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Command List — Amarida_Yukio.zip ← Back to Overview

; サンプルキャラクター『カンフーマン』のコマンドファイルです。 ; コマンドに関する設定は4部構成になっています。 ;============================================================================== ; Win版専用パート ;============================================================================== ;------------------------------------------------------------------------------ ; ここはWin版から(正確にはLinux版から)追加された要素の二つ。 ; コマンド関連の初期設定を任意に指定出来るようになった(`・ω・´) ; ;『ボタンリマップ』はボタン配置変更用の項目。 ; 定義パートでいちいち変更しなくても良いようになっちゃった。 ; 面倒臭い人用かな!(マテコラ ; ;『デフォルト設定』では各[Command]で省略した場合の ; 入力受付時間と入力記憶時間を予め決めておく項目。 ; ; ; この2項目は省略可能。 ;------------------------------------------------------------------------------ ;-| ボタンリマップ(ボタンコンフィグ)|---------------------------------------- 第1部 [Remap] x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。 y = y ;Yボタン         〃 z = z ;Zボタン         〃 a = a ;Aボタン         〃 b = b ;Bボタン         〃 c = c ;Cボタン         〃 s = s ;スタートボタン      〃 ;------------------------------------------------------------------------------ ; 例えば「本来Xボタンで出す弱パンチをBボタンに変えたい場合」なら、 ; ; x = b ; ; で簡単に出来る。使わないボタンを使っているボタンに割り当てる事も可能。 ;------------------------------------------------------------------------------ ;-| デフォルト設定 |----------------------------------------------------------- 第2部 [Defaults] command.time = 15 ;標準のコマンド入力受付時間。 ;各コマンドで省略している場合に有効。 ;このパラメータを消した場合、デフォルトは1フレームになる。 ;( M.U.G.E.Nでの1フレーム = 1/60秒 ) command.buffer.time = 1 ;標準のコマンド入力記憶時間。 ;入力した直後にコマンドを記憶し、 ;指を離してもコマンドが成功している状態を ;ここで設定した時間の分維持する。 ;1〜30フレームまでの間で設定可能。 ;デフォルトは1フレーム。 ;============================================================================== 第3部 ; コマンド定義パート(入力キーを設定する) ;============================================================================== ;------------------------------------------------------------------------------ ; ここがキーとボタンの組み合わせで格闘ゲームにおける ;『入力コマンド』を直接設定・編集するパート。 ; ; 一つずつコマンドに名前を付けて入力キーを組み合わせる単純な作業になるけど、 ; 組み合わせが独特だから覚えるのは難易度が少し高い。 ; ; 下記で「書式の決まり」と「組み合わせに必要なアルファベットと記号」を ; 全て説明しましょう。 ;------------------------------------------------------------------------------ ;■書式の決まり■ ; ; [Command] :入力コマンドを1個定義する。 ; name = "***" :コマンド名を決める。大文字と小文字も区別される。 ; command = ### :実際に入力するキーを組み合わせる。詳細は後述。 ; time = &&& :入力受付時間を設定(オプション)。 ; buffer.time = @@@ :入力記憶時間を設定(オプション)。 ; ; 小ネタでも説明している通り、登録が可能な数は最大『128個』まで。 ; ; ;※『必須コマンド名』と書いてるコマンドは、システム側で処理してます。 ; コマンド名を変えたり、消してはいけません。キーの変更は出来ます。 ;------------------------------------------------------------------------------ ;■必要なアルファベットと記号■ ; ; 上記の「command = ###」の『###』に該当する部分で、 ; 組み合わせるキーとボタンを設定しなければならない。 ; ; ※設定したキーやボタンはM.U.G.E.Nのオプションモードにある ; 「キーコンフィグ」にて設定したキーなどに対応しています。 ; ; ★方向キー★(全て必ず大文字で) ; ;  B  :「後方」にキーを入れる( Backward ) ;  D  :「下方」にキーを入れる( Downward ) ;  F  :「前方」にキーを入れる( Forward ) ;  U  :「上方」にキーを入れる( Upward ) ; ;  DB :「後ろ斜め下」にキーを入れる(「D」と「B」が同時に入力された事を認識) ;  UB :「後ろ斜め上」にキーを入れる(「U」と「B」が同時に入力された事を認識) ;  DF :「前斜め下」にキーを入れる(「D」と「F」が同時に入力された事を認識) ;  UF :「前斜め上」にキーを入れる(「U」と「F」が同時に入力された事を認識) ; ; ★ボタン★(全て必ず小文字で) ; ;  a  :「Aボタン」を押す ;  b  :「Bボタン」を押す ;  c  :「Cボタン」を押す ;  x  :「Xボタン」を押す ;  y  :「Yボタン」を押す ;  z  :「Zボタン」を押す ;  s  :「スタートボタン」を押す ; ; ★記号★(入力効果を変化させる命令) ; ;  /  :(スラッシュ)キーやボタンを「押しっぱなし」にしている事を認識する場合に追加する ; ;   (例): /b = Bボタンを押したままにする ;        /F = 前キーを押したままにする ;        /U,z = 上キーを押したままZボタンを入力する ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  ~  :(チルダ)キーやボタンが「離された時」を認識する場合に追加する ; ;   (例): ~x = Xボタンを離す ;        ~DF =「前斜め下」のキーを離す ;        ~DB,F,c =「後ろ斜め下」を離した後に前キー・Cボタンの順番に入力する ; ;       ※「ボタンを離すまでの時間(溜め時間)」も設定する事が出来る ; ;        ~30x = Xボタンを押したままにして、30フレーム以上経ったら離す ;        ~50B,F,a = 後ろキーを50フレームまで溜めて前キー・Aボタンの順番に入力する ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  $  :(ドル)方向キーの「複数の内どれかが入力されている事」を認識する場合に追加する ; ;   (例): $B =「後方」「後ろ斜め下」「後ろ斜め上」のどれかが入力されている状態 ;        $UF =「前」「上」「前斜め上」のどれかが入力されている状態 ; ;       ※この記号は「方向キー」でしか使えません。 ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  +  :(プラス)ボタンを「同時押し」している事を認識する場合に追加する ; ;   (例): x+y = XボタンとYボタンを同時押しする ;        a+b+c = AボタンとBボタンとCボタンを同時押しする ; ;       ※この記号は「ボタン」でしか使えません。 ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  >  :(グレーターザン)大なり(Win版で追加された記号) ;             「他のキーが入力されていない事を確認して、そのキーを押す」場合 ; ;   (例): a,>~a = Aボタン以外が入力されていない状態でAボタンを離す ;        F,>~F,>F = 前キー以外が入力されていない状態で前キーを離し、 ;             もう一度前キーを入力する ; ;------------------------------------------------------------------------------- ; ●これらの記号は全て組み合わせて使う事が出来る● ; ;   (例): ~80$DB,DF,F,/a+y+c ;         ;       「後方」「下」「後ろ斜め下」のどれかを80フレームまで溜めて ;       「前斜め下」→「前」を入力した後、AとYとCを同時押ししたままにする ; ;------------------------------------------------------------------------------ ;-| 超必殺技 |----------------------------------------------------------------- ;※名前が同じならば、違うコマンドでも同じステートの技を出す事が可能。 [Command] name = "HAYAUCHI" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "WAGON" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "KOUKA" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "KUROFUNE" command = ~D, DF, F, D, DF, F, b time = 20 [Command] name = "WONDER_LAND" command = ~D, DB, B, D, DB, B, x time = 20 [Command] name = "SmashKFUpper" command = ~D, DB, B, D, DB, B, y time = 20 [Command] name = "Merluza" command = ~D, DB, B, D, DB, B, b time = 20 [Command] name = "JANKEN" command = ~F, D, DF, F, D, DF, y time = 20 [Command] name = "YAKISOBA" command = D, D, x+y time = 20 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QC_x" command = ~D, DF, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b [Command] name = "FF_x" command = F, F, x [Command] name = "DD_x" command = D, D, x ;--------------------------- ;(「板投げ」用にコマンドを追加してます) [Command] name = "board" command = ~D, DF, F, a [Command] name = "board" command = ~D, DF, F, b ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "FF" ;必須コマンド名 command = F, F time = 10 [Command] name = "BB" ;必須コマンド名 command = B, B time = 10 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" ;必須コマンド名 command = x+y time = 1 [Command] name = "a_to_b" ;必須コマンド名 command = a+b time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "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 ;--------------------------- ;(「パワー溜め」用にコマンドを追加してます) [Command] name = "hold_c" command = /c ;------------------------------------------------------------------------------ ;-| 方向キー |----------------------------------------------------------------- [Command] name = "holdfwd" ;必須コマンド名 command = /$F time = 1 [Command] name = "holdback" ;必須コマンド名 command = /$B time = 1 [Command] name = "holdup" ;必須コマンド名 command = /$U time = 1 [Command] name = "holddown" ;必須コマンド名 command = /$D time = 1 [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,b,z,z,z,c,c,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI51" command = a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI52" command = b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI53" command = c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI54" command = x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI55" command = y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI56" command = z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI57" command = s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI58" command = F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI59" command = D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI60" command = B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI61" command = U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI62" command = a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI63" command = c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI64" command = x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI65" command = y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI66" command = z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI67" command = s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI68" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI69" command = a,a,a,a,a,a,a time = 0 [Command] name = "AI70" command = b,b,b,b,b,b,b time = 0 [Command] name = "AI71" command = c,c,c,c,c,c,c time = 0 [Command] name = "AI72" command = x,x,x,x,x,x,x time = 0 [Command] name = "AI73" command = y,y,y,y,y,y,y time = 0 [Command] name = "AI74" command = z,z,z,z,z,z,z time = 0 [Command] name = "AI75" command = s,s;,s,s,s,s,s time = 0 [command] name="fwd" command=F time=1 [command] name="back" command=B time=1 [command] name="up" command=U time=1 [command] name="down" command=D time=1 ;============================================================================== 第4部 ; ステートエントリーパート(技などを出せるようにするための条件を設定) ;============================================================================== ;------------------------------------------------------------------------------ ; コマンド名と入力するコマンドを設定しただけじゃ意味が無いので、ここから ;「実際に入力したコマンドでどの番号のステートをどういう条件で出せるか」 ; を決めなければならない。 ; ; ステートコントローラ「ChangeState」しか使わないけど、 ; そんなに難しくないのでトリガーを覚えてたらすぐ出来る。 ; ; ここさえ押さえておけば簡単なトリガー設定の流れは覚えられるかと。 ; ; エントリーの順番にはある程度の法則があるけど、 ; おまけフォルダの「小ネタ.txt」を参照。(波動拳が暴発ナンタラカンタラ) ; ; ChangeStateなどステートコントローラの基本的な設置例は ; おまけフォルダの「テンプレート.txt」を参照。 ;------------------------------------------------------------------------------ ; ■準常時監視ステート(−1)■ ; コマンドファイル(のステートエントリーパート)に必要な項目です。 ; 絶対に消してはいけないので要注意。 ; ; 通常の食らい状態以外の「P2StateNo」や「TargetState」等で制御された、 ; 作成者が任意に指定した相手側の食らいステートに限り、 ; 登録したステートコントローラが有効にはなりません。 ;------------------------------------------------------------------------------ [Statedef -1] ;←この行は絶対に消さないでね。必須項目です。 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -3, AIフラグセット] type = VarSet triggerall = !var(59) triggerall = RoundState = [1,2] trigger1 = Command = "AI0" ||Command = "AI51" trigger2 = Command = "AI1" ||Command = "AI52" trigger3 = Command = "AI2" ||Command = "AI53" trigger4 = Command = "AI3" ||Command = "AI54" trigger5 = Command = "AI4" ||Command = "AI55" trigger6 = Command = "AI5" ||Command = "AI56" trigger7 = Command = "AI6" ||Command = "AI57" trigger8 = Command = "AI7" ||Command = "AI58" trigger9 = Command = "AI8" ||Command = "AI59" trigger10 = Command = "AI9" ||Command = "AI60" trigger11 = Command = "AI10"||Command = "AI61" trigger12 = Command = "AI11"||Command = "AI62" trigger13 = Command = "AI12"||Command = "AI63" trigger14 = Command = "AI13"||Command = "AI64" trigger15 = Command = "AI14"||Command = "AI65" trigger16 = Command = "AI15"||Command = "AI66" trigger17 = Command = "AI16"||Command = "AI67" trigger18 = Command = "AI17"||Command = "AI68" trigger19 = Command = "AI18"||Command = "AI69" trigger20 = Command = "AI19"||Command = "AI70" trigger21 = Command = "AI20"||Command = "AI71" trigger22 = Command = "AI21"||Command = "AI72" trigger23 = Command = "AI22"||Command = "AI73" trigger24 = Command = "AI23"||Command = "AI74" trigger25 = Command = "AI24"||Command = "AI75" trigger26 = Command = "AI25" trigger27 = Command = "AI26" trigger28 = Command = "AI27" trigger29 = Command = "AI28" trigger30 = Command = "AI29" trigger31 = Command = "AI30" trigger32 = Command = "AI31" trigger33 = Command = "AI32" trigger34 = Command = "AI33" trigger35 = Command = "AI34" trigger36 = Command = "AI35" trigger37 = Command = "AI36" trigger38 = Command = "AI37" trigger39 = Command = "AI38" trigger40 = Command = "AI39" trigger41 = Command = "AI40" trigger42 = Command = "AI41" trigger43 = Command = "AI42" trigger44 = Command = "AI43" trigger45 = Command = "AI44" trigger46 = Command = "AI45" trigger47 = Command = "AI46" trigger48 = Command = "AI47" trigger49 = Command = "AI48" trigger50 = Command = "AI49" trigger51 = Command = "AI50" ;Trigger52 = 1 ;AI常時起動用 var(59) = 10 ;AIレベル 1~10 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -3, AI起動用ヘルパー] type=helper trigger1=!NumHelper(10000) trigger1=roundstate=[1,2] trigger1=alive trigger1=var(59)=0 Trigger1=(PrevStateNo=[190,194])||(PrevStateNo=[1900,1950])||PrevStateNo=5900 Trigger1=ctrl&&stateno=0 helpertype=normal name="AI" stateno=10000 ID=10000 pos=9999,9999 keyctrl=1 pausemovetime=2147483647 supermovetime=2147483647 persistent = 0 ;念のため↓も付けておく [State -3, 関係無いステートに行かないように] type=changestate trigger1= ishelper(10000) trigger1= stateno!=10000 value=10000 ;============================================================================== ; 超必殺技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, ヤキソバ・パンデミック];ゲージレベル3 type = ChangeState value = 3500 triggerall = Var(52) = 0 ;パンデミック未使用状態 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = !var(59) triggerall = command = "YAKISOBA" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl [State -1, 海皇機神メルルーサ];ゲージレベル2 type = ChangeState value = 3230 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = !var(59) triggerall = command = "Merluza" triggerall = power >= 2000 trigger1 = statetype != A trigger1 = ctrl [State -1, 冷凍みかんじゃんけん];ゲージレベル2 type = ChangeState value = 3110 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = !var(59) triggerall = command = "JANKEN" triggerall = power >= 2000 trigger1 = statetype != A trigger1 = ctrl [State -1, 早撃ちのジョニー];ゲージレベル1 type = ChangeState value = 3000 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = !var(59) triggerall = command = "HAYAUCHI" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl [State -1, 校歌独唱];ゲージレベル1 type = ChangeState value = 3020 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = !var(59) triggerall = command = "KOUKA" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl ;============================================================================== ; 必殺技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, オーロラソース] type = ChangeState value = 1100 triggerall = !var(59) triggerall = command = "upper_x" ;→↓→x triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger2 = (time > 5) || (movecontact) trigger3 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger3 = (time > 5) || (movecontact) ;------------------------------------------------------------------------------ [State -1, 先割れスプーン] type = ChangeState value = 1000 triggerall = !var(59) triggerall = command = "QCF_x";↓→x triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger2 = (time > 5) || (movecontact) trigger3 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger3 = (time > 5) || (movecontact) [State -1, 斜め先割れスプーン] type = ChangeState value = 1003 triggerall = !var(59) triggerall = command = "QC_x" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger2 = (time > 5) || (movecontact) trigger3 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger3 = (time > 5) || (movecontact) [State -1, 空中:先割れスプーン] type = ChangeState value = 1006 triggerall = !var(59) triggerall = command = "QCF_x";↓→x triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) || (stateno = 610) || (stateno = 630) || (stateno = 640) ;キャンセル trigger2 = (time > 5) || (movecontact) [State -1, 空中:斜め先割れスプーン] type = ChangeState value = 1007 triggerall = !var(59) triggerall = command = "QC_x" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) || (stateno = 610) || (stateno = 630) || (stateno = 640) ;キャンセル trigger2 = (time > 5) || (movecontact) ;------------------------------------------------------------------------------ [State -1, マーガリン] type = ChangeState value = 1010 triggerall = !var(59) triggerall = command = "QCF_y";↓→y triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger2 = (time > 5) || (movecontact) trigger3 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger3 = (time > 5) || (movecontact) [State -1, 避難訓練] type = ChangeState value = 1020 triggerall = !var(59) triggerall = command = "QCF_a" triggerall = statetype != A trigger1 = ctrl ;------------------------------------------------------------------------------ ;triggerall = command = "FF_x" ;------------------------------------------------------------------------------ [State -1, マイ箸] type = ChangeState value = 1070 triggerall = !var(59) triggerall = command = "QCB_x" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger2 = (time > 5) || (movecontact) trigger3 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger3 = (time > 5) || (movecontact) [State -1, ソフト麺マジック] type = ChangeState value = 1210 triggerall = !var(59) triggerall = command = "QCB_y" triggerall = statetype != A trigger1 = ctrl [State -1, 椅子突き飛ばし] type = ChangeState value = 1230 triggerall = !var(59) triggerall = command = "QCB_b" triggerall = statetype != A triggerall = NumHelper(1230) < 1 ;椅子1つまで trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1, 酢豚に…] type = ChangeState value = 1300 triggerall = !var(59) triggerall = command = "DD_x" triggerall = statetype != A triggerall = NumHelper(1300) < 1 ;酢豚設置1つまで trigger1 = ctrl trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger2 = (time > 8) || (movecontact) trigger3 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger3 = (time > 8) || (movecontact) ;------------------------------------------------------------------------------ [State -1, ガードレール] type = ChangeState value = 2050 triggerall = !var(59) triggerall = command = "a_to_b" triggerall = statetype != A triggerall = stateno = 100 trigger1 = ctrl ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 走る] type = ChangeState value = 100 triggerall = !var(59) trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, バックステップ] type = ChangeState value = 105 triggerall = !var(59) trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 掴み攻撃];投げ技 type = ChangeState value = 800 triggerall = !var(59) triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;------------------------------------------------------------------------------ [State -1, ミルメーク];ゲージレベル1 type = ChangeState value = 700 triggerall = !var(59) triggerall = !var(50) ;ミルメーク用変数 triggerall = command = "z" triggerall = statetype = S triggerall = power >= 1000 trigger1 = ctrl [State -1, ミルメーク混ぜる] type = ChangeState value = 701 triggerall = !var(59) triggerall = var(50) = [1,10] ;ミルメーク用変数 triggerall = command = "z" triggerall = statetype = S trigger1 = ctrl [State -1, ミルメーク早く混ぜる] type = ChangeState value = 702 triggerall = !var(59) triggerall = var(50) = [1,10] ;ミルメーク用変数 triggerall = command = "z" triggerall = statetype = S trigger1 = StateNo = 701 && Time > 5 trigger2 = StateNo = 702 && Time > 3 ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 立ち弱パンチ(コッペパン)] type = ChangeState value = 200 triggerall = !var(59) triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 [State -1, 立ち強パンチ(瓶牛乳)] type = ChangeState value = 210 triggerall = !var(59) triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) trigger2 = (time > 5) || (movecontact) trigger3 = (stateno = 230) trigger3 = (time > 6) || (movecontact) [State -1, 立ち弱キック(地面ドン)] type = ChangeState value = 230 triggerall = !var(59) triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) trigger2 = (time > 8) || (movecontact) trigger3 = (stateno = 230) trigger3 = (time > 9) || (movecontact) [State -1, 立ち強キック(THEすき焼き)] type = ChangeState value = 240 triggerall = !var(59) triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) trigger2 = (time > 8) || (movecontact) trigger3 = (stateno = 230) trigger3 = (time > 6) || (movecontact) trigger4 = (stateno = 210) trigger4 = (time > 9) || (movecontact) ;------------------------------------------------------------------------------ [State -1, おはよう…] type = ChangeState value = 198 triggerall = !var(59) triggerall = (NumHelper(3700) = 1) && (Helper(3700),stateno = 3701) triggerall = var(51) = 2 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl [State -1, 走るな!] type = ChangeState value = 197 triggerall = !var(59) triggerall = P2StateNo = 100 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl [State -1, 挑発(相手挑発中)] type = ChangeState value = 196 triggerall = !var(59) triggerall = P2StateNo = [195,199] triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl [State -1, 挑発] type = ChangeState value = 195 triggerall = !var(59) triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1, しゃがみ弱パンチ(コッペパン)] type = ChangeState value = 400 triggerall = !var(59) triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl [State -1, しゃがみ強パンチ(瓶牛乳)] type = ChangeState value = 410 triggerall = !var(59) triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 10) || (movecontact && time > 5) [State -1, しゃがみ弱キック(地面ドン)] type = ChangeState value = 430 triggerall = !var(59) triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 10) || (movecontact && time > 5) [State -1, しゃがみ強キック(THEすき焼き)] type = ChangeState value = 440 triggerall = !var(59) triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 410) || (stateno = 430) trigger2 = (time > 12) || (movecontact && time > 5) ;------------------------------------------------------------------------------ [State -1, ジャンプ弱パンチ(コッペパン)] type = ChangeState value = 600 triggerall = !var(59) triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 [State -1, ジャンプ強パンチ(瓶牛乳)] type = ChangeState value = 610 triggerall = !var(59) triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact [State -1, ジャンプ弱キック(地面ドン)] type = ChangeState value = 630 triggerall = !var(59) triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact [State -1, ジャンプ強キック(THEすき焼き)] type = ChangeState value = 640 triggerall = !var(59) triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 || stateno = 630 trigger2 = movecontact ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;AI用記述 ;------------------------------------------------------------------------------ ;trigger1 = StateNo=10 || StateNo=40;ずっと立っちゃう [State -1, 走る] type = ChangeState value = 100 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A ;Triggerall = StateNo=0 triggerall = StateNo != 100 ;triggerall = PrevStateNo != 0 triggerall = PrevStateNo != 100 triggerall = PrevStateNo != 10 triggerall = PrevStateNo != 40 triggerall = ctrl ;Triggerall = !InGuardDist Trigger1 = P2Movetype != A trigger1 = p2bodydist X >= 50 Trigger1 = Random = [0,500] trigger1 = StateNo!=[120,155] trigger1 = time > 0 Trigger2 = P2Movetype = I trigger2 = p2bodydist X >= 30 Trigger2 = Random = [0,700] trigger2 = StateNo!=[120,155] trigger2 = time > 0 trigger3 = p2bodydist X >= 60 Trigger3 = P2Movetype = A trigger3 = life > P2Life+300 trigger3 = Random <= 700 trigger3 = StateNo!=[120,155] trigger3 = time > 0 trigger4 = NumHelper(1230) >= 1 ;椅子 trigger4 = Helper(1230),stateno = 1232 trigger4 = p2bodydist X >= 30 trigger4 = Random <= 800 trigger4 = time > 0 trigger5 = NumHelper(1300) >= 1 ;酢豚設置 trigger5 = P2StateNo = [120,155] trigger5 = p2bodydist X >= 2 trigger5 = Random <= 600 trigger5 = time > 0 trigger6 = StateNo = 0 trigger6 = Time >= 0 trigger6 = p2bodydist X >= 2 trigger6 = Random <= 900 Trigger6 = Var(38) = 0 ;飛び道具でてない Trigger6 = P2Movetype != A trigger7 = NumHelper(1300) >= 1 ;酢豚設置 trigger7 = P2StateNo = 0 trigger7 = p2bodydist X >= 2 trigger7 = Random <= 400 trigger7 = time > 0 trigger8 = StateNo = 0 trigger8 = var(50) = 11 trigger8 = Random <= 900 Trigger8 = P2Movetype != A trigger8 = p2bodydist X >= 40 trigger8 = time > 0 trigger9 = P2StateNo = [195,199] trigger9 = StateNo=196||PrevStateNo=196 trigger9 = Random <= 990 trigger9 = time > 0 trigger10 = p2bodydist X >= 170 trigger10 = BackEdgeBodyDist > 50 trigger10 = Random <= 900 trigger10 = time > 0 Trigger11 = Var(38) = 1 ;飛び道具でてる trigger11 = p2bodydist X >= 100 trigger11 = Random <= 900 trigger11 = time > 0 trigger12 = PrevStateNo = 1000 trigger12 = Random <= 900 Trigger12 = P2Movetype = H [State -3,ガード] Type = ChangeState Value = 120 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 Triggerall = Ctrl Triggerall = !(EnemyNear,HitDefAttr = SCA,NT,ST,HT) Triggerall = StateNo!