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Command List — cvsyoko.zip ← Back to Overview

;-| AI |------------------------------------------------------ [Command] name = "CPU1" command = U, D, F time = 1 [Command] name = "CPU2" command = U, B, F time = 1 [Command] name = "CPU3" command = U, D, D time = 1 [Command] name = "CPU4" command = F, B, U time = 1 [Command] name = "CPU5" command = U, F, U, B time = 1 [Command] name = "CPU6" command = U, D, B time = 1 [Command] name = "CPU7" command = F, F, B time = 1 [Command] name = "CPU8" command = U, D, U time = 1 [Command] name = "CPU9" command = F, B, B time = 1 [Command] name = "CPU10" command = F, F, B, B time = 1 [Command] name = "CPU11" command = U, U, F time = 1 [Command] name = "CPU12" command = U, B, B time = 1 [Command] name = "CPU13" command = U, B, F, F time = 1 [Command] name = "CPU14" command = U, F, B, U time = 1 [Command] name = "CPU15" command = U, B, F, U time = 1 [Command] name = "CPU16" command = U, B, B, B time = 1 [Command] name = "CPU17" command = U, D, B, F time = 1 [Command] name = "CPU18" command = U, D, B, D time = 1 [Command] name = "CPU19" command = U, D, F, U time = 1 [Command] name = "CPU20" command = U, D, U, B time = 1 [Command] name = "CPU21" command = U, D, F, F time = 1 [Command] name = "CPU22" command = F, F, F, F time = 1 [Command] name = "CPU23" command = U, U, U, D time = 1 [Command] name = "CPU24" command = B, B, B time = 1 [Command] name = "CPU25" command = D, D, D, D time = 1 [Command] name = "CPU26" command = D, D, D time = 1 [Command] name = "CPU27" command = F, F, F time = 1 [Command] name = "CPU28" command = U, U, U time = 1 [Command] name = "CPU29" command = U, U, B, B time = 1 [Command] name = "CPU30" command = D, D, F, F time = 1 [Command] name = "CPU31" command = U, D, F, U, D time = 1 [Command] name = "CPU32" command = U, B, F, U, D time = 1 [Command] name = "CPU33" command = U, D, D, U, D time = 1 [Command] name = "CPU34" command = F, B, U, U, D time = 1 [Command] name = "CPU35" command = U, F, U, B, U, D time = 1 [Command] name = "CPU36" command = U, D, B, U, D time = 1 [Command] name = "CPU37" command = F, F, B, U, D time = 1 [Command] name = "CPU38" command = U, D, U, U, D time = 1 [Command] name = "CPU39" command = F, B, B, U, D time = 1 [Command] name = "CPU40" command = F, F, B, B, U, D time = 1 [Command] name = "CPU41" command = U, U, F, U, D time = 1 [Command] name = "CPU42" command = U, B, B, U, D time = 1 [Command] name = "CPU43" command = U, B, F, F, U, D time = 1 [Command] name = "CPU44" command = U, F, B, U, U, D time = 1 [Command] name = "CPU45" command = U, B, F, U, U, D time = 1 [Command] name = "CPU46" command = U, B, B, B, U, D time = 1 [Command] name = "CPU47" command = U, D, B, F, U, D time = 1 [Command] name = "CPU48" command = U, D, B, D, U, D time = 1 [Command] name = "CPU49" command = U, D, F, U, U, D time = 1 [Command] name = "CPU50" command = U, D, U, B, U, D time = 1 ;-| 超必殺技 |-------------------------------------------------------- [Command] name = "ギザ!螺旋力アッパー1" command = ~D, DF, F, D, DF, x time = 21 [Command] name = "ギザ!螺旋力アッパー1" command = ~D, DF, F, D, DF, ~x time = 21 [Command] name = "ギザ!螺旋力アッパー2" command = ~D, DF, F, D, DF, y time = 21 [Command] name = "ギザ!螺旋力アッパー2" command = ~D, DF, F, D, DF, ~y time = 21 [Command] name = "ギザ!螺旋力アッパー3" command = ~D, DF, F, D, DF, z time = 21 [Command] name = "ギザ!螺旋力アッパー3" command = ~D, DF, F, D, DF, ~z time = 21 [Command] name = "ギザ!螺旋力キック1" command = ~D, DF, F, D, DF, a time = 21 [Command] name = "ギザ!螺旋力キック1" command = ~D, DF, F, D, DF, ~a time = 21 [Command] name = "ギザ!螺旋力キック2" command = ~D, DF, F, D, DF, b time = 21 [Command] name = "ギザ!螺旋力キック2" command = ~D, DF, F, D, DF, ~b time = 21 [Command] name = "ギザ!螺旋力キック3" command = ~D, DF, F, D, DF, c time = 21 [Command] name = "ギザ!螺旋力キック3" command = ~D, DF, F, D, DF, ~c time = 21 [Command] name = "オレ達無敵のグレン団!" command = ~F, D, B, F, D, B, a time = 30 [Command] name = "オレ達無敵のグレン団!" command = ~F, D, B, F, D, B, ~a time = 30 [Command] name = "オレ達無敵のグレン団!" command = ~F, D, B, F, D, B, b time = 30 [Command] name = "オレ達無敵のグレン団!" command = ~F, D, B, F, D, B, ~b time = 30 [Command] name = "オレ達無敵のグレン団!" command = ~F, D, B, F, D, B, c time = 30 [Command] name = "オレ達無敵のグレン団!" command = ~F, D, B, F, D, B, ~c time = 30 ;-| 必殺技 |------------------------------------------------------ [Command] name = "螺旋力アッパー1" command = ~D, DF, F, x time = 12 [Command] name = "螺旋力アッパー1" command = ~D, DF, F, ~x time = 12 [Command] name = "螺旋力アッパー2" command = ~D, DF, F, y time = 12 [Command] name = "螺旋力アッパー2" command = ~D, DF, F, ~y time = 12 [Command] name = "螺旋力アッパー3" command = ~D, DF, F, z time = 12 [Command] name = "螺旋力アッパー3" command = ~D, DF, F, ~z time = 12 [Command] name = "螺旋力アッパー4" command = ~F, D, DF, a time = 12 [Command] name = "螺旋力アッパー4" command = ~F, D, DF, ~a time = 12 [Command] name = "螺旋力アッパー5" command = ~F, D, DF, b time = 12 [Command] name = "螺旋力アッパー5" command = ~F, D, DF, ~b time = 12 [Command] name = "螺旋力アッパー6" command = ~F, D, DF, c time = 12 [Command] name = "螺旋力アッパー6" command = ~F, D, DF, ~c time = 12 [Command] name = "リットナーストライク1" command = ~D, DF, F, a time = 12 [Command] name = "リットナーストライク1" command = ~D, DF, F, ~a time = 12 [Command] name = "リットナーストライク2" command = ~D, DF, F, b time = 12 [Command] name = "リットナーストライク2" command = ~D, DF, F, ~b time = 12 [Command] name = "リットナーストライク3" command = ~D, DF, F, c time = 12 [Command] name = "リットナーストライク3" command = ~D, DF, F, ~c time = 12 [Command] name = "スナイプエアー1" command = ~F, D, DF, a time = 12 [Command] name = "スナイプエアー1" command = ~F, D, DF, ~a time = 12 [Command] name = "スナイプエアー2" command = ~F, D, DF, b time = 12 [Command] name = "スナイプエアー2" command = ~F, D, DF, ~b time = 12 [Command] name = "スナイプエアー3" command = ~F, D, DF, c time = 12 [Command] name = "スナイプエアー3" command = ~F, D, DF, ~c time = 12 [Command] name = "シモン!1" command = ~D, D, a time = 12 [Command] name = "シモン!1" command = ~D, D, ~a time = 12 [Command] name = "シモン!2" command = ~D, D, b time = 12 [Command] name = "シモン!2" command = ~D, D, ~b time = 12 [Command] name = "シモン!3" command = ~D, D, c time = 12 [Command] name = "シモン!3" command = ~D, D, ~c time = 12 [Command] name = "カミナ!1" command = ~F, DF, D, DB, B, F, x time = 30 [Command] name = "カミナ!1" command = ~F, DF, D, DB, B, F, ~x time = 30 [Command] name = "カミナ!2" command = ~F, DF, D, DB, B, F, y time = 30 [Command] name = "カミナ!2" command = ~F, DF, D, DB, B, F, ~y time = 30 [Command] name = "カミナ!3" command = ~F, DF, D, DB, B, F, z time = 30 [Command] name = "カミナ!3" command = ~F, DF, D, DB, B, F, ~z time = 30 ;-| 2回押し技 |----------------------------------------------------------- [Command] name = "longjump" command = D, $U time = 18 [Command] name = "FF" command = F, F time = 12 [Command] name = "BB" command = B, B time = 10 ;-| 2・3個の同時押し技 |----------------------------------------------- [Command] name = "recovery" command = x+a time = 10 [Command] name = "gc" command = y+b time = 10 [Command] name = "oc" command = z+c time = 10 ;-| 方向とボタンで出す技 |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| ボタン設定(いじらない)|--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| 押しっぱなし設定(いじらない)------------------------------------------------------- [Command] name = "holdfwd" command = /$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 = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "chargec" command = /c time = 1 [Command] name = "chargez" command = /z time = 1 [Command];(前ブロッキングコマンド) name = "block" command = F time = 1 [Command];(下ブロッキングコマンド) name = "block2" command = D time = 1 [Command];(グルーヴセレクト用) name = "up" command = U time = 3 [Command];(グルーヴセレクト用) name = "down" command = D time = 3 [Command] name = "back" command = B time = 1 [Command] name = "downback" command = DB time = 1 [Command] name = "n" command = time = 1 ; 下の記述↓は絶対に消さないでください。 [Statedef -1] ;=========================================================================== ;AI用 ;AI [State -1, AI] type = VarSet triggerall = var(59) != 1 triggerall = RoundState != 3 trigger1 = command = "CPU1" trigger2 = command = "CPU2" trigger3 = command = "CPU3" trigger4 = command = "CPU4" trigger5 = command = "CPU5" trigger6 = command = "CPU6" trigger7 = command = "CPU7" trigger8 = command = "CPU8" trigger9 = command = "CPU9" trigger10 = command = "CPU10" trigger11 = command = "CPU11" trigger12 = command = "CPU12" trigger13 = command = "CPU13" trigger14 = command = "CPU14" trigger15 = command = "CPU15" trigger16 = command = "CPU16" trigger17 = command = "CPU17" trigger18 = command = "CPU18" trigger19 = command = "CPU19" trigger20 = command = "CPU20" trigger21 = command = "CPU21" trigger22 = command = "CPU22" trigger23 = command = "CPU23" trigger24 = command = "CPU24" trigger25 = command = "CPU25" trigger26 = command = "CPU26" trigger27 = command = "CPU27" trigger28 = command = "CPU28" trigger29 = command = "CPU29" trigger30 = command = "CPU30" trigger31 = command = "CPU31" trigger32 = command = "CPU32" trigger33 = command = "CPU33" trigger34 = command = "CPU34" trigger35 = command = "CPU35" trigger36 = command = "CPU36" trigger37 = command = "CPU37" trigger38 = command = "CPU38" trigger39 = command = "CPU39" trigger40 = command = "CPU40" trigger41 = command = "CPU41" trigger42 = command = "CPU42" trigger43 = command = "CPU43" trigger44 = command = "CPU44" trigger45 = command = "CPU45" trigger46 = command = "CPU46" trigger47 = command = "CPU47" trigger48 = command = "CPU48" trigger49 = command = "CPU49" trigger50 = command = "CPU50" var(59) = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;受身(空中) [State -1] type = ChangeState value = 5210 triggerall = Var(59) = 1 triggerall = Alive triggerall = CanRecover triggerall = Vel Y > -1 triggerall = Pos Y >= -40 triggerall = StateNo = 5050 trigger1 = random = [150,200] ;--------------------------------------------------------------------------- ;受身(地上) [State -1] type = ChangeState value = 5201 triggerall = var(59) = 1 triggerall = ((var(20) = 1 || var(20) = 4 || var(20) = 5 || var(20) = 6) && !var(1)) || CanRecover triggerall = Alive triggerall = StateNo = 5050 || StateNo = 5071 triggerall = Vel Y > 0 triggerall = Pos Y >= 10 trigger1 = random <= 400 ;--------------------------------------------------------------------------- ;ジャンプ(投げ回避) [state -1, Guard] type = ChangeState value = 40 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = InGuardDist triggerall = ctrl || stateno = 21 triggerall = statetype != A trigger1 = enemynear,HitDefAttr = SC, NT,ST,HT ;--------------------------------------------------------------------------- ;オリコン発動(地上) [State -1] type = ChangeState value = 870 triggerall = var(59) = 1 triggerall = var(20) = 1 || var(20) = 6 triggerall = Power >= 3000 triggerall = !var(15) && !var(16) triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2life > 150 || (100*life/const(data.life))<=15 trigger1 = ctrl || stateno = 21 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger1 = P2bodydist X = [-5,40] trigger1 = P2StateType = S || P2StateType = C trigger1 = P2MoveType = A trigger1 = enemynear,time >= (4+random%10) trigger1 = random = [200,600] ;--------------------------------------------------------------------------- ;オリコン発動(空中) ;[State -1] ;type = ChangeState ;value = 875 ;triggerall = var(59) = 1 ;triggerall = !var(4) ;triggerall = var(20) = 1 || var(20) = 6 ;triggerall = !var(15) && !var(16) ;triggerall = roundstate = 2 ;trigger1 = statetype = A ;trigger1 = ctrl ;--------------------------------------------------------------------------- ;歩き [State -1, Walk] type = ChangeState value = 21 triggerall = Var(59) = 1 triggerall = StateType != A triggerall = Ctrl triggerall = !InGuardDist triggerall = stateno != [10,12] triggerall = prevstateno != [10,12] triggerall = stateno != 20 triggerall = prevstateno != 20 triggerall = stateno != 21 triggerall = prevstateno != 21 triggerall = stateno != [120,159] triggerall = prevstateno != [120,159] trigger1 = !((prevstateno = 1000 || prevstateno = 2800) && time < 2) trigger1 = random%8<=6 ;=========================================================================== ;オリコン ;--------------------------------------------------------------------------- ;ギザ!螺旋力アッパー [State -1, hadouken] type = ChangeState value = 3000 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = stateno = 1000 trigger1 = var(5) = 2 trigger1 = var(16) = [1,20) trigger1 = var(36) = 1 && numtarget ignorehitpause = 0 ;--------------------------------------------------------------------------- ;モールクラッシュ [State -1, Taunt] type = ChangeState value = 310 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != A triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X = [-5,30] trigger1 = P2StateType = C trigger1 = stateno = 420 || stateno = 440 || stateno = 320 || stateno = 1000 trigger1 = var(16) > 20 trigger1 = var(36) = 2 trigger1 = random = [250,300] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ中キック [State -1, Taunt] type = ChangeState value = 440 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != A triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X = [-5,30] trigger1 = stateno = 420 || stateno = 310 || stateno = 320 || stateno = 1000 trigger1 = var(16) > 20 trigger1 = var(36) = 2 trigger1 = random = [250,300] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;螺旋力アッパー [State -1, hadouken] type = ChangeState value = 1000 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = stateno = 1000 trigger1 = var(5) = 2 trigger1 = animelemtime(8) > 0 trigger1 = var(16) > 20 trigger1 = var(36) = 1 && numtarget trigger2 = stateno = 1000 trigger2 = var(5) = 2 trigger2 = animelemtime(10) > 0 trigger2 = var(16) > 40 trigger2 = var(36) = 2 trigger3 = stateno = 420 || stateno = 320 trigger3 = var(16) > 20 trigger3 = var(36) = 1 && numtarget trigger3 = var(17) >= 9 trigger4 = stateno = 420 || stateno = 440 || stateno = 310 || stateno = 320 trigger4 = var(16) > 40 trigger4 = var(36) = 2 ignorehitpause = 0 ;--------------------------------------------------------------------------- ;アサルトキック [State -1, Taunt] type = ChangeState value = 320 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != A triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X >= 30 trigger1 = stateno = 420 || stateno = 440 || stateno = 310 || stateno = 320 trigger1 = var(16) > 20 trigger1 = var(17) = [0,8] trigger1 = var(36) = [1,2] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ強パンチ [State -1, Taunt] type = ChangeState value = 420 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != A triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X = [-5,30] trigger1 = stateno = 420 || stateno = 440 || stateno = 310 || stateno = 320 trigger1 = var(16) > 20 trigger1 = var(17) = [0,8] trigger1 = var(36) = [1,2] ignorehitpause = 0 ;=========================================================================== ;起き上がりリバーサル ;--------------------------------------------------------------------------- ;オレ達無敵のグレン団! [State -1, hadouken] type = ChangeState value = 3300 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ((!var(20) || var(20) = 2 || (var(20) = 6 && !var(18))) && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || (var(15) && Power >= 1000) || var(43) triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = ctrl && (prevstateno = 5120 || prevstateno = 5201) && time <= 1 triggerall = enemynear,time >= (4+random%10) triggerall = P2life > 150 || (100*life/const(data.life))<=15 trigger1 = P2bodydist X = [0,30] trigger1 = P2StateType != A trigger1 = P2MoveType = A trigger1 = enemynear,vel X >= 0 trigger1 = random = [150,750] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ギザ!螺旋力アッパー [State -1, hadouken] type = ChangeState value = 3000 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ((!var(20)||var(20)=6)&&Power>=2000)||(var(20)=2&&Power>=3000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14))||(var(15)&&Power>=1000)||var(43) triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = ctrl && (prevstateno = 5120 || prevstateno = 5201) && time <= 1 triggerall = enemynear,time >= (4+random%10) trigger1 = P2bodydist X = [0,40] trigger1 = P2bodydist Y = [-120,-60] trigger1 = enemynear,vel X >= 0 trigger1 = enemynear,vel Y > 1 trigger1 = P2MoveType != H trigger1 = random = [150,800] trigger2 = P2bodydist X = [0,40] trigger2 = P2StateType != A trigger2 = P2MoveType = A trigger2 = enemynear,vel X >= 0 trigger2 = random = [150,600] ignorehitpause = 0 ;=========================================================================== ;--------------------------------------------------------------------------- ;オレ達無敵のグレン団! [State -1, hadouken] type = ChangeState value = 3300 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = !numhelper(7500) triggerall = !numhelper(30000) triggerall = ((!var(20) || var(20) = 2 || (var(20) = 6 && !var(18))) && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || (var(15) && Power >= 1000) || var(43) triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X = [-5,20] trigger1 = P2StateType != A trigger1 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger1 = movetype = A trigger1 = var(36) = 1 && numtarget trigger1 = var(17) >= 2 trigger1 = !(var(16) && numtarget) trigger1 = Random = [100,650] trigger2 = P2bodydist X = [-5,30] trigger2 = P2StateType != A trigger2 = StateNo = 300 trigger2 = movetype = A trigger2 = var(36) = 1 && numtarget trigger2 = !(var(16) && numtarget) trigger2 = Random = [0,700] trigger3 = ctrl || stateno = 21 || stateno = 40 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2) trigger3 = P2bodydist X = [-5,30] trigger3 = P2StateType != A trigger3 = P2MoveType = A trigger3 = enemynear,vel X >= 0 trigger3 = enemynear,time >= (8+random%10) trigger3 = !(var(16) && numtarget) trigger3 = random = [300,800] trigger4 = prevstateno = [4000,4199] trigger4 = P2bodydist X = [0,30] trigger4 = P2StateType != A trigger4 = ctrl trigger4 = random%4!=2 trigger5 = P2bodydist X = [-5,20] trigger5 = P2StateType != A trigger5 = StateNo = 1000 trigger5 = (animelemtime(7) >= 0 && animelemtime(9) < 0 && var(5) = 1) || (animelemtime(8) >= 0 && animelemtime(10) < 0 && var(5) = 2) trigger5 = var(20) = 2 || var(20) = 6 trigger5 = var(17) > 2 trigger5 = var(36) = 1 && numtarget trigger5 = !(var(16) && numtarget) trigger5 = Random = [0,600] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;リットナーオーバードライブ [State -1, hadouken] type = ChangeState value = 3200 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16) triggerall = statetype != A triggerall = P2StateType = S triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ((!var(20)||var(20)=6)&&Power>=2000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14))||(var(15)&&Power>=1000) trigger1 = P2bodydist X = [0,25] trigger1 = P2StateType != A trigger1 = StateNo = 241 || StateNo = 410 || StateNo = 440 trigger1 = movetype = A trigger1 = var(36) = 1 && numtarget trigger1 = var(17) >= 2 trigger1 = !