;-| 超必殺技 |--------------------------------------------------------
;ここには超必殺技を記述してください、同じ名前を「name =」欄に書けますが
;コマンドは絶対に違ったものにしてください。
;カンフーマンは弱パンチと強パンチで技が出せるように同じ名前のコマンドで
;内容が弱と強になっています。
;「time=20」と書くことで「コマンドを20フレーム以内に入力」と設定できます。
;AIフラグ
[Command]
name = "AI0"
command = B,B,B,B,a+b+s
time = 0
[Command]
name = "AI1"
command = B,B,B,B,a+b+c+s
time = 0
[Command]
name = "AI2"
command = B,B,B,B,a+b+c
time = 0
[Command]
name = "AI3"
command = B,B,B,B,a+c
time = 0
[Command]
name = "AI4"
command = B,B,B,a+b+c
time = 0
[Command]
name = "AI5"
command = B,B,B,F,a+b+c
time = 0
[Command]
name = "AI6"
command = B,B,B,U,a+b+c
time = 0
[Command]
name = "AI7"
command = B,B,B,D,a+b+c
time = 0
[Command]
name = "AI8"
command = B,B,D,B,a+b+c
time = 0
[Command]
name = "AI9"
command = B,U,B,B,a+b+c
time = 0
[Command]
name = "AI10"
command = B,D,B,B,a+b+c
time = 0
[Command]
name = "AI11"
command = F,B,B,B,a+b+c
time = 0
[Command]
name = "AI12"
command = B,B,F,B,a+b+c
time = 0
[Command]
name = "AI13"
command = B,F,B,F,a+b+c
time = 0
[Command]
name = "AI14"
command = B,B,D,B,a+b+s
time = 0
[Command]
name = "AI15"
command = F,B,B,B,a+b+c
time = 0
[Command]
name = "AI16"
command = B,B,D,F,a+b+c+s
time = 0
[Command]
name = "AI17"
command = B,B,D,F,x+y+b+s
time = 0
[Command]
name = "AI18"
command = B,B,D,F,x+y+b+s
time = 0
[Command]
name = "AI19"
command = B,B,D,F,x+a+b+s
time = 0
[Command]
name = "AI20"
command = B,B,D,F,x+y+s
time = 0
[Command]
name = "AI21"
command = B,B,D,F,x+y+c+s
time = 0
[Command]
name = "AI22"
command = U,F,B,B,B,a+b+c+s
time = 0
[Command]
name = "AI23"
command = U,B,B,D,F,a+b+c+s
time = 0
[Command]
name = "AI24"
command = U,B,B,D,F,x+y+b+s
time = 0
[Command]
name = "AI25"
command = U,B,B,D,F,x+y+b
time = 0
[Command]
name = "AI26"
command = U,B,B,D,F,x+a+b+s
time = 0
[Command]
name = "AI27"
command = U,B,B,D,F,x+y+s
time = 0
[Command]
name = "AI28"
command = U,B,B,D,F,x+y+c+s
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI31"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI32"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI33"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI34"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI35"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI36"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI37"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI38"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI39"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI40"
command = a,b,c,x,y,z,a,b,c,x,y,z,a,b,c,x,y,z,a,b,c,x,y,z,s
time = 0
[Command]
name = "AI41"
command = U,D,B,F,U,D,B,F,U,D,B,F,U,D,B,F,U,D,B,F,U,D,B,F,s
time = 0
[Command]
name = "AI42"
command = b,b,b,b,b,b,b,b,b,b,b,b,s,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI43"
command = DF,b,B,a,F,z,s
time = 0
[Command]
name = "AI44"
command = b,a,s,a,s,x,a,a,a,a,a,z
time = 0
[Command]
name = "AI45"
command = F,a,c,y,B,a,c,a,z,z,x,z,b,B,y,c
time = 0
[Command]
name = "AI46"
command = U,z,a,s,U,B,a,c,a,D,a,z,F,a,x+a
time = 0
[Command]
name = "AI47"
command = U,z,B,a,F,x+y+b
time = 0
[Command]
name = "AI48"
command = a,z,B,D,F,x+a+b+s
time = 0
[Command]
name = "AI49"
command = U,B,z,y,x,x+y+s
time = 0
[Command]
name = "AI50"
command = U+B+D+F+a+b+c+x+y+z+s,U+B+D+F+a+b+c+x+y+z+s,U+B+D+F+a+b+c+x+y+z+s
time = 0
;===========================================================================
[Command]
name = "QCF_a2"
command = ~D, DF, F, D, DF, F, a
time=40
[Command]
name = "QCF_b2"
command = ~D, DF, F, D, DF, F, b
time=40
[Command]
name = "QCF_c2"
command = ~D, DF, F, D, DF, F, c
time=40
[Command]
name = "QCF_x2"
command = ~D, DF, F, D, DF, F, x
time=40
[Command]
name = "QCF_y2"
command = ~D, DF, F, D, DF, F, y
time=40
[Command]
name = "QCF_z2"
command = ~D, DF, F, D, DF, F, z
time=40
;-| 必殺技 |------------------------------------------------------
[Command]
name = "QCT_a"
command = ~F, DF, D, DB, B, a
time=30
[Command]
name = "QCT_b"
command = ~F, DF, D, DB, B, b
time=30
[Command]
name = "QCT_c"
command = ~F, DF, D, DB, B, c
time=30
[Command]
name = "QCT_x"
command = ~F, DF, D, DB, B, x
time=30
[Command]
name = "QCT_y"
command = ~F, DF, D, DB, B, y
time=30
[Command]
name = "QCT_z"
command = ~F, DF, D, DB, B, z
time=30
[Command]
name = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_c"
command = ~D, DF, F, c
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_z"
command = ~D, DF, F, z
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y
[Command]
name = "QCB_a"
command = ~D, DB, B, a
[Command]
name = "QCB_b"
command = ~D, DB, B, b
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "FF_ab"
command = F, F, a+b
[Command]
name = "FF_a"
command = F, F, a
[Command]
name = "FF_b"
command = F, F, b
;※※※※※※※※※※※※※※※※※※※※ハイジャンプコマンド
;下をちょっと押して上を押す、と言う意味。
[Command]
name = "jump"
command = ~D,$U
time = 10
;※※※※※※※※※※※※※※※※※※※※前避け
;前を押しながらA+B、という意味
[Command]
name = "away-f"
command = /F,a+b
time = 10
;前を押しながらA+B、という意味
[Command]
name = "Fu"
command = F,U
time = 20
;前を押しながらA+B、という意味
[Command]
name = "Bu"
command = B,U
time = 20
;前を押しながらA+B、という意味
[Command]
name = "Fu2"
command = $F+U
time = 1
;前を押しながらA+B、という意味
[Command]
name = "Bu2"
command = $B+U
time = 1
;※※※※※※※※※※※※※※※※※※※※前避け
;前を押しながら、という意味
[Command]
name = "Front"
command = /F
time = 10
[Command]
name = "Back"
command = /B
time = 10
[Command]
name = "BackUnder"
command = /B+D
time = 10
;※※※※※※※※※※※※※※※※※※※※前避け
;後を押しながらA+B、という意味
[Command]
name = "away-b"
command = /B,a+b
time = 10
;-| 2回押し技 |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;-| 2・3個の同時押し技 |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "Cz"
command = c+z
time = 1
;-| 方向とボタンで出す技 |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;[Command]
;name = "UF"
;command = UF
;time = 1
;-| ボタン設定(いじらない)|---------------------------------------------------------
[Command]
name = "a-X"
command = /a
time = 1
[Command]
name = "b-X"
command = /b
time = 1