=100 triggerall = PrevStateNo != 100 Trigger1 = InGuardDist Trigger1 = p2bodydist X = [-40,40] Trigger1 = P2Movetype = A Trigger2 = InGuardDist Trigger2 = Var(38) = 1 ;飛び道具でてる Trigger2 = p2bodydist X >= 150 ;Trigger1 = Random = [0,200] ;trigger2 = P2StateNo != [120,155] ;Trigger2 = InGuardDist ;Trigger2 = p2bodydist X = [-80,50] ;Trigger2 = Random = [0,900] ;Trigger2 = Time > 2 ;Trigger3 = (P2Movetype = A ) || (Var(38) = 1) ;飛び道具でてる ;Trigger3 = InGuardDist ;Trigger3 = Random = [0,700] ;Trigger3 = Time > 2 ;============================================================================== ; 超必殺技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, ヤキソバ・パンデミック];ゲージレベル3 type = ChangeState value = 3500 triggerall = Var(52) = 0 ;パンデミック未使用状態 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = power >= 3000 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl trigger1 = Random <= 500 trigger1 = EnemyNear,Life >= 150 [State -1, 冷凍みかんじゃんけん];ゲージレベル2 type = ChangeState value = 3110 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = power >= 2000 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = p2bodydist X > 0 triggerall = p2bodydist Y = [-100,0] triggerall = P2Statetype != A triggerall = p2statetype != L Triggerall = P2Movetype != H Triggerall = vel X > -1 triggerall = EnemyNear,Life >= 50 Triggerall = (EnemyNear,Time<30 && P2Movetype!=A) triggerall = var(50) != 11 trigger1 = Random <= 400 trigger1 = p2bodydist X <= 100 trigger1 = Life >= 500 Trigger2 = NumPartner = 0 trigger2 = Random <= 950 trigger2 = p2bodydist X <= 75 trigger2 = life > P2Life+100 Trigger3 = NumPartner = 0 Trigger3 = P2Movetype = A Trigger3 = EnemyNear,Time <= 30 trigger3 = Random <= 900 trigger3 = p2bodydist X <= 90 trigger4 = P2StateNo = [120,155] trigger4 = Random <= 900 trigger4 = p2bodydist X <= 90 trigger4 = life <= 200 Trigger5 = NumPartner = 0 Trigger5 = P2Movetype = A Trigger5 = EnemyNear,Time <= 30 trigger5 = Random <= 700 trigger5 = p2bodydist X <= 90 trigger5 = EnemyNear,Life <= 450 [State -1, 海皇機神メルルーサ];ゲージレベル2 type = ChangeState value = 3230 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = power >= 2000 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = p2bodydist Y = [-100,0] triggerall = p2statetype != L triggerall = P2StateNo != [120,155] triggerall = var(50) != 11 trigger1 = Random <= 200 trigger1 = p2bodydist X >= 50 trigger1 = p2bodydist Y = [-50,0] Trigger2 = NumPartner >= 1 trigger2 = Random <= 400 trigger2 = p2bodydist X >= 80 trigger2 = p2bodydist Y = [-60,0] trigger3 = Random <= 300 trigger3 = EnemyNear,Pos X = [-125,125] trigger3 = p2bodydist Y = [-80,0] [State -1, 早撃ちのジョニー];ゲージレベル1 type = ChangeState value = 3000 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = power >= 1000 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = p2statetype != L triggerall = p2statetype != C triggerall = p2bodydist Y = [-180,0] triggerall = Var(49) < 2 triggerall = EnemyNear,Vel Y <= 2 Triggerall = Var(38) = 0 ;飛び道具でてない trigger1 = p2bodydist X >= 130 trigger1 = Random <= 400 Trigger1 = P2Movetype != A trigger1 = P2StateNo != [120,155] Trigger1 = P2Movetype != I trigger1 = Const(size.head.pos.y) < -90 trigger2 = p2bodydist X >= 200 trigger2 = Random <= 400 trigger2 = P2StateNo != [120,155] trigger2 = Const(size.head.pos.y) < -90 trigger3 = p2bodydist X >= 250 trigger3 = Life <= 100 trigger3 = Random <= 700 trigger4 = Life < 300 trigger4 = EnemyNear,Life <= 100 trigger4 = p2bodydist X >= 150 trigger4 = Random <= 800 trigger5 = p2bodydist X >= 130 trigger5 = Random <= 400 Trigger5 = P2Movetype != A trigger5 = P2StateNo != [120,155] Trigger5 = P2Movetype != I trigger5 = Const(size.head.pos.y) >= -90 trigger5 = p2bodydist Y < -10 trigger6 = p2bodydist X >= 200 trigger6 = Random <= 400 trigger6 = P2StateNo != [120,155] trigger6 = Const(size.head.pos.y) >= -90 trigger6 = p2bodydist Y < -10 [State -1, 校歌独唱];ゲージレベル1 type = ChangeState value = 3020 triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = power >= 1000 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = p2bodydist Y = [-200,0] triggerall = EnemyNear,Life >= 100 triggerall = P2StateNo != [120,155] triggerall = var(50) != 11 Triggerall = Var(38) = 0 ;飛び道具でてない Triggerall = (EnemyNear,Time<30 && P2Movetype!=A) trigger1 = p2bodydist X = [-20,20] Trigger1 = P2StateType != A trigger1 = Random <= 300 trigger1 = Life >= 50 trigger1 = BackEdgeBodyDist > 50 Trigger2 = P2Movetype = A trigger2 = Random <= 50 trigger2 = Life = [100,500] Trigger2 = RoundNo != 1 trigger2 = p2bodydist X = [-20,20];[-100,150] trigger2 = BackEdgeBodyDist > 50 trigger3 = p2bodydist X = [0,20];50] Trigger3 = BackEdgeBodyDist < 70 trigger3 = P2StateNo != [120,155] Trigger3 = P2Movetype = A Trigger3 = Random = [0,200] trigger4 = p2bodydist X = [0,15] Trigger4 = P2StateType != A trigger4 = Random <= 600 trigger4 = Life >= 50 ;============================================================================== ; 必殺技 ;============================================================================== [State -1, オーロラソース] type = ChangeState value = 1100 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X < 100 trigger1 = ctrl Trigger1 = P2StateType = A trigger1 = p2bodydist Y = [-300,-50] trigger1 = p2bodydist X = [0,60] trigger1 = Random <= 300 trigger1 = var(50) != 11 trigger1 = EnemyNear,Vel X > 0 trigger2 = ctrl trigger2 = p2bodydist Y = [-300,-100] trigger2 = p2bodydist X < 30 trigger2 = Random <= 500 trigger3 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger3 = (time > 5) || (movecontact) trigger3 = p2bodydist Y = [-200,-50] trigger3 = p2bodydist X = [0,60] trigger3 = Random <= 100 trigger3 = P2Movetype != A trigger4 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger4 = (time > 5) || (movecontact) trigger4 = p2bodydist Y = [-200,-50] trigger4 = p2bodydist X = [0,60] trigger4 = Random <= 100 trigger4 = P2Movetype != A ;------------------------------------------------------------------------------ [State -1, 先割れスプーン] type = ChangeState value = 1000 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X > 30 triggerall = p2statetype != L triggerall = p2statetype != C triggerall = PrevStateNo != 1000 ;triggerall = time > 5 triggerall = Var(49) < 2 trigger1 = ctrl trigger1 = p2bodydist X > 90 Trigger1 = P2Movetype != A trigger1 = Random <= 400 trigger1 = var(50) != 11 trigger1 = time > 5 trigger1 = PrevStateNo != 1000 trigger2 = ctrl trigger2 = p2bodydist X > 200 trigger2 = Random <= 100 trigger3 = ctrl Trigger3 = P2Movetype = A trigger3 = Random <= 200 trigger3 = EnemyNear,time > 60 trigger3 = p2bodydist X = [100,150] trigger4 = ctrl trigger4 = PrevStateNo = 1210 trigger4 = Random <= 700 Trigger4 = P2Movetype != A trigger5 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger5 = (time > 5) || (movecontact) Trigger5 = P2Movetype != A trigger5 = Random <= 100 trigger5 = p2bodydist X > 80 trigger6 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger6 = (time > 5) || (movecontact) Trigger6 = P2Movetype != A trigger6 = Random <= 100 trigger6 = p2bodydist X > 80 trigger7 = ctrl trigger7 = Random <= 100 trigger7 = p2bodydist X >= 70 trigger7 = StateNo = 0 Trigger7 = P2Movetype != A trigger8 = ctrl trigger8 = var(50) != 11 trigger8 = StateNo=10 || StateNo=40;ずっと立っちゃう!Time Trigger8 = P2Movetype != A trigger8 = p2bodydist X > 120 trigger8 = PrevStateNo != 1000 ;trigger8 = Random <= 800 trigger9 = ctrl trigger9 = P2StateNo = [195,199] trigger9 = StateNo=196||PrevStateNo=196 trigger9 = Random <= 990 [State -1, 斜め先割れスプーン] type = ChangeState value = 1003 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X = [30,130] Triggerall = P2Movetype != A triggerall = p2statetype != C triggerall = PrevStateNo != 1003 trigger1 = ctrl trigger1 = Random <= 400 trigger1 = var(50) != 11 trigger1 = time > 5 trigger1 = p2bodydist X = [90,120] Trigger1 = P2Statetype != A trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger2 = (time > 5) || (movecontact) Trigger2 = P2Movetype != A trigger2 = Random <= 100 trigger2 = p2bodydist X > 80 trigger3 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger3 = (time > 5) || (movecontact) Trigger3 = P2Movetype != A trigger3 = Random <= 100 trigger3 = p2bodydist X > 80 trigger4 = ctrl trigger4 = (p2statetype = L) || (p2statetype = C) trigger4 = Random <= 700 trigger4 = p2bodydist X = [60,130] trigger5 = ctrl trigger5 = var(50) != 11 trigger5 = StateNo=10 || StateNo=40;ずっと立っちゃう!Time Trigger5 = P2Movetype != A trigger5 = p2bodydist X = [30,120] trigger5 = PrevStateNo != 1003 [State -1, 空中:先割れスプーン] type = ChangeState value = 1006 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype = A triggerall = p2bodydist X > 30 