(var(16) && numtarget) trigger1 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger1 = Random = [100,200-((var(20)=1)*50)] trigger2 = P2bodydist X = [0,30] trigger2 = P2StateType != A trigger2 = (StateNo = 221 && animelemtime(5) < 0) || StateNo = 420 trigger2 = movetype = A trigger2 = var(36) = 1 && numtarget trigger2 = !(var(16) && numtarget) trigger2 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger2 = Random = [500,650-((var(20)=1)*50)] trigger3 = ctrl || stateno = 21 || stateno = 40 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2) trigger3 = ((!var(20)||var(20)=6)&&Power>=2000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14))||(var(15)&&Power>=1000) trigger3 = P2bodydist X = [0,50] trigger3 = P2StateType != A trigger3 = P2MoveType = A trigger3 = enemynear,vel X >= 0 trigger3 = !(var(16) && numtarget) trigger3 = random < 200 trigger4 = prevstateno = [4000,4199] trigger4 = P2bodydist X = [0,40] trigger4 = P2StateType != A trigger4 = ctrl trigger4 = random%4!=2 trigger5 = P2bodydist X = [-5,30] trigger5 = P2StateType != A trigger5 = StateNo = 1000 trigger5 = (animelemtime(7) >= 0 && animelemtime(9) < 0 && var(5) = 1) || (animelemtime(8) >= 0 && animelemtime(10) < 0 && var(5) = 2) trigger5 = var(20) = 2 || var(20) = 6 trigger5 = var(17) > 2 trigger5 = var(36) = 1 && numtarget trigger5 = !(var(16) && numtarget) trigger5 = Random = [100,200] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ギザ!螺旋力アッパー [State -1, hadouken] type = ChangeState value = 3000 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16) triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2StateType != A trigger1 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger1 = movetype = A trigger1 = var(36) = 1 && numtarget trigger1 = var(17) >= 2 trigger1 = !(var(16) && numtarget) trigger1 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger1 = Random = [150,200-((var(20)=1)*30)] trigger2 = P2StateType != A trigger2 = StateNo = 241 || StateNo = 410 || StateNo = 440 trigger2 = movetype = A trigger2 = var(36) = 1 && numtarget trigger2 = var(17) >= 2 trigger2 = !(var(16) && numtarget) trigger2 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger2 = Random = [200,300-((var(20)=1)*80)] trigger3 = P2StateType != A trigger3 = StateNo = 221 && animelemtime(5) < 0 trigger3 = movetype = A trigger3 = var(36) = 1 && numtarget trigger3 = var(17) >= 2 trigger3 = !(var(16) && numtarget) trigger3 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger3 = Random = [100,200-((var(20)=1)*50)] trigger4 = ctrl || stateno = 21 || stateno = 40 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2) trigger4 = P2bodydist X = [30,60] trigger4 = P2bodydist Y = [-120,-90] trigger4 = P2MoveType != H trigger4 = enemynear,vel X >= 0 trigger4 = enemynear,vel Y > 1 trigger4 = !(var(16) && numtarget) trigger4 = random = [500,650-((var(20)=1)*100)] trigger5 = ctrl || stateno = 21 || stateno = 40 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2) trigger5 = ((!var(20)||var(20)=6)&&Power>=2000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14))||(var(15)&&Power>=1000) trigger5 = P2bodydist X = [30,60] trigger5 = P2bodydist Y = [-120,-60] trigger5 = P2MoveType != H trigger5 = enemynear,vel X >= 0 trigger5 = enemynear,vel Y > 1 trigger5 = !(var(16) && numtarget) trigger5 = random = [500,850] trigger6 = ctrl || stateno = 21 || stateno = 40 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2) trigger6 = ((!var(20)||var(20)=6)&&Power>=2000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14))||(var(15)&&Power>=1000) trigger6 = P2bodydist X = [0,60] trigger6 = P2StateType != A trigger6 = P2MoveType = A trigger6 = enemynear,vel X >= 0 trigger6 = enemynear,time >= (4+random%10) trigger6 = !(var(16) && numtarget) trigger6 = random = [400,480] trigger7 = ctrl || stateno = 21 || stateno = 40 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2) trigger7 = P2bodydist X = [0,50] trigger7 = P2bodydist Y = [-150,-120] trigger7 = P2MoveType = H trigger7 = numtarget trigger7 = target,stateno = [5000,5070] trigger7 = target,stateno != 5040 trigger7 = target,Vel Y > -3 trigger7 = !(var(16) && numtarget) trigger7 = fvar(26) = [1,4] trigger7 = var(20) != 2 || var(20) != 5 || !var(15) trigger7 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger7 = Random = [100,700-((var(20)=1)*400)] trigger8 = prevstateno = [4000,4199] trigger8 = P2bodydist X = [0,30] trigger8 = P2bodydist Y = [-50,0] trigger8 = ctrl trigger8 = random%4!=3 trigger9 = ctrl || stateno = 21 || stateno = 40 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2) trigger9 = P2bodydist X = [-10,50] trigger9 = P2bodydist Y = [-70,0] trigger9 = enemynear,Vel Y <= 0 trigger9 = var(17) > 3 trigger9 = !(var(16) && numtarget) trigger9 = NumHelper(20000) trigger9 = Helper(20000),stateno = 20001 trigger9 = P2life > 100 || var(20) = 3 || var(20) = 5 trigger9 = Random = [100,300] trigger10 = P2bodydist X = [-5,50] trigger10 = P2StateType != A trigger10 = StateNo = 300 trigger10 = movetype = A trigger10 = var(36) = 1 && numtarget trigger10 = !(var(16) && numtarget) trigger10 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger10 = Random = [480,600-((var(20)=1)*100)] trigger11 = P2bodydist X = [0,50] trigger11 = P2bodydist Y = [-90,0] trigger11 = StateNo = 1000 trigger11 = (animelemtime(7) >= 0 && animelemtime(9) < 0 && var(5) = 1) || (animelemtime(8) >= 0 && animelemtime(10) < 0 && var(5) = 2) trigger11 = var(20) = 2 || var(20) = 6 trigger11 = var(17) > 2 trigger11 = var(36) = 1 && numtarget trigger11 = !(var(16) && numtarget) trigger11 = Random = [300,450] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ギザ!螺旋力キック [State -1, Hadousho] type = ChangeState value = 3100 triggerall = var(59) = 1 triggerall = !var(4) triggerall = roundstate = 2 triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16) triggerall = statetype = A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = Pos Y < -50 trigger1 = ((!var(20)||var(20)=6)&&Power>=2000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14))||(var(15)&&Power>=1000) trigger1 = P2bodydist X = [10,40] trigger1 = P2bodydist Y = [80,120] trigger1 = P2StateType = A trigger1 = P2MoveType != H trigger1 = Vel Y > -1 trigger1 = Pos Y = [-120,-75] trigger1 = Ctrl trigger1 = Random = [500,950] trigger2 = ((!var(20)||var(20)=6)&&Power>=2000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14))||(var(15)&&Power>=1000) trigger2 = P2bodydist X = [10,40] trigger2 = P2bodydist Y = [80,120] trigger2 = P2StateType != A trigger2 = P2MoveType = A trigger2 = Vel Y > -1 trigger2 = Pos Y = [-120,-75] trigger2 = Ctrl trigger2 = Random = [600,950-((var(20)=1)*100)] trigger3 = ctrl trigger3 = P2bodydist X = [0,60] trigger3 = P2bodydist Y = [20,120] trigger3 = var(17) > 3 trigger3 = !fvar(26) trigger3 = !(var(16) && numtarget) trigger3 = Pos Y <= -80 trigger3 = NumHelper(20000) trigger3 = Helper(20000),stateno = 20001 trigger3 = P2life > 100 || var(20) = 3 || var(20) = 5 trigger3 = Random = [100,800-((var(20)=1)*500)] trigger4 = P2bodydist X = [-5,30] trigger4 = P2bodydist Y = [40,100] trigger4 = StateNo = 1300 trigger4 = var(20) = 2 || var(20) = 6 trigger4 = var(36) = 1 && numtarget trigger4 = !(var(16) && numtarget) trigger4 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger4 = Random = [500,600] trigger5 = P2bodydist X = [-5,40] trigger5 = P2bodydist Y = [30,100] trigger5 = StateNo = 1210 || StateNo = 1211 || StateNo = 1220 || StateNo = 1221 trigger5 = var(17) > 3 trigger5 = var(20) = 2 || var(20) = 6 trigger5 = var(36) = 3 && numtarget trigger5 = !(var(16) && numtarget) trigger5 = target,life > 100 || var(20) = 3 || var(20) = 5 trigger5 = Random = [500,750] ignorehitpause = 0 ;=========================================================================== ;--------------------------------------------------------------------------- ;ガード [state -1, Guard] type = ChangeState value = 130 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = InGuardDist triggerall = (stateno != [4000,4029]) && (stateno != [4100,4129]) triggerall = ctrl triggerall = statetype != A trigger1 = enemynear,numproj trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA trigger2 = random <= ifelse(var(20)=2||var(20)=6,40,300) trigger3 = enemynear,HitDefAttr = SCA, NA,SA,HA trigger3 = prevstateno = 5120 || prevstateno = 5201 trigger3 = random = [0,950] [state -1, Guard] type = ChangeState value = 132 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = InGuardDist triggerall = (stateno != [4000,4029]) && (stateno != [4100,4129]) triggerall = ctrl triggerall = statetype = A trigger1 = enemynear,numproj trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA trigger2 = random <= ifelse(var(20)=2||var(20)=6,80,350) ;--------------------------------------------------------------------------- ;ラン [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) = 1 triggerall = var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6 triggerall = statetype != A triggerall = P2MoveType != A trigger1 = P2bodydist X = [60,200] trigger1 = P2MoveType = I trigger1 = Ctrl || (stateno = 21 && anim = 20) trigger1 = !(var(16) && numtarget) trigger1 = Random = [300,350] trigger2 = P2bodydist X > 200 trigger2 = Ctrl || (stateno = 21 && anim = 20) trigger2 = !