[Remap]
x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。
y = y ;Yボタン 〃
z = z ;Zボタン 〃
a = a ;Aボタン 〃
b = b ;Bボタン 〃
c = c ;Cボタン 〃
s = s ;スタートボタン 〃
;------------------------------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;-| 超必殺技 |-------------------------------------------------------------------
[Command]
name = "236B"
command = ~D,F,b
;-| 必殺技 |-------------------------------------------------------------------
[Command]
name = "623A"
command = ~F,D,DF,a
[Command]
name = "236A"
command = ~D,F,a
;------------------------------------------------------------------------------
;-| 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 = a
time = 1
[Command]
name = "recovery" ;必須コマンド名
command = b
time = 1
[Command]
name = "guardcancel"
command = a+b
time = 1
;------------------------------------------------------------------------------
;-| 方向キー+ボタン |---------------------------------------------------------
;------------------------------------------------------------------------------
;-| 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
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;これ入ってないとエラー出ます
;入れてないキャラが多いのでコピペ用
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[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
;------------------------------------------------------------------------------
;-| 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
;= 押しっぱなし設定 ==========================================
[Command]
Name = "hold_a"
Command = /a
Time = 1
[Command]
Name = "hold_b"
Command = /b
Time = 1
[Command]
Name = "hold_c"
Command = /c
Time = 1
[Command]
Name = "hold_x"
Command = /x
Time = 1
[Command]
Name = "hold_y"
Command = /y
Time = 1
[Command]
Name = "hold_z"
Command = /z
Time = 1
;------------------------------------------------------------------------------
;-AI---------------------------------------------------------------------------
[Command]
Name = "AI_00"
Command = a, b, c, x, y, z
Time = 0;Time=0推奨です!
[Command]
Name = "AI_01"
Command = b, a, c, x, y, z
Time = 0
[Command]
Name = "AI_02"
Command = c, b, a, x, y, z
Time = 0
[Command]
Name = "AI_03"
Command = a, c, b, x, y, z
Time = 0
[Command]
Name = "AI_04"
Command = b, c, a, x, y, z
Time = 0
[Command]
Name = "AI_05"
Command = c, a, b, x, y, z
Time = 0
[Command]
Name = "AI_06"
Command = a, b, c, y, z, x
Time = 0
[Command]
Name = "AI_07"
Command = b, a, c, y, z, x
Time = 0
[Command]
Name = "AI_08"
Command = c, b, a, y, z, x
Time = 0
[Command]
Name = "AI_09"
Command = a, c, b, y, z, x
Time = 0
[Command]
Name = "AI_10"
Command = b, c, a, y, z, x
Time = 0
[Command]
Name = "AI_11"
Command = c, a, b, y, z, x
Time = 0
[Command]
Name = "AI_12"
Command = a, b, c, z, x, y
Time = 0
[Command]
Name = "AI_13"
Command = b, a, c, z, x, y
Time = 0
[Command]
Name = "AI_14"
Command = c, b, a, z, x, y
Time = 0
[Command]
Name = "AI_15"
Command = a, c, b, z, x, y
Time = 0
[Command]
Name = "AI_16"
Command = b, c, a, z, x, y
Time = 0
[Command]
Name = "AI_17"
Command = c, a, b, z, x, y
Time = 0
[Command]
Name = "AI_18"
Command = a,a,a,a,a,b,a,a
Time = 0
[Command]
Name = "AI_19"
Command = b,b,b,b,b,c,b,b
Time = 0
[Command]
Name = "AI_20"
Command = c,c,c,c,c,x,c,c
Time = 0
[Command]
Name = "AI_21"
Command = x,x,x,x,x,y,x,x
Time = 0
[Command]
Name = "AI_22"
Command = y,y,y,y,y,z,y,y
Time = 0
[Command]
Name = "AI_23"
Command = z,z,z,z,z,a,z,z
Time = 0
[Command]
Name = "AI_24"
Command = a,a,a,a,b,b,b,b
Time = 0
[Command]
Name = "AI_25"
Command = a,a,a,a,c,c,c,c
Time = 0
[Command]
Name = "AI_26"
Command = a,a,a,a,x,x,x,x
Time = 0
[Command]
Name = "AI_27"
Command = a,a,a,a,y,y,y,y
Time = 0
[Command]
Name = "AI_28"
Command = a,a,a,a,z,z,z,z
Time = 0
[Command]
Name = "AI_29"
Command = b,b,b,b,a,a,a,a
Time = 0
[Command]
Name = "AI_30"
Command = b,b,b,b,c,c,c,c
Time = 0
[Command]
Name = "AI_31"
Command = b,b,b,b,x,x,x,x
Time = 0
[Command]
Name = "AI_32"
Command = b,b,b,b,y,y,y,y
Time = 0
[Command]
Name = "AI_33"
Command = b,b,b,b,z,z,z,z
Time = 0
[Command]
Name = "AI_34"
Command = c,c,c,c,a,a,a,a
Time = 0
[Command]
Name = "AI_35"
Command = c,c,c,c,b,b,b,b
Time = 0
[Command]
Name = "AI_36"
Command = c,c,c,c,x,x,x,x
Time = 0
[Command]
Name = "AI_37"
Command = c,c,c,c,y,y,y,y
Time = 0
[Command]
Name = "AI_38"
Command = c,c,c,c,z,z,z,z
Time = 0
[Command]
Name = "AI_39"
Command = x,x,x,x,a,a,a,a
Time = 0
[Command]
Name = "AI_40"
Command = x,x,x,x,b,b,b,b
Time = 0
[Command]
Name = "AI_41"
Command = x,x,x,x,c,c,c,c
Time = 0
[Command]
Name = "AI_42"
Command = x,x,x,x,y,y,y,y
Time = 0
[Command]
Name = "AI_43"
Command = x,x,x,x,z,z,z,z
Time = 0
[Command]
Name = "AI_44"
Command = y,y,y,y,a,a,a,a
Time = 0
[Command]
Name = "AI_45"
Command = y,y,y,y,b,b,b,b
Time = 0
[Command]
Name = "AI_46"
Command = y,y,y,y,c,c,c,c
Time = 0
[Command]
Name = "AI_47"
Command = y,y,y,y,x,x,x,x
Time = 0
[Command]
Name = "AI_48"
Command = y,y,y,y,z,z,z,z
Time = 0
[Command]
Name = "AI_49"
Command = z,z,z,z,a,a,a,a
Time = 0
[Command]
Name = "AI_50"
Command = z,z,z,z,b,b,b,b
Time = 0
[Command]
Name = "AI_51"
Command = z,z,z,z,c,c,c,c
Time = 0
[Command]
Name = "AI_52"
Command = z,z,z,z,x,x,x,x
Time = 0
[Command]
Name = "AI_53"
Command = z,z,z,z,y,y,y,y
Time = 0
[Command]
Name = "AI_54"
Command = a,a,a,b,b,b,c,c
Time = 0
[Command]
Name = "AI_55"
Command = a,a,a,c,c,c,b,b
Time = 0
[Command]
Name = "AI_56"
Command = a,a,a,b,b,c,c,c
Time = 0
[Command]
Name = "AI_57"
Command = a,a,a,c,c,b,b,b
Time = 0
;------------------------------------------------------------------------------
[Statedef -1] ;←この行は絶対に消さないでね。必須項目です。
;==============================================================================
; 超必殺技
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 236B]
type = ChangeState
value = 2000
TriggerAll = Var(59) = 0
TriggerAll = command = "236B"
triggerall = Power >= 1000
triggerall = NumHelper(2000) = 0
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = [200,210]
trigger2 = Movecontact
;==============================================================================
; 必殺技
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 623A]
type = ChangeState
value = 1100
TriggerAll = Var(59) = 0
TriggerAll = command = "623A"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = [200,210]
trigger2 = Movecontact
[State -1, 236A]
type = ChangeState
value = 1000
TriggerAll = Var(59) = 0
TriggerAll = command = "236A"
TriggerAll = NumHelper(1000) = 0
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = [200,210]
trigger2 = Movecontact
;==============================================================================
; 移動関連
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 前ダッシュ]
type = ChangeState
value = 100
TriggerAll = Var(59) = 0
TriggerAll = statetype != A
TriggerAll = ctrl
Trigger1 = Command = "FF"
[State -1, 後ろダッシュ]
type = ChangeState
value = 105
TriggerAll = Var(59) = 0
TriggerAll = statetype != A
TriggerAll = ctrl
Trigger1 = Command = "BB"
;==============================================================================
; 特殊技
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 投げ]
type = ChangeState
value = 800
TriggerAll = Var(59) = 0
triggerall = command = "holdfwd"
triggerall = command = "b"
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = 1
;------------------------------------------------------------------------------
[State -1, ガードキャンセル]
type = ChangeState
value = 700
triggerall = var(59) = 0
triggerall = command = "guardcancel"
triggerall = power >= 1000
triggerall = time>0
trigger1 = stateno = [150,153]
;==============================================================================
; 通常攻撃技
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 5B]
type = ChangeState
value = 220
TriggerAll = Var(59) = 0
TriggerAll = command = "b"