triggerall = p2statetype != L triggerall = p2statetype != C trigger1 = ctrl trigger1 = p2bodydist X > 90 trigger1 = p2bodydist Y <= 0 Trigger1 = P2Movetype = A trigger1 = Random <= 400 trigger1 = var(50) != 11 trigger1 = time > 5 trigger2 = (stateno = 600) || (stateno = 610) || (stateno = 630) || (stateno = 640) ;キャンセル trigger2 = (time > 5) || (movecontact) Trigger2 = P2Movetype = A trigger2 = Random <= 100 trigger3 = stateno = 600 ;キャンセル trigger3 = movehit Trigger3 = P2Movetype = A trigger3 = Random <= 600 trigger3 = p2bodydist X >= 55 [State -1, 空中:斜め先割れスプーン] type = ChangeState value = 1007 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype = A triggerall = p2bodydist X = [30,130] triggerall = stateno != 105 trigger1 = ctrl trigger1 = p2bodydist X > 70 trigger1 = p2bodydist Y > 0 Trigger1 = P2Movetype != A trigger1 = Random <= 400 trigger1 = var(50) != 11 trigger1 = time > 5 trigger2 = (stateno = 600) || (stateno = 610) || (stateno = 630) || (stateno = 640) ;キャンセル trigger2 = (time > 5) || (movecontact) Trigger2 = P2Movetype = A trigger2 = Random <= 100 trigger3 = (stateno = 610) || (stateno = 630) || (stateno = 640) ;キャンセル trigger3 = movehit Trigger3 = P2Movetype = A trigger3 = Random <= 900 trigger4 = ctrl trigger4 = (p2statetype = L) || (p2statetype = C) trigger4 = Random <= 700 trigger4 = p2bodydist X = [60,130] ;------------------------------------------------------------------------------ [State -1, マーガリン] type = ChangeState value = 1010 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,50] triggerall = Life >= 200 triggerall = var(50) != 11 trigger1 = ctrl trigger1 = Life >= 600 Trigger1 = P2Movetype != A trigger1 = Random <= 20 trigger1 = EnemyNear,Vel X = 0 trigger2 = ctrl trigger2 = P2StateNo = [120,155] trigger2 = Random <= 200 trigger2 = PrevStateNo != 1010 trigger2 = Var(48) < 2 ;マーガリン制限 trigger3 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger3 = movecontact trigger3 = Random <= 100 trigger3 = P2Movetype != A trigger3 = P2StateNo = [120,155] trigger3 = Var(48) < 2 ;マーガリン制限 trigger4 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger4 = movecontact trigger4 = Random <= 100 trigger4 = P2Movetype != A trigger4 = P2StateNo = [120,155] trigger4 = Var(48) < 2 ;マーガリン制限 trigger4 = P2Movetype != A trigger5 = NumHelper(1300) >= 1 ;酢豚設置 trigger5 = P2StateNo = [120,155] Trigger5 = Var(38) = 0 ;飛び道具でてない trigger5 = Random <= 500 trigger5 = ctrl [State -1, 避難訓練] type = ChangeState value = 1020 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,60] triggerall = ctrl Trigger1 = Var(38) = 0 ;飛び道具でてない Trigger1 = BackEdgeBodyDist < 40 trigger1 = P2StateNo != [120,155] Trigger1 = P2Movetype = A Trigger1 = Random = [0,600] trigger1 = Life >= 300 Trigger1 = EnemyNear,Time < 10 Trigger2 = Var(38) = 1 ;飛び道具でてる trigger2 = Random <= 10 trigger2 = Life > 700 Trigger3 = Var(38) = 0 ;飛び道具でてない Trigger3 = BackEdgeBodyDist < 40 trigger3 = P2StateNo != [120,155] Trigger3 = P2Movetype = A Trigger3 = Random = [0,800] trigger3 = Life < 300 trigger3 = EnemyNear,Life >= 600 Trigger3 = EnemyNear,Time < 10 Trigger4 = Var(38) = 0 ;飛び道具でてない trigger4 = PrevStateNo = [150,155] Trigger4 = BackEdgeBodyDist < 30 Trigger4 = Random = [0,600] trigger4 = Life < 500 Trigger5 = Var(38) = 0 ;飛び道具でてない trigger5 = PrevStateNo = [150,155] Trigger5 = BackEdgeBodyDist < 50 trigger5 = Life < 100 ;------------------------------------------------------------------------------ [State -1, マイ箸] type = ChangeState value = 1070 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A ;triggerall = p2bodydist X = [5,30] triggerall = p2statetype != L Triggerall = FrontEdgeBodyDist > 90 triggerall = P2StateNo != [120,155] Triggerall = Var(38) = 0 ;飛び道具でてない triggerall = EnemyNear,Vel X >= 0 triggerall = (Facing = 1 && EnemyNear,Facing = -1) || (Facing = -1 && EnemyNear,Facing = 1) trigger1 = ctrl Trigger1 = P2Movetype = H Trigger1 = Random = [0,100] trigger1 = p2bodydist X = [5,20] trigger1 = p2statetype != A trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger2 = movecontact Trigger2 = Random = [0,500] trigger2 = P2Statetype != A trigger2 = p2bodydist X = [5,20] trigger2 = var(50) != 11 Trigger2 = P2Movetype != A trigger3 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger3 = movecontact Trigger3 = Random = [0,500] trigger3 = P2Statetype != A trigger3 = p2bodydist X = [5,20] trigger3 = var(50) != 11 Trigger3 = P2Movetype != A trigger4 = ctrl Trigger4 = P2Movetype != H trigger4 = p2bodydist Y = [-170,-50] Trigger4 = Random = [0,300] trigger4 = p2bodydist X = [5,30] trigger5 = ctrl trigger5 = p2bodydist X = [5,20] Trigger5 = BackEdgeBodyDist < 50 Trigger5 = Random = [0,700] Trigger5 = P2Movetype != A trigger6 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger6 = movecontact Trigger6 = Random = [0,500] trigger6 = P2Statetype = A trigger6 = p2bodydist Y = [-170,-20] trigger6 = p2bodydist X = [5,25] trigger6 = var(50) != 11 trigger6 = P2Movetype != A trigger7 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger7 = movecontact Trigger7 = Random = [0,500] trigger7 = P2Statetype = A trigger7 = p2bodydist Y = [-100,-10] trigger7 = p2bodydist X = [5,25] trigger7 = var(50) != 11 trigger7 = P2Movetype != A ;------------------------------------------------------------------------------ [State -1, ソフト麺マジック] type = ChangeState value = 1210 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = p2bodydist X > 50 Triggerall = P2Movetype != A triggerall = PrevStateNo != 1210 triggerall = EnemyNear,Vel X <= 0 trigger1 = EnemyNear,Vel X = 0 trigger1 = Random <= IfElse(var(38)=1, 100, 300) trigger1 = p2bodydist X > 150 trigger1 = P2StateNo != [120,155] trigger1 = Life > 100 trigger1 = var(50) != 11 trigger2 = p2statetype = L trigger2 = Random <= 600 trigger2 = PrevStateNo != 1020 trigger2 = p2bodydist X > 120 ;------------------------------------------------------------------------------ [State -1, 椅子突き飛ばし] type = ChangeState value = 1230 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = NumHelper(1230) < 1 ;椅子1つまで triggerall = ctrl triggerall = p2bodydist Y = [-50,00] triggerall = !(EnemyNear,HitDefAttr = SCA, HA, HT, HP) triggerall = p2statetype != L trigger1 = Random <= 20 trigger1 = p2bodydist X >= 230 trigger2 = Random <= 150 trigger2 = p2bodydist X >= 200 Trigger2 = P2MoveType = A Trigger2 = Life > 500 trigger3 = Random <= 400 trigger3 = p2bodydist X >= 200 Trigger3 = P2MoveType = I Trigger3 = Var(38) = 0 ;飛び道具でてない Trigger3 = Life > 100 trigger4 = Random <= 50 trigger4 = p2bodydist X >= 200 Trigger4 = Var(38) = 1 ;飛び道具でてる Trigger4 = Life > 500 trigger5 = NumHelper(1300) >= 1 ;酢豚設置 trigger5 = P2StateNo = [120,155] trigger5 = Random <= 500 Trigger5 = Var(38) = 0 ;飛び道具でてない ;trigger5 = p2bodydist X >= 100 trigger6 = Var(49) >= 2 trigger6 = Random <= 100 trigger6 = p2bodydist X >= 100 trigger7 = P2StateNo = [195,199] trigger7 = StateNo=196||PrevStateNo=196 trigger7 = Random <= 990 Trigger8 = (EnemyNear,Time>25 && P2Movetype=A) trigger8 = p2bodydist X = [70,150] trigger8 = Random <= 700 trigger9 = StateNo=10 || StateNo=40;ずっと立っちゃう!Time trigger9 = var(50) != 11 Trigger9 = P2Movetype != A trigger9 = p2bodydist X > 70 [State -1, 酢豚に…] type = ChangeState value = 1300 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = NumHelper(1300) < 1 ;酢豚設置1つまで Triggerall = P2Movetype != A triggerall = numhelper(3500) = 0 ;NOTパンデミック triggerall = PrevStateNo != 1300 triggerall = StateNo != 1300 trigger1 = ctrl trigger1 = Random <= 70 trigger1 = p2bodydist X >= 40 trigger1 = var(50) != 11 trigger2 = ctrl trigger2 = p2bodydist X = [70,100] trigger2 = Random <= 120 Trigger2 = P2Statetype = A trigger3 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) ;キャンセル trigger3 = (time > 8) || (movecontact) trigger3 = p2bodydist X = [0,20] trigger3 = Random <= 40 trigger3 = P2StateNo != [120,155] trigger4 = (stateno = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440) ;キャンセル trigger4 = (time > 8) || (movecontact) trigger4 = p2bodydist X = [0,20] trigger4 = Random <= 40 trigger4 = P2StateNo != [120,155] trigger5 = ctrl trigger5 = var(50) != 11 trigger5 = StateNo=10 || StateNo=40;ずっと立っちゃう!Time ;------------------------------------------------------------------------------ [State -1, ガードレール] type = ChangeState value = 2050 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = p2bodydist X = [30,110] triggerall = p2bodydist Y = [-100,0] triggerall = EnemyNear,Vel X = [0,2] triggerall = p2statetype != L triggerall = P2StateNo != [120,155] triggerall = var(50) != 11 Triggerall = (EnemyNear,Time<30 && P2Movetype!