYYY" command = ~D, D, y [Command] name = "WRRRYYYY" command = ~D, D, z [Command] name = "WRRRYYYY" command = ~D, D, b [Command] name = "WRRRYYYY" command = D, U [Command] name = "WRRRYYYY" command = D, UF [Command] name = "WRRRYYYY" command = D, UB [Command] name = "D.z" command = ~F, F, z [Command] name = "空裂眼刺驚" command = ~F, z, y, x, F time = 30 ;-| スペース用 |--------------------------------------------------- [Command] name = "rrr" command = /$x+y,D time = 1 [Command] name = "rrr2" command = /$y+z,D time = 1 [Command] name = "rrr3" command = /$z+x,D time = 1 [Command] name = "rrr4" command = /$x+y+z,D time = 1 [Command] name = "rrr5" command = /$b,D time = 1 ;-| キー2回連続入力 |--------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "FF2" command = ~F time = 1 [Command] name = "BB" command = B, B time = 10 ;-| 同時押し |----------------------------------------------------------- [Command] name = "recovery" command = x+y time = 1 ;-| 方向キー+ボタン |--------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| ボタン単発 |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "b" command = x+z+y time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| 方向キー |----------------------------------------------------------- [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" ;必須コマンド名。おしっぱなし、789が。 command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "holdb" command = /$b time = 1 [Command] name = "holdx+y" command = /$x+y time = 1 [Command] name = "holdy+z" command = /$y+z time = 1 [Command] name = "holdx+z" command = /$x+z time = 1 [Command] name = "holdx+y+z" command = /$x+y+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 = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "U" command = UF time = 1 [Command] name = "U" command = UB time = 1 [Command] name = "U" command = U time = 1 [command] name = "F" command = F time = 1 [command] name = "B" command = B time = 1 [command] name = "D" command = D time = 1 [Statedef -1] ;======================================================================== ; 超必殺技 ;======================================================================== ;空烈眼刺驚 [State -1, Taunt] type = ChangeState value = 3618 TriggerAll = Var(59)<=0 triggerall = command = "必殺空裂眼刺驚" triggerall = statetype != A triggerall = power >= 1000 trigger1 = ctrl || stateno = 40 || (stateno = 100 && time >= 4) || stateno = 101 || (stateno = 105 && time >= 4) trigger2 = StateNo = 200 trigger3 = StateNo = 210 trigger4 = StateNo = 240 trigger5 = StateNo = 400 trigger6 = StateNo = 410 trigger7 = StateNo = 440 ignorehitpause = 0 ;------------------------------------------------------------------------ [State -1, モンキーなんだよー];ゲージレベル1 type = ChangeState value = 30003 TriggerAll = Var(59)<=0 triggerall = command = "モンキーなんだよー" triggerall = var(58) = 1 triggerall = power >= 2000 triggerall = statetype != A trigger1 = ctrl ;------------------------------------------------------------------------ [State -1, 空裂眼刺驚s];ゲージレベル1 type = ChangeState value = 312323 TriggerAll = Var(59)<=0 triggerall = power >= 1000 trigger1 = stateno = 30011 trigger1 = command = "rrr" trigger2 = stateno = 30012 trigger2 = command = "rrr2" trigger3 = stateno = 30013 trigger3 = command = "rrr3" trigger4 = stateno = 30014 trigger4 = command = "rrr4" trigger5 = stateno = 30015 trigger5 = command = "rrr5" [State -1, 空裂眼刺驚];ゲージレベル1 type = ChangeState value = 30001 TriggerAll = Var(59)<=0 triggerall = command = "Eye" triggerall = var(58) = 0 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = (StateNo = 1300) && (Time = [12,38]) [State -1, 空裂眼刺驚2] type = ChangeState value = 30002 TriggerAll = Var(59)<=0 triggerall = command = "a" trigger1 = stateno = 30001 trigger1 = stateno = 30001 trigger1 = NumHelper(3100) = 0 [State -1, 空裂眼刺驚2];ゲージレベル1 type = ChangeState value = 30011 TriggerAll = Var(59)<=0 triggerall = command = "Eye2" triggerall = var(58) = 1 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl [State -1, 空裂眼刺驚3];ゲージレベル1 type = ChangeState value = 30012 TriggerAll = Var(59)<=0 triggerall = command = "Eye3" triggerall = var(58) = 1 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl [State -1, 空裂眼刺驚4];ゲージレベル1 type = ChangeState value = 30013 TriggerAll = Var(59)<=0 triggerall = command = "Eye4" triggerall = var(58) = 1 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl [State -1, 空裂眼刺驚5];ゲージレベル1 type = ChangeState value = 30014 TriggerAll = Var(59)<=0 triggerall = command = "Eye5" triggerall = var(58) = 1 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl [State -1, 空裂眼刺驚6];ゲージレベル1 type = ChangeState value = 30015 TriggerAll = Var(59)<=0 triggerall = command = "Eye6" triggerall = var(58) = 1 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl ;---------------------------------------------------------------------- [State -1, 死の忘却];ゲージレベル1 type = ChangeState value = 30000 TriggerAll = Var(59)<=0 triggerall = command = "reitou" triggerall = power >= 2000 triggerall = statetype != A trigger1 = ctrl ;======================================================================== ; 必殺技 ;======================================================================== [State -1, 変数の例1] type = VarSet trigger1 = 1 var(1) = 0 [State -1, 変数の例2] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440;足払いのステートではない時 trigger2 = movecontact var(1) = 1 ;------------------------------------------------------------------------ ;空烈眼刺驚 [State -1, Taunt] type = ChangeState value = 1618 TriggerAll = Var(59)<=0 triggerall = command = "空裂眼刺驚" triggerall = statetype != A trigger1 = ctrl || stateno = 40 || (stateno = 100 && time >= 4) || stateno = 101 || (stateno = 105 && time >= 4) trigger2 = StateNo = 200 trigger3 = StateNo = 210 trigger4 = StateNo = 240 trigger5 = StateNo = 400 trigger6 = StateNo = 410 trigger7 = StateNo = 440 ignorehitpause = 0 ;------------------------------------------------------------------------ [State -1, 気化冷凍法] type = ChangeState value = 1400 TriggerAll = Var(59)<=0 triggerall = command = "kika" triggerall = stateno != 441 trigger1 = var(1) && stateno != 440 trigger2 = stateno = 440 && time >= 18 && movecontact [State -1, 気化冷凍法] type = ChangeState value = 1400 TriggerAll = Var(59)<=0 triggerall = command = "kika2" trigger1 = movecontact && stateno = 441 ;------------------------------------------------------------------------ [State -1, 無駄無駄強] type = ChangeState value = 1020 TriggerAll = Var(59)<=0 triggerall = command = "MudaMuda-z" trigger1 = var(1) [State -1, 無駄無駄弱] type = ChangeState value = 1000 TriggerAll = Var(59)<=0 triggerall = command = "MudaMuda-x" trigger1 = var(1) [State -1, 無駄無駄中] type = ChangeState value = 1010 TriggerAll = Var(59)<=0 triggerall = command = "MudaMuda-y" trigger1 = var(1) trigger1 = stateno != 410 trigger2 = var(7) = 1 trigger2 = stateno = 410 ;------------------------------------------------------------------------ [State -1, カウンター気化] type = ChangeState