TriggerAll = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 200
trigger2 = Movecontact
[State -1, 近5A]
type = ChangeState
value = 200
TriggerAll = Var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2Dist X < 50
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = StateNo = 200
trigger2 = MoveType = I || Movecontact
[State -1, 遠5A]
type = ChangeState
value = 210
TriggerAll = Var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = StateNo = 200
trigger2 = Movecontact
;------------------------------------------------------------------------------
[State -1, 挑発]
type = ChangeState
value = 195
TriggerAll = Var(59) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
;------------------------------------------------------------------------------
[State -1, 2A]
type = ChangeState
value = 400
TriggerAll = Var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, 2B]
type = ChangeState
value = 410
TriggerAll = Var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
;------------------------------------------------------------------------------
[State -1, JA]
type = ChangeState
value = 600
TriggerAll = Var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = A
trigger1 = ctrl
[State -1, J2A]
type = ChangeState
value = 610
TriggerAll = Var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, JB]
type = ChangeState
value = 620
TriggerAll = Var(59) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = Movecontact
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, AI]
Type = null;VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [0,2]
Trigger1 = Command = "AI_00" || Command = "AI_01" || Command = "AI_02"
Trigger2 = Command = "AI_03" || Command = "AI_04" || Command = "AI_05"
Trigger3 = Command = "AI_06" || Command = "AI_07" || Command = "AI_08"
Trigger4 = Command = "AI_09" || Command = "AI_10" || Command = "AI_11"
Trigger5 = Command = "AI_12" || Command = "AI_13" || Command = "AI_14"
Trigger6 = Command = "AI_15" || Command = "AI_16" || Command = "AI_17"
Trigger7 = Command = "AI_18" || Command = "AI_19" || Command = "AI_20"
Trigger8 = Command = "AI_21" || Command = "AI_22" || Command = "AI_23"
Trigger9 = Command = "AI_24" || Command = "AI_25" || Command = "AI_26"
Trigger10 = Command = "AI_27" || Command = "AI_28" || Command = "AI_29"
Trigger11 = Command = "AI_30" || Command = "AI_31" || Command = "AI_32"
Trigger12 = Command = "AI_33" || Command = "AI_34" || Command = "AI_35"
Trigger13 = Command = "AI_36" || Command = "AI_37" || Command = "AI_38"
Trigger14 = Command = "AI_39" || Command = "AI_40" || Command = "AI_41"
Trigger15 = Command = "AI_42" || Command = "AI_43" || Command = "AI_44"
Trigger16 = Command = "AI_45" || Command = "AI_46" || Command = "AI_47"
Trigger17 = Command = "AI_48" || Command = "AI_49" || Command = "AI_50"
Trigger18 = Command = "AI_51" || Command = "AI_52" || Command = "AI_53"
Trigger19 = Command = "AI_54" || Command = "AI_55" || Command = "AI_56"
Trigger20 = Command = "AI_57"
;trigger22 = 1;AI常時起動
V = 59
Value = 1;AIレベル。1か2
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;切り替えし、カウンター
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;投げ
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, プリンシパルスター];11F、暗転後5F
type = ChangeState
value = 3100
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerAll = power >= 3000
triggerAll = StateType != A
triggerAll = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = EnemyNear,MoveType = A
triggerall = EnemyNear,AnimTime <= -10 || Var(59) < 6
triggerall = P2BodyDist X -FVar(11)*11*Var(59)/10 = [-55,55]
triggerall = P2BodyDist X = [-55,55]
Triggerall = EnemyNear,Time >= 11-1*Var(59)+30*(Var(56)=2)
trigger1 = Var(59) > 9
Trigger2 = GameTime%300 < 30*Var(59)
;Trigger3 = PrevStateNo = [120,159] || PrevStateNo = [5000,5270];こっちだと駄目
Trigger3 = ( PrevStateNo = [120,159] ) || ( PrevStateNo = [5000,5270] )
trigger3 = Var(59) > 7
trigger4 = Var(59) > 5
trigger4 = PalNo = 11
trigger4 = GameTime%500 < 400;適度にグダらず適度に連射
trigger4 = Random < 500
[State -1, シグニフィケーター];10F、暗転後7F
type = ChangeState
value = 3200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 1000
TriggerAll = NumHelper(3200) = 0
TriggerAll = StateType != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = EnemyNear,MoveType = A
TriggerAll = P2BodyDist X = [100,200]
TriggerAll = P2BodyDist Y = [-50,-200]
TriggerAll = EnemyNear,Pos Y + EnemyNear,Vel Y*(P2Dist X/10) + 0.5*EnemyNear,Const(movement.yaccel)*((P2Dist X/10)**2) < 0
trigger1 = Var(56) = 1
Trigger2 = GameTime%300 < 5*Var(59)
Trigger3 = ( PrevStateNo = [120,159] ) || ( PrevStateNo = [5000,5270] )
trigger3 = Var(56) = 2
trigger4 = PalNo = 11
[State -1, 空中トゥエルヴハウス];11F、飛び道具に対するカウンター
type = ChangeState
value = 3050
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 1000
TriggerAll = NumProjID(3000) = 0
TriggerAll = RoundState = 2
triggerall = statetype = A
TriggerAll = Pos Y < -40
TriggerAll = P2BodyDist X = [65,200]
triggerall = -(P2bodydist y -FVar(12)*(P2BodyDist X/4)*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*((P2BodyDist X/4)**2)) - 4/3*(P2bodydist x -FVar(11)*(P2BodyDist X/4)*Var(59)/10) = [-30,30]
triggerall = ctrl
triggerall = (EnemyNear,MoveType = A && EnemyNear,HitDefAttr = SCA,SP && EnemyNear,Time >= (10-Var(59))*2+30*(Var(56)=2)) || ((EnemyNear,NumProj > 0) && PalNo = 11)
Trigger1 = Random < Power/250
trigger2 = PalNo = 11
trigger2 = GameTime%500 < 400;適度にグダらず適度に連射
trigger2 = Random < 500
[State -1, グランドトライン];10F
type = ChangeState
value = 1220
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (P2BodyDist X -FVar(10)*5*Var(59)/10 != [-30,80]) || (PalNo = 12 && Var(57) = 1)
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = A
triggerall = (NumHelper(1200)!=0 && Var(22)=1 && Helper(1200),StateNo=1260) || (NumHelper(1210)!=0 && var(23)=1 && Helper(1210),StateNo=1260)
triggerall = EnemyNear,AnimTime <= -10 || Var(59) < 8
trigger1 = EnemyNear,Time >= 20-2*Var(59)+20*(Var(56)=2)
trigger1 = ( Var(56) = 1 ) || ( GameTime%100 < 40 )
[State -1, クロノクレーター];5F
type = ChangeState
value = 1300
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = statetype != A
TriggerAll = RoundState = 2
triggerall = P2BodyDist X -FVar(11)*5*Var(59)/10 = [30,60]
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = EnemyNear,AnimTime <= -5 || Var(59) < 7
trigger1 = EnemyNear,StateType = C
trigger1 = EnemyNear,movetype = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA
trigger1 = EnemyNear,Time >= 20-2*Var(59)+20*(Var(56)=2)
trigger1 = ( Var(56) = 1 ) || ( GameTime%100 < 40 )
[State -1, ベネフィック];12F
type = ChangeState
value = 1110
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*30 ) || Var(59) > 9
TriggerAll = statetype != A
TriggerAll = RoundState = 2
triggerall = P2BodyDist X -FVar(11)*19*Var(59)/10 = [-30,30]
triggerall = P2BodyDist X = [-30,30]
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = EnemyNear,movetype = A
triggerall = EnemyNear,AnimTime <= -12 || Var(56) = 2
triggerall = Random < 400-300*Life/LifeMax
triggerall = ( EnemyNear,HitDefAttr = SCA,NA,SA,NT,ST,HT ) || ( EnemyNear,hitDefAttr = SCA,NP,SP );HitDefAttrに!=は使えない模様
Triggerall = EnemyNear,Time >= 10-1*Var(59)+30*(Var(56)=2)
triggerall = ( Var(56) = 1 ) || ( GameTime%100 > 60 )
trigger1 = Var(59) > 9
Trigger2 = GameTime%300 < 30*Var(59)
Trigger3 = ( PrevStateNo = [120,159] ) || ( PrevStateNo = [5000,5270] )
trigger3 = Var(59) > 7
[State -1, 投げ];4F
type = ChangeState
value = 800
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = ctrl;ダッシュ中は不可
TriggerAll = stateno != 100
TriggerAll = (p2statetype = S) || (p2statetype = C)
TriggerAll = p2movetype != H
triggerall = P2bodydist x -FVar(11)*4*Var(59)/10 = [-10,16]
triggerall = EnemyNear,movetype = A
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,NP,SP