[Command]
name = "c-X"
command = /c
time = 1
[Command]
name = "x-X"
command = /x
time = 1
[Command]
name = "y-X"
command = /y
time = 1
[Command]
name = "z-X"
command = /z
time = 1
[Command]
name = "s-X"
command = /s
time = 1
[Command]
name = "U-X"
command = /U
time = 1
[Command]
name = "D-X"
command = /D
time = 1
[Command]
name = "F-X"
command = /F
time = 1
[Command]
name = "B-X"
command = /B
time = 1
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
[Command]
name = "U"
command = U
time = 1
[Command]
name = "D"
command = D
time = 1
[Command]
name = "F"
command = F
time = 1
[Command]
name = "B"
command = B
time = 1
;-| 押しっぱなし設定(いじらない)-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "holda"
command = /$a
time = 1
[Command]
name = "holdx"
command = /$x
time = 1
[Command]
name = "holdy"
command = /$y
time = 1
[Command]
name = "holds"
command = /$s
time = 1
; 下の記述↓は絶対に消さないでください。
[Statedef -1]
;===========================================================================
[State ];ヘルパーにはこれ以降を読ませない
type = selfstate
trigger1=ishelper
value=128
ignorehitpause=1
[State ]
type = varset
triggerall=!ishelper
trigger1=roundno=1
trigger1=sysvar(2)<=30
trigger2=var(59)=0
v=59
value = 96061096;6910696
ignorehitpause=1
[State ];AIスイッチ
type = varset
triggerall=!ishelper
triggerall=roundstate=2
triggerall=sysvar(2)>=30
triggerall=var(59)=96061096
trigger1 = command="AI0"
trigger2 = command="AI1"
trigger3 = command="AI2"
trigger4 = command="AI3"
trigger5 = command="AI4"
trigger6 = command="AI5"
trigger7 = command="AI6"
trigger8 = command="AI7"
trigger9 = command="AI8"
trigger10 =command="AI9"
trigger11 =command="AI10"
trigger12 =command="AI11"
trigger13 =command="AI12"
trigger14 =command="AI13"
trigger15 =command="AI14"
trigger16 =command="AI15"
trigger17 =command="AI16"
trigger18 =command="AI17"
trigger19 =command="AI18"
trigger20 =command="AI19"
trigger21 =command="AI20"
trigger22 =command="AI21"
trigger23 =command="AI22"
trigger24 =command="AI23"
trigger25 =command="AI24"
trigger26 =command="AI25"
trigger27 =command="AI26"
trigger28 =command="AI27"
trigger29 =command="AI28"
trigger30 =command="AI29"
trigger31 =command="AI30"
trigger32 =command="AI31"
trigger33 =command="AI32"
trigger34 =command="AI33"
trigger35 =command="AI34"
trigger36 =command="AI35"
trigger37 =command="AI36"
trigger38 =command="AI37"
trigger39 =command="AI38"
trigger40 =command="AI39"
trigger41 =command="AI40"
trigger42 =command="AI41"
trigger43 =command="AI42"
trigger44 =command="AI43"
trigger45 =command="AI44"
trigger46 =command="AI45"
trigger47 =command="AI46"
trigger48 =command="AI47"
trigger49 =command="AI48"
trigger50 =command="AI49"
trigger51 =command="AI50"
v=59
value = -(random+1)
ignorehitpause=1
;===========================================================================
[State ]
type = selfstate
triggerall=!ishelper
triggerall=palno!=[1,10]
trigger1=sysvar(2)=[1,30]
value = 0
ctrl=0
ignorehitpause=1
[state ];ロギアライズ
type=changestate
triggerall=Life-Ceil((200-((Floor(fvar(39))*(numexplod(214849247)!))))*0.5)>0;発動によって自滅させない
triggerall=ishelper!
triggerall=1
triggerall=sysvar(4)=[150,155]
trigger1=command="x"
trigger1=var(4)=[1,5]
trigger2=var(59)!=96061096
trigger2=(numexplod(1200000)!)||(var(59)>=11)
trigger2=(var(59)>=10)||((var(59)>=9)&&((fvar(39)>=300)))||((var(59)>=8)&&(numexplod(214849217)))
trigger2=random%7=1
trigger2=random%3=1||(numexplod(214849217))
trigger2=var(4)=2
value=145
ignorehitpause = 1
[state ];移動中内部自動処理封じ
type = CtrlSet
triggerall=stateno!=[5000,5100]
triggerall=var(1)=gametime
trigger1=sysvar(4)=[21,22]
trigger2=sysvar(4)=[50,51]
trigger3=sysvar(4)=100
value=1
ignorehitpause=1
;---------------------------------------------------------------------------
;こっからAI記述
;---------------------------------------------------------------------------
[State ];特殊覚醒
type = selfstate
triggerall=(var(59)!=96061096)||(palno=12)
triggerall=ishelper!
triggerall=(ctrl)||(((gethitvar(slidetime)<=0)&&(sysvar(4)=[120,155])))||(var(59)>=12)
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=numexplod(214849227)!
trigger1=var(59)>=8
trigger1=roundno>=2
trigger1=var(37)=0
trigger1=life<=250
trigger2=palno=12
value = 1951
ignorehitpause=1
[State ];初動/Lv5リーサル
type = selfstate
triggerall=1
triggerall=var(59)!=96061096;
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&(sysvar(4)=[130,140]))
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=var(59)>=8
triggerall=sysvar(4)!=21
triggerall=numexplod(214849227)
triggerall=(roundno>=2)||(palno=12)
triggerall=power>=5000
triggerall=(enemynear,stateno!=[5000,5150]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
;trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
;trigger1=((enemynear,screenpos Y)-screenpos Y)=[-80,40]
trigger1=(numenemy>=2)||(enemynear(numenemy>1&&!enemynear,alive),life>=250)
value = ifelse((((enemynear,screenpos Y)-screenpos Y)=[-80,40])&&(power>=7000)&&(random%2=1),3805,3905);3905;3805;3900
ignorehitpause=1
[State ];初動/Lv4リーサル
type = selfstate
triggerall=1
triggerall=var(59)!=96061096;
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&(sysvar(4)=[130,140]))
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=var(59)>=8
triggerall=sysvar(4)!=21
triggerall=numexplod(214849217)
triggerall=((roundno>=2)&&((roundno>=3)||(var(37)=0)||(RoundsExisted=0)))||(palno=12)
triggerall=life<=300
triggerall=power>=4000
triggerall=(enemynear,stateno!=[5000,5150]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
;trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
trigger1=((enemynear,screenpos Y)-screenpos Y)=[-80,40]
trigger1=1
value = 3805;3800
ignorehitpause=1
[State ];初動/ガード
type = selfstate
triggerall=alive
triggerall=!ishelper
triggerall=var(59)!=96061096
triggerall=roundstate=2
triggerall =(ctrl)||(sysvar(4)=[20,22])||(sysvar(4)=100)||((var(59)>=12)&&(sysvar(4)=[0,999])&&(enemynear(numenemy>1&&!enemynear,alive),hitpausetime!))
