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DJB MUGEN & IKEMEN Community

Command List — Keemasann.zip ← Back to Overview

[Remap] x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。 y = y ;Yボタン         〃 z = z ;Zボタン         〃 a = a ;Aボタン         〃 b = b ;Bボタン         〃 c = c ;Cボタン         〃 s = s ;スタートボタン      〃 ;------------------------------------------------------------------------------ [Defaults] command.time = 15 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
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