(var(16) && numtarget) trigger2 = Random = [350,400] ;--------------------------------------------------------------------------- ;ステップ [State -1, Run Fwd] type = ChangeState value = 102 triggerall = var(59) = 1 triggerall = !var(20) || var(20) = 1 || var(20) = 2 triggerall = statetype != A triggerall = P2MoveType != A trigger1 = P2bodydist X >= 170 trigger1 = P2MoveType = I trigger1 = Ctrl || (stateno = 21 && anim = 20) trigger1 = !(var(16) && numtarget) trigger1 = Random = [500,600] trigger2 = P2bodydist X > 150 trigger2 = P2StateType = L trigger2 = Ctrl || (stateno = 21 && anim = 20) trigger2 = !(var(16) && numtarget) trigger2 = Random = [150,200] ;--------------------------------------------------------------------------- ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) = 1 triggerall = statetype != A triggerall = backedgedist > 60 trigger1 = P2bodydist X = [0,60] trigger1 = P2MoveType = I trigger1 = Ctrl || (stateno = 21 && anim = 21) trigger1 = !(var(16) && numtarget) trigger1 = Random = [700,750] trigger2 = P2bodydist X = [0,40] trigger2 = P2StateType = L trigger2 = Ctrl || (stateno = 21 && anim = 21) trigger2 = !(var(16) && numtarget) trigger2 = Random = [350,400] ;--------------------------------------------------------------------------- ;ジャンプ [State -1, Jump] type = ChangeState value = 40 triggerall = Var(59) = 1 triggerall = StateType != A triggerall = Ctrl trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16) trigger1 = P2bodydist X = [-10,200] trigger1 = P2bodydist Y = [-60,0] trigger1 = var(17) >= 3 trigger1 = !(var(16) && numtarget) trigger1 = NumHelper(20000) trigger1 = Helper(20000),stateno = 20001 trigger1 = Random = [100,550] ;--------------------------------------------------------------------------- ;回り込み [State -1] type = ChangeState value = 800 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = !var(20) || var(20) = 1 || var(20) = 4 || var(20) = 6 triggerall = statetype != A triggerall = stateno != [120,159] triggerall = stateno != [4000,4199] triggerall = prevstateno != [800,830] triggerall = prevstateno != [150,159] triggerall = prevstateno != [4000,4199] triggerall = prevstateno != [5000,5199] trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X >= 150 trigger1 = !(var(16) && numtarget) trigger1 = Random = [100,105] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = P2bodydist X = [0,150] trigger2 = P2MoveType = I trigger2 = !(var(16) && numtarget) trigger2 = Random = [240,245] trigger3 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger3 = P2bodydist X = [0,150] trigger3 = P2MoveType = A trigger3 = !(var(16) && numtarget) trigger3 = Random = [430,435] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;避け [State -1] type = ChangeState value = 830 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = var(20) = 3 || var(20) = 6 triggerall = statetype != A triggerall = stateno != [120,159] triggerall = stateno != [4000,4199] triggerall = prevstateno != [800,830] triggerall = prevstateno != [150,159] triggerall = prevstateno != [4000,4199] triggerall = prevstateno != [5000,5199] triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [0,40] trigger1 = P2MoveType = I trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,220] trigger2 = P2bodydist X = [0,40] trigger2 = P2MoveType = A trigger2 = !(var(16) && numtarget) trigger2 = Random = [600,610] trigger3 = P2bodydist X >= 150 trigger3 = !(var(16) && numtarget) trigger3 = inguarddist trigger3 = Random = [600,670] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;カミナ! [State -1, hadouken] type = ChangeState value = 1500 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = !numhelper(30000) triggerall = statetype != A triggerall = P2bodydist X = [5,22] triggerall = P2StateType = S || P2StateType = C triggerall = P2MoveType != H ;triggerall = enemynear,prevstateno != [5000,5999] triggerall = !var(16) triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger1 = Random = [100,400] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = prevstateno = 1100 || prevstateno = 1140 || prevstateno = 1145 trigger2 = Random = [100,500] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;シモン! [State -1, hadouken] type = ChangeState value = 1400 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = !numhelper(20000) triggerall = statetype != A triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = (P2Bodydist X = [-5,50]) || (P2Bodydist X = [80,130]) || (P2Bodydist X = [160,210]) trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger1 = P2stateno = 5120 trigger1 = enemynear,animtime = -12 trigger1 = !(var(16) && numtarget) trigger1 = random = [300,700] trigger2 = P2bodydist X = [-5,20] trigger2 = P2StateType != A trigger2 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger2 = movetype = A trigger2 = var(36)=1||var(36)=2 trigger2 = !(var(16) && numtarget) trigger2 = Random = [50,100+((var(17)>=2)*500)] trigger3 = P2bodydist X = [-5,20] trigger3 = P2StateType != A trigger3 = StateNo = 210 || StateNo = 241 || StateNo = 410 || StateNo = 440 trigger3 = movetype = A trigger3 = var(36)=1||var(36)=2 trigger3 = !(var(16) && numtarget) trigger3 = Random = [0,50+((var(17)>=2)*400)] trigger4 = P2bodydist X = [-5,30] trigger4 = P2StateType != A trigger4 = StateNo = 300 trigger4 = movetype = A trigger4 = var(36)=1||var(36)=2 trigger4 = !(var(16) && numtarget) trigger4 = Random = [0,400] trigger5 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger5 = prevstateno = 1000 || prevstateno = 2800 trigger5 = var(17) > 2 trigger5 = !(var(16) && numtarget) trigger5 = random = [100,900] trigger6 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger6 = (P2Bodydist X = [-5,60]) || (P2Bodydist X = [80,140]) || (P2Bodydist X = [160,220]) trigger6 = P2StateType != A trigger6 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger6 = !(var(16) && numtarget) trigger6 = random = [300,310] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;螺旋力アッパー [State -1, hadouken] type = ChangeState value = 1000 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2StateType != A trigger1 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger1 = movetype = A trigger1 = var(36) = 1 && numtarget trigger1 = var(17) >= 2 trigger1 = !(var(16) && numtarget) trigger1 = Random = [0,700] trigger2 = P2StateType != A trigger2 = StateNo = 241 || StateNo = 410 || StateNo = 440 trigger2 = movetype = A trigger2 = var(36) = 1 && numtarget trigger2 = !(var(16) && numtarget) trigger2 = Random = [0,200+((var(17)>=2)*600)] trigger3 = P2StateType != A trigger3 = StateNo = 221 && animelemtime(5) < 0 trigger3 = movetype = A trigger3 = var(36) = 1 && numtarget trigger3 = !(var(16) && numtarget) trigger3 = Random = [0,950] trigger4 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger4 = P2bodydist X = [-10,50] trigger4 = P2StateType != A trigger4 = var(17) > 3 trigger4 = !(var(16) && numtarget) trigger4 = NumHelper(20000) trigger4 = Helper(20000),stateno = 20001 trigger4 = Random = [100,250] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;リットナーストライク [State -1, hadouken] type = ChangeState value = 1100 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [100,240] trigger1 = P2StateType != A trigger1 = P2MoveType != A trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,210] trigger2 = P2bodydist X = [20,60] trigger2 = P2StateType != A trigger2 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger2 = movetype = A trigger2 = var(36)=1||var(36)=2 trigger2 = !(var(16) && numtarget) trigger2 = Random = [0,500-((var(17)>=2)*200)] trigger3 = P2bodydist X = [0,60] trigger3 = P2StateType != A trigger3 = (StateNo = 221 && animelemtime(5) < 0) || StateNo = 241 || StateNo = 410 || StateNo = 440 trigger3 = movetype = A trigger3 = var(36)=1||var(36)=2 trigger3 = !(var(16) && numtarget) trigger3 = Random = [0,700] trigger4 = StateNo = 3000 && animelemtime(18) > 0 trigger4 = var(5) = 1 trigger4 = var(36) = 1 && numtarget trigger4 = !(var(16) && numtarget) trigger4 = Random = [0,800] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;スナイプエアー [State -1, hadouken] type = ChangeState value = 1200 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [80,160] trigger1 = P2StateType != A trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,205] trigger2 = P2bodydist X = [20,60] trigger2 = P2StateType != A trigger2 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger2 = movetype = A trigger2 = var(36)=2 trigger2 = !(var(16) && numtarget) trigger2 = Random = [300,310] trigger3 = P2bodydist X = [20,60] trigger3 = P2StateType != A trigger3 = (StateNo = 221 && animelemtime(5) < 0) || StateNo = 241 || StateNo = 410 || StateNo = 440 trigger3 = movetype = A trigger3 = var(36)=2 trigger3 = !(var(16) && numtarget) trigger3 = Random = [400,405] trigger4 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger4 = P2bodydist X = [-10,120] trigger4 = P2StateType != A trigger4 = var(17) >= 3 trigger4 = !