triggerall=palno=[1,9];palno!=10
triggerall=movetype!=H
triggerall = sysvar(4)!=[120,159]
;triggerall = (P2BodyDist X <= 159&& enemynear(numenemy>1&&!enemynear,alive),movetype = A )||enemynear(numenemy>1&&!enemynear,alive),numproj!=0
triggerall = (NumEnemy)
triggerall = InGuardDist
triggerall=(numexplod(1200000)!)||(var(59)>=11)
trigger1 = enemynear(numenemy>1&&!enemynear,alive),HitDefAttr = A,AA
trigger2 = enemynear(numenemy>1&&!enemynear,alive),HitDefAttr = S,AA
trigger2 = enemynear(numenemy>1&&!enemynear,alive),Time >= 16
trigger2 = enemynear(numenemy>1&&!enemynear,alive),StateType = S
trigger3 = enemynear(numenemy>1&&!enemynear,alive),HitDefAttr = S,AA
trigger3 = enemynear(numenemy>1&&!enemynear,alive),Time < 16
trigger3 = enemynear(numenemy>1&&!enemynear,alive),Vel Y > 0
trigger4 = enemynear(numenemy>1&&!enemynear,alive),StateType != S
trigger4 = enemynear(numenemy>1&&!enemynear,alive),HitDefAttr = S,AA
trigger4 = enemynear(numenemy>1&&!enemynear,alive),Time >= 16
trigger4 = enemynear(numenemy>1&&!enemynear,alive),Vel Y > 0
;trigger5 = random <=100 && palno<=9 &&enemynear(numenemy>1&&!enemynear,alive),HitDefAttr != SCA,NT,ST,HT
trigger5 = p2movetype = A || enemynear(numenemy>1&&!enemynear,alive),movetype = A
trigger6=(enemy,numhelper>var(5))&&(enemy,alive);((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=111
value = 120
ignorehitpause=1
[State ]
type = statetypeset
triggerall=alive
triggerall=!ishelper
triggerall=var(59)!=96061096
triggerall=roundstate=2
triggerall=enemynear(numenemy>1&&!enemynear,alive),movetype=A
triggerall=(enemynear(numenemy>1&&!enemynear,alive),statetype=C)||(enemynear(numenemy>1&&!enemynear,alive),hitdefattr=C,AA,AP,AT)
triggerall=statetype=S
triggerall=(numexplod(1200010)!)||(var(59)>=11)
trigger1=sysvar(4)=120
statetype=C
ignorehitpause=1
;ガード挙動確認用
;[statedef 99999]
[State ];初動/Lv3フレイム
type = changestate
triggerall=var(59)!=96061096
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=power>=3000
triggerall=((random%6))*0<=power
triggerall=random%44=2
trigger1=numexplod(214849217)
trigger1=enemynear(numenemy>1&&!enemynear,alive),stateno!=[5110,5250]
trigger1=enemynear(numenemy>1&&!enemynear,alive),statetype!=L
trigger1=enemynear(numenemy>1&&!enemynear,alive),pos Y=[-100,0]
trigger1=enemynear(numenemy>1&&!enemynear,alive),vel Y=[0,6]
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=140
value=3010
ignorehitpause=1
[State ];初動/Lv2バスター
type = changestate
triggerall=var(59)!=96061096
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=power>=2000
triggerall=((random%4)+2)*1000<=power
triggerall=random%88=2
trigger1=enemynear(numenemy>1&&!enemynear,alive),stateno=[5110,5120];(enemynear(numenemy>1&&!enemynear,alive),statetype=L)
trigger2=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
value=2000
ignorehitpause=1
[State ];初動/Lv1バスター
type = changestate
triggerall=var(59)!=96061096
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=power>=1000
triggerall=((random%5)+1)*1000<=power
triggerall=random%2=1
trigger1=(enemynear(numenemy>1&&!enemynear,alive),movetype!=H)
trigger1=(enemynear(numenemy>1&&!enemynear,alive),statetype!=L)
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
trigger1=random%22=2
trigger2=(enemynear(numenemy>1&&!enemynear,alive),movetype=A)
trigger2=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=160
trigger2=inguarddist!
trigger2=random%11=1
value=1000
ignorehitpause=1
-----------------------------------------------------------------------------------------------------------------
[State ];初動/立ち中1(ちびみすと対応)
type = selfstate
triggerall=var(6)!=0
triggerall=var(59)!=96061096;
triggerall=ishelper!
triggerall=(ctrl)&&(inguarddist!)
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(var(6)=[3,6])
triggerall=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,120]
;triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
triggerall=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[50,150]) || abs(screenpos X-(helper(8000),screenpos X)) < abs((enemynear,screenpos X)-(helper(8000),screenpos X))+60
triggerall=((enemynear,screenpos Y)-screenpos Y)=[-160,40]
trigger1=var(6)=[3,4]
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,120];ショット射程圏内の場合
trigger2=var(6)=5
trigger2=(enemynear,facing)!=(helper(8000),facing);ちびに注意が向いている
trigger3=var(6)=6
trigger3=(enemynear,facing)=(helper(8000),facing);ちびに注意が向いている
value=ifelse((sysvar(4)=[20,21])||(sysvar(4)=100),ifelse((enemynear,pos Y=[-160,-99])&&(enemynear,vel Y<=0),40,ifelse((enemynear,movetype=H)||(random%2),205,215)),210)
ignorehitpause=1
[State ];初動/立ち強1(ちびみすと対応)
type = selfstate
triggerall=var(6)!=0
triggerall=var(59)!=96061096;
triggerall=ishelper!
triggerall=(ctrl)&&(inguarddist!)
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(var(6)=[3,6])
triggerall=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>120
;triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
triggerall=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[50,150]) || abs(screenpos X-(helper(8000),screenpos X)) < abs((enemynear,screenpos X)-(helper(8000),screenpos X))+60
triggerall=((enemynear,screenpos Y)-screenpos Y)=[-160,40]
trigger1=var(6)=[3,4]
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[77,120];ショット射程圏内の場合
trigger2=var(6)=5
trigger2=(enemynear,facing)!=(helper(8000),facing);ちびに注意が向いている
trigger3=var(6)=6
trigger3=(enemynear,facing)=(helper(8000),facing);ちびに注意が向いている
value =ifelse((sysvar(4)=100),ifelse((enemynear,pos Y=[-160,-99])&&(enemynear,vel Y<=0),40,ifelse((enemynear,movetype=H)||(random%2),235,245)),ifelse(((enemynear(numenemy>1&&!enemynear,alive),statetype!=A)&&(random%2=1)),430,230))
ignorehitpause=1
[State ];初動/バックワープ(ちびみすと対応)
type = selfstate
triggerall=var(6)!=0;ちびがいる
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)!=145
triggerall=(sysvar(4)=[120,155])||(ctrl)
triggerall=helper(80110),var(5)>=165
triggerall=hitover
;triggerall=statetype!=A
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=numtarget!;コンボの途絶を防ぐ
trigger1=var(6)=1;ちびフォーメーション1
trigger1=helper(8000),screenpos X=[60,260];ちびが画面内にいる
;trigger1=abs(screenpos X-(helper(8000),screenpos X))<=120
;trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,70]
trigger1=(abs(screenpos X-(helper(8000),screenpos X))<=120)||(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,70]);;上記2つのいずれかでおk
trigger2=var(6)=2;ちびフォーメーション2
trigger2=(helper(8000),facing)!=facing
trigger2=pos X>=60
trigger2=helper(8000),pos X<0
trigger3=0
trigger4=var(6)=4;ちびフォーメーション4
trigger4=abs(screenpos X-(helper(8000),screenpos X))<=60
trigger4=Inguarddist
trigger5=var(6)=5;ちびフォーメーション5
trigger5=((enemynear,screenpos X)-(helper(8000),screenpos X))<=60
trigger5=((enemynear,screenpos X)-screenpos X)<=120
trigger5=(enemynear,facing)=(helper(8000),facing)
trigger6=var(6)=6;ちびフォーメーション6
trigger6=((enemynear,screenpos X)-(helper(8000),screenpos X))<=60
trigger6=((enemynear,screenpos X)-screenpos X)<=120
trigger6=(enemynear,facing)!=(helper(8000),facing)
value = 105
ignorehitpause=1
[State ];ダッシュ→ダッシュ強/特殊
type = changestate
triggerall=var(6)!=0;ちびがいる
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=(sysvar(4)=[20,21])||(sysvar(4)=100)
triggerall=(ctrl)&&(inguarddist!)