Triggerall = EnemyNear,Time >= 10-1*Var(59)+30*(Var(56)=2)
TriggerAll = EnemyNear,PrevStateNo != 5120;投げ無敵対策
triggerall = ( Var(56) = 1 ) || ( GameTime%100 > 60 )
trigger1 = Random < 200
[State -1, ジャンプ]
type = ChangeState
Value = 39+(StateNo=[100,105])
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
Triggerall = statetype != A
Triggerall = ctrl || (StateNo = [100,105]);105でも可
Triggerall = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = A
Triggerall = EnemyNear,HitDefAttr = SC,AT
Triggerall = P2bodydist x >= -10
Triggerall = EnemyNear,Time >= 20-2*Var(59)+15*(Var(56)=2)
Trigger1 = Random < 100
[State -1, 5A];5F
type = ChangeState
value = 200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = A
TriggerAll = EnemyNear,AnimTime <= -7 || Var(56) = 2;確定反撃
triggerAll = EnemyNear,ctrl = 0
TriggerAll = ( !InGuardDist && !Helper(30000),InGuardDist && !Helper(30001),InGuardDist ) || ( Random > (Var(59)-1)*100 && Var(59) < 10 )
TriggerAll = P2Bodydist x -FVar(11)*5*Var(59)/10 = [-10, 30]
TriggerAll = P2BodyDist Y -FVar(12)*5*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-58,0]
trigger1 = ctrl || (StateNo = [100,101])
;trigger1 = Var(59) > 9
;Trigger2 = EnemyNear,Time >= 13-1*Var(59)
;Trigger2 = GameTime%300 < 30*Var(59)
;Trigger3 = Var(59) > 7
;Trigger3 = PrevStateNo = [120,159]
;trigger4 = Var(59) > 5
;trigger4 = PrevStateNo = [5000,5270]
;trigger2 = ctrl
;trigger2 = EnemyNear,movetype = A
;trigger2 = EnemyNear,AnimTime <= -19
;trigger2 = BackEdgeBodyDist < 50
;trigger2 = Random = [0,150*EnemyNear,time/20+150*time/20]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;牽制
[State -1, チーム戦でのルミナリー]
type = ChangeState
value = 1010
triggerall = TeamMode = simul
triggerall = NumPartner >= 1
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1010) = 0
triggerall = P2Dist X > 130
triggerall = Gametime%30 < 15
trigger1 = ctrl || ((StateNo = [100,101]) && Var(56)=1)
[State -1, ルミナリー]
type = ChangeState
value = 1010
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1010) = 0
TriggerAll = EnemyNear,Alive
triggerall = EnemyNear,StateType != L
triggerall = P2Dist X > 160
triggerall = BackEdgeBodyDist > 50 || GameTime%53<20
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
triggerall = GameTime%100 = [52,58]
trigger1 = ctrl || ((StateNo = [100,101]) && Var(56)=1)
[State -1, ライツ]
type = ChangeState
value = 1020
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1010) = 0
TriggerAll = EnemyNear,Alive
triggerall = EnemyNear,StateType != L
triggerall = P2Dist X > 220
triggerall = BackEdgeBodyDist > 50 || GameTime%53<20
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
triggerall = TeamMode = single || TeamMode = turns;隙が大きいので多人数対戦で封印
triggerall = GameTime%118 < 5
trigger1 = ctrl || ((StateNo = [100,101]) && Var(56)=1)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ガード
;inguarddist EnemyNear,HitDefAttr = SCA,AA;打撃
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, ガード]
type = Changestate
value = 120
TriggerAll = Var(59) >= 1 && Random <= Var(59)*100
TriggerAll = ctrl; || StateNo = 100 || StateNo = 101 || (StateNo = 105 && Time >= 2)
TriggerAll = RoundState = 2
TriggerAll = StateNo != [120,155]
TriggerAll = EnemyNear,HitDefAttr != SCA,NT,ST,HT
TriggerAll = InGuardDist || Helper(30000),InGuardDist || Helper(30001),InGuardDist
trigger1 = Random < Var(59)*60 +300*(EnemyNear,time>12-Var(59)) +200*(P2BodyDist X = [-1,100])*(100-P2BodyDist X)
trigger2 = Var(59) = 10
;trigger1 = Random = [0,Var(58)+200-P2BodyDist X +FVar(11)*10]
;trigger1 = Random <= Var(59)*70 || Var(59) > 9
;Trigger2 = Enemy,NumHelper > 0
;Trigger2 = EnemyNear,NumHelper > Var(11)
;Trigger2 = Random < Var(59)*100
;trigger3 = Enemy,NumProj > 0
;trigger3 = Random = [0,Var(59)*100]
;Trigger4 = Stateno = 22
;trigger5 = P2BodyDist X > 100 || EnemyNear,Time > 60
;trigger5 = Random <= Var(59)*150
;trigger6 = 1
[State -1,立ちガード]
Type = ChangeState
Value = 120
TriggerAll = Var(59) >= 1
;TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,Alive
TriggerAll = StateNo != [120,155]
TriggerAll = Ctrl;||(Ctrl以外にも使える条件:地上:空中 例:ダッシュ中)
TriggerAll = inguarddist
Trigger1 = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
Trigger2 = (P2BodyDist X > 90) || (EnemyNear,Time > 50)
Trigger2 = Random <= Var(59)*150
[State -1, しゃがみガード優先]
type = StateTypeSet
TriggerAll = Var(12) = 0
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = ( StateNo = [120,153] ) && ( StateNo != 132 )
TriggerAll = RoundState = 2
triggerall = statetype = S
Trigger1 = 1
statetype = C
physics = C
[State -1, Lo to Hi]
type = StateTypeSet
TriggerAll = Var(12) = 0
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = ( StateNo = [120,153] ) && ( StateNo != 132 )
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,StateType != C
TriggerAll = P2Dist X < 100
triggerall = statetype = C
triggerall = Var(56)=1 || ( Var(59)/3 < Time)
Triggerall = ((EnemyNear,StateType=S) && (EnemyNear,Time>10) && (Random<100*(time-10))) || ((EnemyNear,StateType=A) && (((Var(56)=1) || (Random<90*Var(59))) || (Random<-100*EnemyNear,Pos Y) || (EnemyNear,Vel Y>0)))
Trigger1 = var(56) = 1
Trigger2 = Var(56) = 2
Trigger2 = GameTime%12 < Var(50)
statetype = S
physics = S
[State -1, Hi to Lo]
type = StateTypeSet
TriggerAll = Var(12) = 0
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = ( StateNo = [120,153] ) && ( StateNo != 132 )
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType = C || (P2Dist X > 100)
triggerall = statetype = S
triggerall = Var(56)=1 || ( Var(59)/3 < Time)
Trigger1 = var(56) = 1
Trigger2 = Var(56) = 2
Trigger2 = EnemyNear,Time >= 3
Trigger2 = GameTime%12 < Var(50)
statetype = C
physics = C
[State -1,ガード解除]
type = ChangeState
TriggerAll = Var(12) = 0
TriggerAll = Var(59) = [1,10]
TriggerAll = RoundState = 2
TriggerAll = StateNo = [120,132]
trigger1 = !InGuardDist && !Helper(30000),InGuardDist && !Helper(30001),InGuardDist
trigger2 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
value = 140
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上起き攻め
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, トヴェルヴハウス]
type = ChangeState
value = 3000
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = power >= 1000
TriggerAll = NumProjID(3000) = 0
TriggerAll = statetype != A
TriggerAll = RoundState = 2
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
triggerall = P2BodyDist X = [10,100]
triggerall = EnemyNear,BackEdgeBodyDist < 50
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = Random < power/10
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = EnemyNear,AnimTime = -30+10-Var(59)+5*(Var(56)=2)
[State -1, 2A];6F
type = ChangeState
value = 400
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = Statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
triggerall = ctrl || (StateNo = [100,101])
triggerall = P2Bodydist X = [-5, 40]
;triggerall = Random < 900
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = EnemyNear,AnimTime = -3+10-Var(59)+3*(Var(56)=2);-10+3
[State -1, 6B];23F
type = ChangeState
value = 230
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
triggerall = ctrl || (StateNo = [100,101])
triggerall = P2Bodydist x = [50,87]
triggerall = Random < 450
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = EnemyNear,AnimTime = -20+10-Var(59)+3*(Var(56)=2)
[State -1, ウェイン];40F
type = ChangeState
value = 1200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
triggerall = Var(20) != [-200,-1]
TriggerAll = Var(22) = 0
TriggerAll = NumHelper(1200) = 0 || Helper(1200),StateNo != 1250
TriggerAll = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = Random < 500
triggerall = frontedgebodydist > 70
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = P2Bodydist x = [30,130]
