;-| キー配置設定 |------------------------------------------------------
;----------------------------------------------
[Remap]
x = a
y = z
z = y
a = b
b = c
c = x
s = s
;-|AI Command |-----------------------------------------------------------
[Command]
name = "AI_1"
command = U,D,F,B,U,D
time = 0
[Command]
name = "AI_2"
command = D,F,B,U,D,F
time = 0
[Command]
name = "AI_3"
command = F,B,U,D,F,B
time = 0
[Command]
name = "AI_4"
command = B,U,D,F,B,U
time = 0
[Command]
name = "AI_5"
command = U,D,U,D,U,D
time = 0
[Command]
name = "AI_6"
command = D,U,D,U,D,U
time = 0
[Command]
name = "AI_7"
command = F,B,F,B,F,B
time = 0
[Command]
name = "AI_8"
command = B,F,B,F,B,F
time = 0
[Command]
name = "AI_9"
command = U,F,U,F,U,F
time = 0
[Command]
name = "AI_10"
command = D,B,D,B,D,B
time = 0
[Command]
name = "AI_11"
command = F,U,F,U,F,U
time = 0
[Command]
name = "AI_12"
command = D,B,D,B,D,B
time = 0
[Command]
name = "AI_13"
command = U,B,U,B,U,B
time = 0
[Command]
name = "AI_14"
command = D,F,D,F,D,F
time = 0
[Command]
name = "AI_15"
command = B,U,B,U,B,U
time = 0
[Command]
name = "AI_16"
command = F,D,F,D,F,D
time = 0
[Command]
name = "AI_17"
command = a,b,c,x,y,z,s
time = 0
[Command]
name = "AI_18"
command = b,c,x,y,z,s,a
time = 0
[Command]
name = "AI_19"
command = c,x,y,z,s,a,b
time = 0
[Command]
name = "AI_20"
command = x,y,z,s,a,b,c
time = 0
[Command]
name = "AI_21"
command = y,z,s,a,b,c,x
time = 0
[Command]
name = "AI_22"
command = z,s,a,b,c,x,y
time = 0
[Command]
name = "AI_23"
command = s,a,b,c,x,y,z
time = 0
[Command]
name = "AI_24"
command = a+b+c+s
time = 0
[Command]
name = "AI_25"
command = x+y+z+s
time = 0
[Command]
name = "AI_26"
command = U,D,F,B,U,D,U,D,F,B,U,D
time = 0
[Command]
name = "AI_27"
command = D,F,B,U,D,F,D,F,B,U,D,F
time = 0
[Command]
name = "AI_28"
command = F,B,U,D,F,B,F,B,U,D,F,B
time = 0
[Command]
name = "AI_29"
command = B,U,D,F,B,U,B,U,D,F,B,U
time = 0
[Command]
name = "AI_30"
command = U,D,U,D,U,D,U,D,U,D,U,D
time = 0
[Command]
name = "AI_31"
command = D,U,D,U,D,U,D,U,D,U,D,U
time = 0
[Command]
name = "AI_32"
command = F,B,F,B,F,B,F,B,F,B,F,B
time = 0
[Command]
name = "AI_33"
command = B,F,B,F,B,F,B,F,B,F,B,F
time = 0
[Command]
name = "AI_34"
command = U,F,U,F,U,F,U,F,U,F,U,F
time = 0
[Command]
name = "AI_35"
command = D,B,D,B,D,B,D,B,D,B,D,B
time = 0
[Command]
name = "AI_36"
command = F,U,F,U,F,U,F,U,F,U,F,U
time = 0
[Command]
name = "AI_37"
command = D,B,D,B,D,B,D,B,D,B,D,B
time = 0
[Command]
name = "AI_38"
command = U,B,U,B,U,B,U,B,U,B,U,B
time = 0
[Command]
name = "AI_39"
command = D,F,D,F,D,F,D,F,D,F,D,F
time = 0
[Command]
name = "AI_40"
command = B,U,B,U,B,U,B,U,B,U,B,U
time = 0
[Command]
name = "AI_41"
command = F,D,F,D,F,D,F,D,F,D,F,D
time = 0
[Command]
name = "AI_42"
command = a,b,c,x,y,z,s,a,b,c,x,y,z,s
time = 0
[Command]
name = "AI_43"
command = b,c,x,y,z,s,a,b,c,x,y,z,s,a
time = 0
[Command]
name = "AI_44"
command = c,x,y,z,s,a,b,c,x,y,z,s,a,b
time = 0
[Command]
name = "AI_45"
command = x,y,z,s,a,b,c,x,y,z,s,a,b,c
time = 0
[Command]
name = "AI_46"
command = y,z,s,a,b,c,x,y,z,s,a,b,c,x
time = 0
[Command]
name = "AI_47"
command = z,s,a,b,c,x,y,z,s,a,b,c,x,y
time = 0
[Command]
name = "AI_48"
command = s,a,b,c,x,y,z,s,a,b,c,x,y,z
time = 0
[Command]
name = "AI_49"
command = a+b+c+s,a+b+c+s
time = 0
[Command]
name = "AI_50"
command = x+y+z+s,x+y+z+s
time = 0
;-| ファイナルメモリー |------------------------------------------------------
;----------------------------------------------
[Command];石入り雪球トルネード投法
name = "StoneSnow ball tornado throwing"
command = ~D, DF, F, D, DF, F, a, b
time = 30
;-| エタニースペシャル |------------------------------------------------------