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=sysvar(3)>=12
triggerall=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=0
trigger1=0
trigger2=0
trigger3=var(6)=3;ちびフォーメーション3
trigger3=abs(screenpos X-(helper(8000),screenpos X))<=100;ちびみすとを追い越しそうな場合
trigger3=((enemynear,screenpos X)-(helper(8000),screenpos X))<=80;ちびみすとと敵が離れすぎていない場合
trigger4=var(6)=4;ちびフォーメーション4
trigger4=abs(screenpos X-(helper(8000),screenpos X))<=60;ちびみすとを追い越しそうな場合
trigger4=((enemynear,screenpos X)-(helper(8000),screenpos X))<=120;ちびみすとと敵が離れすぎていない場合
trigger5=var(6)=5;ちびフォーメーション5
;trigger5=(enemynear,facing)!=(helper(8000),facing);ちびに注意が向いている
;trigger5=abs(screenpos X-(enemynear,screenpos X)) <= abs((helper(8000),screenpos X)-(enemynear,screenpos X))+80;敵とちびの絶対距離よりも近づきそうな場合
trigger5=((enemynear,facing)!=(helper(8000),facing))||(abs(screenpos X-(enemynear,screenpos X)) <= abs((helper(8000),screenpos X)-(enemynear,screenpos X))+80);上記2つのいずれかでおk
trigger6=var(6)=6;ちびフォーメーション6
;trigger6=(enemynear,facing)=(helper(8000),facing);ちびに注意が向いている
;trigger6=abs(screenpos X-(enemynear,screenpos X)) <= abs((helper(8000),screenpos X)-(enemynear,screenpos X))+60;敵とちびの絶対距離よりも近づきそうな場合
trigger6=((enemynear,facing)=(helper(8000),facing))||(abs(screenpos X-(enemynear,screenpos X)) <= abs((helper(8000),screenpos X)-(enemynear,screenpos X))+60);上記2つのいずれかでおk
value=ifelse(((((((enemynear,screenpos X)-screenpos X)*Floor(sysfvar(0)))<=120)||(0))&&(((enemynear,screenpos Y)-screenpos Y)=[-60,40])),ifelse(random%3=1,215,205),ifelse((((enemynear,screenpos Y)-screenpos Y)<=-60),40,ifelse(random%3=1,245,235)))
ignorehitpause=1
-----------------------------------------------------------------------------------------------------------------
[State ];初動/バックワープ(相手のダウン復帰感知)
type = selfstate
triggerall=var(6)=0;ちびがいない
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)!=145
triggerall=(sysvar(4)=[120,155])||(ctrl)
triggerall=hitover
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(var(59)!=[1,7])||((var(59)=[1,7])&&(random%(38-(var(59)**2))=1))||((var(59)=[5,7])&&(life<=300))
triggerall=numexplod(145)!
trigger1=helper(80110),var(5)>=165;背後の壁が近い場合は発動しない
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,80]
trigger1=enemynear(numenemy>1&&!enemynear,alive),stateno=5120
trigger1=enemynear(numenemy>1&&!enemynear,alive),animtime=-1
value = 105
ignorehitpause=1
[State ];初動/立ち投げ
type = selfstate
triggerall=var(59)!=96061096
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=var(59)>=5
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear,screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,50];
trigger1=((enemynear,screenpos Y)-screenpos Y)=[-80,40]
trigger1=(enemynear,statetype=S)||(enemynear,statetype=A)
trigger1=(enemynear,movetype!=H)
value = ifelse(random%2=1,800,ifelse((enemynear,statetype=S)&&(random%2=1),400,200));800;
ignorehitpause=1
[State ];初動/立ち弱1
type = selfstate
triggerall=var(59)!=96061096
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear,screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,77];
trigger1=((enemynear,screenpos Y)-screenpos Y)=[-80,40]
;trigger1=enemynear(numenemy>1&&!enemynear,alive),vel X=[-6,6];相手の動きが早い場合は発動を控える
;value = ifelse(((enemynear,stateno=[120,155])&&((enemynear,statetype!=C)&&((enemynear,hitdefattr=C,AA,AP,AT)!))&&(var(59)>=5)),400,200);200;400;
value = ifelse(((enemynear,statetype=C)||(enemynear,statetype=L)||(enemynear,statetype=S)&&random%2=1),400,200);200;ifelse((((enemynear,stateno=[120,155])&&((enemynear,statetype!=C)&&((enemynear,hitdefattr=C,AA,AP,AT)!))&&(var(59)>=5))||((enemynear,statetype!=A)&&(var(59)>=8)&&(random%3=1))),400,200);400;
ignorehitpause=1
[State ];初動/立ち中1
type = selfstate
triggerall=var(59)!=96061096;
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,120]
trigger1=((enemynear,screenpos Y)-screenpos Y)=[-60,40]
;trigger1=enemynear(numenemy>1&&!enemynear,alive),vel X=[-6,6];相手の動きが早い場合は発動を控える
;trigger1=enemynear(numenemy>1&&!enemynear,alive),numproj!=0;相手が飛び道具を発動している場合は発動を控える
value = ifelse(((enemynear,statetype=C)||(enemynear,statetype=L)||(enemynear,statetype=S)&&random%2=1),410,210);210;ifelse(((random%2=1)||(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=170)),100,230)
ignorehitpause=1
[State ];初動/中対空
type = selfstate
triggerall=var(59)!=96061096;
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,88]
trigger1=((enemynear,screenpos Y)-screenpos Y)=[-150,-80];<=-80
value = 213;ifelse(((random%2=1)||(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=170)),100,230)
ignorehitpause=1
[State ];初動/立ち強1
type = selfstate
triggerall=var(59)!=96061096;
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
;;;triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)
triggerall=(ctrl)&&(inguarddist!)