Trigger1 = EnemyNear,AnimTime <= -37+10-Var(59)+5*(Var(56)=2)
trigger2 = EnemyNear,StateNo = 5110
Trigger2 = P2Bodydist x != [-50,50]
trigger3 = EnemyNear,StateNo = [5080,5100]
[State -1, イングレス];40F
type = ChangeState
value = 1210
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
triggerall = Var(21) != [-200,-1]
TriggerAll = Var(23) = 0
TriggerAll = NumHelper(1210) = 0 || Helper(1210),StateNo != 1250
TriggerAll = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = Random < 500
triggerall = frontedgebodydist > 170
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = P2Bodydist x > 100
Trigger1 = EnemyNear,AnimTime <= -37+10-Var(59)+5*(Var(56)=2)
trigger2 = EnemyNear,StateNo = 5110
Trigger2 = P2Bodydist x != [-50,50]
trigger3 = EnemyNear,StateNo = [5080,5100]
[State -1, ライツ];25F
type = ChangeState
value = 1020
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = NumHelper(1010) = 0
;TriggerAll != InGuardDist || Helper(30000),InGuardDist || Helper(30001),InGuardDist;こっちじゃ発動しない
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = P2Bodydist X >= 100
triggerall = TeamMode = single || TeamMode = turns;隙が大きいので多人数対戦で封印
triggerall = Enemy,TeamMode = single || Enemy,TeamMode = turns
;triggerall = Random < 500
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = EnemyNear,AnimTime <= -30+10-Var(59)+3*(Var(56)=2)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中起き攻め(詐欺飛び)
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, JB];7F
type = ChangeState
value = 610
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = Statetype = A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateNo = 5120
triggerall = P2bodydist x -FVar(11)*7*Var(59)/10 = [-30,34]
triggerall = P2bodydist y = [-10,120]
triggerall = EnemyNear,AnimTime = -4+3*(Var(56)=2)
TriggerAll = Pos Y + Vel Y*7 + 0.5*0.30*(7**2) < 0;発動前の着地防止
trigger1 = ctrl
[State -1, ジャンプ]
type = ChangeState
value = 39
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = Statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = ctrl || (StateNo = [100,101])
TriggerAll = EnemyNear,StateNo = 5120
TriggerAll = Random < 100
triggerall = EnemyNear,AnimTime = [-40,-30]
trigger1 = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上目押し
;Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159];ガード中
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, ジャンプ]
type = ChangeState
value = 39
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = Statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = ctrl || (StateNo = [100,101])
;TriggerAll = EnemyNear,StateType = A
;TriggerAll = EnemyNear,MoveType = H
;TriggerAll = EnemyNear,stateno != [120,159]
triggerall = NumTarget(1100) > 0
trigger1 = 1
[State -1, プリンシパルスター];11F
type = ChangeState
value = 3100
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = power >= 3000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = EnemyNear,stateno != [120,159]
triggerall = P2BodyDist X -FVar(11)*11*Var(59)/10 = [-55,55]
triggerall = P2BodyDist X = [-55,55]
TriggerAll = P2BodyDist Y -FVar(12)*11*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(11**2) < -5
trigger1 = Random < 200+300*(PalNo = 11)
[State -1, シグニフィケーター];13F
type = ChangeState
value = 3200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 1000
TriggerAll = NumHelper(3200) = 0
TriggerAll = StateType != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType = A;対空
TriggerAll = EnemyNear,MoveType = H
TriggerAll = P2BodyDist X = [0,100]
TriggerAll = EnemyNear,stateno != [120,159]
;triggerall = -(P2bodydist y -FVar(12)*(P2BodyDist X/3)*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*((P2BodyDist X/3)**2)) - (P2bodydist x -FVar(11)*(P2BodyDist X/3)*Var(59)/10) = [-30,30]
TriggerAll = P2BodyDist Y -FVar(12)*13*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(13**2) = [-30,-120]
trigger1 = Random < 200+300*(PalNo = 11)
[State -1, クロノクレーター]
type = ChangeState
value = 1300
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerAll = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType = A;対空
TriggerAll = EnemyNear,MoveType = H
TriggerAll = P2BodyDist X = [0,50]
TriggerAll = P2BodyDist Y -FVar(12)*5*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(5**2) = [-100,0]
TriggerAll = EnemyNear,stateno != [120,159]
trigger1 = Random < 100
trigger2 = NumTarget(600) > 0 || NumTarget(610) > 0 || NumTarget(620) > 0
trigger2 = Random < 300
[State -1, ルミナリー];
Type = ChangeState
value = 1010
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = NumHelper(1010) = 0
triggerall = Random < 300
Trigger1 = P2StateType = A
Trigger1 = P2Bodydist X > 80;←↓落下際を狩る
Trigger1 = P2BodyDist Y -FVar(12)*(11+P2BodyDist X/6)*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*((12+P2BodyDist X/6)**2) = [-30,5]
trigger2 = NumTarget(1050) > 0
trigger2 = FrontEdgeDist < 70 || EnemyNear,BackEdgeBodyDist < 30
trigger2 = P2BodyDist X < 60
trigger2 = P2BodyDist Y -FVar(12)*12*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(12**2) = [-100,5]
[State -1, 5B];8F
type = ChangeState
value = 210
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = P2Bodydist x -FVar(11)*8*Var(59)/10 = [30, 49]
TriggerAll = P2BodyDist Y -FVar(12)*8*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(8**2) = [-47,0]
trigger1 = Random < 400
[State -1, 5A];5F
type = ChangeState
value = 200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = P2Bodydist x -FVar(11)*5*Var(59)/10 = [-10, 25]
TriggerAll = P2BodyDist Y -FVar(12)*5*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(5**2) = [-40,0];-58
trigger1 = Random < 400
[State -1, 2A];6F
type = ChangeState
value = 400
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2Bodydist x -FVar(11)*6*Var(59)/10 = [-10, 35]
TriggerAll = P2BodyDist Y -FVar(12)*6*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(6**2) = [-36,5]
trigger1 = Random < 300
[State -1, 2C];20F
type = ChangeState
value = 420
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType = A
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2Bodydist x = [30,71]
TriggerAll = P2BodyDist Y -FVar(12)*20*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(20**2) = [-15,5]
Trigger1 = Random < 100
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上繋ぎ
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, プリンシパルスター];11F
type = ChangeState
value = 3100
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 3000
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
triggerall = ((Var(59) < GameTime%11)||(EnemyNear,StateNo != [120,155]));最後に || Var(59) < 5 とか書くとエラー
triggerall = EnemyNear,MoveType = H
TriggerAll = EnemyNear,StateType != L
triggerall = P2BodyDist X -FVar(11)*11*Var(59)/10 = [-55,55]
triggerall = P2BodyDist X = [-55,55]
TriggerAll = P2BodyDist Y -FVar(12)*11*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(11**2) < -5
TriggerAll = MoveType = I;多段ヒットの初段キャンセルを防ぐため
trigger1 = StateNo = 1000
trigger1 = MoveContact
trigger2 = StateNo = [1010,1020]
trigger2 = Var(10) = 1
trigger3 = StateNo = [1100,1121];1120じゃない
trigger3 = Movecontact
trigger3 = Var(10) = 1
trigger4 = StateNo = 1220
trigger4 = Var(13) = 1
[State -1, シグニフィケーター]
type = ChangeState
value = 3200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 1000
TriggerAll = RoundState = 2
TriggerAll = NumHelper(3200) = 0
triggerall = StateType != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
triggerall = EnemyNear,StateNo != [120,159]
TriggerAll = EnemyNear,StateType = A;対空
triggerall = P2BodyDist X -FVar(11)*10*Var(59)/10 <= 50
triggerall = P2BodyDist X = [-5,50]
TriggerAll = P2BodyDist Y -FVar(12)*13*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(13**2) = [-20,-100]
TriggerAll = MoveType = I;多段ヒットの初段キャンセルを防ぐため
trigger1 = StateNo = 1000
