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DJB MUGEN & IKEMEN Community

Command List — vergil.zip ← Back to Overview

[Remap] x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。 y = y ;Yボタン         〃 z = z ;Zボタン         〃 a = a ;Aボタン         〃 b = b ;Bボタン         〃 c = c ;Cボタン         〃 s = s ;スタートボタン      〃 [Defaults] command.time = 15 ;標準のコマンド入力受付時間。 ;各コマンドで省略している場合に有効。 ;このパラメータを消した場合、デフォルトは1フレームになる。 ;( M.U.G.E.Nでの1フレーム = 1/60秒 ) command.buffer.time = 1 ;標準のコマンド入力記憶時間。 ;入力した直後にコマンドを記憶し、 ;指を離してもコマンドが成功している状態を ;ここで設定した時間の分維持する。 ;1〜30フレームまでの間で設定可能。 ;デフォルトは1フレーム。 ;============================================================================== 第3部 ; コマンド定義パート(入力キーを設定する) ;============================================================================== ;------------------------------------------------------------------------------ ; ここがキーとボタンの組み合わせで格闘ゲームにおける ;『入力コマンド』を直接設定・編集するパート。 ; ; 一つずつコマンドに名前を付けて入力キーを組み合わせる単純な作業になるけど、 ; 組み合わせが独特だから覚えるのは難易度が少し高い。 ; ; 下記で「書式の決まり」と「組み合わせに必要なアルファベットと記号」を ; 全て説明しましょう。 ;------------------------------------------------------------------------------ ;■書式の決まり■ ; ; [Command] :入力コマンドを1個定義する。 ; name = "***" :コマンド名を決める。大文字と小文字も区別される。 ; command = ### :実際に入力するキーを組み合わせる。詳細は後述。 ; time = &&& :入力受付時間を設定(オプション)。 ; buffer.time = @@@ :入力記憶時間を設定(オプション)。 ; ; 小ネタでも説明している通り、登録が可能な数は最大『128個』まで。 ; ; ;※『必須コマンド名』と書いてるコマンドは、システム側で処理してます。 ; コマンド名を変えたり、消してはいけません。キーの変更は出来ます。 ;------------------------------------------------------------------------------ ;■必要なアルファベットと記号■ ; ; 上記の「command = ###」の『###』に該当する部分で、 ; 組み合わせるキーとボタンを設定しなければならない。 ; ; ※設定したキーやボタンはM.U.G.E.Nのオプションモードにある ; 「キーコンフィグ」にて設定したキーなどに対応しています。 ; ; ★方向キー★(全て必ず大文字で) ; ;  B  :「後方」にキーを入れる( Backward ) ;  D  :「下方」にキーを入れる( Downward ) ;  F  :「前方」にキーを入れる( Forward ) ;  U  :「上方」にキーを入れる( Upward ) ; ;  DB :「後ろ斜め下」にキーを入れる(「D」と「B」が同時に入力された事を認識) ;  UB :「後ろ斜め上」にキーを入れる(「U」と「B」が同時に入力された事を認識) ;  DF :「前斜め下」にキーを入れる(「D」と「F」が同時に入力された事を認識) ;  UF :「前斜め上」にキーを入れる(「U」と「F」が同時に入力された事を認識) ; ; ★ボタン★(全て必ず小文字で) ; ;  a  :「Aボタン」を押す ;  b  :「Bボタン」を押す ;  c  :「Cボタン」を押す ;  x  :「Xボタン」を押す ;  y  :「Yボタン」を押す ;  z  :「Zボタン」を押す ;  s  :「スタートボタン」を押す ; ; ★記号★(入力効果を変化させる命令) ; ;  /  :(スラッシュ)キーやボタンを「押しっぱなし」にしている事を認識する場合に追加する ; ;   (例): /b = Bボタンを押したままにする ;        /F = 前キーを押したままにする ;        /U,z = 上キーを押したままZボタンを入力する ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  ~  :(チルダ)キーやボタンが「離された時」を認識する場合に追加する ; ;   (例): ~x = Xボタンを離す ;        ~DF =「前斜め下」のキーを離す ;        ~DB,F,c =「後ろ斜め下」を離した後に前キー・Cボタンの順番に入力する ; ;       ※「ボタンを離すまでの時間(溜め時間)」も設定する事が出来る ; ;        ~30x = Xボタンを押したままにして、30フレーム以上経ったら離す ;        ~50B,F,a = 後ろキーを50フレームまで溜めて前キー・Aボタンの順番に入力する ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  $  :(ドル)方向キーの「複数の内どれかが入力されている事」を認識する場合に追加する ; ;   (例): $B =「後方」「後ろ斜め下」「後ろ斜め上」のどれかが入力されている状態 ;        $UF =「前」「上」「前斜め上」のどれかが入力されている状態 ; ;       ※この記号は「方向キー」でしか使えません。 ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  +  :(プラス)ボタンを「同時押し」している事を認識する場合に追加する ; ;   (例): x+y = XボタンとYボタンを同時押しする ;        a+b+c = AボタンとBボタンとCボタンを同時押しする ; ;       ※この記号は「ボタン」でしか使えません。 ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  >  :(グレーターザン)大なり(Win版で追加された記号) ;             「他のキーが入力されていない事を確認して、そのキーを押す」場合 ; ;   (例): a,>~a = Aボタン以外が入力されていない状態でAボタンを離す ;        F,>~F,>F = 前キー以外が入力されていない状態で前キーを離し、 ;             もう一度前キーを入力する ; ;------------------------------------------------------------------------------- ; ●これらの記号は全て組み合わせて使う事が出来る● ; ;   (例): ~80$DB,DF,F,/a+y+c ;         ;       「後方」「下」「後ろ斜め下」のどれかを80フレームまで溜めて ;       「前斜め下」→「前」を入力した後、AとYとCを同時押ししたままにする ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;コピペ用 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U 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 time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 ;------------------------------------------------------------------------------ ;-| 超必殺技 |----------------------------------------------------------------- ;※名前が同じならば、違うコマンドでも同じステートの技を出す事が可能。 [Command] name = "DTsissou" command = ~D, DB, B, DB, F, x time = 25 [Command] name = "DTsissou" command = ~D, DB, B, DB, F, ~x time = 25 [Command] name = "ESryusei" command = ~D, DF, F, DF, D, DB, B, b time = 30 [Command] name = "ESryusei" command = ~D, DF, F, DF, D, DB, B, ~b time = 30 [Command] name = "ESryusei" command = ~D, F, D, B, b time = 30 [Command] name = "ESryusei" command = ~D, F, D, B, ~b time = 30 [Command] name = "Zettou" command = ~D, DF, F, D, DF, F, b time = 30 [Command] name = "DTkabuto" command = ~D, DF, F, D, DF, F, y time = 30 [Command] name = "DTkabuto" command = ~D, DF, F, D, DF, F, ~y time = 30 [Command] name = "TripleKFPalm" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "TyouhatuEnjin" command = ~D, DB, B, D, DB, B, z time = 20 [Command] name = "Enjin" command = ~30z [Command] name = "trip" command = ~D, DF, F, DF, D, DB, B , x time = 30 [Command] name = "trip" command = ~D, F, D, B , x time = 30 [Command] name = "trip" command = ~D, DF, F, DF, D, DB, B , ~x time = 30 [Command] name = "trip" command = ~D, F, D, B , ~x time = 30 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "cutter1" command = ~F, D, DF, a time = 12 [Command] name = "cutter1" command = ~F, D, DF, ~a time = 12 [Command] name = "cutter2" command = ~F, D, DF, b time = 12 [Command] name = "cutter2" command = ~F, D, DF, ~b time = 12 [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_x" command = ~D, DF, F, ~x [Command] name = "QCF_y" command = ~D, DF, F, ~y [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "ryusei1" command = ~D, DF, F, a time = 12 [Command] name = "ryusei1" command = ~D, DF, F, ~a time = 12 [Command] name = "ryusei2" command = ~D, DF, F, b time = 12 [Command] name = "ryusei2" command = ~D, DF, F, ~b time = 12 [Command] name = "trickup" command = ~D, DF, F, c time = 12 [Command] name = "trickup" command = ~D, DF, F, ~c time = 12 [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "geturin1" command = ~D, DB, B, a [Command] name = "geturin2" command = ~D, DB, B, b [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "kyusyu" command = ~D, DB, B, z [Command] name = "kyusyu" command = ~D, DB, B, ~z [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 ;--------------------------- [Command] name = "board" command = ~D, DF, F, b ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "longjump" command = D, $U time = 18 [Command] name = "FF" ;必須コマンド名 command = F, F time = 10 [Command] name = "BB" ;必須コマンド名 command = B, B time = 10 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" ;必須コマンド名 command = a+x time = 1 [Command] name = "c+z" ;必須コマンド名 command = c+z time = 1 [Command] name = "b+y" ;必須コマンド名 command = b+y time = 1 [Command] name = "a+b" ;必須コマンド名 command = a+b time = 1 [Command] name = "x+y" ;必須コマンド名 command = x+y time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "front_c" command = /$F,c time = 1 [Command] name = "front_z" command = /$F,z time = 1 [Command] name = "front_x" command = /$F,x time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_x" command = /$D,x time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 [Command] name = "back" command = B time = 1 [Command] name = "fwd" command = F time = 1 [Command] name = "start" command = s time = 1 [Command] name = "hold_b+y" ;必須コマンド名 command = /b+y time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_x" command = /x time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー |----------------------------------------------------------------- [Command] name = "holdfwd" ;必須コマンド名 command = /$F time = 1 [Command] name = "holdback" ;必須コマンド名 command = /$B time = 1 [Command] name = "holdup" ;必須コマンド名 command = /$U time = 1 [Command] name = "holddown" ;必須コマンド名 command = /$D time = 1 ;============================================================================== 第4部 ; ステートエントリーパート(技などを出せるようにするための条件を設定) ;============================================================================== ;------------------------------------------------------------------------------ ; コマンド名と入力するコマンドを設定しただけじゃ意味が無いので、ここから ;「実際に入力したコマンドでどの番号のステートをどういう条件で出せるか」 ; を決めなければならない。 ; ; ステートコントローラ「ChangeState」しか使わないけど、 ; そんなに難しくないのでトリガーを覚えてたらすぐ出来る。 ; ; ここさえ押さえておけば簡単なトリガー設定の流れは覚えられるかと。 ; ; エントリーの順番にはある程度の法則があるけど、 ; おまけフォルダの「小ネタ.txt」を参照。(波動拳が暴発ナンタラカンタラ) ; ; ChangeStateなどステートコントローラの基本的な設置例は ; おまけフォルダの「テンプレート.txt」を参照。 ;------------------------------------------------------------------------------ ; ■準常時監視ステート(−1)■ ; コマンドファイル(のステートエントリーパート)に必要な項目です。 ; 絶対に消してはいけないので要注意。 ; ; 通常の食らい状態以外の「P2StateNo」や「TargetState」等で制御された、 ; 作成者が任意に指定した相手側の食らいステートに限り、 ; 登録したステートコントローラが有効にはなりません。 ;------------------------------------------------------------------------------ [Statedef -1] ;←この行は絶対に消さないでね。必須項目です。 ;AI用 ;------------------------------------------------------------------------------ [State -1, 何もしない] type = ChangeState triggerall = var(59) triggerall = roundstate = 2 trigger1 = stateno = 2003 trigger1 = enemynear,statetype = A && enemynear,movetype = H trigger1 = var(55) && numhelper(8510) trigger1 = animtime = 0 trigger2 = stateno = 1002 trigger2 = enemynear,statetype = A && enemynear,movetype = H trigger2 = var(55) trigger2 = animtime = 0 trigger3 = stateno = 2003 trigger3 = enemynear,statetype = A && enemynear,movetype = H trigger3 = prevstateno = 2610 trigger3 = animtime = 0 trigger4 = stateno = 1002 trigger4 = enemynear,movetype = H trigger4 = animtime = 0 value = 0 ctrl = 0 ;------------------------------------------------------------------------------ [State -1, 絶刀] type = ChangeState value = 3500 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = power >= 3000 triggerall = p2statetype = L || p2movetype = H triggerall = P2bodydist X >= 180 triggerall = statetype != A triggerall = ctrl trigger1 = numhelper(1401) trigger1 = helper(1401),stateno = 1402 trigger1 = enemynear,movetype = H trigger2 = numhelper(8510) trigger2 = helper(8510),stateno = 8511 trigger2 = enemynear,movetype = H [State -1, DT兜割り] type = ChangeState value = 3300 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = power >= 2000 triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || var(18) trigger1 = P2MoveType = A trigger1 = enemynear,time = [0+(10-var(59)),10+(10-var(59))] trigger1 = random < 35 * var(59) trigger1 = p2life <= 329 trigger2 = ctrl || stateno = 100 || var(18) trigger2 = P2MoveType = A trigger2 = enemynear,time = [0+(10-var(59)),10+(10-var(59))] trigger2 = random < 40 trigger2 = p2life >= 330 [State -1, DT疾走居合い] type = ChangeState value = 3200 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl || stateno = 100 trigger1 = P2MoveType = A trigger1 = enemynear,time = [0+(10-var(59)),10+(10-var(59))] trigger1 = P2bodydist X = [10,70] trigger1 = random < 130 trigger2 = stateno = 901 trigger2 = time = 10 trigger3 = (stateno = 201) && animelemtime(7) >= 0 trigger3 = movehit && p2movetype = H trigger3 = random%20 = [17,19] trigger4 = (stateno = 430) trigger4 = movehit && p2movetype = H trigger4 = random%20 = [0,1] trigger4 = P2bodydist X >= 45 trigger5 = var(18) || ctrl || stateno = 100 trigger5 = P2MoveType = A trigger5 = enemynear,animtime = [-15,5] trigger5 = P2bodydist X = [70,150] trigger6 = enemynear,statetype = A && enemynear,movetype = H trigger6 = prevstateno = 1002 trigger6 = stateno = 0 && p2bodydist y > -55 trigger6 = var(55) = 1 && enemynear,vel Y > 1 trigger7 = enemynear,statetype = A && enemynear,movetype = H trigger7 = ctrl || stateno = 0 trigger7 = enemynear,vel Y > 0 trigger7 = p2bodydist y < -150 trigger7 = random < 500 trigger7 = var(55) = 0 trigger8 = enemynear,movetype = H trigger8 = ctrl || stateno = 0 trigger8 = enemynear,vel X > 2 trigger8 = random < 500 trigger8 = prevstateno = 1002 trigger8 = var(55) = 0 [State -1, エネステ流星脚] type = ChangeState value = 3050 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = power >= 1000 triggerall = statetype = A trigger1 = stateno = [1500,1501] trigger1 = movehit && var(15) > 4 trigger1 = Pos Y < -15 trigger1 = random < 150 value = 1501 [State -1, 1ゲージ絶刀] type = ChangeState value = 3000 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = power >= 1000 triggerall = statetype = A trigger1 = stateno = 610 trigger1 = Pos Y < -100 trigger1 = movehit = 5 && enemynear,movetype = H trigger1 = random < 500 [State -1, 挑発→円陣展開] type = ChangeState value = 2900 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = power >= 1000 triggerall = var(56) = 0 triggerall = statetype = S triggerall = P2bodydist X >= 200 triggerall = !(enemynear,vel X > 0) triggerall = ctrl triggerall = prevstateno != 2900 triggerall = numhelper(8500) = 0 triggerall = numhelper(8510) = 0 trigger1 = random = [980,999] [State -3,ガード] Type=ChangeState Value=120 triggerall = var(59) triggerall = var(52) = 0 triggerall = (stateno!=[120,159]) triggerall = inguarddist || (p2statetype=A && p2dist x<70 && p2movetype=A) triggerall = !(enemynear,hitdefattr=,AT) triggerall = ctrl || stateno=100 triggerall = random <= var(59) * 80 trigger1 = RoundState = 2 ;------------------------------------------------------------------------------ [State -1, 弾き] type = ChangeState value = 900 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = EnemyNear,numproj = 0 trigger1 = ctrl || stateno = 100 trigger1 = EnemyNear,HitDefAttr=SA,AA trigger1 = p2bodydist X = [25,90] trigger2 = ctrl || stateno = 100 trigger2 = p2bodydist X = [25,90] trigger2 = p2movetype = A && random = [850,880] ;============================================================================== ; 必殺技 ;============================================================================== [State -1, ラウンドトリップ] type = ChangeState value = 1400 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 triggerall = P2moveType = H || P2moveType = I triggerall = P2stateType != A trigger1 = P2bodydist X >= 180 trigger1 = ctrl && random = [350,500] trigger1 = !(enemynear,vel X > 0) trigger1 = var(55) = 0 ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, 次元斬] type = ChangeState value = 1000 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = prevstateno != [1000,1002] trigger1 = enemynear,statetype = A && enemynear,movetype = H trigger1 = stateno = 0 && time = 20 trigger1 = var(55) = 1 trigger2 = var(18) && p2bodydist X > 170 trigger3 = numhelper(1401) trigger3 = helper(1401),stateno = 1402 trigger3 = enemynear,movetype = H trigger4 = numhelper(8510) trigger4 = helper(8510),stateno = 8511 trigger4 = enemynear,movetype = H trigger4 = var(55) = 0 ;------------------------------------------------------------------------------ [State -1, 日輪脚弱] type = ChangeState value = 2600 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A trigger1 = ctrl Trigger1 = enemynear,Time >= 50-(var(59)*5) trigger1 = P2bodydist X = [-10,30] trigger1 = P2bodydist Y = [-40,0] trigger1 = P2StateType = A trigger1 = P2MoveType = A trigger1 = random < 65 * var(59) ignorehitpause = 0 [State -1, 日輪脚強] type = ChangeState value = 2610 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2bodydist X = [0,80] triggerall = prevstateno != 801 triggerall = p2stateno != 821 trigger1 = ctrl Trigger1 = enemynear,Time >= 60-(var(59)*5) trigger1 = P2bodydist X = [15,45] trigger1 = P2bodydist Y = [-60,-20] trigger1 = P2StateType = A trigger1 = P2MoveType = A trigger1 = random < 30 * var(59) trigger2 = stateno = 410 && time >= 21 trigger2 = movehit && p2movetype = H trigger2 = enemynear,life > 40 trigger2 = random%10 = [1,9] trigger3 = stateno = 231 && animelemtime(8) >= 0 trigger3 = movehit && p2movetype = H trigger3 = random%10 = [0,1] trigger4 = p2movetype = H trigger4 = ctrl || stateno = 0 trigger4 = enemynear,vel X > 1 trigger4 = random < 500 trigger4 = prevstateno = 1002 ignorehitpause = 0 [State 410, ステート変更];追加入力 type = ChangeState triggerall = var(59) triggerall = roundstate = 2 triggerall = stateno = 410 trigger1 = animelemtime(11) >= 2 trigger1 = movehit && p2movetype = H trigger1 = enemynear,life < 80*(1-(fvar(10))) || P2bodydist X = [81,110] trigger2 = animelemtime(11) >= 2 trigger2 = movehit && p2movetype = H trigger2 = random%10 = [0,1] trigger3 = animelemtime(11) >= 0 trigger3 = prevstateno = 901 trigger4 = animelemtime(8) >= 0 trigger4 = moveguarded value = 412 ;------------------------------------------------------------------------------ ;流星脚 [State -1, 流星脚] type = ChangeState value = 1500 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = pos Y < -30 triggerall = statetype = A trigger1 = ctrl && P2bodydist Y = [10,30] trigger1 = p2movetype = H && random < 200 trigger2 = stateno = 2610 && P2bodydist Y = [10,30] trigger2 = movecontact trigger2 = time > 38 trigger3 = ctrl && P2bodydist Y >= 85 trigger3 = ceil(abs(P2bodydist Y)/(abs(P2bodydist X))+0.1) = [0.5,1.8] trigger3 = enemynear,animtime = [-20,-5] ignorehitpause = 0 ;------------------------------------------------------------------------------ ;月輪脚弱 [State -1, 月輪脚弱] type = ChangeState value = 2500 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2bodydist X = [0,50] triggerall = p2statetype != L trigger1 = ctrl && enemynear,time = [0,5] trigger1 = p2statetype = C trigger1 = p2movetype = A || p2stateno = 400 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;月輪脚強 [State -1, 月輪脚強] type = ChangeState value = 2505 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype != C trigger1 = stateno = 231 && animelemtime(8) >= 0 trigger1 = movehit && p2movetype = H trigger1 = random%10 = [2,3] trigger2 = stateno = 231 && animelemtime(8) >= 0 trigger2 = movehit && p2movetype = H trigger2 = enemynear,life<142 ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, 飛び道具かき消し] type = ChangeState value = 950 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl triggerall = P2bodydist X >= 50 trigger1 = enemynear,NumProj >= 1 trigger2 = enemynear,HitDefAttr = SCA, AP ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, 疾走居合い切り] type = ChangeState value = 1200 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype != L trigger1 = stateno = 901 trigger1 = time = 10 trigger1 = p2bodydist X > 75 trigger2 = (stateno = 201) && animelemtime(6) = 1 trigger2 = movehit && p2movetype = H trigger2 = random%20 = [15,19] trigger3 = enemynear,statetype = A && enemynear,movetype = H trigger3 = var(55) && stateno = 0 trigger3 = enemynear,vel Y > 1 trigger3 = prevstateno = 1002 && time > 15 trigger4 = enemynear,statetype = A && enemynear,movetype = H trigger4 = ctrl || stateno = 0 trigger4 = enemynear,vel Y > 0 trigger4 = p2bodydist y < -220 trigger4 = random < 500 trigger5 = stateno = 901 trigger5 = time = 10 trigger5 = p2bodydist X <= 75 trigger5 = random%10 = [0,5] trigger6 = enemynear,movetype = H trigger6 = ctrl || stateno = 0 trigger6 = enemynear,vel X > 2 trigger6 = random < 500 trigger6 = prevstateno = 1002 trigger6 = var(55) = 0 trigger7 = ctrl trigger7 = p2bodydist X > 120 trigger7 = p2movetype = I trigger7 = random < 100 trigger8 = ctrl trigger8 = p2bodydist X > 120 trigger8 = p2movetype = A && enemynear,animtime >= -10 trigger8 = random < 100 ;------------------------------------------------------------------------------ [State -1, スティンガー] type = ChangeState value = 1100 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 triggerall = p2statetype != L trigger1 = ctrl trigger1 = p2bodydist X > 120 trigger1 = p2movetype = I trigger1 = random < 250 trigger2 = ctrl trigger2 = p2bodydist X > 120 trigger2 = p2movetype = A && enemynear,animtime >= -10 trigger2 = random < 250 trigger3 = stateno = 300 && time > 30 trigger3 = movecontact trigger3 = p2bodydist X > 65 trigger4 = stateno = 430 trigger4 = movehit && p2movetype = H trigger4 = random%10 = [2,3] trigger4 = P2bodydist X >= 45 trigger5 = var(18) = 1 trigger6 = enemynear,statetype = A && enemynear,movetype = H trigger6 = ctrl || stateno = 0 trigger6 = enemynear,vel Y > 0 trigger6 = p2bodydist y < -190 trigger6 = var(55) = 0 ;------------------------------------------------------------------------------ [State -1, 兜割り] type = ChangeState value = 1300 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = pos Y < -30 triggerall = roundstate = 2 triggerall = statetype = A triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 triggerall = P2BodyDist Y >= 20 && P2BodyDist X = [-15,80] trigger1 = stateno = 600 trigger1 = movecontact && P2BodyDist X >= 50 trigger2 = stateno = 600 trigger2 = movecontact && P2BodyDist y >= 30 trigger3 = stateno = 1501 && var(15) > 4 trigger3 = AnimElemTime(6) < 0 trigger3 = p2statetype = A trigger4 = stateno = 2013 && time > 5 trigger4 = P2BodyDist X = [-5,80] trigger4 = !(P2BodyDist X < 0 && enemynear,vel X > 2) ignorehitpause = 0 [State -1, ジャンプ弱パンチ] type = ChangeState value = 600 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype = A triggerall = p2statetype = A triggera1 = P2BodyDist Y = [-69,-10] triggera1 = P2BodyDist X = [-10,60] trigger1 = time >= 5 && stateno = 2013 trigger2 = stateno = 600 && P2BodyDist X = [-10,45] trigger2 = movehit [State -1, ジャンプ強パンチ] type = ChangeState value = 610 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2BodyDist X = [49,110] triggerall = P2BodyDist Y = [-40,50] triggerall = p2statetype = A trigger1 = stateno = 600 trigger1 = movecontact trigger2 = ctrl && p2statetype = A ;============================================================================== ; 特殊技 ;============================================================================== [State -1, フォースエッジコンボ1] type = ChangeState value = 300 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 triggerall = p2statetype != L triggerall = statetype ! = A triggerall = P2BodyDist Y = [-30,0] triggerall = P2BodyDist X = [70,110] trigger1 = ctrl || stateno = 