triggerall=statetype!=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=sysvar(4)!=21
triggerall=sysvar(4)!=100
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
trigger1=((enemynear,screenpos Y)-screenpos Y)=[-80,40]
;trigger1=enemynear(numenemy>1&&!enemynear,alive),vel X=[-6,6];相手の動きが早い場合は発動を控える
value = ifelse((((random<=fvar(39)))&&(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=170)),ifelse(((enemynear(numenemy>1&&!enemynear,alive),statetype!=A)&&(random%2=1))||(var(6)=[3,6]),430,230),21)
ignorehitpause=1
[State ];初動/空中弱/強
type = selfstate
triggerall=var(59)!=96061096;
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)
triggerall=statetype=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X-(vel X*3))*Floor(sysfvar(0))>=0
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X-(vel X*3))*Floor(sysfvar(0))=[0,160];[0,65]
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Head.Pos.Y))+(enemynear,vel Y*2)-(vel Y*2)<=-56
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,vel Y*2)-(vel Y*2)>=-62
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X-(vel X*3))*Floor(sysfvar(0))=[0,80])||(vel Y>=-1)
value = ifelse((((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X-(vel X*3))*Floor(sysfvar(0))=[0,80]),600,630);600
ignorehitpause=1
[State ];初動/空中弱(空対地)
type = selfstate
triggerall=var(59)!=96061096;
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)
triggerall=statetype=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X-(vel X*4))*Floor(sysfvar(0))=[0,65]
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Head.Pos.Y))-(vel Y*2)<=15
trigger1=((enemynear,screenpos Y)-screenpos Y)-(vel Y*2)>=-60
value = 605
ignorehitpause=1
[State ];初動/空中中
type = selfstate
triggerall=var(59)!=96061096;
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)
triggerall=statetype=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X-(vel X*3))*Floor(sysfvar(0))=[-30,85]
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Head.Pos.Y))-(vel Y*3)<=-35;[-80,40]
trigger1=((enemynear,screenpos Y)-screenpos Y)-(vel Y*3)>=-88;自分に対し(-88)より上にいる場合は発動しない
value = 610
ignorehitpause=1
[State ];初動/空中中(空対地)
type = selfstate
triggerall=var(59)!=96061096;
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)
triggerall=statetype=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X-(vel X*6))*Floor(sysfvar(0))=[-50,65]
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Head.Pos.Y))-(vel Y*3)<=-20;[-80,40]
trigger1=((enemynear,screenpos Y)-screenpos Y)-(vel Y*3)>=-88;自分に対し(-88)より上にいる場合は発動しない
value = 615
ignorehitpause=1
[State ];初動/空中ジャンプ
type = selfstate
triggerall=var(59)!=96061096
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=(sysvar(4)=[50,51])&&(vel Y>=0)
triggerall=numexplod(45)<=1
triggerall=(enemynear,movetype=H)||(enemynear,movetype=I)
triggerall=statetype=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
;triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
trigger1=((enemynear,screenpos X)-screenpos X)*Floor(sysfvar(0))=[-101,101];
trigger1=((enemynear,screenpos Y)-screenpos Y)=[-200,-88]
value = 45
ignorehitpause=1
[State ];初動/空中Lv3バスター
type = selfstate
triggerall=var(59)!=96061096
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=power>=3000
triggerall=((random%5)+1)*1000<=power
triggerall=random%88=2
triggerall=vel Y=[-3,1]
triggerall=(inguarddist!)||(statetype=A)
triggerall=(var(59)<11)&&((var(59)<9)||(numexplod(214849217)!))&&((var(59)<8)||(life>=300))
trigger1=enemynear(numenemy>1&&!enemynear,alive),stateno!=[5000,5250];(enemynear(numenemy>1&&!enemynear,alive),statetype=L)
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
value = 3000+((statetype=A)*2)
ignorehitpause=1
[State ];初動/空中Lv2バスター
type = selfstate
triggerall=var(59)!=96061096
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=statetype=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=power>=2000
triggerall=((random%4)+2)*1000<=power
;triggerall=random%8=2
triggerall=vel Y=[-3,1]
triggerall=fvar(6)=[-60,30]
trigger1=enemynear(numenemy>1&&!enemynear,alive),stateno=[5110,5120];(enemynear(numenemy>1&&!enemynear,alive),statetype=L)
trigger2=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
value = 2005
ignorehitpause=1
[State ];初動/空中Lv1バスター
type = selfstate
triggerall=var(59)!=96061096
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)||((var(59)>=12)&&(sysvar(4)=[130,155]))
triggerall=(numenemy!=2)||((numenemy=2)&&((enemy(0),alive!)||(enemy(NumEnemy=2),alive!))) ;((numenemy=2)&&((enemy(0),alive!)||(enemy(1),alive!)))
triggerall=statetype=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=power>=1000
triggerall=((random%5)+1)*1000<=power
;triggerall=random%2=1
triggerall=vel Y=[-3,1]
triggerall=fvar(6)=[-60,30]
trigger1=(enemynear(numenemy>1&&!enemynear,alive),movetype!=H)
trigger1=(enemynear(numenemy>1&&!enemynear,alive),statetype!=L)
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
;trigger1=random%4=1
trigger2=(enemynear(numenemy>1&&!enemynear,alive),movetype=A)
trigger2=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=160
trigger2=inguarddist!
;trigger2=random%4=1
value = 1005
ignorehitpause=1
[State ];初動/空中特殊
type = selfstate
triggerall=var(59)!=96061096;
triggerall=((numexplod(1200002)!)&&(numexplod(1200020)!)&&(numexplod(1200030)!))||(var(59)>=11)
triggerall=ishelper!
triggerall=(ctrl)||((gethitvar(slidetime)<=0)&&hitover&&(sysvar(4)=[139,140])&&1)
triggerall=statetype=A
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
triggerall=vel Y=[-3,1]
triggerall=fvar(6)=[-60,30]
triggerall=inguarddist!
trigger1=(fvar(2)**2)+(fvar(3)**2)>=(90**2);敵との絶対距離が120以上
value = 640
ignorehitpause=1
[State ];復帰(ちびみすと対応時のみ優先発動)
type = ChangeState
triggerall=Life-Ceil((200-((Floor(fvar(39))*(numexplod(214849247)!))))*0.5)>0;発動によって自滅させない
triggerall=ishelper!
triggerall=var(59)!=96061096
triggerall= (sysvar(4)=5110)||(stateno=5110)
triggerall=alive
triggerall=helper(80110),var(5)>=165
triggerall=Inguarddist
triggerall=(var(59)>=10)||((var(59)>=9)&&((fvar(39)>=300)))||((var(59)>=8)&&(numexplod(214849217)))
trigger1=var(6)=1
trigger2=var(6)=3
trigger2=random%2=1
trigger3=var(6)=5
trigger3=abs((enemynear,screenpos X)-(helper(8000),screenpos X))<=100
trigger4=var(6)=6
trigger4=abs((enemynear,screenpos X)-(helper(8000),screenpos X))<=60
value = 5122
[State ];復帰
type = ChangeState
triggerall=Life-Ceil((200-((Floor(fvar(39))*(numexplod(214849247)!))))*0.5)>0;発動によって自滅させない
triggerall=ishelper!
triggerall=var(59)!=96061096
triggerall= (sysvar(4)=5110)||(stateno=5110)
triggerall=alive
triggerall=(var(59)>=10)||((var(59)>=9)&&((fvar(39)>=300)))||((var(59)>=8)&&(numexplod(214849217)))
trigger1=Inguarddist
value = 5121
;---------------------------------------------------------------------------
【チェイン】
;---------------------------------------------------------------------------
[State ];ガード→バックワープ
type = selfstate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=(numexplod(1200000)!)||(var(59)>=11)
triggerall=sysvar(4)!=145
triggerall=(sysvar(4)=[120,155])||(ctrl)
triggerall=helper(80110),var(5)>=165
triggerall=inguarddist
triggerall=hitover
;triggerall=statetype!=A
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=(var(59)!=[1,7])||((var(59)=[1,7])&&(random%(38-(var(59)**2))=1))||((var(59)=[4,7])&&(life<=300))
triggerall=(enemynear,stateno!=[5100,5250]);||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
triggerall=numexplod(145)!
trigger1=enemynear(numenemy>1&&!enemynear,alive),movetype=A
;trigger1=enemynear(numenemy>1&&!enemynear,alive),time<=5
trigger1=((enemynear,screenpos X)-screenpos X)*Floor(sysfvar(0))=[-88,88];
trigger1=((enemynear,screenpos Y)-screenpos Y)=[-80,40]
value = 105
ignorehitpause=1
[State ];ダッシュ→ジャンプ/ダッシュ中
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=(sysvar(4)=[20,21])||(sysvar(4)=100)
triggerall=(ctrl)&&(inguarddist!)