trigger1 = MoveContact
trigger2 = StateNo = [1010,1020]
trigger2 = Var(10) = 1
trigger3 = StateNo = [1100,1121];1120じゃない
trigger3 = Movecontact
trigger3 = Var(10) = 1
trigger4 = StateNo = 1220
trigger4 = Var(13) = 1
[State -1, ステリウム];7F
type = ChangeState
value = 1100
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,MoveType = H && ( Var(59) < 6 || EnemyNear,StateType = A || EnemyNear,StateNo != [120,159] )
TriggerAll = EnemyNear,StateType != L
;TriggerAll = P2bodydist X -FVar(11)*7*Var(59)/10 = [-20,20];34
;TriggerAll = P2BodyDist Y -FVar(12)*7*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-58,-10]
triggerall = EnemyNear,StateType = A
TriggerAll = (Var(59) = [1,6]) || (FrontEdgeBodyDist > 50) || (EnemyNear,StateType = A)
triggerall = var(11) = 0
trigger1 = StateNo = 210
trigger1 = Var(10) = 1
trigger1 = Movecontact
trigger1 = (EnemyNear,stateno != [120,159]) || (Random > Var(59)*120)
trigger2 = StateNo = 410
trigger2 = Var(10) = 1
trigger2 = Movecontact
trigger2 = (EnemyNear,stateno != [120,159]) || (Random > Var(59)*120)
[State -1, ホラリー];9F、壁コン用
Type = ChangeState
value = 1000
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = StateType != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != A
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2Bodydist X -FVar(11)*9*Var(59)/10 <= 50
TriggerAll = P2BodyDist Y -FVar(12)*9*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(9**2) = [-50,0];-58
triggerall = FrontEdgeBodyDist < 60
trigger1 = StateNo = 210
trigger1 = Var(10) = 1
trigger1 = Movecontact
trigger2 = StateNo = 410
trigger2 = Var(10) = 1
trigger2 = Movecontact
[State -1, クロノクレーター];5F
type = ChangeState
value = 1300
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = EnemyNear,Alive
Triggerall = EnemyNear,MoveType = H
triggerall = ( Random%26 > 2*Var(59)+5 ) || EnemyNear,StateType = A || EnemyNear,StateNo != [120,159]; != || = の順序だとエラー
TriggerAll = EnemyNear,StateType != L
;TriggerAll = P2Bodydist x -FVar(11)*5*Var(59)/10 = [-20,90];
;TriggerAll = P2BodyDist Y -FVar(12)*5*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(5**2) = [-120,0]
TriggerAll = MoveHit > 0 || (Var(59) < 6 && MoveContact)
trigger1 = StateNo = 210
trigger1 = Var(10) = 1
trigger1 = Movecontact
trigger1 = (P2BodyDist X != [-20,20]) || FrontedgeBodyDist < 70
trigger2 = StateNo = 410
trigger2 = Var(10) = 1
trigger2 = Movecontact
trigger2 = (P2BodyDist X != [-20,20]) || FrontedgeBodyDist < 70
[State -1, ベネフィック];12F
type = ChangeState
value = 1110
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
;triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,StateType = A
TriggerAll = P2bodydist X -FVar(11)*12*Var(59)/10 = [-20,20];34
TriggerAll = P2BodyDist Y -FVar(12)*12*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(12**2) = [-58,-10]
TriggerAll = ( Random%26 > 2*Var(59)+5 ) || (FrontEdgeBodyDist < 50)
trigger1 = StateNo = 210
trigger1 = Var(10) = 1
trigger1 = Movecontact
trigger2 = StateNo = 410
trigger2 = Var(10) = 1
trigger2 = Movecontact
[State -1, 5B];8F
type = ChangeState
value = 210
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = P2Bodydist X -FVar(11)*8*Var(59)/10 <= 50
TriggerAll = P2BodyDist Y -FVar(12)*8*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(8**2) = [-47,0]
trigger1 = stateno = 200
trigger1 = Var(10) = 1
trigger1 = Movecontact
[State -1, 2B];9F,11F
type = ChangeState
value = 410
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2Bodydist x -FVar(11)*9*Var(59)/10 = [-29, 39]
TriggerAll = P2BodyDist Y -FVar(12)*9*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(9**2) = [-58,0]
trigger1 = stateno = 400
trigger1 = Var(10) = 1
trigger1 = Movecontact
trigger2 = stateno = 210
trigger2 = Var(10) = 1
trigger2 = Movecontact
[State -1, グランドトライン];10F
type = ChangeState
value = 1220
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = H
triggerall = (NumHelper(1200)!=0 && Var(22)=1 && Helper(1200),StateNo=1260) || (NumHelper(1210)!=0 && var(23)=1 && Helper(1210),StateNo=1260)
trigger1 = StateNo = 210
trigger1 = Var(10) = 1
trigger1 = Movecontact
trigger2 = StateNo = 410
trigger2 = Var(10) = 1
trigger2 = Movecontact
[State -1, 2C];20F
type = ChangeState
value = 420
TriggerAll = (Random >= Var(59)*90) && Var(59) = [1,6];封印推奨
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2Bodydist x -FVar(11)*20*Var(59)/10 = [10,73]
TriggerAll = P2BodyDist Y -FVar(12)*20*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(20**2) = [-5,10]
TriggerAll = MoveHit || Var(59) = [1,5]
TriggerAll = EnemyNear,StateType = A || Var(59) = [1,6]
trigger1 = StateNo = 410
trigger1 = Var(10) = 1
trigger1 = Movecontact
[State -1, 6B];23F
type = ChangeState
value = 230
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
Triggerall = EnemyNear,MoveType = H
TriggerAll = EnemyNear,StateType != L
TriggerAll = P2Bodydist x -FVar(11)*23*Var(59)/10 = [50, 77];50,87
TriggerAll = P2BodyDist Y -FVar(12)*23*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(23**2) = [-50,0]
TriggerAll = EnemyNear,StateType = C || Var(59) < 6
trigger1 = stateno = 210
trigger1 = Var(10) = 1
trigger1 = Movecontact
trigger1 = Random < 100
[State -1, ホラリー];9F
Type = ChangeState
value = 1000
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = StateType != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2Bodydist X -FVar(11)*9*Var(59)/10 = [20,60]
TriggerAll = P2BodyDist Y -FVar(12)*9*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(9**2) = [-50,0];-58
trigger1 = StateNo = 210
trigger1 = Var(10) = 1
trigger1 = MoveGuarded || (MoveHit && (Random>105*Var(59)));Movecontact
trigger2 = StateNo = 410
trigger2 = Var(10) = 1
trigger2 = MoveGuarded || (MoveHit && (Random>105*Var(59)));Movecontact
[State -1, ルミナリー];15F
type = ChangeState
value = 1010
TriggerAll = (Random >= Var(59)*90) && Var(59) = [1,8];封印推奨
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1010) = 0
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2BodyDist X > 50
TriggerAll = Random < 100
trigger1 = StateNo = 210
trigger1 = Var(10) = 1
trigger1 = MoveGuarded || (MoveHit && (Random>105*Var(59)));Movecontact
trigger2 = StateNo = 410
trigger2 = Var(10) = 1
trigger2 = MoveGuarded || (MoveHit && (Random>105*Var(59)));Movecontact
[State -1, ライツ];29F
type = ChangeState
value = 1020
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1010) = 0
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2BodyDist X > 50
trigger1 = StateNo = 410
trigger1 = Var(10) = 1
trigger1 = MoveGuarded
trigger1 = Random < 100
[State -1, 5A];5F
type = ChangeState
value = 200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2Bodydist x -FVar(11)*5*Var(59)/10 = [-10, 20]
TriggerAll = P2BodyDist Y -FVar(12)*5*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(5**2) = [-50,5];-58
trigger1 = stateno = 200
trigger1 = Var(10) = 1
trigger1 = Movecontact || MoveType = I
[State -1, 2A];6F
type = ChangeState
value = 400
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = H
TriggerAll = P2Bodydist x -FVar(11)*6*Var(59)/10 = [-10, 20]
TriggerAll = P2BodyDist Y -FVar(12)*6*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(6**2) = [-36,5]
trigger1 = stateno = 400
trigger1 = Var(10) = 1
trigger1 = Movecontact || MoveType = I
trigger2 = stateno = 200
trigger2 = Var(10) = 1
trigger2 = Movecontact
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中目押し
;AnimTime=0 Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, 空中トゥエルヴハウス];11F
type = ChangeState
value = 3050
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 1000
TriggerAll = NumProjID(3000) = 0
TriggerAll = RoundState = 2
triggerall = statetype = A
TriggerAll = Pos Y < -40
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = EnemyNear,MoveType = H
TriggerAll = EnemyNear,Statetype != L