100 trigger1 = random < 100 ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, トリックアップ] type = ChangeState value = 2020 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = var(16) = 0 trigger1 = ctrl trigger1 = P2BodyDist X = [50,150] trigger1 = enemynear,movetype = A trigger1 = random < 100 trigger2 = ctrl trigger2 = P2BodyDist X = [50,150] trigger2 = enemynear,numproj != 0 trigger2 = random < 100 trigger3 = ctrl trigger3 = p2statetype = C || p2movetype = I trigger3 = P2BodyDist X = [50,200] trigger3 = random < 100 [State -1, トリックアップ空中] type = ChangeState value = 2030 triggerall = var(16) = 0 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 trigger1 = stateno = 2610 && animelemtime(24) = 2 trigger1 = movehit && enemynear,movetype = H trigger1 = p2bodydist Y < -150 trigger1 = numhelper(8510) = 0 trigger2 = stateno = 50 trigger2 = p2bodydist X > 150 trigger2 = enemynear,numproj != 0||random < 350 [State -1, トリックダウン空中] type = ChangeState value = 2050 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = enemynear,numproj = 0 trigger1 = stateno = 2610 && animelemtime(21) = 0 trigger1 = movehit && enemynear,movetype = H trigger1 = prevstateno = [410,411] trigger1 = numhelper(8510) trigger2 = stateno = 2610 && animelemtime(23) = 0 trigger2 = movehit && enemynear,movetype = H trigger2 = prevstateno = [410,411] trigger2 = random = [601,999] trigger3 = ctrl trigger3 = p2movetype = A && enemynear,vel Y < 0 trigger3 = enemynear,numproj = 0 trigger3 = random < 100 ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, カンフースルー];投げ技 type = ChangeState value = 800 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype = S triggerall = ctrl triggerall = p2bodydist X = [0,22] triggerall = p2statetype != A TriggerAll = EnemyNear,StateType != L TriggerAll = !(EnemyNear,prevStateno = 5120 && time < 14) trigger1 = p2movetype != H trigger1 = random <= 300 ;受身 [State -1] type = ChangeState value = 702 triggerall = var(59) triggerall = roundstate = 2 triggerall = Alive triggerall = StateNo = 5050 || StateNo = 5071 || StateNo = 5101 triggerall = Vel Y >= 0 triggerall = Pos Y >= -15 triggerall = CanRecover trigger1 = random = [0,400] persistent = 0 ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, しゃがみ強パンチ] type = ChangeState value = 410 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A TriggerAll= EnemyNear,StateType != L TriggerAll= prevstateno != 801 triggerall= p2stateno != 821 trigger1 = ctrl trigger1 = P2bodydist X = [5,70] trigger1 = P2bodydist Y = [-100,-50] trigger1 = P2StateType = A trigger1 = random < 30 * var(59) trigger1 = stateno != 411 trigger2 = stateno = 430 && movecontact trigger2 = P2bodydist X >= 30 trigger2 = random%10 = [4,9] trigger3 = stateno = 201 && animelemtime(8) >= 1 trigger3 = movehit && p2movetype = H trigger3 = random%20 = [1,11] trigger4 = stateno = 901 trigger4 = time = 10 trigger4 = p2bodydist X = [0,75] [State -1, フォースエッジコンボ4] type = ChangeState triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A TriggerAll=EnemyNear,StateType != L trigger1 = (stateno = 201) && animelemtime(7) >= 1 trigger1 = movehit && p2movetype = H trigger1 = random%20 = [12,14] trigger2 = (stateno = 201) && animelemtime(7) >= 1 trigger2 = movehit && p2movetype = H trigger2 = enemynear,life<80 value = 330 ctrl = 0 [State -1, 立ち弱パンチ] type = ChangeState value = 200 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 TriggerAll=EnemyNear,StateType != L TriggerAll=EnemyNear,StateType != A trigger1 = ctrl || stateno = 100 trigger1 = P2bodydist X = [40,60] trigger1 = P2MoveType = I trigger1 = statetype = S trigger1 = random = [200,600] trigger2 = stateno = 231 && animelemtime(8) >= 0 trigger2 = movehit && p2movetype = H trigger2 = random%10 = [4,8] trigger3 = stateno = 300 && time > 30 trigger3 = movecontact trigger3 = p2bodydist X <= 65 trigger4 = prevstateno = 630 trigger4 = ctrl trigger4 = p2movetype = H [State -1, 立ち強パンチ] type = ChangeState value = 210 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 TriggerAll=StateType != A TriggerAll=EnemyNear,StateType != L Trigger1 = P2BodyDist X = [100,110] Trigger1 = P2BodyDist Y >= -70 Trigger1 = (EnemyNear,StateNo != [120,159])||EnemyNear,StateType=A Trigger1 = Ctrl || stateno = 100 Trigger1 = random = [0,200] trigger2 = (stateno = 201) && animelemtime(7) >= 1 trigger2 = movehit && p2movetype = H trigger2 = random%20 = 0 trigger3 = (stateno = 201) && animelemtime(7) >= 1 trigger3 = movehit && p2movetype = H trigger3 = enemynear,life<80 [State -1, 立ち弱キック] type = ChangeState value = 230 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A TriggerAll = EnemyNear,StateType != L TriggerAll = EnemyNear,StateType != A TriggerAll = prevstateno != 801 trigger1 = ctrl || stateno = 100 trigger1 = P2bodydist X = [61,90] trigger1 = P2MoveType = I || P2MoveType = H trigger1 = random = [0,350] trigger2 = prevstateno = 640 || prevstateno = 1510 trigger2 = prevstateno != 630 trigger2 = ctrl trigger2 = EnemyNear,movetype = H trigger2 = random = [300,999] [State -1, 立ち強キック] type = ChangeState value = 240 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A TriggerAll=EnemyNear,StateType != L trigger1 = stateno = 231 && animelemtime(8) >= 0 trigger1 = movehit && p2movetype = H trigger1 = random%10 = 9 trigger2 = stateno = 231 && animelemtime(8) >= 0 trigger2 = movehit && p2movetype = H trigger2 = enemynear,life<110 ;------------------------------------------------------------------------------ [State -1, 挑発] type = ChangeState value = 195 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear,stateno != [120,159] trigger1 = P2bodydist X >= 200 trigger1 = P2MoveType = H trigger1 = P2statetype = L trigger1 = ctrl && random = [500,550] trigger2 = numhelper(1401) trigger2 = helper(1401),stateno = 1402 trigger2 = enemynear,movetype = H trigger2 = enemynear,life < 80 trigger3 = numhelper(8510) trigger3 = helper(8510),stateno = 8511 trigger3 = enemynear,movetype = H trigger3 = enemynear,life < 60 ;------------------------------------------------------------------------------ [State -1, しゃがみ弱キック] type = ChangeState value = 430 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A Triggerall =EnemyNear,StateType != L triggerall = P2statetype != A trigger1 = ctrl || stateno = 100 trigger1 = P2bodydist X = [0,35] trigger1 = P2MoveType = I && P2movetype != A trigger1 = random = [0,400] trigger2 = stateno = 430 trigger2 = movecontact && time > 7 trigger2 = P2bodydist X = [0,35] trigger3 = stateno = 400 trigger3 = movecontact trigger3 = P2bodydist X = [0,40] ;------------------------------------------------------------------------------ [State -1, しゃがみ弱パンチ] type = ChangeState value = 400 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A TriggerAll=EnemyNear,StateType != L trigger1 = ctrl || stateno = 100 trigger1 = P2bodydist X = [0,50] trigger1 = P2MoveType = I && P2statetype != A trigger1 = random = [700,999] trigger2 = prevstateno = 630 trigger2 = ctrl trigger2 = EnemyNear,movetype = H trigger2 = random = [500,999] ;------------------------------------------------------------------------------ [State -1, しゃがみ強キック] type = ChangeState value = 440 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = P2statetype = S triggerall = P2bodydist X = [50,80] TriggerAll=EnemyNear,StateType != L trigger1 = statetype = C trigger1 = ctrl trigger1 = random = [990,999] ;------------------------------------------------------------------------------ [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype = A triggerall = p2statetype != A triggerall = P2BodyDist X = [-40,30] triggerall = P2BodyDist Y = [90,110] triggerall = vel Y > 1 trigger1 = ctrl trigger2 = p2statetype != A trigger2 = time >= 5 && stateno = 2013 [State -1, ジャンプ強キック] type = ChangeState value = 640 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype = A trigger1 = p2statetype != A trigger1 = P2BodyDist X = [-40,46] trigger1 = P2BodyDist Y = [20,90] trigger1 = vel Y > 1 trigger1 = ctrl trigger2 = stateno = 630 trigger2 = movecontact trigger2 = P2BodyDist X >= 0 trigger3 = p2statetype != A trigger3 = P2BodyDist X = [-40,46] trigger3 = P2BodyDist Y = [20,90] trigger3 = vel Y > 1 trigger3 = p2statetype != A trigger3 = time >= 5 && stateno = 2013 [State -1, エアトリック] type = ChangeState value = 2001 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2movetype != A trigger1 = ctrl trigger1 = random = [820,835] [State -1, エアトリック] type = ChangeState value = 2000 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2movetype != A trigger1 = ctrl trigger1 = random = [800,815] [State -1, トリックダウン] type = ChangeState value = 2040 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl triggerall = enemynear,numproj = 0 trigger1 = enemynear,HitDefAttr = SCA, AA,AT trigger1 = P2BodyDist X = [0,50] trigger1 = random < 50 [State -3,ジャンプ] Type = ChangeState Value = 40 TriggerAll=var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 TriggerAll=StateType!=A TriggerAll=Ctrl||stateno = 100 TriggerAll=EnemyNear,HitDefAttr=SCA,AT TriggerAll=Random<=var(59)*60||var(59)>9 TriggerAll=EnemyNear,Time>=30||(!Time&&var(59)>9)||var(59)>10 Trigger1 = EnemyNear,Time>=50||var(59)>10 Trigger2 = (PrevStateNo=[5000,5270]) Trigger3 = (PrevStateNo=[120,159]) [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl triggerall = enemynear,numproj = 0 trigger1 = enemynear,HitDefAttr = SCA, AA,AT trigger1 = P2BodyDist X = [0,50] trigger1 = random < 50 [State -1, エアトリック空中] type = ChangeState value = 2010 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = random = [500,820] trigger1 = enemynear,vel Y < 0 [State -1, 走る] type = ChangeState value = 100 triggerall = var(59) triggerall = var(52) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != [100,101] trigger1 = ctrl trigger1 = P2BodyDist X >=150 trigger1 = enemynear,movetype != A trigger1 = random = [600,820] trigger2 = ctrl trigger2 = numhelper(1401) trigger2 = helper(1401),stateno = 1402 ;------------------------------------------------------------------------------ ;M20モード時限定 [State -1, 兜割り5連] type = ChangeState value = 4010 triggerall = var(52) triggerall = roundstate = 2 triggerall = helper(4101),var(13) > 40 trigger1 = stateno = 4100 || stateno = 4120 trigger1 = life >= 150 trigger1 = random%10 = [0,2] trigger2 = stateno = 4100 || stateno = 4120 trigger2 = life < 150 trigger2 = random%20 = 0 [State -1, 切り上げコンボ] type = ChangeState value = 4020 triggerall = var(52) triggerall = roundstate = 2 triggerall = helper(4101),var(13) > 40 trigger1 = stateno = 4100 || stateno = 4120 trigger1 = P2BodyDist X <=40 trigger1 = random%10 = [2,3] [State -1, 絶刀] type = ChangeState value = 4050 triggerall = var(52) triggerall = roundstate = 2 triggerall = helper(4101),var(13) > 40 trigger1 = stateno = 4100 || stateno = 4120 trigger1 = random%10 = [7,9] trigger2 = stateno = 4100 || stateno = 4120 trigger2 = life < 150 trigger2 = random%10 = [3,9] [State -1, 幻影剣] type = ChangeState value = 4040 triggerall = var(52) triggerall = roundstate = 2 triggerall = numhelper(8500) = 0 triggerall = numhelper(8510) = 0 triggerall = helper(4101),var(13) > 40 trigger1 = stateno = 4100 || stateno = 4120 trigger1 = random%10 = [4,7] [State -1, 歩く] type = ChangeState value = 4120 triggerall = var(52) triggerall = roundstate = 2 trigger1 = stateno = 4100 trigger1 = P2BodyDist X >=100 trigger1 = random = [800,820] [State -1, エアトリック] type = ChangeState value = 4130 triggerall = var(52) triggerall = roundstate = 2 trigger1 = stateno = 4100 || stateno = 4120 trigger1 = P2BodyDist X >=100 trigger1 = random = [800,815] ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;人操作 ;============================================================================== ; 超必殺技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 絶刀] type = ChangeState value = 3500 triggerall = var(59) = 0 triggerall = command = "TripleKFPalm" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl [State -1, DT兜割り] type = ChangeState value = 3300 triggerall = var(59) = 0 triggerall = command = "DTkabuto" triggerall = power >= 2000 triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 trigger1 = statetype = S trigger1 = ctrl trigger2 = var(18) = 1 [State -1, DT疾走居合い] type = ChangeState value = 3200 triggerall = var(59) = 0 triggerall = command = "DTsissou" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 901 trigger2 = time > 10 trigger3 = (stateno = 201) && time > 5 trigger3 = movecontact trigger4 = (stateno = 300) && time > 30 trigger4 = movecontact trigger5 = (stateno = 430) trigger5 = movecontact trigger6 = var(18) = 1 [State -1, 1ゲージ絶刀] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = command = "Zettou" triggerall = power >= 1000 trigger1 = ctrl trigger2 = (stateno = 201) && time > 5 trigger2 = movecontact trigger3 = (stateno = 300) && time > 30 trigger3 = movecontact trigger4 = stateno = [600,610] trigger4 = movecontact trigger5 = stateno = 2600 trigger5 = movecontact trigger6 = stateno = 2610 && time > 38 trigger6 = movecontact [State -1, エネステ流星脚] type = ChangeState value = 3050 triggerall = var(59) = 0 triggerall = command = "ESryusei" triggerall = power >= 1000 triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [1500,1501) trigger2 = movehit [State -1, 挑発→円陣展開] type = ChangeState value = 2900 triggerall = var(59) = 0 triggerall = command = "TyouhatuEnjin" triggerall = power >= 1000 triggerall = var(56) = 0 trigger1 = statetype = S trigger1 = ctrl ;============================================================================== ; 必殺技 ;============================================================================== [State -1, ラウンドトリップ] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = Command = "trip" triggerall = statetype != A triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, 日輪脚弱] type = ChangeState value = 2600 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = Command = "cutter1" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 410 || stateno = 231 trigger2 = movecontact ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, 日輪脚強] type = ChangeState value = 2610 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = Command = "cutter2" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 410 || stateno = 231 trigger2 = movecontact ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, 飛び道具かき消し] type = ChangeState value = 950 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = Command = "upper_x" triggerall = statetype != A trigger1 = ctrl ignorehitpause = 0 ;------------------------------------------------------------------------------ [State -1, 次元斬] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "QCF_x" || Command = "QCF_y"|| Command = "ryusei1"|| Command = "ryusei2" trigger1 = ctrl trigger1 = statetype != A trigger2 = var(18) = 1 ;------------------------------------------------------------------------------ [State -1, スティンガー] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "QCB_x" triggerall = statetype != A triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = time > 10 trigger3 = (stateno = 300) && time > 30 trigger3 = movecontact trigger4 = (stateno = 430) || (stateno = 440) trigger4 = movecontact && time > 5 trigger5 = var(18) = 1 ;------------------------------------------------------------------------------ [State -1, 疾走居合い切り] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "QCB_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 901 trigger2 = time > 10 trigger3 = (stateno = 201) && time > 5 trigger3 = movecontact trigger4 = (stateno = 300) && time > 30 trigger4 = movecontact trigger5 = var(18) = 1 ;------------------------------------------------------------------------------ [State -1, 兜割り] type = ChangeState value = 1300 triggerall = command = "down_x" triggerall = var(59) = 0 triggerall = pos Y < -30 triggerall = roundstate = 2 triggerall = statetype = A triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger3 = stateno = 1501 trigger3 = AnimElemTime(6) < 0 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;流星脚 [State -1, Hadousho] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = pos Y < -30 triggerall = roundstate = 2 triggerall = Command = "ryusei1" || Command = "ryusei2" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 2610 trigger2 = movecontact trigger2 = time > 38 ignorehitpause = 0 ;------------------------------------------------------------------------------ ;月輪脚弱 [State -1, Hadousho] type = ChangeState value = 2500 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = Command = "geturin1" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 410 || stateno = 231 || stateno = 440 trigger2 = movecontact ignorehitpause = 0 ;------------------------------------------------------------------------------ ;月輪脚強 [State -1, Hadousho] type = ChangeState value = 2505 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = Command = "geturin2" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 410 || stateno = 231 || stateno = 440 trigger2 = movecontact ignorehitpause = 0 ;============================================================================== ; 特殊技 ;============================================================================== [State -1, フォースエッジコンボ1] type = ChangeState value = 300 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "front_x" triggerall = command != "holddown" triggerall = numhelper(1401) = 0 triggerall = var(10) = 0 trigger1 = statetype = S trigger1 = ctrl ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 走る] type = ChangeState value = 100 triggerall = Var(59) = 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl [State -1, トリックアップ] type = ChangeState value = 2020 triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "trickup" trigger1 = statetype = S trigger1 = var(16) = 0 trigger1 = ctrl [State -1, トリックアップ空中] type = ChangeState value = 2030 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = var(16) = 0 triggerall = command = "trickup" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [2600,2610] trigger2 = movehit [State -1, エアトリック] type = ChangeState value = 2000 triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "front_c" trigger1 = statetype = S trigger1 = ctrl [State -1, エアトリック空中] type = ChangeState value = 2010 triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "front_c" trigger1 = statetype = A trigger1 = ctrl [State -1, トリックダウン] type = ChangeState value = 2040 triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "back_c" trigger1 = statetype = S trigger1 = ctrl [State -1, トリックダウン空中] type = ChangeState value = 2050 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "back_c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [2600,2610] trigger2 = movehit && time > 20 [State -1, エアトリック] type = ChangeState value = 2001 triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "c" trigger1 = statetype = S trigger1 = ctrl ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, カンフースルー];投げ技 type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "b+y" triggerall = statetype = S triggerall = ctrl trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 20 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 20 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;------------------------------------------------------------------------------ [State -1, 弾き] type = ChangeState value = 900 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "front_z" triggerall = statetype != A trigger1 = ctrl ;受身 [State -1] type = ChangeState value = 702 triggerall = var(59) = 0 triggerall = Alive triggerall = StateNo = 5050 || StateNo = 5071 || StateNo = 5101 triggerall = Vel Y >= 0 triggerall = Pos Y >= -15 triggerall = CanRecover trigger1 = command = "recovery" persistent = 0 ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 立ち弱パンチ] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 231 trigger2 = movecontact && time > 20 [State -1, 立ち強パンチ] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 201) && time > 14 trigger4 = (stateno = 230) && time > 6 [State -1, 立ち弱キック] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl [State -1, 立ち強キック] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 231) && time > 15 ;------------------------------------------------------------------------------ [State -1, 挑発] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1, しゃがみ弱パンチ] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "x" trigger1 = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = var(7) = 1 && time > 7 [State -1, しゃがみ強パンチ] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger1 = stateno != 411 trigger2 = (stateno = 400) || (stateno = 430) || (stateno = 440) trigger2 = movecontact trigger3 = stateno = 201 trigger3 = movecontact && time > 15 trigger4 = stateno = 901 trigger4 = time > 10 [State -1, しゃがみ弱キック] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "a" trigger1 = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = var(7) = 1 && time > 7 [State -1, しゃがみ強キック] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = movecontact || time > 7 ;------------------------------------------------------------------------------ [State -1, ジャンプ弱パンチ] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 10 trigger2 = movehit trigger2 = P2BodyDist X <= 40 [State -1, ジャンプ強パンチ] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "y" trigger1 = stateno = 600 trigger1 = movecontact trigger2 = statetype = A trigger2 = ctrl [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl [State -1, ジャンプ強キック] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------
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