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=sysvar(3)>=12
triggerall=var(59)>=5
triggerall=(enemynear,stateno!=[5110,5250])||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
triggerall=(enemynear,stateno!=5101)||(enemynear,vel Y<=0)||(enemynear,pos Y<10);5110に入る直前の場合は発動しない
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[115,125]
trigger1=random%2=1
value=ifelse(((enemynear(numenemy>1&&!enemynear,alive),movetype!=A)||(Inguarddist!))&&(enemynear(numenemy>1&&!enemynear,alive),statetype!=A),ifelse(((random%3=1)&&(enemynear,stateno!=[5000,5110]))||(enemynear,stateno=5120),215,205),40)
ignorehitpause=1
[State ];ダッシュアタック
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=(sysvar(4)=[20,21])||(sysvar(4)=100)
triggerall=(ctrl)&&(inguarddist!)
triggerall=movetype!=H
triggerall=roundstate=2
triggerall=hitpausetime!
triggerall=var(59)>=5
triggerall=(enemynear,stateno!=[5110,5250])||((enemynear,stateno=5120)&&(enemynear,animtime=[-2,-1]))
triggerall=(enemynear,stateno!=5101)||(enemynear,vel Y<=0)||(enemynear,pos Y<10);5110に入る直前の場合は発動しない
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[95,115]
trigger1=((enemynear,screenpos Y)-screenpos Y)-(enemynear,vel Y*3)>=-88;自分に対し(-88)より上にいる場合は発動しない
trigger1=(enemynear(numenemy>1&&!enemynear,alive),movetype!=A)||(Inguarddist!)
trigger1=1;random%2=1
value=ifelse(((random%3=1)&&(enemynear,stateno!=[5000,5110]))||(enemynear,stateno=5120),215,205)
ignorehitpause=1
[State ];立ち弱チェイン1→2
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=200
triggerall=sysvar(3)=12
triggerall=movecontact
triggerall=roundstate=2
trigger1=1
value=201
ignorehitpause=1
[State ];立ち弱チェイン2→3
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=201
triggerall=sysvar(3)=21
triggerall=movecontact
triggerall=roundstate=2
trigger1=1
value=202
ignorehitpause=1
[State ];立ち弱チェイン3→立ち強チェイン1
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=202
triggerall=sysvar(3)=29
triggerall=movecontact
triggerall=roundstate=2
trigger1=random<=fvar(39)
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=100
trigger1=1;(enemynear(numenemy>1&&!enemynear,alive),statetype!=L)||(numenemy>=2)||(var(59)<8)
value=230
ignorehitpause=1
[State ];立ち強チェイン1→2
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=230
triggerall=sysvar(3)=23
triggerall=roundstate=2
trigger1=(enemynear(numenemy>1&&!enemynear,alive),statetype!=L)||(numenemy>=2)||(var(59)<8)
value=231
ignorehitpause=1
[State ];立ち強チェイン2→3
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=231
triggerall=sysvar(3)+5>=23
triggerall=roundstate=2
trigger1=(enemynear(numenemy>1&&!enemynear,alive),statetype!=L)||(numenemy>=2)||(var(59)<8)
value=232
ignorehitpause=1
[State ];立ち強チェイン3→Lv1バスター予約エフェクトスイッチ
type = Explod
triggerall=PlayerIDExist(ID)
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=232
triggerall=sysvar(3)+5>=19
triggerall=roundstate=2
triggerall=power>=1000
triggerall=((random%5)+1)*1000<=power
trigger1=(enemynear(numenemy>1&&!enemynear,alive),movetype=H)
trigger1=(enemynear(numenemy>1&&!enemynear,alive),pos Y<=-10)
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=120
anim = 199
id = 1000
scale = 1,1
pos = 0,-88000
postype =left
sprpriority = 2147483647
bindtime = -1
removetime=20
ownpal=1
pausemovetime=0;2147483647
supermovetime=0;2147483647
ignorehitpause=1
[State ];立ち強チェイン3→Lv1バスター
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=232
triggerall=sysvar(3)+5>=39
triggerall=roundstate=2
trigger1=numexplod(1000)
value=1000
ignorehitpause=1
[State ];立ち強チェイン3→立ち特殊
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=232
triggerall=sysvar(3)+5>=19
triggerall=roundstate=2
trigger1=numexplod(1000)!
value=240
ignorehitpause=1
[State ];立ち弱チェイン3→立ち中チェイン1/中対空チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=202
triggerall=sysvar(3)>=31
triggerall=movecontact
triggerall=roundstate=2
trigger1=1
value=ifelse(enemynear(numenemy>1&&!enemynear,alive),pos Y<=-80,213,210)
ignorehitpause=1
[State ];立ち中チェイン1→2
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=210
triggerall=sysvar(3)>=29
triggerall=movecontact
triggerall=roundstate=2
trigger1=1
value=211
ignorehitpause=1ignorehitpause=1
[State ];立ち中チェイン2→中対空チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=211
triggerall=sysvar(3)>=29
triggerall=movecontact
triggerall=roundstate=2
triggerall=(var(59)>=11)||((var(59)>=8)&&(life<300))
trigger1=(enemynear(numenemy>1&&!enemynear,alive),pos Y<=-120);敵がある程度空中に浮いている状態
value=213
ignorehitpause=1
[State ];立ち中チェイン3→立ち強チェイン1
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=212
triggerall=sysvar(3)>=34;39
triggerall=movecontact
triggerall=roundstate=2
triggerall=(movehit)||((var(59)<11)&&((var(59)<9)||(numexplod(214849217)!))&&((var(59)<8)||(life>=300)))
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[60,120];敵がある程度近くにいる
value=230
ignorehitpause=1
[State ];立ち中チェイン2→中対空チェイン;2000;
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=211
triggerall=sysvar(3)=29
triggerall=movecontact
triggerall=roundstate=2
triggerall=enemynear(numenemy>1&&!enemynear,alive),statetype!=C
triggerall=(var(59)>=11)||((var(59)>=9)&&(numexplod(214849217)))||((var(59)>=8)&&(life<300))
trigger1=(enemynear(numenemy>1&&!enemynear,alive),pos Y!=[(enemynear,const(Size.Mid.Pos.Y))-80,0])||(random%2=1)
;;;;;[212/213]本来のスイッチング記述;;;;;value=ifelse((((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=80)&&(movehit)&&(random%4!=1),213,212)
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=80)&&(movehit);&&(random%4!=1)
trigger2=Floor(fvar(6))=[30,60]
value=213
ignorehitpause=1
[State ];立ち中チェイン2→Lv1フレイム技チェイン
type = null;changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=211
triggerall=sysvar(3)=29
triggerall=movehit
triggerall=roundstate=2
triggerall=power>=1000
