; 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