;----------------------------------------------
[Command];寒いのには慣れてるんです 弱
name = "Cold Experience_X"
command = ~F, B, DB, D, DF, F, x
;command = /F, z
time = 30
[Command];寒いのには慣れてるんです 中
name = "Cold Experience_A"
command = ~F, B, DB, D, DF, F, a
time = 30
[Command];寒いのには慣れてるんです 強
name = "Cold Experience_B"
command = ~F, B, DB, D, DF, F, b
time = 30
;----------------------------------------------
[Command];びっくりしましたか? 弱
name = "Surprise_X"
command = ~D, DB, B, D, DB, B, x
time = 30
[Command];びっくりしましたか? 中
name = "Surprise_A"
command = ~D, DB, B, D, DB, B, a
time = 30
[Command];びっくりしましたか? 強
name = "Surprise_B"
command = ~D, DB, B, D, DB, B, b
time = 30
;----------------------------------------------
[Command];拡散メガバニラ砲 弱
name = "Diffusion Megabanira_X"
command = ~D, DB, B, DB, D, DF, F, x
time = 30
[Command];拡散メガバニラ砲 中
name = "Diffusion Megabanira_A"
command = ~D, DB, B, DB, D, DF, F, a
time = 30
[Command];拡散メガバニラ砲 強
name = "Diffusion Megabanira_B"
command = ~D, DB, B, DB, D, DF, F, b
time = 30
;-| 必殺技 |------------------------------------------------------
;----------------------------------------------
[Command];ストール回転です 弱
name = "Stole Rotation_X"
command = ~F, D, DF, x
time = 15
[Command];ストール回転です 中
name = "Stole Rotation_A"
command = ~F, D, DF, a
time = 15
[Command];ストール回転です 強
name = "Stole Rotation_B"
command = ~F, D, DF, b
time = 15
;----------------------------------------------
[Command];アイスクリームビーム 弱
name = "ICE Cream Beam_X"
command = ~D, DF, F, x
time = 15
[Command];アイスクリームビーム 中
name = "ICE Cream Beam_A"
command = ~D, DF, F, a
time = 15
[Command];アイスクリームビーム 中
name = "ICE Cream Beam_B"
command = ~D, DF, F, b
time = 15
;----------------------------------------------
[Command];空飛ぶ雪だるまです 弱
name = "Sky Flight Snowman_X"
command = ~D, DB, B, x
time = 15
[Command];空飛ぶ雪だるまです 中
name = "Sky Flight Snowman_A"
command = ~D, DB, B, a
time = 15
[Command];空飛ぶ雪だるまです 中
name = "Sky Flight Snowman_B"
command = ~D, DB, B, b
time = 15
;----------------------------------------------
[Command];頭上注意ですよ 弱
name = "Watch your head_X"
command = ~B, DB, D, x
time = 15
[Command];頭上注意ですよ 中
name = "Watch your head_A"
command = ~B, DB, D, a
time = 15
[Command];頭上注意ですよ 強
name = "Watch your head_B"
command = ~B, DB, D, b
time = 15
;----------------------------------------------
[Command];思ったよりも切れるんですよ 弱
name = "Cuts the Desire_X"
command = ~B, DB, D, x
time = 15
[Command];思ったよりも切れるんですよ 中
name = "Cuts the Desire_A"
command = ~B, DB, D, a
time = 15
[Command];思ったよりも切れるんですよ 強
name = "Cuts the Desire_B"
command = ~B, DB, D, b
time = 15
;-| 特殊動作 |-----------------------------------------------------------
[Command];インスタントチャージ
name = "IC"
command = ~D, D, b
time = 15
[Command];リコイルガード
name = "RG"
command = B
time = 10
[Command];リコイルガード・下段
name = "DRG"
command = DB
time = 10
[Command]
name = "QFC"
command = ~D, DF, F
time = 15
[Command]
name = "QBC"
command = ~D, DB, B
time = 15
;-| 2回押し技 |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 15
[Command]
name = "BB"
command = B, B
time = 15
;-| 2・3個の同時押し技(嘘) |-----------------------------------------------
[Command]
name = "recovery"
command = /F, x
time = 1
[Command]
name = "recovery"
command = /F, a
time = 1
[Command]
name = "recovery"
command = /F, b
time = 1
[Command]
name = "recovery"
command = /B, x
time = 1
[Command]
name = "recovery"
command = /B, a
time = 1
[Command]
name = "recovery"
command = /B, b
time = 1
[Command];テスト用
name = "recovery"
command = x
time = 1
[Command];テスト用
name = "recovery"
command = a
time = 1
[Command];テスト用
name = "recovery"
command = b
time = 1
