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Command List — X30_Mist_K[R].zip ← Back to Overview

;-| 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
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