value = 1200 TriggerAll = Var(59)<=0 triggerall = command = "Counter" trigger1 = var(1) ;------------------------------------------------------------------------ [State -1, 飛び道具カウンター] type = ChangeState value = 1300 TriggerAll = Var(59)<=0 triggerall = command = "Projcounter" trigger1 = var(1) ;----------------------------------------------------------------------- [State -1, なじむぞっ] type = ChangeState value = 1100 TriggerAll = Var(59)<=0 triggerall = command = "nazimuzo" trigger1 = stateno = 200 && (time >= 4) trigger2 = stateno = 210 && (time >= 11) trigger3 = stateno = 240 && (time >= 4) trigger4 = stateno = 400 && (time >= 3) trigger5 = stateno = 410 && (time >= 10) trigger6 = stateno = 440 && (time >= 12) trigger7 = stateno = 441 && (time >= 12) trigger8 = stateno = 1000 && (time >= 10) trigger9 = stateno = 1010 && (time >= 16) trigger10= stateno = 1020 && (time >= 23) trigger11= stateno = 1001 && (time >= 4) trigger12= stateno = 1002 && (time >= 8) trigger12= 1 || var(30) := -1 trigger13= stateno = 1011 && (time >= 18) trigger14= stateno = 1012 && (time >= 23) trigger14= 1 || var(30) := -1 trigger15= stateno = 1021 && (time >= 10) trigger16= stateno = 1022 && (time >= 26) trigger16= 1 || var(30) := -1 trigger17= stateno = 1618 && (time > 48) trigger18= stateno = 1220 && anim = 901 trigger19= ctrl trigger19= statetype != A [State -1, なじむぞっ] type = ChangeState value = 1100 TriggerAll = Var(59)<=0 triggerall = command = "nazimuzob" trigger1 = stateno = 200 && (time >= 4) trigger2 = stateno = 210 && (time >= 11) trigger3 = stateno = 240 && (time >= 4) trigger4 = stateno = 400 && (time >= 3) trigger5 = stateno = 410 && (time >= 10) trigger6 = stateno = 440 && (time >= 12) trigger7 = stateno = 441 && (time >= 12) trigger8 = stateno = 1000 && (time >= 10) trigger9 = stateno = 1010 && (time >= 16) trigger10= stateno = 1020 && (time >= 23) trigger11= stateno = 1001 && (time >= 4) trigger12= stateno = 1002 && (time >= 8) trigger12= 1 || var(30) := -1 trigger13= stateno = 1011 && (time >= 18) trigger14= stateno = 1012 && (time >= 23) trigger14= 1 || var(30) := -1 trigger15= stateno = 1021 && (time >= 10) trigger16= stateno = 1022 && (time >= 26) trigger16= 1 || var(30) := -1 trigger17= stateno = 1618 && (time > 48) trigger18= stateno = 1220 && anim = 901 trigger18= power < 2000 trigger19= ctrl trigger19= statetype != A [State -1, なじむぞっ];空中 type = null;ChangeState value = 1100321 TriggerAll = Var(59)<=0 triggerall = command = "nazimuzo" trigger1 = statetype = A trigger1 = palno >= 7 ;------------------------------------------------------------------------ [State -1, WRRRYYYY] type = ChangeState value = 1548 TriggerAll = Var(59)<=0 triggerall = command = "WRRRYYYY" triggerall = var(38) = 0 trigger1 = var(1) trigger2 = stateno = 440 && (time > 12) trigger2 = var(11) = 0 trigger2 = movecontact trigger3 = stateno = 440 && (time > 5) trigger3 = var(11) >= 1 trigger3 = movecontact ;trigger1 = ctrl ;trigger2 = var(1) ;trigger2 = stateno = 240 ;trigger2 = var(8) = 1 ;trigger3 = var(1) ;trigger3 = stateno = 440 [State -1, ダッシュ立ち強] type = ChangeState value = 100 TriggerAll = Var(59)<=0 triggerall = command = "D.z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger1 = 1 || var(14) := 1 trigger2 = (stateno = 200) && time > 5 trigger2 = 1 || var(14) := 1 trigger3 = (stateno = 230) && time > 6 trigger3 = 1 || var(14) := 1 ;======================================================================== ; 移動関連 ;======================================================================== [State -1, 走る] type = ChangeState value = 100 TriggerAll = Var(59)<=0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, バックステップ] type = ChangeState value = 105 TriggerAll = Var(59)<=0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;======================================================================== ; 特殊技 ;======================================================================== [State -1, 投げ技] type = ChangeState value = 800 TriggerAll = Var(59)<=0 triggerall = command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) ;trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H [State -1, 投げ技] type = ChangeState value = 800 TriggerAll = Var(59)<=0 triggerall = command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = stateno = 240 [State -1, 回り込み] type = ChangeState TriggerAll = Var(59)<=0 triggerall = ctrl triggerall = command = "b" trigger1 = statetype != A value = 702 ;======================================================================== ; 通常攻撃技 ;======================================================================== [State -1, 立ち弱] type = ChangeState value = 200 TriggerAll = Var(59)<=0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 trigger3 = stateno = 100 ;ダッシュ trigger3 = time >= 4 trigger4 = stateno = 105 ;ダッシュ trigger5 = time >= 3 trigger5 = stateno = 400 [State -1, 立ち強] type = ChangeState value = 210 TriggerAll = Var(59)<=0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 trigger4 = stateno = 100 ;ダッシュ trigger4 = time >= 4 trigger5 = stateno = 105 ;ダッシュ [State -1, 立ち中] type = ChangeState value = 240 TriggerAll = Var(59)<=0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 trigger4 = stateno = 100 ;ダッシュ trigger4 = time >= 4 trigger5 = stateno = 105 ;ダッシュ ;------------------------------------------------------------------------ [State -1, 気化冷凍モード突入] type = ChangeState value = 300082 TriggerAll = Var(59)<=0 triggerall = command = "a" triggerall = var(25) = 0 triggerall = statetype != A triggerall = power >= 1 trigger1 = var(1) trigger2 = stateno = 440 && (time > 12) trigger2 = var(11) = 0 trigger2 = movecontact trigger3 = stateno = 440 && (time > 5) trigger3 = var(11) > 0 trigger3 = movecontact [State -1, 気化冷凍モード終了] type = ChangeState value = 300088 triggerall = statetype != A trigger1 = command = "a" trigger1 = power >= 1 trigger1 = ctrl trigger1 = var(25) = 1 Trigger1 = Var(59)<=0 trigger2 = var(25) = 3 trigger2 = ctrl Trigger3 = Var(59) trigger3 = var(25) = 3 trigger3 = stateno = 22 Trigger4 = Var(59) trigger4 = var(25) = 3 trigger4 = stateno = 23 Trigger5 = Var(59) trigger5 = var(25) = 3 trigger5 = stateno = 24 ;------------------------------------------------------------------------ [State -1, 挑発] type = ChangeState value = 195 TriggerAll = Var(59)<=0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != 196 ---------------------------------------------------- [State -1, しゃがみ弱パンチ] type = ChangeState value = 400 TriggerAll = Var(59)<=0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 100 ;ダッシュ trigger2 = time >= 4 trigger3 = stateno = 105 ;ダッシュ [State -1, しゃがみ強パンチ] type = ChangeState value = 410 TriggerAll = Var(59)<=0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || (stateno = 400 && movecontact) trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = stateno = 100 ;ダッシュ trigger3 = time >= 4 trigger4 = stateno = 105 ;ダッシュ [State -1, しゃがみ強キック] type = ChangeState value = 440 TriggerAll = Var(59)<=0 triggerall = command = "z" triggerall = command = "holddown" triggerall = command != "holdfwd" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = stateno = 100 ;ダッシュ trigger3 = time >= 4 trigger4 = stateno = 105 ;ダッシュ trigger5 = stateno = 400 && var(1) [State -1, しゃがみ強キック] type = ChangeState value = 441 TriggerAll = Var(59)<=0 triggerall = command = "z" triggerall = command = "holddown" triggerall = command = "holdfwd" trigger1 = statetype = C trigger1 = ctrl || (stateno = 400 && movecontact) trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = stateno = 100 ;ダッシュ trigger3 = time >= 4 trigger4 = stateno = 105 ;ダッシュ ;------------------------------------------------------------------------ [State -1, ジャンプ弱] type = ChangeState value = 600 TriggerAll = Var(59)<=0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl [State -1, ジャンプ強] type = ChangeState value = 610 TriggerAll = Var(59)<=0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl [State -1, ジャンプ中] type = ChangeState value = 640 TriggerAll = Var(59)<=0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl ;-------------------------------------------------------------------------- ;アドバンシング(立ち) [State -1, Run Back] type = ChangeState TriggerAll = Var(59)<=0 triggerall = command = "b" || command = "z" trigger1 = statetype = S trigger1 = stateno = 150 || stateno = 151 trigger1 = prevstateno != 4000 && prevstateno != 4005 ignorehitpause = 1 value = 4000 ;--------------------------------------------------------------------------- ;アドバンシング(しゃがみ) [State -1, Run Back] type = ChangeState TriggerAll = Var(59)<=0 triggerall = command = "b" || command = "z" trigger1 = statetype = C trigger1 = stateno = 152 || stateno = 153 trigger1 = prevstateno != 4000 && prevstateno != 4005 value = 4005 ;--------------------------------------------------------------------------- ;ガーキャン [State -1, Strong Kung Fu Palm] type = ChangeState value = 1800 TriggerAll = Var(59)<=0 triggerall = numhelper(4010) = 0 trigger1 = command = "MudaMuda-z" || command = "MudaMuda-y" || command = "MudaMuda-x" triggerall = var(2) = 0 triggerall = statetype != A trigger1 = (stateno = [150,153]) ;AI-------------------------------------------------------------------------- ;AI Command Check [State -1, AI Command] Type = VarSet TriggerAll = Var(59)=0 && !isHelper trigger1 = command = "AI_01" || command = "AI_02" || command = "AI_03" || command = "AI_04" trigger2 = command = "AI_05" || command = "AI_06" || command = "AI_07" || command = "AI_08" trigger3 = command = "AI_09" || command = "AI_10" || command = "AI_11" || command = "AI_12" trigger4 = command = "AI_13" || command = "AI_14" || command = "AI_15" || command = "AI_16" trigger5 = command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20" Trigger6 = Command = "AI_21" || Command = "AI_22" || Command = "AI_23" || Command = "AI_24" Trigger7 = Command = "AI_24" || Command = "AI_26" || Command = "AI_27" || Command = "AI_28" Trigger8 = Command = "AI_29" || Command = "AI_30" || Command = "AI_31" || Command = "AI_32" Trigger9 = Command = "AI_33" || Command = "AI_34" || Command = "AI_35" || Command = "AI_36" Trigger10 = Command = "AI_37" || Command = "AI_38" || Command = "AI_39" || Command = "AI_40" Trigger11 = Command = "AI_41" || Command = "AI_42" || Command = "AI_43" || Command = "AI_44" Trigger12 = Command = "AI_45" || Command = "AI_46" || Command = "AI_47" || Command = "AI_48" Trigger13 = Command = "AI_49" || Command = "AI_00" Trigger14 = !IsHelper Trigger14 = NumHelper(123321) = 1 Trigger14 = Helper(123321),var(59) ;Trigger15 = 1 || var(43) := 1;AI即起動スイッチ V = 59 Value = 1 IgnoreHitPause = 1 ;------------------------------------------------------------------------- ;=========================================================================================== ;AIサポート用ヘルパー(起動) ;=========================================================================================== ;画面端検出ヘルパー [state -3, 画面右端検出用ヘルパー] type = helper trigger1 = !NumHelper(21000) helpertype = normal name = "migihasi" PosType = left stateno = 21000 ID = 21000 facing = -1 pos=160,9999 pausemovetime = 2147483647 supermovetime = 2147483647 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State -3, 念のため↓も付けておく] type=changestate trigger1= ishelper trigger1= ishelper(21000) trigger1= stateno !=21000 value=21000 [state -3, 画面左端検出用ヘルパー] type = helper trigger1 = !NumHelper(25000) helpertype = normal name = "hidarihasi" PosType = left stateno = 25000 ID = 25000 facing = 1 pos=160,9999 pausemovetime = 2147483647 supermovetime = 2147483647 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [state -3, めくりガード用ヘルパー] type = helper trigger1 = !NumHelper(55005) helpertype = normal name = "mekuri" PosType = left stateno = 55005 ID = 55005 facing = 1 pos=160,9999 pausemovetime = 2147483647 supermovetime = 2147483647 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State -3, 念のため↓も付けておく] type=changestate trigger1= ishelper trigger1= ishelper(25000) trigger1= stateno !=25000 value=25000 ;--------------------------------------------------------------------------- ;飛び道具感知ヘルパー ;--------------------------------------------------------------------------- [State -3, asas];相手のprojもしくはhelperが増えた瞬間ヘルパー呼び出し type=helper triggerall = !ishelper triggerall = !NumHelper(50005) triggerall = NumEnemy triggerall = NumHelper(21000) trigger1 = helper(21000),var(20) <= 0 ; 以下,監視で代入しといた値より相手のprojやhelperが大きい時 trigger1 = Enemy(0),numproj > 0 ; trigger2 = helper(21000),var(21)< Enemy(0),numhelper ; trigger3 = helper(21000),var(22) <= 0 ; trigger3 = Enemy(numenemy=2),numproj > 0 ; trigger4 = helper(21000),var(23) < Enemy(numenemy=2),numhelper ; helpertype=normal name = "P-H" stateno = 50005 ID = 50005 pos = 0,9999 keyctrl = 0 pausemovetime = 2147483647 supermovetime = 2147483647 persistent = 0 ;念のため↓も付けておく [State -3, 関係無いステートに行かないように] type=changestate trigger1= ishelper(50005) trigger1= stateno!