;-| 方向とボタンで出す技 |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| ボタン設定(いじらない)|---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| 押しっぱなし設定(いじらない)-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "Jump"
command = $U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "holdx"
command = /$x
time = 1
[Command]
name = "holdy"
command = /$y
time = 1
; 下の記述↓は絶対に消さないでください。
[Statedef -1]
;===========================================================================
;==========ファイナルメモリー編==========
;---------------------------------------------------------------------------
;----------石入り雪球トルネード投法----------
[State -1, StoneSnow ball tornado throwing]
type = ChangeState
value = 3100
triggerall = command = "StoneSnow ball tornado throwing"
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = [200,650]
trigger13 = AnimElem = 2,>1
trigger14 = stateno = [1000,1500]
trigger14 = AnimElem = 2,>1
;==========エタニースペシャル編==========
;---------------------------------------------------------------------------
;----------寒いのには慣れてるんです 強----------
[State -1, Cold Experience_Strong]
type = ChangeState
value = 2020
triggerall = command = "Cold Experience_B"
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;----------寒いのには慣れてるんです 中----------
[State -1, Cold Experience_Middle]
type = ChangeState
value = 2010
triggerall = (command = "Cold Experience_A" || command = "Cold Experience_B")
triggerall = Power >= 2000
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;----------寒いのには慣れてるんです 弱----------
[State -1, Cold Experience_Light]
type = ChangeState
value = 2000
triggerall = (command = "Cold Experience_X" || command = "Cold Experience_A" || command = "Cold Experience_B")
triggerall = Power >= 1000
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;---------------------------------------------------------------------------
;----------びっくりしましたか? 強----------
[State -1, Surprise_Strong]
type = ChangeState
value = 2120
triggerall = command = "Surprise_B"
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;----------びっくりしましたか? 中----------
[State -1, Surprise_Middle]
type = ChangeState
value = 2110
triggerall = (command = "Surprise_A" || command = "Surprise_B")
triggerall = Power >= 2000
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;----------びっくりしましたか? 弱----------
[State -1, Surprise_Light]
type = ChangeState
value = 2100
triggerall = (command = "Surprise_X" || command = "Surprise_A" || command = "Surprise_B")
triggerall = Power >= 1000
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;---------------------------------------------------------------------------
;----------拡散メガバニラ砲 強----------
[State -1, Diffusion Megabanira_Strong]
type = ChangeState
value = IfElse(statetype=A,2225,2220)
triggerall = command = "Diffusion Megabanira_B"
triggerall = Power >= 3000
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;----------拡散メガバニラ砲 中----------
[State -1, Diffusion Megabanira_Middle]
type = ChangeState
value = IfElse(statetype=A,2215,2210)
triggerall = (command = "Diffusion Megabanira_A" || command = "Diffusion Megabanira_B")
triggerall = Power >= 2000
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;----------拡散メガバニラ砲 弱----------
[State -1, Diffusion Megabanira_Light]
type = ChangeState
value = IfElse(statetype=A,2205,2200)
triggerall = (command = "Diffusion Megabanira_X" || command = "Diffusion Megabanira_A" || command = "Diffusion Megabanira_B")
triggerall = Power >= 1000
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;==========必殺技編==========
;---------------------------------------------------------------------------
;----------ストール回転です 弱----------
[State -1, Stole Rotation_Light]
type = ChangeState
value = 1100
triggerall = command = "Stole Rotation_X"