=A) trigger1 = stateno = 100 Trigger1 = P2Movetype = A trigger1 = Life >= 200 trigger1 = Random <= 700 trigger1 = life > P2Life trigger1 = p2bodydist X = [30,50] trigger2 = stateno = 100 trigger2 = life > 600 trigger2 = life > P2Life trigger2 = Random <= 100 trigger3 = Life >= 500 trigger3 = EnemyNear,Life < 50 trigger3 = Random <= 800 ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl Triggerall = BackEdgeBodyDist > 40;30 Triggerall = PrevStateNo != 3020 Triggerall = StateNo != 3020 triggerall = EnemyNear,vel X > 0 triggerall = PrevStateNo != 100 triggerall = PrevStateNo != 105 Trigger1 = P2Movetype = A trigger1 = p2bodydist X = [0,100] Trigger1 = Random = [0,500] trigger1 = var(50) != 11 trigger1 = NumHelper(1230) = 0 ;椅子 trigger2 = p2bodydist X = [0,10] Trigger2 = Random = [0,600] trigger2 = var(50) != 11 trigger3 = var(50) = [1,10] ;ミルメーク用変数 Trigger3 = Random = [0,200] trigger3 = p2bodydist X >= 40 trigger3 = NumHelper(1230) = 0 ;椅子 trigger4 = P2StateNo = 5110 trigger4 = Random <= 600 trigger4 = PrevStateNo = 430 Trigger4 = FrontEdgeBodyDist > 120 [State -3,ジャンプ] Type = ChangeState Value = 41 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 Triggerall = StateType != A Triggerall = EnemyNear,StateType != L Triggerall = EnemyNear,MoveType != H ;Triggerall = !inguarddist Triggerall = Ctrl; || (Ctrl以外にも使える条件) triggerall = P2BodyDist Y < 0 triggerall = p2bodydist X = [0,100] trigger1 = Random <= 70;(AILv)*(目分量7くらい) Trigger1 = EnemyNear,MoveType = I Trigger1 = FrontEdgeBodyDist > 120 Trigger2 = (P2Movetype != A) || (var(38) = 0) trigger2 = P2BodyDist Y = [-250,-100] trigger2 = Random <= 200 trigger2 = p2bodydist X = [0,30] Trigger3 = P2Movetype = H trigger3 = P2BodyDist Y = [-300,-140] trigger3 = Random <= 500 trigger3 = p2bodydist X = [0,50] Trigger4 = PrevStateNo = 100 Trigger4 = P2Movetype = A Trigger4 = P2StateType != A Trigger4 = Var(38) = 1 ;飛び道具でてる trigger4 = Random <= 500 trigger4 = p2bodydist X >= 70 trigger5 = EnemyNear,vel X <= 0 trigger5 = Random <= 700 Trigger6 = P2Movetype = A Trigger6 = P2StateType != A Trigger6 = Var(38) = 1 ;飛び道具でてる trigger6 = Random <= 500 trigger6 = p2bodydist X >= 70 [State -3,しゃがみ(ガード切替も兼ねてる)] Type = Null ;Type = ChangeState value = 13 Ctrl = 0 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 TriggerAll=StateType != A TriggerAll=StateNo=0 TriggerAll=Ctrl triggerall = var(50) != 11 Trigger1 = Random <= 20 Trigger2 = random <= 30 ;Trigger2 = var(38) = 1 ;相手飛び道具出てる Trigger2 = (P2Movetype != A) || (Var(38) = 0) ;飛び道具でてない [State -3,しゃがみ解除(ガード切替も兼ねてる)] Type = Null ;Type = ChangeState value = 0 Ctrl = 1 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 TriggerAll = StateType != A TriggerAll = StateNo = 11 Trigger1 = Random = [0,10] Trigger2 = (P2Movetype = A) || (Var(38) = 1) ;飛び道具でてる Trigger3 = time >= 15 ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------5210 [State -1, 掴み攻撃];投げ技 type = ChangeState value = 800 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 100 triggerall = p2bodydist X > -1 triggerall = p2statetype != L triggerall = var(50) != 11 triggerall = PrevStateNo != 800 trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = P2StateNo != 5120 Trigger1 = (EnemyNear,Time<20 && P2Movetype!=A) ;------------------------------------------------------------------------------ [State -1, ミルメーク];ゲージレベル1 type = ChangeState value = 700 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = !var(50) ;ミルメーク用変数 triggerall = statetype != A triggerall = power >= 1000 triggerall = p2movetype = H triggerall = ctrl Triggerall = RoundNo != 3 ;triggerall = EnemyNear,Vel X <= 0 Trigger1 = Random = [0,300] trigger1 = p2bodydist X >= 80 Trigger2 = Random = [0,10] trigger2 = p2bodydist X < 80 trigger2 = life > P2Life+100 trigger3 = P2StateNo = [120,155] Trigger3 = Random = [0,100] trigger4 = Var(48) >= 2 ;マーガリン制限 Trigger4 = Random = [0,600] trigger4 = p2bodydist X >= 80 Trigger5 = life > P2Life Trigger5 = Random = [0,100] [State -1, ミルメーク混ぜる] type = ChangeState value = 701 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = var(50) = [1,10] ;ミルメーク用変数 triggerall = statetype != A triggerall = p2movetype != A triggerall = ctrl Triggerall = Var(38) = 0 ;飛び道具でてない triggerall = EnemyNear,Vel X <= 0 triggerall = PrevStateNo != 100 Trigger1 = Random = [0,800] trigger1 = p2bodydist X >= 200 trigger2 = var(50) = [1,9] ;ミルメーク用変数 Trigger2 = Random = [0,50] trigger2 = p2bodydist X < 200 Trigger2 = life > P2Life trigger3 = NumHelper(1300) >= 1 ;酢豚設置 trigger3 = P2StateNo = [120,155] trigger3 = p2bodydist X >= 10 trigger3 = Random <= 100 trigger4 = StateNo=10 || StateNo=40;ずっと立っちゃう!Time Trigger4 = Random = [0,2] trigger5 = var(50) = [9,10] ;ミルメーク用変数 trigger5 = p2bodydist X >= 160 [State -1, ミルメーク早く混ぜる] type = ChangeState value = 702 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = var(50) = [1,10] ;ミルメーク用変数 triggerall = statetype != A triggerall = p2movetype != A triggerall = p2bodydist X >= 150 Triggerall = Var(38) = 0 ;飛び道具でてない trigger1 = StateNo = 701 && Time > 5 Trigger1 = Random = [0,500] trigger2 = StateNo = 702 && Time > 3 Trigger2 = Random = [0,6] Trigger2 = life > P2Life+100 trigger3 = StateNo = 701 && Time > 5 trigger3 = NumHelper(1300) >= 1 ;酢豚設置 trigger3 = P2StateNo = [120,155] trigger3 = p2bodydist X >= 10 trigger3 = Random <= 50 trigger4 = StateNo = 702 && Time > 3 Trigger4 = Var(40) < 3 ;こぼすフラグ Trigger4 = Random = [0,800] ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 立ち弱パンチ(コッペパン)] type = ChangeState value = 200 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2StateType != C triggerall = p2statetype != L triggerall = (P2StateNo != [120,155]) && (var(50) != 11) Triggerall = (EnemyNear,Time<20 && P2Movetype!=A) trigger1 = ctrl trigger1 = Random <= 500 trigger1 = p2bodydist X = [0,30] trigger1 = Const(size.head.pos.y) < -90 trigger2 = stateno = 200 trigger2 = time > 6 trigger2 = P2Movetype != A trigger2 = Var(49) < 3 ;攻撃3回当たらない場合制限 trigger2 = p2bodydist X = [0,30] trigger2 = Const(size.head.pos.y) < -90 trigger3 = ctrl trigger3 = Random <= 5 trigger3 = p2bodydist X > 130 Trigger3 = Var(38) = 0 ;飛び道具でてない trigger3 = P2Movetype != A trigger3 = numhelper(3500) = 0 ;NOTパンデミック Trigger3 = NumPartner = 0 trigger3 = power < 1000 trigger3 = var(50) != 11 trigger3 = Life >= 800 trigger4 = stateno = 200 trigger4 = time > 6 trigger4 = Var(49) < 5 ;攻撃5回当たらない場合制限 trigger4 = p2bodydist X > 150 trigger4 = Random <= 400 Trigger4 = Var(38) = 0 ;飛び道具でてない trigger4 = numhelper(3500) = 0 ;NOTパンデミック Trigger4 = NumPartner = 0 trigger5 = ctrl trigger5 = Random <= 500 trigger5 = p2bodydist X = [0,30] trigger5 = p2bodydist Y = [-150,-50] trigger6 = stateno = 200 trigger6 = time > 6 trigger6 = P2Movetype != A trigger6 = Var(49) < 5 ;攻撃5回当たらない場合制限 trigger6 = p2bodydist X = [0,30] trigger6 = p2bodydist Y = [-150,-50] trigger7 = ctrl trigger7 = Random <= 100 trigger7 = p2bodydist X = [0,50] trigger7 = StateNo = 0 trigger7 = var(50) != 11 trigger7 = Life >= 300 [State -1, 立ち強パンチ(瓶牛乳)] type = ChangeState value = 210 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,100] triggerall = P2StateType != C triggerall = p2statetype != L triggerall = (NumHelper(1300) < 1) && (Helper(1300),stateno != 1302) Triggerall = PrevStateNo != 3020 Triggerall = (EnemyNear,Time<20 && P2Movetype!