=50005 value=50005 [State -3, AI起動用ヘルパー] type = helper trigger1 = !NumHelper(123321) trigger1 = roundstate = 2 trigger1 = alive trigger1 = var(59) = 0 Trigger1 = PrevStateNo=5900||(PrevStateNo=[190,199]) Trigger1 = ctrl && stateno = 0 helpertype = normal name = "AI" stateno = 123321 ID = 123321 pos = 9999,9999 keyctrl = 1 pausemovetime=2147483647 supermovetime=2147483647 persistent = 0 ;念のため↓も付けておく [State -3, 関係無いステートに行かないように] type=changestate trigger1 = ishelper(123321) trigger1 = stateno != 123321 value = 123321 ;------------------------------------------------------------------------------------------ ;ガチャガチャ [State -3, tag] type = varset triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = var(57) = 1 triggerall = life < 600 trigger1 = 1 var(59) = 0 ;タッグ用生死判別 [State -3, tag] type = varset trigger1 = NumEnemy >= 0 var(51) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0) ;コンボルートリセット [State -3, tag] type = varset trigger1 = var(50) = 0 trigger1 = var(52) != 0 var(52) = 0 ;コンボルートリセット [State -3, tag] type = varadd trigger1 = var(50) != 0 trigger1 = 1 var(52) = 1 ;コンボルートリセット [State -3, tag] type = varset trigger1 = gametime = 0 trigger2 = var(50) = 2 trigger2 = var(52) = 120 trigger3 = var(50) = 4 trigger3 = var(52) = 120 trigger4 = var(50) = [5,24] trigger4 = var(52) = 400 trigger5 = var(50) = [5,24] trigger5 = enemynear(var(51)),movetype != H trigger6 = var(50) = [25,26] trigger6 = var(52) = 120 trigger7 = var(50) = [27,30] trigger7 = var(52) = 400 trigger8 = var(50) = [31,32] trigger8 = var(52) = 400 trigger9 = var(50) = 33 trigger9 = var(52) = 400 trigger10 = var(50) = 34 trigger10 = var(52) = 40 trigger11 = movetype = H var(50) = 0 ;気化冷凍モードリセット [State -3, tag] type = varadd trigger1 = var(49) != 0 trigger1 = var(25) = 1 var(49) = 1 [State -3, tag] type = DisplayToClipboard trigger1 = 1 text = "var(59) = %d var(57) = %d var(50) = %d\nP2Bodydist x = %f P2Bodydist y = %f" params = var(59),var(57),var(50),P2Bodydist x,P2Bodydist y ;--------------------------------------------------------------------------- ;開幕行動 ;--------------------------------------------------------------------------- [State 105, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(43) = 1 triggerall = Ctrl = 1 trigger1 = random < 250 trigger1 = 1 || var(43) := 0 value=107 [State 105, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(43) = 1 triggerall = Ctrl = 1 trigger1 = random < 333 trigger1 = 1 || var(43) := 0 value=101 [State 105, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(43) = 1 triggerall = Ctrl = 1 trigger1 = random < 500 trigger1 = 1 || var(43) := 0 value=441 [State 105, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(43) = 1 triggerall = Ctrl = 1 trigger1 = random < 1000 trigger1 = 1 || var(43) := 0 value=1200 ;--------------------------------------------------------------------------- ;倒しきり ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;切り返し ;--------------------------------------------------------------------------- ;死の忘却 [State -1, Light Kung Fu Knee] type = ChangeState value = 30000 triggerall = Var(59) = 1 && roundstate = 2 triggerall = var(57) >= 5 triggerall = statetype != A triggerall = power >= 2000 triggerall = ctrl TriggerAll = P2BodyDist X = [-5,96] TriggerAll = EnemyNear(Var(51)),MoveType = A TriggerAll = EnemyNear(Var(51)),stateType != A TriggerAll = Random <= Var(57)*10+(power)*0.1+(roundno != 1)*100+(1200-life)*0.25 || var(57) >= 10 TriggerAll = EnemyNear(Var(51)),AnimTime <= -18 || Var(57) < 7 TriggerAll = EnemyNear(Var(51)),Time >= 30 || (!Time && var(57) > 9) || Var(57) > 10 TriggerAll = ctrl Trigger1 = EnemyNear(Var(51)),Time>=50 || Var(57) > 10 Trigger2 = (PrevStateNo=[5000,5270]) Trigger3 = (PrevStateNo=[120,159]) ;--------------------------------------------------------------------------- ;コンボ ;--------------------------------------------------------------------------- ;空烈眼刺驚 [State -1, Taunt] type = ChangeState value = 312323 triggerall = Var(59) = 1 && RoundState = 2 triggerall = Var(50) = 31 trigger1 = stateno = 30011 && (time >= 5) trigger1 = enemynear(var(51)),vel Y >= 0 trigger1 = P2BodyDist Y >= -65-(enemynear(var(51)),vel y)*2 trigger1 = 1 || var(50) := 0 [State 20, 4];倒し切りコン type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 trigger1 = var(50) = 31 trigger1 = stateno = 210 && (movehit >= 2) trigger1 = 1 || var(50) := 31 value = 1000 [State 20, 4];倒し切りコン type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 trigger1 = var(50) = 31 trigger1 = stateno = 200 && (movehit >= 3) trigger1 = 1 || var(50) := 31 value = 210 [State 20, 4];倒し切りコン2 type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 19 triggerall = stateno = 400 && (movehit >= 1) triggerall = enemynear(var(51)),statetype != A triggerall = power >= 2000+(var(25) = 1)*1000 trigger1 = enemynear(var(51)),life <= 250 trigger1 = 1 || var(50) := 31 trigger2 = (power >= 5000) && (random < 333+(power-5000)*0.1554) && (movehit = 1) trigger2 = 1 || var(50) := 31 trigger3 = facing*(helper(21000+(facing=-1)*4000),pos x-pos x) <= 100 trigger3 = enemynear(var(51)),life <= 375 trigger3 = 1 || var(50) := 31 value = 200 [State 20, 4];倒し切りコン type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 trigger1 = var(50) = 32 trigger1 = stateno = 240 && (movehit >= 6) trigger1 = 1 || var(50) := 0 value = 3618 [State 20, 4];倒し切りコン type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 trigger1 = var(50) = 32 trigger1 = stateno = 200 && (movehit >= 3) trigger1 = 1 || var(50) := 32 value = 240 [State 20, 4];倒し切りコン1 type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 19 triggerall = stateno = 400 && (movehit >= 1) triggerall = enemynear(var(51)),statetype != A triggerall = power >= 2000+(var(25) = 1)*500 trigger1 = enemynear(var(51)),life <= 150 trigger1 = 1 || var(50) := 32 trigger2 = (power >= 5000) && (random < 333) && (movehit = 1) trigger2 = 1 || var(50) := 32 value = 200 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = [4,24] triggerall = stateno != 1000 triggerall = stateno != 1001 triggerall = stateno != 1010 triggerall = stateno != 1011 triggerall = stateno != 1020 triggerall = stateno != 1021 triggerall = movehit >= 1 trigger1 = var(25) = 3 trigger1 = 1 || var(50) := 0 trigger2 = var(25) = 1 trigger2 = power <= 300 trigger2 = 1 || var(50) := 0 value = 1100 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 29 trigger1 = stateno = 240 && (movehit >= 2) trigger1 = 1 || var(50) := 0 value = 1100 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 29 trigger1 = stateno = 200 && (movehit >= 3) value = 240 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 28 trigger1 = stateno = 200 && movehit value = 23 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 28 trigger1 = stateno = 200 && moveguarded trigger1 = 1 || var(50) := 0 value = 1000 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 28 trigger1 = stateno = 200 && !movecontact trigger1 = enemynear(var(51)),movetype = H trigger1 = enemynear(var(51)),ctrl = 0 trigger1 = enemynear(var(51)),pos y > -70 trigger1 = animtime = 0 trigger1 = 1 || var(50) := 30 value = 23 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 28 trigger1 = stateno = 200 && !movecontact trigger1 = animtime = 0 trigger1 = 1 || var(50) := 0 trigger1 = 1 || var(49) := var(49)+1 value = 107 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = Varset triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 27 triggerall = stateno = 640 && (time > 6) trigger1= movecontact var(50) = 28 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = Varset triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 27 triggerall = stateno = 640 && (time > 6) trigger1= !movecontact var(50) = 0 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = VarSet triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 27 triggerall = statetype = A triggerall= pos y > -30 triggerall= vel y > 0 trigger1 = enemynear(var(51)),movetype = H trigger1 = ctrl trigger1 = 1 || var(49) := var(49)+1 var(50) = 0 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 27 triggerall = statetype = A triggerall= enemynear(var(51)),stateno = 5210 && (enemynear(var(51)),time = 13) trigger1 = ctrl trigger1 = 1 || var(50) := 27 value = 640 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 27 triggerall = stateno = 240 && (movehit = 6) trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 27 value = 3618 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 27 triggerall = stateno = 200 && (movehit = 3) trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 27 value = 240 [State 20, 4];画面端1ゲージ受け身狩りコンボ type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 19 triggerall = var(49) <= 3 triggerall = stateno = 400 && (movehit = 1) trigger1 = enemynear(var(51)),movetype = H trigger1 = power >= 1500 trigger1 = facing*(helper(21000+(facing=-1)*4000),pos x-pos x) <= 100 trigger1 = 1 || var(50) := 27 value = 200 [State -1, なじむぞっ];受け身狩り type = ChangeState value = 1100 triggerall = Var(59) = 1 && RoundState = 2 triggerall= P2BodyDist X =[-10,55] triggerall= enemynear(var(51)),pos y > -85 triggerall= enemynear(var(51)),stateno = 5210 && (enemynear(var(51)),time = [9,12]) trigger1 = stateno = 200 && (time >= 4) trigger1 = 1 || var(50) := 0 trigger2 = stateno = 210 && (time >= 11) trigger2 = 1 || var(50) := 0 trigger3 = stateno = 240 && (time >= 4) trigger3 = 1 || var(50) := 0 trigger4 = stateno = 400 && (time >= 3) trigger4 = 1 || var(50) := 0 trigger5 = stateno = 410 && (time >= 10) trigger5 = 1 || var(50) := 0 trigger6 = stateno = 440 && (time >= 12) trigger6 = 1 || var(50) := 0 trigger7 = stateno = 441 && (time >= 12) trigger7 = 1 || var(50) := 0 trigger8 = stateno = 1000 && (time >= 10) trigger8 = 1 || var(50) := 0 trigger9 = stateno = 1010 && (time >= 16) trigger9 = 1 || var(50) := 0 trigger10= stateno = 1020 && (time >= 23) trigger10 = 1 || var(50) := 0 trigger11= stateno = 1001 && (time >= 4) trigger11 = 1 || var(50) := 0 trigger12= stateno = 1002 && (time >= 8) trigger12 = 1 || var(50) := 0 trigger12= 1 || var(30) := -1 trigger13= stateno = 1011 && (time >= 18) trigger13 = 1 || var(50) := 0 trigger14= stateno = 1012 && (time >= 23) trigger14 = 1 || var(50) := 0 trigger14= 1 || var(30) := -1 trigger15= stateno = 1021 && (time >= 10) trigger15 = 1 || var(50) := 0 trigger16= stateno = 1022 && (time >= 26) trigger16 = 1 || var(50) := 0 trigger16= 1 || var(30) := -1 trigger17= stateno = 1618 && (time > 48) trigger17 = 1 || var(50) := 0 trigger18= ctrl trigger18= statetype != A trigger18 = 1 || var(50) := 0 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 200 && (movehit >= 4) trigger1 = var(50) = 24 trigger1 = 1 || var(50) := 0 value = 1000 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = enemynear(var(51)),pos y >= -40 trigger1 = stateno = 200 && (movehit >= 4) trigger1 = var(50) = 23 trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 24 value = 200 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 210 && (movehit >= 1) trigger1 = var(50) = 22 trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 22 value = 1010 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = enemynear(var(51)),pos y >= -55 trigger1 = stateno = 200 && (movehit >= 7) trigger1 = var(50) = 21 trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 22 value = 210 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 1021 && animtime = 0 trigger1 = var(50) = 20 trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 20 trigger2 = stateno = 200 && animtime = 0 trigger2 = var(50) = 21 trigger2 = enemynear(var(51)),movetype = H trigger2 = 1 || var(50) := 21 trigger3 = stateno = 200 && animtime = 0 trigger3 = var(50) = 23 trigger3 = enemynear(var(51)),movetype = H trigger3 = 1 || var(50) := 23 value = 23 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 20 triggerall = stateno = 240 && (movehit >= 1) trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 20 value = 1020 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 19 triggerall = stateno = 200 && (movehit >= 4) trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 20 value = 240 [State 20, 4] type = ChangeState triggerall = var(50) = 19 triggerall = stateno = 400 && (movehit = 1) trigger1 = enemynear(var(51)),movetype = H trigger1 = random <= 499 trigger1 = 1 || var(50) := 19 value = 200 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 19 triggerall = stateno = 400 && (movehit >= 1) trigger1 = enemynear(var(51)),movetype = H trigger1 = 1 || var(50) := 5 value = 441 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 18 triggerall = stateno = 1548 && (time = 16) trigger1 = enemynear(var(51)),movetype = H value = 640 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 240 && (movehit >= 1) && (var(11) > 0) trigger1 = time >= 1 value = 1548 [State 20, 4] type = ChangeState triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(50) = 18 triggerall = stateno = 200 && (movehit >= 8) && (var(11) > 0) trigger1 = time >= 1 value = 240 [State -1, なじむぞっ] type = ChangeState value = 400 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 400 && (var(11) = 0) && (movehit >= 4) Trigger1 = Var(50) = 0 trigger1 = 1 || var(50) := 18 [State -1, なじむぞっ] type = ChangeState value = 1000 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 200 && (movehit >= 4) Trigger1 = Var(50) = 17 trigger1 = 1 || var(50) := 0 [State -1, なじむぞっ] type = ChangeState value = 200 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 200 && (movehit >= 3) triggerall = enemynear(var(51)),pos y >= -40 Trigger1 = Var(50) = 16 trigger1 = 1 || var(50) := 17 [State -1, なじむぞっ] type = ChangeState value = 1010 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 210 && (movehit >= 2) Trigger1 = Var(50) = 15 trigger1 = 1 || var(50) := 16 [State -1, なじむぞっ] type = ChangeState value = 210 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 200 && (movehit >= 3) Trigger1 = Var(50) = 15 trigger1 = 1 || var(50) := 15 [State -1, なじむぞっ] type = ChangeState value = 600 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 1548 && (time >= 16) trigger1 = var(50) = 15 trigger1 = 1 || var(50) := 15 [State -1, なじむぞっ] type = ChangeState value = 1548 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 440 && (movehit >= 1) && (var(11) > 0) trigger1 = 1 || var(50) := 15 [State -1, なじむぞっ] type = ChangeState value = 440 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 400 && movehit && (var(11) > 0) trigger1 = 1 || var(50) := 14 [State -1, なじむぞっ] type = ChangeState value = 1000 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 200 && (movehit > 5) trigger1 = var(50) = 13 trigger1 = 1 || var(50) := 0 [State -1, なじむぞっ] type = ChangeState value = 200 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 200 && (movehit >= 3) triggerall = enemynear(var(51)),pos y >= -40 trigger1 = var(50) = 12 trigger1 = 1 || var(50) := 13 [State -1, なじむぞっ] type = ChangeState value = 1010 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 410 && (movehit > 4) trigger1 = var(50) = 11 trigger1 = 1 || var(50) := 11 [State -1, なじむぞっ] type = ChangeState value = 410 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 400 && (movehit > 2) trigger1 = var(50) = 11 trigger1 = 1 || var(50) := 11 [State -1, なじむぞっ] type = ChangeState value = 1000 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 200 && (movehit > 5) trigger1 = var(50) = 8 trigger1 = 1 || var(50) := 0 trigger2 = stateno = 210 && (movehit > 5) trigger2 = var(50) = 10 trigger2 = 1 || var(50) := 0 [State -1, なじむぞっ] type = ChangeState value = 200 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 200 && (movehit >= 3) triggerall = enemynear(var(51)),pos y >= -40 triggerall = var(50) = 7 trigger1 = 1 || var(50) := 8 [State -1, なじむぞっ] type = ChangeState value = 1010 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 410 && (movehit >= 1) triggerall = var(50) = 6 trigger1 = 1 || var(50) := 6 [State -1, なじむぞっ] type = ChangeState value = 1010 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 210 && (movehit >= 1) triggerall = var(50) = 5 trigger1 = 1 || var(50) := 5 [State -1, なじむぞっ] type = ChangeState value = 210 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 200 && (movehit >= 6) trigger1 = var(50) = 5 trigger1 = 1 || var(50) := 5 trigger2 = var(50) = 10 trigger2 = 1 || var(50) := 10 [State -1, なじむぞっ] type = ChangeState value = 640 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 1548 && time = 16 trigger1 = random < 499 trigger1 = var(50) = 5 trigger1 = 1 || var(50) := 9 trigger2 = stateno = 50 && time >= 3 trigger2 = var(50) = 5 trigger2 = 1 || var(50) := 5 trigger3 = stateno = 1548 && time = 16 trigger3 = var(50) = 9 trigger3 = 1 || var(50) := 10 [State -1, なじむぞっ] type = ChangeState value = 1548 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 441 && (movehit > 2) trigger1 = random < 499 trigger1 = 1 || var(50) := 5 trigger2 = var(50) = 9 trigger2 = stateno = 410 && movehit trigger2 = 1 || var(50) := 9 [State -1, なじむぞっ] type = ChangeState value = 1020 triggerall = Var(59) = 1 && RoundState = 2 trigger1 = stateno = 441 && (movehit > 2) trigger1 = 1 || var(50) := 11 ;--------------------------------------------------------------------------- ;ガードからの繋ぎ var(50) = 4 ;--------------------------------------------------------------------------- [State -1, なじむぞっ] type = ChangeState value = 1400 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 441 && moveguarded triggerall = random < 499 Trigger1 = P2BodyDist x < 70 Trigger1 = Var(50) = 4 trigger1 = 1 || var(50) := 0 [State -1, なじむぞっ] type = ChangeState value = 1000 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 441 && moveguarded Trigger1 = P2BodyDist x < 40 Trigger1 = Var(50) = 4 trigger1 = 1 || var(50) := 0 [State -1, なじむぞっ] type = ChangeState value = 1010 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 441 && moveguarded Trigger1 = P2BodyDist x < 55 Trigger1 = Var(50) = 4 trigger1 = 1 || var(50) := 0 [State -1, なじむぞっ] type = ChangeState value = 1000 triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno = 240 && (moveguarded > 2) Trigger1 = Var(50) = 4 trigger1 = 1 || var(50) := 0 [State -1, 前屈強へ] type = ChangeState value = 440 triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(57) >= 5 trigger1 = var(50) = 4 trigger1 = stateno = 400 && (var(11) > 0) trigger1 = P2BodyDist X <= 140 trigger1 = 1 || var(50) := 0 [State -1, 前屈強へ] type = ChangeState value = 441 triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(57) >= 5 trigger1 = random <= 599 trigger1 = var(50) = 4 trigger1 = stateno = 21 trigger1 = ctrl trigger1 = enemynear,GetHitVar(ctrltime) <= 12 trigger1 = P2BodyDist X <= 140 trigger1 = 1 || var(50) := 0 [State -1, 投げへ] type = ChangeState value = 400 triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(57) >= 5 triggerall = var(50) = 4 triggerall = ctrl triggerall = random <= 333 triggerall = enemynear,GetHitVar(ctrltime) = 0 triggerall = enemynear,Movetype = H triggerall = P2BodyDist X <= 5 trigger1 = stateno = 21 trigger1 = 1 || var(50) := 0 [State -1, 屈弱へ] type = ChangeState value = 400 triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(57) >= 5 trigger1 = var(50) = 4 trigger1 = stateno = 21 trigger1 = ctrl ;trigger1 = random <= 333 ;trigger1 = enemynear,GetHitVar(ctrltime) <= 3 trigger1 = P2BodyDist X <= 77 trigger1 = 1 || var(50) := 0 [State -1, まず歩く] type = ChangeState value = 21 triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(57) >= 5 trigger1 = random <= 799 trigger1 = var(50) = 4 trigger1 = ctrl [State -1, まず走る] type = ChangeState value = 101 triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(57) >= 5 trigger1 = random <= 500 trigger1 = var(50) = 4 trigger1 = ctrl [State -1, 詐欺飛びへ] type = ChangeState value = 62 triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(57) >= 5 trigger1 = random <= 99 trigger1 = var(50) = 4 trigger1 = ctrl trigger1 = 1 || var(50) := 0 [State -1, まず小ジャン] type = ChangeState value = 63 triggerall = Var(59) = 1 && RoundState = 2 triggerall = var(57) >= 5 trigger1 = var(50) = 4 trigger1 = ctrl trigger1 = 1 || var(50) := 0 ;--------------------------------------------------------------------------- ;ガード ;--------------------------------------------------------------------------- [State -3];被起き攻め時ガード警戒 Type = VarAdd triggerall = !ishelper TriggerAll = NumEnemy triggerall = var(59)>=1 trigger1 = var(47) > 0 var(47) = -2 IgNoreHitPause = 1 [State -3];被起き攻め時ガード警戒 Type = VarSet triggerall = !ishelper TriggerAll = NumEnemy triggerall = var(59)>=1 trigger1 = var(47) < 0 var(47) = 0 IgNoreHitPause = 1 [State -3];連続ガード時ガード警戒 Type = VarSet triggerall = !ishelper TriggerAll = NumEnemy triggerall = var(59)>=1 trigger1 = prevstateno = [120,155] trigger1 = stateno != [120,155] trigger1 = var(48) = 0 var(48) = 25 IgNoreHitPause = 1 [State -3];連続ガード時ガード警戒 Type = VarAdd triggerall = !ishelper TriggerAll = NumEnemy triggerall = var(59)>=1 trigger1 = var(48) > 0 var(48) = -1 IgNoreHitPause = 1 [State -3];しゃがみ Type = VarSet triggerall = !ishelper TriggerAll = NumEnemy triggerall = var(59)>=1 triggerall = statetype != A&&MoveType != H Triggerall = InGuardDist trigger1 = p2Stateno=Helper(25000),var(20) trigger2 = p2Stateno=Helper(25000),var(21) trigger3 = p2Stateno=Helper(25000),var(22) trigger4 = p2Stateno=Helper(25000),var(23) trigger5 = p2Stateno=Helper(25000),var(24) v = 53 value = 1 IgNoreHitPause = 1 [State -3];立ち Type = VarSet triggerall = !ishelper TriggerAll = NumEnemy triggerall = var(59)>=1 triggerall = statetype != A&&MoveType != H Triggerall = InGuardDist