TriggerAll = P2BodyDist X = [0,200]
triggerall = -(P2bodydist y -FVar(12)*(P2BodyDist X/4)*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*((P2BodyDist X/4)**2)) - 4/3*(P2bodydist x -FVar(11)*(P2BodyDist X/4)*Var(59)/10) = [-30,30]
triggerall = ctrl
triggerall = Random < 100
triggerall = NumTarget(1100) = 0
trigger1 = ctrl
trigger2 = StateNo = [600,610]
trigger2 = Var(10) = 1
trigger2 = Movecontact
trigger3 = StateNo = 1310
trigger3 = Var(13) = 1
trigger3 = time < 10
[State -1, J5A];6F
type = ChangeState
value = 600
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype = A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Statetype != L
TriggerAll = EnemyNear,MoveType = H
triggerall = P2BodyDist X -FVar(11)*6*Var(59)/10 = [-20,50]
triggerall = P2BodyDist Y -FVar(12)*6*Var(59)/10 +0.5*0.30*(9**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-70,-10]
triggerall = Random < 150 || NumTarget(1100) > 0
TriggerAll = Pos Y + Vel Y*6 + 0.5*0.30*(6**2) < 0;発動前の着地防止
trigger1 = ctrl
[State -1, JB];8F
type = ChangeState
value = 610
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = Statetype = A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Statetype != L
TriggerAll = EnemyNear,MoveType = H
triggerall = P2bodydist x -FVar(11)*8*Var(59)/10 = [-30,34]
triggerall = P2bodydist y -FVar(12)*8*Var(59)/10 +0.5*0.30*(7**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-10,90]
triggerall = Random < 150
TriggerAll = Pos Y + Vel Y*8 + 0.5*0.30*(8**2) < 0;発動前の着地防止
triggerall = NumTarget(1100) = 0
trigger1 = ctrl
Trigger2 = stateno = 600
trigger2 = Var(10) = 1
trigger2 = Movecontact
[State -1, JC];9F
type = ChangeState
value = 620
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = Statetype = A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Statetype != L
TriggerAll = EnemyNear,MoveType = H
triggerall = P2bodydist x -FVar(11)*9*Var(59)/10 = [-50,51]
triggerall = P2bodydist y -FVar(12)*9*Var(59)/10 +0.5*0.30*(7**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-40,100]
triggerall = Random < 150
TriggerAll = Pos Y + Vel Y*9 + 0.5*0.30*(9**2) < 0;発動前の着地防止
triggerall = NumTarget(1100) = 0
trigger1 = ctrl
Trigger2 = stateno = [600,610]
trigger2 = Var(10) = 1
trigger2 = Movecontact
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中繋ぎ
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, 空中トゥエルヴハウス];11F
type = ChangeState
value = 3050
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 1000
TriggerAll = NumProjID(3000) = 0
triggerall = statetype = A
TriggerAll = Pos Y < -40
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,MoveType = H
TriggerAll = EnemyNear,Statetype != L
TriggerAll = P2BodyDist Y < 10
triggerall = Random < 200
trigger1 = StateNo = 1310
trigger1 = Var(13) = 1
trigger1 = time < 10
[State -1, JB];8F
type = ChangeState
value = 610
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = Statetype = A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Statetype != L
TriggerAll = EnemyNear,MoveType = H
triggerall = P2bodydist x -FVar(11)*8*Var(59)/10 = [-30,24]
triggerall = P2bodydist y -FVar(12)*8*Var(59)/10 +0.5*0.30*(7**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-10,80]
triggerall = Random < 500
TriggerAll = Pos Y + Vel Y*8 + 0.5*0.30*(8**2) < 0;発動前の着地防止
trigger1 = stateno = 600
trigger1 = Var(10) = 1
trigger1 = Movecontact
[State -1, JC];9F
type = ChangeState
value = 620
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = Statetype = A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,Statetype != L
TriggerAll = EnemyNear,MoveType = H
triggerall = P2bodydist x -FVar(11)*9*Var(59)/10 = [-50,51]
triggerall = P2bodydist y -FVar(12)*9*Var(59)/10 +0.5*0.30*(7**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-40,100]
triggerall = Random < 700
TriggerAll = Pos Y + Vel Y*9 + 0.5*0.30*(9**2) < 0;発動前の着地防止
Trigger1 = stateno = 610
trigger1 = Var(10) = 1
trigger1 = Movecontact
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上移動
;Ctrl Random P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, ジャンプ]
type = ChangeState
value = 39
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,Statetype != L
TriggerAll = Statetype != A
TriggerAll = ctrl || (StateNo = [100,101])
trigger1 = (P2BodyDist X > 80) && (BackEdgeBodyDist > 50)
trigger1 = Random < 30
trigger1 = EnemyNear,MoveType != H
[State -1, 前歩き]
type = ChangeState
value = 21
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = Statetype != A
TriggerAll = ctrl
triggerall = StateNo != 21 && StateNo != 120
triggerall = EnemyNear,Movetype != A
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist)
Trigger1 = Random < 10+P2Dist X/5
trigger1 = P2BodyDist X = [20,50]
trigger2 = EnemyNear,StateNo = 5110
trigger2 = P2BodyDist X = [53,73]
Trigger3 = (NumHelper(1010) != 0) || (NumProjID(3000) > 0)
Trigger3 = Random < 300
[State -1, 前歩き停止]
Type = ChangeState
TriggerAll = StateNo = 21
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = EnemyNear,MoveType != H || P2BodyDist X < 30
;triggerall = 0
Trigger1 = P2StateType != L
Trigger1 = P2BodyDist X < 20
trigger2 = P2StateType = L
trigger2 = P2BodyDist X = [30,50]
Trigger3 = InGuardDist
trigger4 = Random > 990
trigger4 = time > 10
value = 0
Ctrl = 1
[State -1, 後ろ歩き]
type = ChangeState
value = 22
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = Statetype != A
TriggerAll = ctrl
triggerall = StateNo != 22 && StateNo != 120
triggerall = EnemyNear,StateType != L
triggerall = BackEdgeBodyDist > 30
;triggerall = P2Dist X = [0,50]
Trigger1 = Random < 20
[State -1, 後ろ歩き停止]
Type = ChangeState
TriggerAll = StateNo = 22
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
Trigger1 = P2StateType != L
Trigger1 = P2BodyDist X < 0
Trigger1 = EnemyNear,Vel X > 0
trigger2 = P2StateType = L
Trigger2 = P2BodyDist X = [40,60]
trigger3 = Random = [930,940]
trigger3 = time > 10
value = 0
Ctrl = 1
[State -1, 前方ダッシュ]
type = Changestate
value = 100
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = ctrl
triggerall = StateNo != 100;前方ダッシュ中に前方ダッシュをさせない
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
triggerall = P2Dist X > 65
trigger1 = P2Dist x >= 150
trigger1 = Random < P2Dist X/10
;Trigger2 = EnemyNear,movetype != A
Trigger2 = EnemyNear,StateNo = [120,159]
Trigger2 = NumHelper(1500) != 0
Trigger2 = Random < 30
trigger3 = BackEdgeBodyDist < 50
trigger3 = EnemyNear,Vel X < 0
trigger3 = P2Dist X >= 100
trigger3 = Random < 30
trigger4 = EnemyNear,MoveType = H
trigger4 = Random < 100
trigger5 = BackEdgeBodyDist < 50
trigger5 = EnemyNear,StateType = L
[State -1, AI用ステート変更]
type = ChangeState
triggerall = StateNo = 100
triggerall = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = time > 10
triggerall = NumTarget(1010) = 0
triggerall = NumProj = 0 || P2BodyDist X < 35
triggerall = (EnemyNear,StateType != L) || (P2BodyDist X = [-10,25]) || (EnemyNear,StateNo = 5120)
trigger1 = P2BodyDist X <= 70
trigger2 = P2BodyDist Y <= -80
trigger3 = InGuardDist || Helper(30000),InGuardDist || Helper(30001),InGuardDist
trigger4 = EnemyNear,MoveType = A
trigger5 = EnemyNear,Vel X > 2
trigger5 = P2Dist X < 120
trigger6 = (EnemyNear,MoveType != H) || (P2StateNo = [120,150])
trigger6 = P2Dist X < 90
trigger7 = Random < 50
trigger7 = P2Dist X < 150
value = 101;以前はここが0だった。酷いミス
ctrl = 1
[State -1, 後方ダッシュ]
type = ChangeState
value = 105
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = ctrl
triggerall = StateNo != 105
trigger1 = EnemyNear,movetype = A
trigger1 = P2bodydist x >= 50
trigger1 = BackEdgeBodyDist > 100
trigger1 = 3*(Var(56)=2) < EnemyNear,Time
trigger1 = Random = [600,750]
trigger2 = EnemyNear,MoveType = A
trigger2 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger2 = P2BodyDist X >= 0
trigger2 = 3*(Var(56)=2) < EnemyNear,Time