=A) trigger1 = ctrl trigger1 = Random <= 800 trigger1 = p2bodydist X = [0,16] trigger2 = (stateno = 200) trigger2 = (time > 5) || (movecontact) trigger2 = Random <= 500 trigger2 = p2bodydist X = [0,16] trigger2 = P2Movetype != A trigger3 = (stateno = 230) trigger3 = (time > 6) || (movecontact) trigger3 = Random <= 500 trigger3 = p2bodydist X = [0,20] trigger3 = P2Movetype != A trigger4 = ctrl trigger4 = var(50) = 11 trigger4 = P2StateNo = [120,155] trigger4 = Random <= 990 trigger4 = p2bodydist X = [30,100] trigger5 = var(50) = 11 trigger5 = (stateno = 200) trigger5 = (time > 5) || (movecontact) trigger5 = Random <= 990 trigger5 = p2bodydist X = [0,70] trigger6 = var(50) = 11 trigger6 = (stateno = 230) && time > 6 trigger6 = Random <= 990 trigger6 = p2bodydist X = [0,70] trigger7 = ctrl trigger7 = var(50) = 11 trigger7 = NumHelper(1300) >= 1 ;酢豚設置 trigger7 = P2StateNo = [120,155] trigger7 = p2bodydist X = [0,50] Trigger7 = Var(38) = 0 ;飛び道具でてない trigger7 = Random <= 990 trigger8 = ctrl trigger8 = var(50) = 11 trigger8 = Random <= 900 trigger8 = p2bodydist X = [0,70] trigger8 = (StateNo=100) || (PrevStateNo=100) || (StateNo=0) trigger9 = ctrl trigger9 = var(50) = 11 trigger9 = StateNo=10 || StateNo=40;ずっと立っちゃう!Time trigger9 = Random <= 500 Trigger9 = P2Movetype != A trigger9 = p2statetype != C trigger9 = p2statetype != L trigger9 = p2bodydist X = [0,90] trigger10 = ctrl trigger10 = Random <= 600 trigger10 = p2bodydist X = [0,100] trigger10 = PrevStateNo = 100 [State -1, 立ち弱キック(地面ドン)] type = ChangeState value = 230 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,25] triggerall = P2Statetype != A triggerall = p2statetype != L triggerall = P2Movetype != A triggerall = var(50) != 11 Triggerall = (EnemyNear,Time<20 && P2Movetype!=A) trigger1 = ctrl trigger1 = Random <= 500 trigger2 = (stateno = 200) trigger2 = (time > 8) || (movecontact) trigger2 = Random <= 200 trigger2 = P2Movetype != A trigger3 = (stateno = 230) trigger3 = (time > 9) || (movecontact) trigger3 = Random <= 200 trigger3 = P2Movetype != A trigger4 = P2StateType = C trigger4 = ctrl trigger4 = Random <= 700 trigger5 = NumHelper(1300) > 0 trigger5 = Helper(1300),StateNo = 1302 trigger5 = Helper(1300),time = 1 trigger5 = ctrl trigger5 = Random <= 800 [State -1, 立ち強キック(THEすき焼き)] type = ChangeState value = 240 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X = [-50,35] triggerall = P2Movetype != A triggerall = P2Statetype != C triggerall = p2statetype != L Triggerall = (EnemyNear,Time<20 && P2Movetype!=A) trigger1 = ctrl trigger1 = Random <= 400 trigger1 = p2bodydist X = [10,35] trigger1 = var(50) != 11 trigger2 = (stateno = 200) && time > 8 trigger2 = Random <= 100 trigger3 = (stateno = 230) && time > 8;6 trigger3 = Random <= 400 trigger4 = ctrl trigger4 = p2bodydist X = [-50,0] trigger5 = (stateno = 210) trigger5 = (time > 9) || (movecontact) trigger5 = Random <= 100 trigger5 = P2Movetype != A ;------------------------------------------------------------------------------ [State -1, おはよう…] type = ChangeState value = 198 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = (NumHelper(3700) = 1) && (Helper(3700),stateno = 3701) triggerall = var(51) = 2 trigger1 = statetype != A trigger1 = ctrl [State -1, 走るな!] type = ChangeState value = 197 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = P2StateNo = 100 triggerall = statetype != A triggerall = ctrl triggerall = var(50) != 11 Trigger1 = EnemyNear,Time > 15 trigger1 = p2bodydist X = [-40,40] trigger2 = Random <= 50 [State -1, 挑発(相手挑発中)] type = ChangeState value = 196 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = P2StateNo = [195,199] triggerall = statetype != A triggerall = ctrl trigger1 = p2bodydist X >= 100 trigger1 = EnemyNear,time = [10,60] trigger1 = power < 3000 trigger1 = PrevStateNo != 196 trigger1 = StateNo != 196 trigger1 = StateNo != 100 [State -1, 挑発] type = ChangeState value = 195 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = P2StateNo != [195,199] triggerall = statetype != A trigger1 = ctrl Trigger1 = Life = 1000 Trigger1 = P2Life < 400 trigger1 = Random <= 50 Trigger1 = RoundNo < 3 ;------------------------------------------------------------------------------ [State -1, しゃがみ弱パンチ(コッペパン)] type = ChangeState value = 400 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,35] triggerall = ctrl triggerall = p2statetype != L Triggerall = (EnemyNear,Time<20 && P2Movetype!=A) trigger1 = Random <= 500 trigger1 = var(50) != 11 trigger2 = Var(49) >= 1 trigger2 = Random <= 900 trigger2 = (P2StateNo != [120,155]) && (var(50) != 11) trigger3 = P2Statetype = C trigger3 = Random <= 700 trigger3 = var(50) != 11 trigger4 = PrevStateNo = 200 trigger4 = Random <= 500 trigger5 = Const(size.head.pos.y) >= -90 trigger5 = Random <= 700 [State -1, しゃがみ強パンチ(瓶牛乳)] type = ChangeState value = 410 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,40] triggerall = p2statetype != L Triggerall = (EnemyNear,Time<20 && P2Movetype!=A) trigger1 = ctrl trigger1 = Random <= 800 trigger1 = p2bodydist X = [0,10] trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 10) || (movecontact && time > 5) trigger2 = Random <= 500 trigger2 = p2bodydist X = [0,17] trigger2 = P2Movetype != A trigger3 = P2Statetype = C trigger3 = Random <= 900 trigger3 = ctrl trigger3 = p2bodydist X = [0,17] trigger4 = ctrl trigger4 = var(50) = 11 trigger4 = P2StateNo = [120,155] trigger4 = Random <= 900 trigger4 = p2bodydist X = [0,20] trigger5 = Var(49) >= 1 trigger5 = Random <= 500 trigger5 = p2bodydist X = [0,17] trigger5 = ctrl trigger6 = var(50) = 11 trigger6 = (stateno = 400) || (stateno = 430) trigger6 = (time > 9) || (movecontact && time > 5) trigger6 = Random <= 990 trigger6 = p2bodydist X = [0,20] trigger6 = P2Movetype != A trigger7 = ctrl trigger7 = var(50) = 11 trigger7 = NumHelper(1300) >= 1 ;酢豚設置 trigger7 = P2StateNo = [120,155] trigger7 = p2bodydist X = [0,30] Trigger7 = Var(38) = 0 ;飛び道具でてない trigger7 = Random <= 999 trigger8 = NumHelper(1300) >= 1 ;酢豚設置 trigger8 = P2StateNo = [120,155] trigger8 = Random <= 900 trigger8 = var(50) = 11 trigger8 = ctrl trigger9 = ctrl trigger9 = var(50) = 11 trigger9 = Random <= 900 trigger9 = p2bodydist X = [0,60] trigger9 = P2StateType = C trigger10 = ctrl trigger10 = var(50) = 11 trigger10 = Random <= 900 trigger10 = p2bodydist X = [0,60] trigger10 = P2StateType = S trigger11 = StateNo=10 || StateNo=40;ずっと立っちゃう!Time trigger11 = ctrl trigger11 = var(50) = 11 Trigger11 = P2Movetype != A trigger11 = p2bodydist X = [0,90] [State -1, しゃがみ弱キック(地面ドン)] type = ChangeState value = 430 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2Statetype != A triggerall = p2bodydist X = [0,30] Triggerall = (EnemyNear,Time<20 && P2Movetype!=A) trigger1 = ctrl trigger1 = Random <= 500 trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 10) || (movecontact && time > 5) trigger2 = Random <= 100 trigger2 = P2Movetype != A trigger3 = ctrl trigger3 = p2statetype = L trigger3 = Random <= 900 trigger3 = (PrevStateNo != 430) && (movecontact = 0) trigger4 = ctrl trigger4 = P2StateNo = 5110 trigger4 = Random <= 900 trigger4 = (PrevStateNo != 430) && (movecontact = 0) trigger5 = Var(49) >= 1 trigger5 = Random <= 500 trigger5 = ctrl [State -1, しゃがみ強キック(THEすき焼き)] type = ChangeState value = 440 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype != L Triggerall = (EnemyNear,Time<20 && P2Movetype!