(var(16) && numtarget) trigger4 = NumHelper(20000) trigger4 = Helper(20000),stateno = 20001 trigger4 = Random = [100,450] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;リットナーストライク(空中) [State -1, Hadousho] type = ChangeState value = 1300 triggerall = var(59) = 1 triggerall = !var(4) triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = Pos Y < -50 triggerall = !enemynear,numproj trigger1 = P2bodydist X = [0,150] trigger1 = Pos Y = [-180,-50] trigger1 = Ctrl trigger1 = Random = [650,950] trigger2 = P2bodydist X > 150 trigger2 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger2 = Vel Y > -3 trigger2 = Ctrl trigger2 = !inguarddist trigger2 = Random = [700,950] trigger3 = StateNo = 600 || StateNo = 630 trigger3 = var(36)=1||var(36)=2 trigger3 = Vel Y > -3 trigger3 = Random = [200,300] ignorehitpause = 0 ;=========================================================================== ;--------------------------------------------------------------------------- ;ガードキャンセル攻撃 [State -1] type = ChangeState value = ifelse(var(12),2900,2800) triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 triggerall = (Power >= 2000 && (!var(20) || var(20) = 4 || var(20) = 6)) || (Power >= 2000 && var(20) = 1) triggerall = P2StateType != L trigger1 = !enemynear,ctrl trigger1 = P2bodydist X = [0,30] trigger1 = Random = [100,105] ;--------------------------------------------------------------------------- ;パワー溜め [State -1] type = ChangeState value = 850 triggerall = var(59) = 1 triggerall = statetype != A triggerall = (power < 1000 && var(20) = 3 && !var(14)) || (power < 3000 && var(20) = 6) triggerall = !var(15) && !var(16) triggerall = roundstate = 2 triggerall = !inguarddist triggerall = !enemynear,numproj trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X >= 150 trigger1 = Random = [600,650] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = teammode = single trigger2 = P2bodydist X >= 180 trigger2 = P2StateType = L trigger2 = Random = [200,400] ;--------------------------------------------------------------------------- ;パワーMAX発動 [State -1] type = ChangeState value = 860 triggerall = var(59) = 1 triggerall = var(20) = 4 || var(20) = 6 triggerall = Power >= 2000 triggerall = !var(15) && !var(16) triggerall = roundstate = 2 triggerall = statetype != A triggerall = !inguarddist triggerall = !enemynear,numproj triggerall = P2Life > 150 triggerall = !((100*life/const(data.life))<=20 && P2bodydist X <= 160) triggerall = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X >= 70 trigger1 = Random <= 400 trigger2 = P2StateType = L trigger2 = Random <= 550 ;--------------------------------------------------------------------------- ;投げ [State -1, Throw] type = ChangeState value = 900 triggerall = var(59) = 1 triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = p2bodydist X = [5,22] triggerall = P2StateType = S || P2StateType = C triggerall = P2MoveType != H triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = enemynear,prevstateno != [5000,5999] trigger1 = !(var(16) && numtarget) trigger1 = Random <= 350 ;--------------------------------------------------------------------------- ;近距離立ち強パンチ [State -1, Taunt] type = ChangeState value = 221 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = P2BodyDist X = [-20,20] triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [-5,10] trigger1 = P2StateType != A trigger1 = P2MoveType = I trigger1 = !(var(16) && numtarget) trigger1 = !NumHelper(20000) trigger1 = Random = [100,400] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = P2bodydist X = [-5,10] trigger2 = P2StateType != A trigger2 = P2MoveType = H trigger2 = !(var(16) && numtarget) trigger2 = !NumHelper(20000) trigger2 = Random = [100,950] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ弱キック [State -1, Taunt] type = ChangeState value = 430 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [0,20] trigger1 = P2StateType != A trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = prevstateno != 430 trigger1 = !(var(16) && numtarget) trigger1 = Random = [100,600] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = P2bodydist X = [0,10] trigger2 = P2StateType != A trigger2 = P2MoveType = H trigger2 = !(var(16) && numtarget) trigger2 = Random = [350,850] trigger3 = P2bodydist X = [-10,20] trigger3 = P2StateType != A trigger3 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger3 = var(36)=1||var(36)=2 trigger3 = var(17) < 2 trigger3 = time > 4 trigger3 = !(var(16) && numtarget) trigger3 = Random = [0,800] trigger4 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger4 = P2bodydist X >= 150 trigger4 = P2MoveType != A trigger4 = !(var(16) && numtarget) trigger4 = !inguarddist trigger4 = !enemynear,numproj trigger4 = Random = [750,760] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ中キック [State -1] type = ChangeState value = 440 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [0,10] trigger1 = P2StateType != A trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,700] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = P2bodydist X = [10,40] trigger2 = P2StateType != A trigger2 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger2 = !(var(16) && numtarget) trigger2 = Random = [200,400] trigger3 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger3 = P2bodydist X = [15,45] trigger3 = P2StateType != A trigger3 = P2MoveType = H trigger3 = !(var(16) && numtarget) trigger3 = !NumHelper(20000) trigger3 = Random = [350,850] trigger4 = P2bodydist X = [15,50] trigger4 = P2StateType != A trigger4 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger4 = var(36)=1||var(36)=2 trigger4 = animtime = 0 trigger4 = !(var(16) && numtarget) trigger4 = Random = [0,800] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;カウンター攻撃(パンチ) [State -1, Taunt] type = ChangeState value = 220 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = P2StateType != L triggerall = P2StateType != C triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = StateNo = 830 && Time =[14,20] trigger1 = P2bodydist X = [30,70] trigger1 = P2StateType != A trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,210] ;--------------------------------------------------------------------------- ;カウンター攻撃(キック) [State -1, Taunt] type = ChangeState value = 241 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = StateNo = 830 && Time =[14,20] trigger1 = P2bodydist X = [0,30] trigger1 = P2StateType != A trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,250] ;--------------------------------------------------------------------------- ;立ち弱パンチ [State -1, Taunt] type = ChangeState value = 200 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != C triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [10,35] trigger1 = P2bodydist Y = [-40,0] trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = prevstateno != 200 trigger1 = !(var(16) && numtarget) trigger1 = Random = [300,310] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = P2bodydist X >= 120 trigger2 = P2MoveType != A trigger2 = !(var(16) && numtarget) trigger2 = !inguarddist trigger2 = !enemynear,numproj trigger2 = Random = [700,710] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;遠距離立ち強パンチ [State -1, Taunt] type = ChangeState value = 220 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [30,50] trigger1 = P2bodydist Y = [-30,0] trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = !(var(16) && numtarget) trigger1 = Random = [300,315] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;立ち中パンチ [State -1, Taunt] type = ChangeState value = 210 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != C triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [25,45] trigger1 = P2bodydist Y = [-30,0] trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = !(var(16) && numtarget) trigger1 = Random = [300,315] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ弱パンチ [State -1, Taunt] type = ChangeState value = 400 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [0,30] trigger1 = P2StateType != A trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = prevstateno != 400 trigger1 = !(var(16) && numtarget) trigger1 = Random = [400,500] trigger2 = P2bodydist X = [-10,10] trigger2 = P2StateType != A trigger2 = StateNo = 200 || StateNo = 400 || StateNo = 430 trigger2 = var(36)=1||var(36)=2 trigger2 = var(17) >= 2 trigger2 = time > 4 trigger2 = !(var(16) && numtarget) trigger3 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger3 = P2bodydist X >= 130 trigger3 = P2MoveType != A trigger3 = !(var(16) && numtarget) trigger3 = !inguarddist trigger3 = !enemynear,numproj trigger3 = Random = [750,765] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;近距離立ち中キック [State -1, Taunt] type = ChangeState value = 241 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = P2BodyDist X = [-20,20] triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [-5,20] trigger1 = P2StateType != A trigger1 = P2MoveType = I trigger1 = !(var(16) && numtarget) trigger1 = Random = [100,450] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = P2bodydist X = [-5,10] trigger2 = P2StateType != A trigger2 = P2MoveType = H trigger2 = !(var(16) && numtarget) trigger2 = Random = [100,600] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;遠距離立ち中キック [State -1, Taunt] type = ChangeState value = 240 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [35,50] trigger1 = P2bodydist Y = [-30,0] trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = !(var(16) && numtarget) trigger1 = Random = [300,310] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ強パンチ [State -1] type = ChangeState value = 420 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [30,55] trigger1 = P2StateType != A trigger1 = P2MoveType = I trigger1 = !(var(16) && numtarget) trigger1 = Random = [300,315] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = !(var(16) && numtarget) trigger2 = P2bodydist X = [45,70] trigger2 = P2bodydist Y = [-60,-30] trigger2 = enemynear,Vel X >= 0 trigger2 = enemynear,Vel Y > 1 trigger2 = P2StateType = A trigger2 = P2MoveType = I || (P2MoveType = A && P2stateno = [0,999]) trigger2 = Random = [300,370] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ中パンチ [State -1] type = ChangeState value = 410 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [10,30] trigger1 = P2StateType != A trigger1 = P2MoveType = I trigger1 = !