triggerall=((random%3))*1000<=power
trigger1=enemynear(numenemy>1&&!enemynear,alive),pos Y=[-100,0]
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=80)
value=1010
ignorehitpause=1
[State ];立ち中チェイン2→Lv2フレイム技チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=211
triggerall=sysvar(3)=29
triggerall=movehit
triggerall=roundstate=2
triggerall=power>=2000
triggerall=((random%5))*1000<=power
triggerall=(random%4=1)||((var(59)<11)&&((var(59)<9)||(numexplod(214849217)!))&&((var(59)<8)||(life>=300)))
trigger1=enemynear(numenemy>1&&!enemynear,alive),pos Y=[-100,0]
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=80)
value=2010
ignorehitpause=1
[State ];立ち中チェイン2→立ち中チェイン3
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=211
triggerall=sysvar(3)=29
triggerall=movecontact
triggerall=roundstate=2
triggerall=(var(6)!=3)&&(var(6)!=6)
trigger1=(enemynear(numenemy>1&&!enemynear,alive),pos Y!=[(enemynear,const(Size.Mid.Pos.Y))-80,0])
trigger1=((300+random%200)>=fvar(39))&&(random%2=1)
trigger2=helper(80110),var(3)<=100
trigger3=movehit
trigger3=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=60)||random%3!=1
;trigger3=((enemynear(numenemy>1&&!enemynear,alive),pos Y)>=-25)||((enemynear(numenemy>1&&!enemynear,alive),pos Y)+(enemynear(numenemy>1&&!enemynear,alive),const(Size.Mid.Pos.Y))>=-55)
trigger4=moveguarded
value=212
ignorehitpause=1
[State ];立ち中チェイン2→立ち中チェイン3(ちびフォーメーション6の場合のみ)
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=211
triggerall=sysvar(3)=29
triggerall=movecontact
triggerall=roundstate=2
triggerall=var(6)=6
triggerall=numhelper(8000)
triggerall=(abs((enemynear,screenpos X)-(helper(8000),screenpos X))>=100)||(abs((enemynear,screenpos X)-(helper(8000),screenpos X))=[0,65])
trigger1=(enemynear(numenemy>1&&!enemynear,alive),pos Y!=[(enemynear,const(Size.Mid.Pos.Y))-80,0])
trigger1=((300+random%200)>=fvar(39))&&(random%2=1)
trigger2=helper(80110),var(3)<=100
trigger3=movehit
trigger3=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=60)||random%3!=1
;trigger3=((enemynear(numenemy>1&&!enemynear,alive),pos Y)>=-25)||((enemynear(numenemy>1&&!enemynear,alive),pos Y)+(enemynear(numenemy>1&&!enemynear,alive),const(Size.Mid.Pos.Y))>=-55)
trigger4=moveguarded
value=212
ignorehitpause=1
[State ];立ち中チェイン2→立ち強チェイン1
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=211
triggerall=sysvar(3)=37
triggerall=movecontact
triggerall=roundstate=2
trigger1=(enemynear(numenemy>1&&!enemynear,alive),pos Y=[(enemynear,const(Size.Mid.Pos.Y))-40,0]);相手がある程度真正面にいる
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=80;相手がある程度離れている
trigger2=(var(6)=3)||(var(6)=6)
trigger2=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=65
value=230
ignorehitpause=1
[State ];立ち中チェイン3→Lv3フレイム技チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=212
triggerall=sysvar(3)=33
triggerall=((movehit)&&(enemynear(numenemy>1&&!enemynear,alive),movetype=H))||((moveguarded)&&(numexplod(214849217)))
triggerall=roundstate=2
triggerall=power>=3000
triggerall=((random%6))*0<=power
trigger1=enemynear(numenemy>1&&!enemynear,alive),pos Y=[-44,0]
value=3010
ignorehitpause=1
;[State ];中対空チェイン→Lv3バスター技チェイン
;type = changestate
;triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
;triggerall=sysvar(4)=213
;triggerall=sysvar(3)>=35
;triggerall=movehit
;;trigger1=numexplod(214849217)||(Enemy,GetHitVar(HitCount)!=[5,9])
;trigger1=enemynear(numenemy>1&&!enemynear,alive),pos Y<=-170
;;trigger1=power>=3000
;;trigger1=((random%4)+2)*1000<=power
;value=3002
;ignorehitpause=1
[State ];中対空チェイン→空中弱チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=213
triggerall=sysvar(3)>=35
triggerall=movecontact
triggerall=roundstate=2
;trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X-(vel X*3))*Floor(sysfvar(0))=[-30,75]
;trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Mid.Pos.Y))-(vel Y*2)=[-125,-55]
trigger1=((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))=[0,65]
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Head.Pos.Y))+(enemynear,vel Y*2)-(vel Y*2)<=-56
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,vel Y*2)-(vel Y*2)>=-47;62
value=600
ignorehitpause=1
[State ];空中弱→中(空対地)チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=605
triggerall=sysvar(3)>=10
triggerall=movecontact
triggerall=roundstate=2
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Head.Pos.Y))-(vel Y*3)<=-20;[-80,40]
trigger1=((enemynear,screenpos Y)-screenpos Y)-(vel Y*3)>=-88;自分に対し(-88)より上にいる場合は発動しない
value=615
ignorehitpause=1
[State ];空中弱→空中中チェイン1
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=600
triggerall=sysvar(3)>=10
triggerall=movecontact
triggerall=roundstate=2
trigger1=1
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Head.Pos.Y))-(vel Y*3)<=-35
trigger1=((enemynear,screenpos Y)-screenpos Y)-(vel Y*3)>=-88;自分に対し(-88)より上にいる場合は発動しない
value=610
ignorehitpause=1
[State ];空中弱→空中中チェイン2
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=610
triggerall=sysvar(3)>=21
triggerall=movecontact
triggerall=roundstate=2
trigger1=((enemynear,screenpos Y)-screenpos Y)+(enemynear,const(Size.Head.Pos.Y))-(vel Y*3)<=-20;[-80,40]
trigger1=((enemynear,screenpos Y)-screenpos Y)-(vel Y*3)>=-88;自分に対し(-88)より上にいる場合は発動しない
value=615
ignorehitpause=1
[State ];空中中チェイン2→Lv3バスター技チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=615
triggerall=sysvar(3)>=20
triggerall=movehit
triggerall=roundstate=2
;trigger1=numexplod(214849217)!
trigger1=enemynear(numenemy>1&&!enemynear,alive),pos Y<=-50
trigger1=power>=3000
;trigger1=((random%6)+0)*1000<=power
value=3002
ignorehitpause=1
[State ];空中中チェイン2→Lv1フレイム技チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=615
triggerall=sysvar(3)>=20
triggerall=movehit
triggerall=roundstate=2
;trigger1=numexplod(214849217)!