=A) trigger1 = ctrl trigger1 = Random <= 700 trigger1 = p2bodydist X = [0,25] trigger1 = var(50) != 11 trigger1 = P2Movetype != A trigger2 = (stateno = 400) || (stateno = 410) || (stateno = 430) trigger2 = (time > 12) || (movecontact && time > 5) trigger2 = Random <= 500 trigger2 = p2bodydist X = [0,25] trigger2 = P2Movetype != A trigger3 = ctrl trigger3 = p2bodydist X = [-50,0] trigger3 = var(50) != 11 trigger3 = P2Movetype != A trigger4 = Var(49) >= 1 trigger4 = Random <= 500 trigger4 = p2bodydist X = [0,25] trigger4 = ctrl trigger5 = ctrl trigger5 = StateNo=10 || StateNo=40;ずっと立っちゃう!Time trigger5 = var(50) != 11 trigger5 = Random <= 800 trigger5 = PrevStateNo != 100 trigger5 = p2bodydist X = [0,25] ;------------------------------------------------------------------------------ [State -1, ジャンプ弱パンチ(コッペパン)] type = ChangeState value = 600 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype = A triggerall = p2bodydist X = [0,45] triggerall = P2Statetype != C trigger1 = p2bodydist Y = [-100,-10] trigger1 = ctrl trigger1 = Random <= 600 trigger2 = stateno = 600 trigger2 = statetime >= 7 trigger2 = p2bodydist X > 0 trigger3 = p2bodydist X = [0,10] trigger3 = p2bodydist Y = [-100,-30] trigger3 = ctrl trigger3 = Random <= 900 [State -1, ジャンプ強パンチ(瓶牛乳)] type = ChangeState value = 610 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype = A triggerall = p2bodydist X = [0,45] triggerall = p2bodydist Y = [-70,0] trigger1 = ctrl trigger1 = Random <= 600 trigger1 = p2bodydist X = [0,25] trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact trigger2 = Random <= 500 trigger2 = p2bodydist X = [0,25] trigger2 = P2Movetype != A trigger3 = ctrl trigger3 = var(50) = 11 trigger3 = P2StateNo = [120,155] trigger3 = Random <= 900 trigger4 = ctrl trigger4 = Random <= 500 trigger4 = p2bodydist X = [0,25] trigger4 = P2statetype = S trigger5 = ctrl trigger5 = Random <= 300 trigger5 = time > 10 trigger6 = ctrl trigger6 = var(50) = 11 trigger6 = Random <= 900 [State -1, ジャンプ弱キック(地面ドン)] type = ChangeState value = 630 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype = A triggerall = p2bodydist Y = [-100,0] triggerall = var(50) != 11 trigger1 = ctrl trigger1 = Random <= 700 trigger1 = p2bodydist X = [0,30] trigger2 = stateno = 600 trigger2 = movecontact trigger2 = Random <= 500 trigger2 = P2Movetype != A [State -1, ジャンプ強キック(THEすき焼き)] type = ChangeState value = 640 triggerall = var(59) triggerall = random <= (var(59) * 100) triggerall = RoundState = 2 triggerall = statetype = A triggerall = p2bodydist X = [-60,35] triggerall = p2bodydist Y <= -5 trigger1 = ctrl trigger1 = Random <= 500 trigger1 = var(50) != 11 trigger2 = stateno = 600 || stateno = 610 || stateno = 630 trigger2 = movecontact trigger2 = Random <= 600 trigger2 = P2Movetype != A trigger3 = ctrl trigger3 = p2bodydist X = [-50,0] ;[State -1, NoMove];AI記述ステートの最後に加える ;Type = ChangeState ;Value = 0 ;強制立ち ;TriggerAll = var(59);AI起動中 ;TriggerAll = PrevStateNo = 0;直前が立ちステート。 ;TriggerAll =(StateType = S || StateType = C) && Ctrl && !Time ;地上+Ctrl+Time=0 ;;Trigger1= StateNo = 20 ;左右(歩き) ;Trigger1= StateNo = 40 ;上(ジャンプ) ;Trigger2= StateNo = 10 ;下(屈み) ;Ctrl=1 ;飛び道具判断 ;======================================================= [State -1,射撃消滅判定];相手のprojもしくはhelperが増えた瞬間ヘルパー呼び出し type=helper triggerall = !ishelper triggerall = !NumHelper(40005) triggerall = NumEnemy trigger1 = var(26) <= 0 ; 以下,監視で代入しといた値より相手のprojやhelperが大きい時 trigger1 = Enemy(0),numproj > 0 ; trigger2 = var(27)< Enemy(0),numhelper ; trigger3 = var(28) <= 0 ; trigger3 = Enemy(numenemy=2),numproj > 0 ; trigger4 = var(29) < Enemy(numenemy=2),numhelper ; helpertype=normal name = "P-H" stateno = 40005 ID = 40005 pos = 0,9999 ;keyctrl = 1 pausemovetime = 2147483647 supermovetime = 2147483647 persistent = 0 [State 30006, 飛び道具監視];上の処理の後に相手のprojとhelperの最新の数を代入する type = null triggerall = !ishelper triggerall = NumEnemy trigger1 = var(26) := Enemy(0),numproj trigger2 = var(27) := Enemy(0),numhelper [State 30006, 飛び道具監視タッグ二人目用] type = null triggerall = !ishelper triggerall = NumEnemy trigger1 = var(28) := Enemy(numenemy=2),numproj trigger2 = var(29) := Enemy(numenemy=2),numhelper ;============================================ ;ヘルパーのステート==================================== [Statedef 40005];飛び道具検出用 type = A ctrl = 0 anim = 0 movetype = I physics = N sprpriority = 1 ;保険等--------------------- [State 40005] type = SelfState trigger1 = !IsHelper Value = 0 [State 40005] type = assertspecial trigger1 = 1 flag = invisible [State 40005] type = NotHitBy value = SCA trigger1 = 1 ;---------------------------- [State 40005];スイッチリセット type = parentvarset trigger1 = 1 var(38)=0 [State 40005, 検出P];相手projが存在するときスイッチON type = parentvarset triggerall = NumEnemy trigger1 = Enemy(0),numproj > 0 trigger2 = Enemy(numenemy=2),numproj > 0 var(38)=1 [State 40005, 検出H];相手ヘルパーが攻撃判定を持つときスイッチON type = parentvarset triggerall = NumEnemy trigger1 = playerIDexist(ID-1)=1 ;このヘルパーの1つ前のプレイヤーIDが存在するとき。 trigger1 = (playerID(ID-1),hitdefattr = SCA,AA,AT,AP || playerID(ID-1),movetype = A) && playerID(ID-1),teamside != root,teamside && playerID(ID-1),ishelper trigger2 = playerIDexist(ID-2)=1 ;このヘルパーの2つ前のプレイヤーIDが存在するとき。以下同様 trigger2 = (playerID(ID-2),hitdefattr = SCA,AA,AT,AP || playerID(ID-2),movetype = A) && playerID(ID-2),teamside != root,teamside && playerID(ID-2),ishelper trigger3 = playerIDexist(ID-3)=1 trigger3 = (playerID(ID-3),hitdefattr = SCA,AA,AT,AP || playerID(ID-3),movetype = A) && playerID(ID-3),teamside != root,teamside && playerID(ID-3),ishelper trigger4 = playerIDexist(ID-4)=1 trigger4 = (playerID(ID-4),hitdefattr = SCA,AA,AT,AP || playerID(ID-4),movetype = A) && playerID(ID-4),teamside != root,teamside && playerID(ID-4),ishelper trigger5 = playerIDexist(ID-5)=1 trigger5 = (playerID(ID-5),hitdefattr = SCA,AA,AT,AP || playerID(ID-5),movetype = A) && playerID(ID-5),teamside != root,teamside && playerID(ID-5),ishelper trigger6 = playerIDexist(ID-6)=1 trigger6 = (playerID(ID-6),hitdefattr = SCA,AA,AT,AP || playerID(ID-6),movetype = A) && playerID(ID-6),teamside != root,teamside && playerID(ID-6),ishelper trigger7 = playerIDexist(ID-7)=1 trigger7 = (playerID(ID-7),hitdefattr = SCA,AA,AT,AP || playerID(ID-7),movetype = A) && playerID(ID-7),teamside != root,teamside && playerID(ID-7),ishelper trigger8 = playerIDexist(ID-8)=1 trigger8 = (playerID(ID-8),hitdefattr = SCA,AA,AT,AP || playerID(ID-8),movetype = A) && playerID(ID-8),teamside != root,teamside && playerID(ID-8),ishelper trigger9 = playerIDexist(ID-9)=1 trigger9 = (playerID(ID-9),hitdefattr = SCA,AA,AT,AP || playerID(ID-9),movetype = A) && playerID(ID-9),teamside != root,teamside && playerID(ID-9),ishelper trigger10= playerIDexist(ID-10)=1 trigger10= (playerID(ID-10),hitdefattr = SCA,AA,AT,AP || playerID(ID-10),movetype = A) && playerID(ID-10),teamside != root,teamside && playerID(ID-10),ishelper trigger11= playerIDexist(ID-11)=1 trigger11= (playerID(ID-11),hitdefattr = SCA,AA,AT,AP || playerID(ID-11),movetype = A) && playerID(ID-11),teamside != root,teamside && playerID(ID-11),ishelper trigger12= playerIDexist(ID-12)=1 trigger12= (playerID(ID-12),hitdefattr = SCA,AA,AT,AP || playerID(ID-12),movetype = A) && playerID(ID-12),teamside != root,teamside && playerID(ID-12),ishelper trigger13= playerIDexist(ID-13)=1 trigger13= (playerID(ID-13),hitdefattr = SCA,AA,AT,AP || playerID(ID-13),movetype = A) && playerID(ID-13),teamside != root,teamside && playerID(ID-13),ishelper trigger14= playerIDexist(ID-14)=1 trigger14= (playerID(ID-14),hitdefattr = SCA,AA,AT,AP || playerID(ID-14),movetype = A) && playerID(ID-14),teamside != root,teamside && playerID(ID-14),ishelper trigger15= playerIDexist(ID-15)=1 trigger15= (playerID(ID-15),hitdefattr = SCA,AA,AT,AP || playerID(ID-15),movetype = A) && playerID(ID-15),teamside != root,teamside && playerID(ID-15),ishelper trigger16= playerIDexist(ID-16)=1 trigger16= (playerID(ID-16),hitdefattr = SCA,AA,AT,AP || playerID(ID-16),movetype = A) && playerID(ID-16),teamside != root,teamside && playerID(ID-16),ishelper trigger17= playerIDexist(ID-17)=1 trigger17= (playerID(ID-17),hitdefattr = SCA,AA,AT,AP || playerID(ID-17),movetype = A) && playerID(ID-17),teamside != root,teamside && playerID(ID-17),ishelper trigger18= playerIDexist(ID-18)=1 trigger18= (playerID(ID-18),hitdefattr = SCA,AA,AT,AP || playerID(ID-18),movetype = A) && playerID(ID-18),teamside != root,teamside && playerID(ID-18),ishelper trigger19= playerIDexist(ID-19)=1 trigger19= (playerID(ID-19),hitdefattr = SCA,AA,AT,AP || playerID(ID-19),movetype = A) && playerID(ID-19),teamside != root,teamside && playerID(ID-19),ishelper trigger20= playerIDexist(ID-20)=1 trigger20= (playerID(ID-20),hitdefattr = SCA,AA,AT,AP || playerID(ID-20),movetype = A) && playerID(ID-20),teamside != root,teamside && playerID(ID-20),ishelper var(38)= 1 [State 40005];検出にかからなかったら消滅 type = destroyself trigger1 = root,var(38)=0
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