(var(16) && numtarget) trigger1 = Random = [310,315] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = !(var(16) && numtarget) trigger2 = P2bodydist X = [30,40] trigger2 = P2bodydist Y = [-50,-30] trigger2 = enemynear,Vel X >= 0 trigger2 = enemynear,Vel Y > 1 trigger2 = P2StateType = A trigger2 = P2MoveType = I || (P2MoveType = A && P2stateno = [0,999]) trigger2 = Random = [300,330] trigger3 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger3 = P2bodydist X >= 180 trigger3 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger3 = !enemynear,numproj trigger3 = !(var(16) && numtarget) trigger3 = ((var(20) = [0,2]) || var(20) = 4 || var(20) = 6) && power < 3000 && !var(15) && !var(16) trigger3 = Random = [150,160] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ステップローキック [State -1, Taunt] type = ChangeState value = 300 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [40,75] trigger1 = P2StateType != A trigger1 = P2MoveType != A trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,215] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;モールクラッシュ [State -1, Taunt] type = ChangeState value = 310 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [50,70] trigger1 = P2StateType != A trigger1 = P2MoveType = I trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,205] trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = P2bodydist X = [0,30] trigger2 = P2StateType = C trigger2 = P2MoveType = I || (P2MoveType = H && P2stateno = [120,155]) trigger2 = !(var(16) && numtarget) trigger2 = Random = [200,210] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;アサルトキック [State -1, Taunt] type = ChangeState value = 320 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [80,120] trigger1 = P2StateType != A trigger1 = P2MoveType != A trigger1 = !(var(16) && numtarget) trigger1 = Random = [200,215] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;立ち強キック [State -1, Taunt] type = ChangeState value = 250 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != C triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [40,50] trigger1 = P2StateType != A trigger1 = P2MoveType = I trigger1 = !(var(16) && numtarget) trigger1 = Random = [300,305] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ強キック [State -1] type = ChangeState value = 450 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger1 = P2bodydist X = [50,75] trigger1 = P2StateType != A trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = !(var(16) && numtarget) trigger1 = Random = [305,315] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ強パンチ [State -1] type = ChangeState value = 620 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X = [-10,50] trigger1 = P2bodydist Y = [20,70] trigger1 = Ctrl && !(var(16) && numtarget) trigger1 = Pos Y <= -50 trigger1 = Vel X > 0 trigger1 = Vel Y > 2 trigger1 = Random = [0,700] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ弱キック [State -1] type = ChangeState value = 630 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X = [-40,60] trigger1 = P2bodydist Y = [0,60] trigger1 = Pos Y <= -70 trigger1 = Vel Y > -2 trigger1 = Ctrl && !(var(16) && numtarget) trigger1 = Random = [251,600] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ強キック [State -1] type = ChangeState value = 650 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X = [-10,50] trigger1 = P2bodydist Y = [-30,70] trigger1 = Ctrl && !(var(16) && numtarget) trigger1 = Pos Y <= -50 trigger1 = Vel X > 0 trigger1 = Vel Y > 2 trigger1 = Random = [0,500] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ中パンチ [State -1] type = ChangeState value = 610 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 trigger1 = P2bodydist X = [-10,50] trigger1 = P2bodydist Y = [-50,40] trigger1 = Ctrl && !(var(16) && numtarget) trigger1 = Pos Y <= -60 trigger1 = Vel Y > -3 trigger1 = Random = [60,100] ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ [State -1, Jump] type = ChangeState value = 40 triggerall = Var(59) = 1 triggerall = StateType != A triggerall = P2MoveType = I triggerall = Ctrl trigger1 = BackEdgebodyDist > 5 trigger1 = P2bodydist X = [0,90] trigger1 = P2StateType = C trigger1 = Random = [620,640] trigger2 = P2bodydist X >= 200 trigger2 = Random = [420,450] ;=========================================================================== ;--------------------------------------------------------------------------- ;オレ達無敵のグレン団! [State -1, hadouken] type = ChangeState value = 3300 triggerall = !var(59) triggerall = roundstate = 2 triggerall = !numhelper(7500) triggerall = !numhelper(30000) triggerall = Command = "オレ達無敵のグレン団!" triggerall = ((!var(20) || var(20) = 2 || (var(20) = 6 && !var(18))) && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || (var(15) && Power >= 1000) || var(43) triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger5 = StateNo = 221 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(2) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) trigger22 = (StateNo = [1000,1499]) && (var(20) = 2 || var(20) = 6) trigger23 = (StateNo = [2800,2999]) && (var(20) = 2 || var(20) = 6) trigger24 = StateNo = 3000 && (var(20) = 2 || var(20) = 6) && time > 50 trigger25 = StateNo = 3100 && (var(20) = 2 || var(20) = 6) && time > 50 trigger26 = StateNo = 3101 && (var(20) = 2 || var(20) = 6) trigger27 = StateNo = 3105 && (var(20) = 2 || var(20) = 6) trigger28 = StateNo = 3200 && (var(20) = 2 || var(20) = 6) && time > 50 trigger29 = StateNo = 3201 && (var(20) = 2 || var(20) = 6) trigger30 = StateNo = 3202 && (var(20) = 2 || var(20) = 6) trigger31 = StateNo = 3205 && (var(20) = 2 || var(20) = 6) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;リットナーオーバードライブ [State -1, hadouken] type = ChangeState value = 3200 triggerall = !var(59) triggerall = roundstate = 2 triggerall = Command = "ギザ!螺旋力キック1" || Command = "ギザ!螺旋力キック2" || Command = "ギザ!螺旋力キック3" triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16) triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger5 = StateNo = 221 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(2) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) trigger22 = (StateNo = [1000,1499]) && (var(20) = 2 || var(20) = 6) trigger23 = (StateNo = [2800,2999]) && (var(20) = 2 || var(20) = 6) trigger24 = StateNo = 3000 && (var(20) = 2 || var(20) = 6) && time > 50 trigger25 = StateNo = 3100 && (var(20) = 2 || var(20) = 6) && time > 50 trigger26 = StateNo = 3101 && (var(20) = 2 || var(20) = 6) trigger27 = StateNo = 3105 && (var(20) = 2 || var(20) = 6) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ギザ!螺旋力アッパー [State -1, hadouken] type = ChangeState value = 3000 triggerall = !var(59) triggerall = roundstate = 2 triggerall = Command = "ギザ!螺旋力アッパー1" || Command = "ギザ!螺旋力アッパー2" || Command = "ギザ!螺旋力アッパー3" triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16) triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger5 = StateNo = 221 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(2) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) trigger22 = (StateNo = [1000,1499]) && (var(20) = 2 || var(20) = 6) trigger23 = (StateNo = [2800,2999]) && (var(20) = 2 || var(20) = 6) trigger24 = StateNo = 3100 && (var(20) = 2 || var(20) = 6) && time > 50 trigger25 = StateNo = 3101 && (var(20) = 2 || var(20) = 6) trigger26 = StateNo = 3105 && (var(20) = 2 || var(20) = 6) trigger27 = StateNo = 3200 && (var(20) = 2 || var(20) = 6) && time > 50 trigger28 = StateNo = 3201 && (var(20) = 2 || var(20) = 6) trigger29 = StateNo = 3202 && (var(20) = 2 || var(20) = 6) trigger30 = StateNo = 3205 && (var(20) = 2 || var(20) = 6) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ギザ!螺旋力キック [State -1, Hadousho] type = ChangeState value = 3100 triggerall = !var(59) triggerall = !var(4) triggerall = roundstate = 2 triggerall = Command = "ギザ!螺旋力キック1" || Command = "ギザ!螺旋力キック2" || Command = "ギザ!