trigger1=enemynear(numenemy>1&&!enemynear,alive),pos Y<=-50
trigger1=power>=1000
;trigger1=((random%4)+0)*1000<=power
value=1010
ignorehitpause=1
[State ];中対空チェイン→空中強チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=615
triggerall=sysvar(3)>=20
triggerall=movecontact
triggerall=roundstate=2
trigger1=1
value=640;630;3002
ignorehitpause=1
[State ];中対空チェイン→空中強チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=213
triggerall=sysvar(3)>=35
triggerall=movecontact
triggerall=roundstate=2
trigger1=0
value=630
ignorehitpause=1
[State ];しゃがみ弱チェイン1→2
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=400
triggerall=sysvar(3)=18
triggerall=movecontact
triggerall=roundstate=2
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=100)
value=ifelse((((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=55),401,410)
ignorehitpause=1
[State ];しゃがみ弱チェイン2→しゃがみ中チェイン1
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=401
triggerall=sysvar(3)=18
triggerall=movecontact
triggerall=roundstate=2
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=100)
value=410
ignorehitpause=1
[State ];しゃがみ中チェイン2→Lv1フレイム技チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=411
triggerall=sysvar(3)=16
triggerall=movehit
triggerall=roundstate=2
triggerall=power>=2000
triggerall=((random%5))*1000<=power
trigger1=enemynear(numenemy>1&&!enemynear,alive),pos Y=[-100,0]
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=100)
value=2010
ignorehitpause=1
[State ];しゃがみ中チェイン2→しゃがみ特殊チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=411
triggerall=sysvar(3)=11
triggerall=movecontact
triggerall=roundstate=2
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=100)
trigger1=enemynear(numenemy>1&&!enemynear,alive),statetype!=A
trigger1=((movehit)&&(random%2))||((moveguarded)&&((var(6)=3)||(var(6)=6)))
trigger1=var(6)!=[1,2]
trigger1=var(6)!=[4,5]
value=440
ignorehitpause=1
[State ];しゃがみ中チェイン2→立ち中チェイン3
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=411
triggerall=sysvar(3)=17
triggerall=movecontact
triggerall=roundstate=2
triggerall=(var(6)!=3)&&(var(6)!=6)
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=100)||(moveguarded)
trigger1=enemynear(numenemy>1&&!enemynear,alive),statetype!=A
value=212
ignorehitpause=1
[State ];しゃがみ中チェイン2→立ち中チェイン3(ちびフォーメーション6の場合のみ)
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=411
triggerall=sysvar(3)=17
triggerall=movecontact
triggerall=roundstate=2
triggerall=var(6)=6
triggerall=numhelper(8000)
triggerall=abs((enemynear,screenpos X)-(helper(8000),screenpos X))>=100
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=100)||(moveguarded)
trigger1=enemynear(numenemy>1&&!enemynear,alive),statetype!=A
value=212
ignorehitpause=1
[State ];しゃがみ中チェイン2→立ち中対空チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=411
triggerall=sysvar(3)=19
triggerall=movecontact
triggerall=roundstate=2
;triggerall=(var(59)>=11)||((var(59)>=9)&&(numexplod(214849217)))||((var(59)>=8)&&(life<300))
trigger1=(((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=100)
trigger1=(movehit)
trigger2=enemynear(numenemy>1&&!enemynear,alive),statetype=A
value=213
ignorehitpause=1
[State ];しゃがみ強→しゃがみ特殊チェイン
type = changestate
triggerall=(var(59)!=96061096)&&(stateno!=[5000,5999])
triggerall=sysvar(4)=430
triggerall=sysvar(3)=17
triggerall=roundstate=2
trigger1=1;enemynear(numenemy>1&&!enemynear,alive),statetype!=A
value=440
ignorehitpause=1
;---------------------------------------------------------------------------
;こっから人操作記述
;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 3000+(ifelse(statetype=A,2,0))
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "QCF_b2"
triggerall=power>=3000
trigger1 = ctrl
[State ]
type = ChangeState
value = 3010
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "QCF_y2"
triggerall=power>=3000
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 1000+((statetype=A)*5)
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "QCF_a"
triggerall=power>=1000
trigger1 = (statetype = S)||(statetype = A);statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 2000+((statetype=A)*5)
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "QCF_b"
triggerall=power>=2000
trigger1 = (statetype = S)||(statetype = A);statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 1010
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "QCF_x"
triggerall=power>=1000
;trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 2010
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "QCF_y"
triggerall=power>=2000
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 800
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = (ctrl)||(sysvar(4)=[20,21])||(sysvar(4)=100)
triggerall = ((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=45
triggerall = command = "holdfwd"
triggerall = command = "x"
triggerall = statetype = S
trigger1 = 1
[State ]
type = ChangeState
value = 205
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = (sysvar(4)=[20,21])||(sysvar(4)=100)
triggerall = sysvar(3)>=5;15
triggerall = command = "holdfwd"
triggerall = command = "x"
triggerall = statetype = S
trigger1 = ctrl
trigger2=sysvar(4)=40
trigger3=sysvar(4)=52
[State ]
type = ChangeState
value = 200;800;
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "x"
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 215
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = (sysvar(4)=[20,21])||(sysvar(4)=100)
triggerall = sysvar(3)>=5;15
triggerall = command = "holdfwd"
triggerall = command = "y"
triggerall = statetype = S
trigger1 = ctrl
trigger2=sysvar(4)=40
trigger3=sysvar(4)=52
[State ]
type = ChangeState
value = 213
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "y"
triggerall = command = "holdup"
triggerall = statetype = S
trigger1 = ctrl
trigger2=sysvar(4)=40
trigger3=sysvar(4)=52
[State ]
type = ChangeState
value = 210
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "y"
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 235
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = (sysvar(4)=[20,21])||(sysvar(4)=100)
triggerall = sysvar(3)>=5;15
triggerall = command = "holdfwd"
triggerall = command = "a"
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 230
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "a"
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 245
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = (sysvar(4)=[20,21])||(sysvar(4)=100)
triggerall = sysvar(3)>=5;15
triggerall = command = "holdfwd"
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 240
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 400
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "x"
trigger1 = statetype = C
trigger1 = ctrl
[State ]
type = ChangeState
value = 410
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "y"
trigger1 = statetype = C
trigger1 = ctrl
[State ]
type = ChangeState
value = 430
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "a"
trigger1 = statetype = C
trigger1 = ctrl
[State ]
type = ChangeState
value = 440
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "b"
trigger1 = statetype = C
trigger1 = ctrl
[State ]
type = ChangeState
value = 600+ifelse(command="holddown",5,0)
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
[State ]
type = ChangeState
value = 610+ifelse(command="holddown",5,0)
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
[State ]
type = ChangeState
value = 630
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
[State ]
type = ChangeState
value = 640
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
[State ]
type = ChangeState
value = 3905;3900
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "QCF_z"
triggerall=(power>=5000)&&(numexplod(214849227))
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 3805;3800
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "z"
triggerall=(power>=4000)&&(numexplod(214849217))
triggerall=(roundno>=2)&&((roundno>=3)||(var(37)=0)||(RoundsExisted=0))
trigger1 = statetype = S
trigger1 = ctrl
[State ]
type = ChangeState
value = 100
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "FF"
trigger1 = ctrl
[State ]
type = ChangeState
value = 105
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall = command = "BB"
trigger1 = ctrl
[State ]
type = ChangeState
value = 5121
triggerall=Life-Ceil((200-((Floor(fvar(39))*(numexplod(214849247)!))))*0.5)>0;発動によって自滅させない
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall= (sysvar(4)=5110)||(stateno=5110)
triggerall=alive
trigger1 = command = "FF"
trigger1 =((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=0
trigger2 = command = "BB"
trigger2 =((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=0
[State ]
type = ChangeState
value = 5122
triggerall=Life-Ceil((200-((Floor(fvar(39))*(numexplod(214849247)!))))*0.5)>0;発動によって自滅させない
triggerall=ishelper!
triggerall=var(59)=96061096
triggerall= (sysvar(4)=5110)||(stateno=5110)
triggerall=alive
trigger1 = command = "FF"
trigger1 =((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))<=0
trigger2 = command = "BB"
trigger2 =((enemynear(numenemy>1&&!enemynear,alive),screenpos X)-screenpos X)*Floor(sysfvar(0))>=0
[State ]
type = ChangeState
value = 1951
triggerall=ishelper!
triggerall=var(59)=96061096;1;AI無効化中
trigger1 = command = "s"
trigger1 = statetype = S
trigger1 = (ctrl);||(((sysvar(4)=[200,219])||((sysvar(4)=[400,409])||(sysvar(4)=410))||(sysvar(4)=[600,619]))&&movecontact)
trigger1=roundno>=2
trigger1=var(37)=0;前Rで負けている場合
trigger1=life<=250
trigger1=numexplod(214849227)!;プロテクトフラグが張られていない/覚醒を行っていない場合
triggerall=roundstate=2
[State ]
type=null
trigger1=1
ignorehitpause=1