trigger2 = Random = [500,800]
;[State -1, AI用ステート変更2]
;type = ChangeState
;TriggerAll = StateNo = 105
;triggerall = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
;TriggerAll = RoundState = 2
;Triggerall = time > 10
;trigger1 = Random < time-10
;trigger2 = BackEdgeBodyDist < 50
;value = 101
;ctrl = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上立ち回り技振り
;Ctrl Random EnemyNear,Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, プリンシパルスター];11F
type = ChangeState
value = 3100
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 3000
triggerall = StateType != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = RoundState = 2
;triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType = A
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
triggerall = P2BodyDist X -FVar(11)*11*Var(59)/10 = [-55,55]
triggerall = P2BodyDist X = [-55,55]
trigger1 = Var(59) = [1,7]
trigger1 = P2BodyDist Y -FVar(12)*11*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(11**2) < -30
trigger1 = P2BodyDist Y < -30
trigger1 = Random < power/20
trigger2 = (EnemyNear,Life < 40) || (PalNo=11);削り殺し
trigger2 = Random < 150
[State -1, シグニフィケーター]
type = ChangeState
value = 3200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = power >= 1000
TriggerAll = NumHelper(3200) = 0
TriggerAll = StateType != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
triggerall = EnemyNear,StateType != L
trigger1 = Var(59) < 7
trigger1 = (P2bodydist y -FVar(12)*(P2BodyDist X/3)*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*((P2BodyDist X/3)**2)) - (P2bodydist x -FVar(11)*(P2BodyDist X/3)*Var(59)/10) = [-30,30]
trigger2 = EnemyNear,Life < 60;削り殺し
trigger2 = EnemyNear,MoveType != H || EnemyNear,stateno = [120,159]
trigger2 = P2BodyDist X = [-5,20]
trigger2 = P2BodyDist Y = [-50,5]
trigger2 = Random < 300
[State -1, トゥエルヴハウス];11F
type = ChangeState
value = 3000
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = power >= 1000
TriggerAll = NumProjID(3000) = 0
triggerall = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100) || (PalNo = 12 && Var(57) = 1)
TriggerAll = RoundState = 2
triggerall = EnemyNear,StateType != L
trigger1 = (Var(59) = [1,9]) || (TeamMode = simul) || (power > 3000);ぶっぱ
trigger1 = P2Dist X -FVar(11)*11*Var(59)/10 = [70,150]
trigger1 = P2Dist X > 60
trigger1 = EnemyNear,StateType != L
trigger1 = EnemyNear,stateno != [120,159]
trigger1 = EnemyNear,StateNo != 0
trigger1 = Power > 1000+Var(59)*100
trigger1 = Random < power/100
trigger2 = TeamMode = simul;仲間の救出
trigger2 = NumPartner
trigger2 = Partner,Movetype = H
trigger2 = P2Dist X > 50
trigger2 = EnemyNear,MoveType = A
trigger2 = EnemyNear,HitDefAttr = SCA,NA,SA,HA
trigger2 = Random < 200
trigger3 = PalNo = 11;黒カラーでのぶっぱ
trigger3 = P2Dist X > 100
trigger3 = Random > 850
trigger3 = GameTime%500 < 400;グダグダ防ぎ
;trigger5 = NumTarget(1730) > 0;グランドトライン後or壁際追い打ち
trigger4 = EnemyNear,MoveType = H && EnemyNear,stateno != [120,159]
trigger4 = EnemyNear,Vel X = 0
trigger4 = EnemyNear,Vel Y = [-2,0.5]
trigger4 = P2Dist X = [100,150]
trigger4 = P2Dist Y +FVar(12)*11*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(9**2) < -80
trigger4 = Random < Power/4
trigger5 = BackEdgeBodyDist < 10;壁際脱出
Trigger5 = NumHelper(1010) = 0
trigger5 = EnemyNear,MoveType != H
trigger5 = EnemyNear,BackEdgeBodyDist > 70
trigger5 = P2BodyDist X >= 60
trigger5 = Random < 100
trigger6 = EnemyNear,Life < 30;削り殺し
trigger6 = EnemyNear,MoveType != H || EnemyNear,stateno = [120,159]
trigger6 = P2Dist X > 70
trigger6 = Random < 300
[State -1, 投げ];4F
type = ChangeState
value = 800
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*30 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = ctrl
TriggerAll = (p2statetype = S) || (p2statetype = C)
TriggerAll = p2movetype != H
;triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
triggerall = P2bodydist x -FVar(11)*4*Var(59)/10 = [-10,16]
TriggerAll = (abs(EnemyNear,Vel X) < Var(59)/3) || (Var(56) = 1)
TriggerAll = EnemyNear,PrevStateNo != 5120;投げ無敵対策
trigger1 = Random < 200
[State -1, ウェイン];
type = ChangeState
value = 1200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1200) = 0
TriggerAll = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
triggerall = P2bodydist x -FVar(11)*25*Var(59)/10 = [80,200]
triggerall = P2BodyDist X > 130
triggerall = frontedgebodydist > 70
triggerall = Var(21) != [-250,-1]
trigger1 = Random < 100
[State -1, イングレス];
type = ChangeState
value = 1210
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1210) = 0
TriggerAll = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,StateType != L
triggerall = Var(20) != [-250,-1]
triggerall = P2bodydist x -FVar(11)*25*Var(59)/10 > 110
triggerall = P2BodyDist X > 150
triggerall = frontedgebodydist > 170
trigger1 = Random < 100
[State -1, グランドトライン];12F
type = ChangeState
value = 1220
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = Random < 150
triggerAll = P2BodyDist X -FVar(11)*10*Var(59)/10 != [-10,10]
Trigger1 = NumHelper(1200) != 0
Trigger1 = Helper(1200),StateNo = 1260
Trigger1 = Var(22) = 1
Trigger2 = NumHelper(1210) != 0
Trigger2 = Helper(1210),StateNo = 1260
Trigger2 = Var(23) = 1
[State -1, ステリウム7];14F
type = ChangeState
value = 1120
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
trigger1 = Var(59) = [1,5]
trigger1 = Random < 20
trigger1 = P2BodyDist X = [30,90]
trigger1 = P2StateType != A
trigger2 = Random < 40
trigger2 = P2BodyDist X = [-10,60]
trigger2 = P2StateType = A
[State -1, クロノクレーター];5F
type = ChangeState
value = 1300
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
Trigger1 = Var(59) = [1,9]
Trigger1 = Random < 30
Trigger1 = P2BodyDist X > 40
Trigger1 = P2BodyDist X < 70+20*(EnemyNear,Pos Y < 0)+20*(EnemyNear,Vel X > 0)
Trigger1 = P2BodyDist Y = [-70,0]
Trigger2 = Var(59) = [6,10]
Trigger2 = Random < 100
trigger2 = P2BodyDist X = [-20,10]
trigger2 = P2BodyDist Y = [-120,-30]
[State -1, ライツ];30F
type = ChangeState
value = 1020
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1010) = 0
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
triggerall = TeamMode = single || TeamMode = turns;隙が大きいので多人数対戦で封印
triggerall = Enemy,TeamMode = single || Enemy,TeamMode = turns
triggerall = Random < 20
trigger1 = P2Dist X > 17*Var(59)
[State -1, ルミナリー];16F
type = ChangeState
value = 1010
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = NumHelper(1010) = 0
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
triggerall = P2StateNo != 5050 || P2BodyDist X < 50;遠くで吹っ飛んでる敵に撃って無駄撃ちにならないよう
triggerall = Random < 40
TriggerAll = (EnemyNear, Pos Y > -100) || (Var(59)=[1,7])
trigger1 = P2Dist X > 14*Var(59)
[State -1, ホラリー];9F
Type = ChangeState
value = 1000
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
Triggerall = Random < 50
Trigger1 = P2BodyDist X = [-1,70]
Trigger1 = (P2BodyDist X > 20) || (Var(59)=[1,5])
Trigger1 = EnemyNear,StateType = A
trigger2 = P2BodyDist X = [60,100]
trigger2 = (EnemyNear,StateType = A) || (EnemyNear,Vel Y > 0)
trigger2 = P2BodyDist Y = [-100,0]
Trigger3 = Var(59) > 7
Trigger3 = P2BodyDist X -FVar(11)*6*Var(59)/10 = [-25, 10]
Trigger3 = P2BodyDist Y = [-120,-40]
[State -1, ステリウム];7F
Type = ChangeState
value = 1100
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = ctrl || ((StateNo = [100,101]) && Var(56)=1)
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
TriggerAll = abs(P2bodydist X -FVar(11)*7*Var(59)/10) < 34+15*(EnemyNear,Vel X>0)
TriggerAll = P2BodyDist Y -FVar(12)*7*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-58,-1]
TriggerAll = EnemyNear,StateType = A
trigger1 = Random < 200
[State -1, 6B];23F
type = ChangeState
value = 230
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
TriggerAll = P2Bodydist x -FVar(11)*23*Var(59)/10 = [70, 100];87]