螺旋力キック3" triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16) triggerall = statetype = A triggerall = Pos Y < -50 trigger1 = ctrl trigger2 = StateNo = 600 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(7) < 0)) trigger3 = StateNo = 610 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0) trigger4 = StateNo = 620 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0) trigger5 = StateNo = 630 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(8) < 0)) trigger6 = StateNo = 640 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0) trigger7 = StateNo = 650 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0) trigger8 = (StateNo = [1000,1499]) && var(36) && var(16) trigger9 = (StateNo = [2800,2999]) && var(36) && var(16) trigger10 = (StateNo = [3000,3299]) && Var(5) = 1 && (var(36) = 1||var(36) = 3) trigger11 = (StateNo = [1000,1499]) && (var(20) = 2 || var(20) = 6) trigger12 = (StateNo = [2800,2999]) && (var(20) = 2 || var(20) = 6) trigger13 = StateNo = 3000 && (var(20) = 2 || var(20) = 6) && time > 50 trigger14 = StateNo = 3200 && (var(20) = 2 || var(20) = 6) && time > 50 trigger15 = StateNo = 3201 && (var(20) = 2 || var(20) = 6) trigger16 = StateNo = 3202 && (var(20) = 2 || var(20) = 6) trigger17 = StateNo = 3205 && (var(20) = 2 || var(20) = 6) ignorehitpause = 0 ;=========================================================================== ;--------------------------------------------------------------------------- ;カミナ! [State -1, hadouken] type = ChangeState value = 1500 triggerall = !var(59) triggerall = roundstate = 2 triggerall = !numhelper(30000) triggerall = Command = "カミナ!1" || Command = "カミナ!2" || Command = "カミナ!3" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0) trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(5) < 0)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(3) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;螺旋力アッパー [State -1, hadouken] type = ChangeState value = 1000 triggerall = !var(59) triggerall = roundstate = 2 triggerall = Command = "螺旋力アッパー1" || Command = "螺旋力アッパー2" || Command = "螺旋力アッパー3" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0) trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(5) < 0)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(3) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;スナイプエアー [State -1, hadouken] type = ChangeState value = 1200 triggerall = !var(59) triggerall = roundstate = 2 triggerall = Command = "スナイプエアー1" || Command = "スナイプエアー2" || Command = "スナイプエアー3" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0) trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(5) < 0)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(3) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;リットナーストライク [State -1, hadouken] type = ChangeState value = 1100 triggerall = !var(59) triggerall = roundstate = 2 triggerall = Command = "リットナーストライク1" || Command = "リットナーストライク2" || Command = "リットナーストライク3" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0) trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(5) < 0)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(3) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;リットナーストライク(空中) [State -1, Hadousho] type = ChangeState value = 1300 triggerall = !var(59) triggerall = !var(4) triggerall = roundstate = 2 triggerall = Command = "リットナーストライク1" || Command = "リットナーストライク2" || Command = "リットナーストライク3" triggerall = statetype = A triggerall = Pos Y < -50 trigger1 = ctrl trigger2 = StateNo = 600 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(7) < 0)) trigger3 = StateNo = 610 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0) trigger4 = StateNo = 620 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0) trigger5 = StateNo = 630 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(8) < 0)) trigger6 = StateNo = 640 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0) trigger7 = StateNo = 650 && (((var(36) = 1||var(36) = 2) && var(16)) || animelemtime(3) < 0) trigger8 = (StateNo = [1000,2999]) && var(36) && var(16) trigger9 = (StateNo = [3000,3299]) && Var(5) = 1 && (var(36) = 1||var(36) = 3) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;シモン! [State -1, hadouken] type = ChangeState value = 1400 triggerall = !var(59) triggerall = roundstate = 2 triggerall = !numhelper(20000) triggerall = Command = "シモン!1" || Command = "シモン!2" || Command = "シモン!3" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0) trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(5) < 0)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(3) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) ignorehitpause = 0 ;=========================================================================== ;--------------------------------------------------------------------------- ;ガードキャンセル攻撃 [State -1] type = ChangeState value = 2800 triggerall = !var(59) triggerall = roundstate = 2 triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 triggerall = Command = "gc" && command != "holddown" && Command = "holdfwd" trigger1 = Power >= 1000 && (!var(20) || var(20) = 4 || var(20) = 6) trigger2 = Power >= 1500 && var(20) = 1 trigger3 = var(14) && var(20) = 3 ;--------------------------------------------------------------------------- ;ガードキャンセル移動(前) [State -1] type = ChangeState value = 810 triggerall = !var(59) triggerall = roundstate = 2 triggerall = var(20) = 4 || var(20) = 6 triggerall = Power >= 1000 triggerall = Command = "recovery" && command != "holddown" && Command = "holdfwd" trigger1 = stateno = 150 trigger2 = stateno = 151 trigger3 = stateno = 152 trigger4 = stateno = 153 ;--------------------------------------------------------------------------- ;ガードキャンセル移動(後) [State -1] type = ChangeState value = 820 triggerall = !var(59) triggerall = roundstate = 2 triggerall = var(20) = 4 || var(20) = 6 triggerall = Power >= 1000 triggerall = Command = "recovery" && command != "holddown" && Command = "holdback" trigger1 = stateno = 150 trigger2 = stateno = 151 trigger3 = stateno = 152 trigger4 = stateno = 153 ;--------------------------------------------------------------------------- ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = !var(59) triggerall = command = "start" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2) trigger2 = StateNo = 200 trigger3 = StateNo = 210 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0) trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || ((var(36) = 1||var(36) = 2) && animelemtime(5) < 0)) trigger6 = StateNo = 230 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) trigger7 = StateNo = 240 && (var(16) || animelemtime(4) < 0) trigger8 = StateNo = 241 && (var(16) || animelemtime(5) < 0 || (var(36) = 1||var(36) = 2)) trigger9 = StateNo = 250 && (var(16) || animelemtime(3) < 0) trigger10 = StateNo = 400 trigger11 = StateNo = 410 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger12 = StateNo = 420 && (var(16) || animelemtime(4) < 0) trigger13 = StateNo = 430 trigger14 = StateNo = 440 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2)) trigger15 = StateNo = 450 && (var(16) || animelemtime(3) < 0) trigger16 = StateNo = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2)) trigger17 = StateNo = 310 && (var(16) || animelemtime(2) < 0) trigger18 = StateNo = 320 && (var(16) || animelemtime(2) < 0) trigger19 = (StateNo = [1000,1499]) && var(36) && var(16) trigger20 = (StateNo = [2800,2999]) && var(36) && var(16) trigger21 = (StateNo = [3000,3299]) && var(5) = 1 && (var(36) = 1||var(36) = 3) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ラン [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !var(59) triggerall = var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;ステップ [State -1, Run Fwd] type = ChangeState value = 102 triggerall = !var(59) triggerall = !var(20) || var(20) = 1 || var(20) = 2 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = !var(59) trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;受身 [State -1] type = ChangeState value = 5200 triggerall = !var(59) triggerall = var(20) = 1 || var(20) = 4 || var(20) = 5 || var(20) = 6 triggerall = Alive triggerall = StateNo = 5050 || StateNo = 5071 triggerall = Vel Y > 0 triggerall = Pos Y >= 0 trigger1 = command = "recovery" persistent = 0 ;--------------------------------------------------------------------------- ;回り込み [State -1] type = ChangeState value = 800 triggerall = !var(59) triggerall = roundstate = 2 triggerall = ((!var(20) || var(20) = 1 || var(20) = 4) && command = "recovery") || (var(20) = 6 && command = "holdfwd" && command = "recovery") triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time < 2 trigger3 = StateNo = 210 && time < 2 trigger4 = StateNo = 220 && time < 2 trigger5 = StateNo = 221 && time < 2 trigger6 = StateNo = 230 && time < 2 trigger7 = StateNo = 240 && time < 2 trigger8 = StateNo = 241 && time < 2 trigger9 = StateNo = 250 && time < 2 trigger10 = StateNo = 400 && time < 2 trigger11 = StateNo = 410 && time < 2 trigger12 = StateNo = 420 && time < 2 trigger13 = StateNo = 430 && time < 2 trigger14 = StateNo = 440 && time < 2 trigger15 = StateNo = 450 && time < 2 trigger16 = stateno = 300 && time < 2 trigger17 = stateno = 310 && time < 2 trigger18 = stateno = 320 && time < 2 trigger19 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger20 = (StateNo = [1000,1499]) && var(36) && var(16) trigger21 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;避け [State -1] type = ChangeState value = 830 triggerall = !var(59) triggerall = roundstate = 2 triggerall = var(20) = 3 || var(20) = 6 triggerall = command = "recovery" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time < 2 trigger3 = StateNo = 210 && time < 2 trigger4 = StateNo = 220 && time < 2 trigger5 = StateNo = 221 && time < 2 trigger6 = StateNo = 230 && time < 2 trigger7 = StateNo = 240 && time < 2 trigger8 = StateNo = 241 && time < 2 trigger9 = StateNo = 250 && time < 2 trigger10 = StateNo = 400 && time < 2 trigger11 = StateNo = 410 && time < 2 trigger12 = StateNo = 420 && time < 2 trigger13 = StateNo = 430 && time < 2 trigger14 = StateNo = 440 && time < 2 trigger15 = StateNo = 450 && time < 2 trigger16 = stateno = 300 && time < 2 trigger17 = stateno = 310 && time < 2 trigger18 = stateno = 320 && time < 2 trigger19 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger20 = (StateNo = [1000,1499]) && var(36) && var(16) trigger21 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;パワー溜め [State -1] type = ChangeState value = 850 triggerall = !var(59) triggerall = roundstate = 2 triggerall = (power < 1000 && var(20) = 3) || (power < 3000 && var(20) = 6) triggerall = !var(15) && !var(16) && !var(14) triggerall = (command = "chargec" && command = "chargez") triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time < 2 trigger3 = StateNo = 210 && time < 2 trigger4 = StateNo = 220 && time < 2 trigger5 = StateNo = 221 && time < 2 trigger6 = StateNo = 230 && time < 2 trigger7 = StateNo = 240 && time < 2 trigger8 = StateNo = 241 && time < 2 trigger9 = StateNo = 250 && time < 2 trigger10 = StateNo = 400 && time < 2 trigger11 = StateNo = 410 && time < 2 trigger12 = StateNo = 420 && time < 2 trigger13 = StateNo = 430 && time < 2 trigger14 = StateNo = 440 && time < 2 trigger15 = StateNo = 450 && time < 2 trigger16 = stateno = 300 && time < 2 trigger17 = stateno = 310 && time < 2 trigger18 = stateno = 320 && time < 2 ;--------------------------------------------------------------------------- ;パワーMAX発動 [State -1] type = ChangeState value = 860 triggerall = !var(59) triggerall = (var(20) = 4 && Command = "oc") || (var(20) = 6 && Command = "gc") triggerall = Power >= 1000 triggerall = !var(15) && !var(16) triggerall = roundstate = 2 triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time < 2 trigger3 = StateNo = 210 && time < 2 trigger4 = StateNo = 220 && time < 2 trigger5 = StateNo = 221 && time < 2 trigger6 = StateNo = 230 && time < 2 trigger7 = StateNo = 240 && time < 2 trigger8 = StateNo = 241 && time < 2 trigger9 = StateNo = 250 && time < 2 trigger10 = StateNo = 400 && time < 2 trigger11 = StateNo = 410 && time < 2 trigger12 = StateNo = 420 && time < 2 trigger13 = StateNo = 430 && time < 2 trigger14 = StateNo = 440 && time < 2 trigger15 = StateNo = 450 && time < 2 trigger16 = stateno = 300 && time < 2 trigger17 = stateno = 310 && time < 2 trigger18 = stateno = 320 && time < 2 ;--------------------------------------------------------------------------- ;オリコン発動(地上) [State -1] type = ChangeState value = 870 triggerall = !var(59) triggerall = var(20) = 1 || var(20) = 6 triggerall = Power >= 3000 && Command = "oc" triggerall = !var(15) && !var(16) triggerall = roundstate = 2 triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time < 2 trigger3 = StateNo = 210 && time < 2 trigger4 = StateNo = 220 && time < 2 trigger5 = StateNo = 221 && time < 2 trigger6 = StateNo = 230 && time < 2 trigger7 = StateNo = 240 && time < 2 trigger8 = StateNo = 241 && time < 2 trigger9 = StateNo = 250 && time < 2 trigger10 = StateNo = 400 && time < 2 trigger11 = StateNo = 410 && time < 2 trigger12 = StateNo = 420 && time < 2 trigger13 = StateNo = 430 && time < 2 trigger14 = StateNo = 440 && time < 2 trigger15 = StateNo = 450 && time < 2 trigger16 = stateno = 300 && time < 2 trigger17 = stateno = 310 && time < 2 trigger18 = stateno = 320 && time < 2 ;--------------------------------------------------------------------------- ;オリコン発動(空中) [State -1] type = ChangeState value = 875 triggerall = !var(59) triggerall = !var(4) triggerall = var(20) = 1 || var(20) = 6 triggerall = Power >= 3000 && Command = "oc" triggerall = !var(15) && !var(16) triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && time < 2 trigger3 = StateNo = 610 && time < 2 trigger4 = StateNo = 620 && time < 2 trigger5 = StateNo = 630 && time < 2 trigger6 = StateNo = 640 && time < 2 trigger7 = StateNo = 650 && time < 2 ;--------------------------------------------------------------------------- ;投げ [State -1, Throw] type = ChangeState value = 900 triggerall = !var(59) triggerall = roundstate = 2 triggerall = (command = "holdfwd" || command = "holdback") && (command = "z" || command = "c") triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = p2bodydist X = [-22,22] trigger1 = p2statetype = S || p2statetype = C trigger1 = p2movetype != H || var(16) ;--------------------------------------------------------------------------- ;ステップローキック [State -1, Taunt] type = ChangeState value = 300 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "b" triggerall = command = "holdfwd" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;モールクラッシュ [State -1, Taunt] type = ChangeState value = 310 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "y" triggerall = command = "holdfwd" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;アサルトキック [State -1, Taunt] type = ChangeState value = 320 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "c" triggerall = command = "holdfwd" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;カウンター攻撃(パンチ) [State -1, Taunt] type = ChangeState value = 220 triggerall = roundstate = 2 triggerall = !var(59) triggerall = command = "x" || command = "y" || command = "z" trigger1 = StateNo = 830 && Time =[14,24] ;--------------------------------------------------------------------------- ;カウンター攻撃(キック) [State -1, Taunt] type = ChangeState value = 241 triggerall = roundstate = 2 triggerall = !var(59) triggerall = command = "a" || command = "b" || command = "c" trigger1 = StateNo = 830 && Time =[14,24] ;--------------------------------------------------------------------------- ;立ち弱パンチ [State -1, Taunt] type = ChangeState value = 200 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time > 4 trigger3 = StateNo = 400 && time > 4 trigger4 = StateNo = 430 && time > 4 trigger5 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger6 = (StateNo = [1000,1499]) && var(36) && var(16) trigger7 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;立ち中パンチ [State -1, Taunt] type = ChangeState value = 210 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;近距離立ち強パンチ [State -1, Taunt] type = ChangeState value = 221 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "z" triggerall = command != "holddown" triggerall = P2BodyDist X = [-20,20] triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;遠距離立ち強パンチ [State -1, Taunt] type = ChangeState value = 220 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "z" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;立ち弱キック [State -1, Taunt] type = ChangeState value = 230 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time > 4 trigger3 = StateNo = 400 && time > 4 trigger4 = StateNo = 430 && time > 4 trigger5 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger6 = (StateNo = [1000,1499]) && var(36) && var(16) trigger7 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;近距離立ち中キック [State -1, Taunt] type = ChangeState value = 241 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "b" triggerall = command != "holddown" triggerall = P2BodyDist X = [-20,20] triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;遠距離立ち中キック [State -1, Taunt] type = ChangeState value = 240 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;立ち強キック [State -1, Taunt] type = ChangeState value = 250 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "c" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ弱パンチ [State -1, Taunt] type = ChangeState value = 400 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "x" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time > 4 trigger3 = StateNo = 400 && time > 4 trigger4 = StateNo = 430 && time > 4 trigger5 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger6 = (StateNo = [1000,1499]) && var(36) && var(16) trigger7 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ中パンチ [State -1] type = ChangeState value = 410 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ強パンチ [State -1] type = ChangeState value = 420 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ弱キック [State -1, Taunt] type = ChangeState value = 430 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = StateNo = 200 && time > 4 trigger3 = StateNo = 400 && time > 4 trigger4 = StateNo = 430 && time > 4 trigger5 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger6 = (StateNo = [1000,1499]) && var(36) && var(16) trigger7 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ中キック [State -1] type = ChangeState value = 440 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;しゃがみ強キック [State -1] type = ChangeState value = 450 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) trigger3 = (StateNo = [1000,1499]) && var(36) && var(16) trigger4 = (StateNo = [2800,2999]) && var(36) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ弱パンチ [State -1] type = ChangeState value = 600 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "x" triggerall = statetype = A trigger1 = ctrl trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ中パンチ [State -1] type = ChangeState value = 610 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "y" triggerall = statetype = A trigger1 = ctrl trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ強パンチ [State -1] type = ChangeState value = 620 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "z" triggerall = statetype = A trigger1 = ctrl trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ弱キック [State -1] type = ChangeState value = 630 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "a" triggerall = statetype = A trigger1 = ctrl trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ中キック [State -1] type = ChangeState value = 640 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "b" triggerall = statetype = A trigger1 = ctrl trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) ignorehitpause = 0 ;--------------------------------------------------------------------------- ;ジャンプ強キック [State -1] type = ChangeState value = 650 triggerall = !var(59) triggerall = roundstate = 2 triggerall = command = "c" triggerall = statetype = A trigger1 = ctrl trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16) ignorehitpause = 0 ;---------------------------------------------------------------------------
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