trigger1 = p2Stateno=Helper(25000),var(10) trigger2 = p2Stateno=Helper(25000),var(11) trigger3 = p2Stateno=Helper(25000),var(12) trigger4 = p2Stateno=Helper(25000),var(13) trigger5 = p2Stateno=Helper(25000),var(14) v = 53 value = 2 IgNoreHitPause = 1 [State -3];しゃがみ Type = VarSet triggerall = !ishelper TriggerAll = NumEnemy TriggerAll = Var(59) = 1 && roundstate = 2 triggerall = statetype != A Triggerall = EnemyNear(Var(51)),statetype != A trigger1 = p2statetype=C trigger2 = p2statetype=S trigger2 = EnemyNear(Var(51)),time < 15 v = 53 value = 1 IgNoreHitPause = 1 [State -3];立ち Type = VarSet triggerall = !ishelper TriggerAll = NumEnemy TriggerAll = Var(59) = 1 && roundstate = 2 triggerall = statetype != A trigger1 = p2statetype =A trigger2 = p2statetype=S trigger2 = stateno=[120,155] trigger2 = EnemyNear(Var(51)),time >= 15;発生の遅い攻撃に対して切り替える trigger2 = EnemyNear(Var(51)),moveguarded=0 trigger2 = EnemyNear(Var(51)),movetype=A ;Trigger3 = EnemyNear(Var(51)),NumProj > 0 || (EnemyNear(Var(51)),NumHelper > 0&&EnemyNear(Var(51)),HitDefAttr = SCA,AP) v = 53 value = 2 IgNoreHitPause = 1 [State -1,立ちガード] Type = ChangeState Value = 120 TriggerAll = NumHelper(55005) TriggerAll = InGuardDist || ( (Helper(55005),Var(40)) && (EnemyNear(var(51)),P2Dist X<0) && (random <= 499) )|| (Helper(55005),Var(41)) ||(enemynear(var(51)),movetype = A && !inguarddist && P2BodyDist X <= 50) TriggerAll = Var(59) = 1 && roundstate = 2 TriggerAll = StateNo!=[120,155] TriggerAll = !(StateNo = 1548 && time < 16) TriggerAll = Ctrl||Stateno=0||stateno=11||(stateno=[19,22])||stateno = 1548||(stateno=[40,69]) triggerall = !(EnemyNear(Var(51)),HitDefAttr = SCA,AT) Trigger1 = Random <= var(57)*60-(life = [0,600])*15-(var(57) < 8)*20+var(48)*50+(var(47)>0)*80 || var(57) >= 10 Trigger2 = P2BodyDist X > 90 || EnemyNear(Var(51)),Time>50 Trigger2 = Random <= var(57)*150-(life = [0,600])*35-(var(57) < 8)*40+var(48)*80+(var(47)>0)*120 Trigger3 = !IsHelper trigger3 = Helper(51000),inguarddist trigger3 = Random <= var(57)*100+var(48)*60+(var(47)>0)*100 Trigger4 = numhelper(50005) >= 1 Trigger4 = helper(50005),var(0) = [-10+(var(48)>0)*60+(var(47)>0)*40,10+(var(48)>0)*60+(var(47)>0)*40] ;アドバンシング(立ち) [State -1, Run Back] type = ChangeState TriggerAll = Var(59) = 1 && roundstate = 2 triggerall = statetype = S triggerall = stateno = 150 || stateno = 151 triggerall = prevstateno != 4000 && prevstateno != 4005 triggerall = var(57) >= 4 trigger1 = P2BodyDist X <= 50 trigger1 = random <= 30 trigger2 = BackEdgeBodyDist < 30 trigger2 = random <= 100 ignorehitpause = 1 value = 4000 ;アドバンシング(しゃがみ) [State -1, Run Back] type = ChangeState TriggerAll = Var(59) = 1 && roundstate = 2 triggerall = statetype = C triggerall = stateno = 152 || stateno = 153 triggerall = prevstateno != 4000 && prevstateno != 4005 triggerall = var(57) >= 4 trigger1 = P2BodyDist X <= 50 trigger1 = random <= 30 trigger2 = BackEdgeBodyDist < 30 trigger2 = random <= 100 value = 4005 ;--------------------------------------------------------------------------- ;対空、起き攻め ;--------------------------------------------------------------------------- [State 100, AI];対空1 潜り type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = Ctrl = 1 triggerall = var(57) >= 5 triggerall = Statetype != A triggerall = P2bodydist Y <= -40 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = P2BodyDist X = [10,30] trigger1 = enemynear(var(51)),statetype = A trigger1 = enemynear(var(51)),stateno = [40,59] trigger1 = enemynear(var(51)),facing != facing value=101 [State 100, AI];対空2 屈中 type=changestate value = 410 triggerall = Var(59) = 1 && RoundState = 2 triggerall = P2BodyDist X = [0,30] triggerall = enemynear(var(51)),statetype = A triggerall = enemynear(var(51)),movetype != H triggerall = var(50) != 2 triggerall = var(57) >= 5 triggerall = P2bodydist Y <= -40 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = statetype != A trigger1 = ctrl || (stateno = 400 && movecontact) trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) trigger3 = stateno = 105 ;ダッシュ ;--------------------------------------------------------------------------- ;立ち回り ;--------------------------------------------------------------------------- [State 105, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = BackEdgeBodyDist > 40 triggerall = random = [0,40] triggerall = Ctrl = 1 triggerall = Statetype != A triggerall = var(50) != 2 triggerall = var(50) != 4 triggerall = stateno != 22 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = P2BodyDist X <= 72-(enemynear(var(51)),vel X)*3 trigger1 = enemynear(var(51)),Ctrl = 1 trigger1 = !(enemynear(var(51)),movetype = A && enemynear(var(51)),time >= 3) trigger2 = P2BodyDist X <= 72-(enemynear(var(51)),vel X)*3 trigger2 = enemynear(var(51)),stateno = [5110,5120] trigger3 = P2BodyDist X <= 72-(enemynear(var(51)),vel X)*3 trigger3 = enemynear(var(51)),statetype = A && enemynear(var(51)),vel Y >= 0 trigger4 = P2BodyDist X <= 72-(enemynear(var(51)),vel X)*3 trigger4 = enemynear(var(51)),movetype = I && enemynear(var(51)),vel X != 0 trigger5 = P2BodyDist X <= 72-(enemynear(var(51)),vel X)*3 trigger5 = enemynear(var(51)),movetype != A && enemynear(var(51)),vel X >= 4 trigger6 = P2BodyDist X >= 69 trigger6 = enemynear(var(51)),movetype != A && enemynear(var(51)),vel X >= 6 trigger7 = P2BodyDist X >= 69 trigger7 = enemynear(var(51)),movetype = A && enemynear(var(51)),time >= 3 trigger7 = var(56) = 0 value=107 [State 100, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = random = [0,50+(life = [0,600])*250] triggerall = Ctrl = 1 triggerall = stateno != 22 triggerall = Statetype != A triggerall = var(50) != 2 triggerall = var(50) != 4 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = P2BodyDist X >= 100 trigger1 = enemynear(var(51)),Ctrl = 0 trigger1 = enemynear(var(51)),movetype != A && enemynear(var(51)),time >= 3 trigger2 = P2BodyDist X >= 100 trigger2 = enemynear(var(51)),Ctrl = 1 trigger2 = random = [0,500] trigger2 = enemynear(var(51)),movetype != A trigger3 = P2BodyDist X >= 160 trigger3 = enemynear(var(51)),Ctrl = 1 trigger3 = var(56) = 0 trigger4 = P2BodyDist X = [57,62] trigger4 = enemynear(var(51)),movetype != A trigger4 = enemynear(var(51)),vel X < 6 trigger5 = P2BodyDist X = [60,70] trigger5 = enemynear(var(51)),movetype != A trigger5 = stateno = 0 && animelem = 6 trigger6 = P2BodyDist X = [30,80) trigger6 = enemynear(var(51)),movetype != A trigger6 = enemynear(var(51)),statetype != A trigger6 = enemynear(var(51)),vel x < -1 trigger6 = random < 300 value=101 [State 100, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = Statetype != A triggerall = stateno != 22 triggerall = enemynear(var(51)),stateno = 100 triggerall = P2BodyDist X = [15,50+(enemynear(var(51)),vel x)*2] triggerall = var(50) != 4 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = Ctrl = 1 trigger2 = stateno = 101 trigger3 = stateno = 107 trigger4 = EnemyNear(Var(51)),HitDefAttr = SCA,AT && enemynear(var(51)),time >= 3 value=60 [State 100, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno != 22 triggerall = Statetype != A triggerall = enemynear(var(51)),movetype = I triggerall = enemynear(var(51)),statetype != A triggerall = P2BodyDist X >= 40 triggerall = var(50) != 4 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = stateno = 101 trigger1 = random <= 25 value=61 [State 100, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno != 22 triggerall = Statetype != A triggerall = enemynear(var(51)),stateno != 100 && enemynear(var(51)),vel x >= 6.5 triggerall = enemynear(var(51)),stateno != 2100 && enemynear(var(51)),stateno != 10100 triggerall = P2BodyDist X = [0,50+(enemynear(var(51)),vel x)*2] triggerall = enemynear(var(51)),movetype = A triggerall = var(50) != 2 triggerall = var(50) != 4 trigger1 = Ctrl = 1 value=702 [State 100, AI] type=changestate triggerall = Var(59) = 1 && RoundState = 2 triggerall = stateno != 22 triggerall = Ctrl = 1 triggerall = Statetype != A triggerall = var(50) != 4 trigger1 = 1;P2BodyDist X != [77,99] value=21 ;--------------------------------------------------------------------------- ;地上立ち回り技 CNS 21ステートにも ;--------------------------------------------------------------------------- ;空烈眼刺驚 [State -1, Taunt] type = ChangeState value = 312323 triggerall = Var(59) = 1 && RoundState = 2 triggerall = Var(50) != 31 trigger1 = stateno = 30011 && (time >= 5) trigger1 = vel Y >= 0 trigger1 = P2BodyDist Y >= -60-(enemynear(var(51)),vel y)*2 ;--------------------------------------------------------------------------- ;空中立ち回り技 ;--------------------------------------------------------------------------- [State -1, ジャンプ強];詐欺飛び type = ChangeState value = 600 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = ctrl trigger1 = var(50) = 3 trigger1 = 1 || var(50) := 0 [State -1, ジャンプ強];WRRRYYYY type = ChangeState value = 600 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = var(50) = 25 trigger1 = var(37) = 0 trigger1 = ctrl trigger1 = stateno = 1548 trigger1 = P2BodyDist X <= 100 trigger1 = 1 || var(50) := 0 [State -1, ジャンプ強] type = ChangeState value = 640 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = var(50) = 26 triggerall = ctrl triggerall = P2Dist X = [-5,5] triggerall = P2BodyDist Y <= 150 trigger1 = vel Y > 0 trigger1 = 1 || var(50) := 0 trigger2 = vel Y <= 0 trigger2 = enemynear(var(51)),statetype = A trigger2 = 1 || var(50) := 0 [State -1, ジャンプ強];WRRRYYYY type = ChangeState value = 600 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = var(50) != 5 triggerall = var(50) != 9 triggerall = var(50) != 25 triggerall = var(50) != 26 triggerall = var(50) != 27 trigger1 = var(37) = 0 trigger1 = ctrl trigger1 = stateno = 1548 trigger1 = P2BodyDist X <= 100 [State -1, ジャンプ強];相手がS状態 type = ChangeState value = 600 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = enemynear(var(51)),statetype = S triggerall = ctrl triggerall = vel y > 0 triggerall = P2BodyDist X >= 0 triggerall = var(50) != 5 triggerall = var(50) != 9 triggerall = var(50) != 25 triggerall = var(50) != 26 triggerall = var(50) != 27 trigger1 = P2BodyDist X <= 30+vel x && vel x > 0 trigger1 = P2BodyDist Y <= 62 trigger2 = P2BodyDist X <= 30+vel x && enemynear(var(51)),vel x >= 0 trigger2 = P2BodyDist Y <= 62 trigger3 = P2BodyDist X <= 20+vel x trigger3 = P2BodyDist Y <= 62 [State -1, ジャンプ強];相手がC状態 type = ChangeState value = 600 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = enemynear(var(51)),statetype = C triggerall = ctrl triggerall = vel y > 0 triggerall = P2BodyDist X >= 0 triggerall = var(50) != 5 triggerall = var(50) != 9 triggerall = var(50) != 25 triggerall = var(50) != 26 triggerall = var(50) != 27 trigger1 = P2BodyDist X <= 30+vel x trigger1 = P2BodyDist Y <= 40 trigger2 = P2BodyDist X <= 30+vel x trigger2 = P2BodyDist Y <= 40 [State -1, ジャンプ強];相手がA状態 type = ChangeState value = 600 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = enemynear(var(51)),statetype = A triggerall = ctrl triggerall = P2BodyDist X >= 0 triggerall = var(50) != 5 triggerall = var(50) != 9 triggerall = var(50) != 25 triggerall = var(50) != 26 triggerall = var(50) != 27 trigger1 = P2BodyDist X <= 30+vel x && vel x > 0 trigger1 = P2BodyDist Y <= 20 trigger2 = P2BodyDist X <= 30+vel x && enemynear(var(51)),vel x >= 0 trigger2 = P2BodyDist Y <= 25 trigger3 = P2BodyDist X <= 20+vel x trigger3 = P2BodyDist Y <= 20 [State -1, ジャンプ強];相手がS状態 type = ChangeState value = 640 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = enemynear(var(51)),statetype = S triggerall = ctrl triggerall = vel y > 0 triggerall = enemynear(var(51)),stateno != 1250976765 triggerall = P2BodyDist X >= 0 triggerall = var(50) != 5 triggerall = var(50) != 9 triggerall = var(50) != 25 triggerall = var(50) != 26 triggerall = var(50) != 27 trigger1 = P2BodyDist X <= 60+vel x && vel x > 0 trigger1 = P2BodyDist Y <= 72 trigger2 = P2BodyDist X <= 60+vel x && enemynear(var(51)),vel x >= 0 trigger2 = P2BodyDist Y <= 72 trigger3 = P2BodyDist X <= 40+vel x trigger3 = P2BodyDist Y <= 72 [State -1, ジャンプ強];相手がS状態 type = ChangeState value = 640 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = enemynear(var(51)),statetype = S triggerall = ctrl triggerall = vel y > 0 triggerall = enemynear(var(51)),stateno = 1250976765 triggerall = var(50) != 5 triggerall = var(50) != 9 triggerall = var(50) != 25 triggerall = var(50) != 26 triggerall = var(50) != 27 trigger1 = P2BodyDist X <= 60+vel x && vel x > 0 trigger1 = P2BodyDist Y <= 72 trigger2 = P2BodyDist X <= 60+vel x && enemynear(var(51)),vel x >= 0 trigger2 = P2BodyDist Y <= 72 trigger3 = P2BodyDist X <= 40+vel x trigger3 = P2BodyDist Y <= 72 [State -1, ジャンプ強];相手がC状態 type = ChangeState value = 640 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = enemynear(var(51)),statetype = C triggerall = ctrl triggerall = vel y > 0 triggerall = P2BodyDist X >= 0 triggerall = var(50) != 5 triggerall = var(50) != 9 triggerall = var(50) != 25 triggerall = var(50) != 26 triggerall = var(50) != 27 trigger1 = P2BodyDist X <= 60+vel x trigger1 = P2BodyDist Y <= 50 trigger2 = P2BodyDist X <= 60+vel x trigger2 = P2BodyDist Y <= 50 [State -1, ジャンプ強];相手がA状態 type = ChangeState value = 640 triggerall = Var(59) = 1 && RoundState = 2 triggerall = statetype = A triggerall = enemynear(var(51)),statetype = A triggerall = ctrl triggerall = P2BodyDist X >= 0 triggerall = var(50) != 5 triggerall = var(50) != 9 triggerall = var(50) != 25 triggerall = var(50) != 26 triggerall = var(50) != 27 trigger1 = P2BodyDist X <= 60+vel x && vel x > 0 trigger1 = P2BodyDist Y <= 30 trigger2 = P2BodyDist X <= 60+vel x && enemynear(var(51)),vel x >= 0 trigger2 = P2BodyDist Y <= 60 trigger3 = P2BodyDist X <= 40+vel x trigger3 = P2BodyDist Y <= 30
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