triggerall = P2Bodydist X = [50,100]
;TriggerAll = P2BodyDist Y -FVar(12)*23*Var(59)/10 = [-105,0]
TriggerAll = EnemyNear,StateType = C || ( Random > (Var(59)-1)*100 && Var(59) < 10 )
trigger1 = Random < 50
[State -1, 2A];6F
type = ChangeState
value = 400
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
TriggerAll = P2Bodydist x -FVar(11)*6*Var(59)/10 = [-10, 35]
TriggerAll = EnemyNear,statetype != A;
TriggerAll = EnemyNear,StateType = S
trigger1 = Random < 60
[State -1, 2B];9F,11F
type = ChangeState
value = 410
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
triggerall = Random < 90
Trigger1 = EnemyNear,StateType != A
Trigger1 = P2Bodydist X -FVar(11)*11*Var(59)/10 = [15, 53]
Trigger2 = EnemyNear,statetype = A
Trigger2 = P2Bodydist x -FVar(11)*9*Var(59)/10 = [-29, 29]
Trigger2 = P2BodyDist Y -FVar(12)*9*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(9**2) = [-58,0]
[State -1, 2C];12F
type = ChangeState
value = 420
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
;TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
TriggerAll = P2Bodydist x -FVar(11)*12*Var(59)/10 = [25,73]
TriggerAll = P2BodyDist Y -FVar(12)*12*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(12**2) = [-15,5]
triggerall = Random < 20
Trigger1 = P2Bodydist x -FVar(11)*12*Var(59)/10 = [55,73]
trigger1 = (Var(59) = [1,9]) || EnemyNear,StateType = A
[State -1, 5B];8F
type = ChangeState
value = 210
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
TriggerAll = P2Bodydist x -FVar(11)*8*Var(59)/10 = [28, 54]
TriggerAll = P2BodyDist Y -FVar(12)*8*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(8**2) = [-47,0]
trigger1 = Random < 60
[State -1, 5A];5F
type = ChangeState
value = 200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
triggerall = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = EnemyNear,Alive
TriggerAll = P2Bodydist x -FVar(11)*5*Var(59)/10 = [-10, 30];ここが長すぎるとスカる
triggerall = EnemyNear,StateNo != [120,159]
TriggerAll = P2BodyDist Y -FVar(12)*5*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(5**2) = [-58,0]
trigger1 = Random < 60
[State -1, 5A];5F、着地狩り
type = ChangeState
value = 200
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,StateType = A;
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
;TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
TriggerAll = P2Bodydist x -FVar(11)*5*Var(59)/10 = [-10, 30];ここが長すぎるとスカる
;triggerall = EnemyNear,StateNo != [120,159]
TriggerAll = P2BodyDist Y -FVar(12)*5*Var(59)/10 +(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(5**2) = [-2,2]
triggerall = Random < 300
trigger1 = ctrl || (StateNo = [100,101])
[State -1, 挑発]
type = ChangeState
value = 195
TriggerAll = Var(59) >= 1 && Random <= (10-Var(59))*70 && Var(59) = [1,9]
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = ctrl || (StateNo = [100,101])
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
triggerall = EnemyNear,Life+300+30*Var(59) < Life
triggerall = Random < 10+100*(EnemyNear,Life/EnemyNear,LifeMax < 0.03*(10-Var(59)))+100*(Life/LifeMax > 0.6+0.03*Var(59))
trigger1 = P2Dist X > 170
trigger2 = P2Dist X > 30
trigger2 = EnemyNear,StateType = L
trigger3 = P2StateNo = 195
trigger3 = P2StateType = S
Trigger3 = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
[State -1, ガードキャンセル]
type = ChangeState
value = 750
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = StateNo = [150,153]
TriggerAll = power >= 1000
triggerall = time>0
triggerall = EnemyNear,AnimTime <= -13
TriggerAll = P2Bodydist x = [-10, 30]
triggerall = (EnemyNear,Time >= 30) || (Enemy,TeamMode = simul && BackEdgeBodyDist < 20)
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,NT,ST,NP,SP
trigger1 = Random <= 20
trigger2 = power >= 2000
trigger2 = Random <= power/40
trigger3 = PalNo = 11
trigger3 = Random <= 300
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中移動
;Ctrl Random P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;[State -1, 空中復帰]
;type = ChangeState
;value = 5210
;TriggerAll = Var(59) >= 1
;TriggerAll = Vel Y > 1
;TriggerAll = Alive
;TriggerAll = StateNo = 5050
;TriggerAll = CanRecover
;TriggerAll = Random < 40*Var(59) || Var(59) > 9
;;Trigger1 = FVar(11) < 0 && FVar(12) > 0
;Trigger1 = Pos Y = [-5,0]
;Trigger1 = P2Dist X > 60
;trigger2 = ( (P2Dist X)**2 + (P2BoDyDist Y)**2 )**0.5 > 100
;trigger3 = GameTime%735 < 20;復帰ぶっぱ
[State -1, 4AI] ;Recover near ground AI
type = ChangeState
triggerall = Var(59) >= 1
triggerall = StateNo = 5050
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
TriggerAll = Vel Y > 1;AI
TriggerAll = Random < 40*Var(59) || Var(59) > 9;AI
Trigger1 = Pos Y = [-5,0]
Trigger1 = P2Dist X > 60
trigger2 = ( (P2Dist X)**2 + (P2BoDyDist Y)**2 )**0.5 > 100
trigger3 = GameTime%735 < 20;復帰ぶっぱ
value = 5200 ;HITFALL_RECOVER
[State -1, 5AI]; Recover in mid air AI
type = ChangeState
triggerall = Var(59) >= 1
triggerall = StateNo = 5050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
TriggerAll = Vel Y > 1;AI
TriggerAll = Random < 40*Var(59) || Var(59) > 9;AI
Trigger1 = Pos Y = [-5,0]
Trigger1 = P2Dist X > 60
trigger2 = ( (P2Dist X)**2 + (P2BoDyDist Y)**2 )**0.5 > 100
trigger3 = GameTime%735 < 20;復帰ぶっぱ
value = 5210 ;HITFALL_AIRRECOVER
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中立ち回り技振り
;Ctrl Random EnemyNear,Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, 空中投げ];5F
type = ChangeState
value = 850
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
triggerall = statetype = A
TriggerAll = RoundState = 2
triggerall = ctrl
;TriggerAll = EnemyNear,Statetype != L
TriggerAll = EnemyNear,StateType = A
triggerall = P2bodydist x -FVar(11)*5*Var(59)/10 = [-5,31]
triggerall = P2bodydist y -FVar(12)*5*Var(59)/10 +0.5*0.30*(5**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(5**2) = [-50,10]
TriggerAll = Pos Y + Vel Y*5 + 0.5*0.30*(5**2) < 0;発動前の着地防止
trigger1 = Var(56) = 1
trigger1 = Random < 200
trigger2 = var(56) = 2
trigger2 = Random < 30
trigger2 = fvar(12) = [-2,2]
[State -1, J5A];7F
type = ChangeState
value = 600
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
TriggerAll = statetype = A
triggerall = ctrl
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
triggerall = P2BodyDist X -FVar(11)*7*Var(59)/10 = [-20,50]
triggerall = P2BodyDist Y -FVar(12)*7*Var(59)/10 +0.5*0.30*(7**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-70,-40]
TriggerAll = Pos Y + Vel Y*9 + 0.5*0.30*(9**2) < 0;発動前の着地防止
trigger1 = Random < 150
[State -1, JB];7F
type = ChangeState
value = 610
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = Statetype = A
triggerall = ctrl
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
triggerall = P2bodydist x -FVar(11)*7*Var(59)/10 = [-30,34]
triggerall = P2bodydist y -FVar(12)*7*Var(59)/10 +0.5*0.30*(7**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-30,90]
TriggerAll = Pos Y + Vel Y*7 + 0.5*0.30*(7**2) < 0;発動前の着地防止
trigger1 = Random < 150
[State -1, JC];9F
type = ChangeState
value = 620
TriggerAll = ( Var(59) >= 1 && Random <= Var(59)*70 ) || Var(59) > 9
TriggerAll = RoundState = 2
triggerall = Statetype = A
triggerall = ctrl
triggerall = (!InGuardDist&&!Helper(30000),InGuardDist&&!Helper(30001),InGuardDist) || (Random > Var(59)*100) || (StateNo=100)
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = I || (EnemyNear,MoveType = A && Var(56) = 2 && EnemyNear,Time < (20-2*Var(59)+15*(Var(56)=2)))
triggerall = P2bodydist x -FVar(11)*9*Var(59)/10 = [-50,51]
triggerall = P2bodydist y -FVar(12)*9*Var(59)/10 +0.5*0.30*(7**2)+(EnemyNear,StateType=A)*0.5*EnemyNear,Const(movement.yaccel)*(7**2) = [-50,100]
TriggerAll = Pos Y + Vel Y*9 + 0.5*0.30*(9**2) < 0;発動前の着地防止
TriggerAll = (Vel X<0) || (Vel Y>0);上りで出さない
trigger1 = Random < 200