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;----------ストール回転です 中----------
[State -1, Stole Rotation_Middle]
type = ChangeState
value = 1110
triggerall = command = "Stole Rotation_A"
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;----------ストール回転です 強----------
[State -1, Stole Rotation_Strong]
type = ChangeState
value = IfElse(fvar(8)>0,1120,1110)
triggerall = command = "Stole Rotation_B"
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;---------------------------------------------------------------------------
;----------アイスクリームビーム 弱----------
[State -1, ICE Cream Beam_Light]
type = ChangeState
value = IfElse(statetype=A,1005,1000)
triggerall = command = "ICE Cream Beam_X"
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;----------アイスクリームビーム 中----------
[State -1, ICE Cream Beam_Middle]
type = ChangeState
value = IfElse(statetype=A,1006,1001)
triggerall = command = "ICE Cream Beam_A"
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;----------アイスクリームビーム 強(地上)----------
[State -1, ICE Cream Beam_Strong]
type = ChangeState
value = IfElse(fvar(8)>0,1002,1001)
triggerall = command = "ICE Cream Beam_B"
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;----------アイスクリームビーム 強(空中)----------
[State -1, ICE Cream Beam_Strong]
type = ChangeState
value = IfElse(fvar(8)>0,1007,1006)
triggerall = command = "ICE Cream Beam_B"
triggerall = statetype = A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;---------------------------------------------------------------------------
;----------空飛ぶ雪だるまです 弱----------
[State -1, Sky Flight Snowman_Light]
type = ChangeState
value = IfElse(statetype=A,1405,1400)
triggerall = command = "Sky Flight Snowman_X"
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;----------空飛ぶ雪だるまです 中----------
[State -1, Sky Flight Snowman_Middle]
type = ChangeState
value = IfElse(statetype=A,1406,1401)
triggerall = command = "Sky Flight Snowman_A"
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;----------空飛ぶ雪だるまです 強(地上)----------
[State -1, Sky Flight Snowman_Strong]
type = ChangeState
value = IfElse(fvar(8)>0,1402,1401)
triggerall = command = "Sky Flight Snowman_B"
triggerall = statetype != A
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;----------空飛ぶ雪だるまです 強(空中)----------
[State -1, Sky Flight Snowman_Strong]
type = ChangeState
value = IfElse(fvar(8)>0,1407,1406)
triggerall = command = "Sky Flight Snowman_B"
triggerall = statetype = A
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
trigger13 = stateno = 230 && var(20) = 1
trigger14 = stateno = 600 && var(20) = 1
trigger15 = stateno = 610 && var(20) = 1
trigger16 = stateno = 620 && var(20) = 1
;---------------------------------------------------------------------------
;----------頭上注意ですよ 弱----------
[State -1, Watch your head_Light]
type = ChangeState
value = 1200
triggerall = command = "Watch your head_X"
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;----------頭上注意ですよ 中----------
[State -1, Watch your head_Middle]
type = ChangeState
value = 1210
triggerall = command = "Watch your head_A"
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;----------頭上注意ですよ 強----------
[State -1, Watch your head_Strong]
type = ChangeState
value = 1220
triggerall = command = "Watch your head_B"
triggerall = statetype != A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;---------------------------------------------------------------------------
;----------思ったよりも切れるんですよ 弱----------
[State -1, Watch your head_Light]
type = ChangeState
value = 1300
triggerall = command = "Cuts the Desire_X"
triggerall = statetype = A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 230 && var(20) = 1
trigger3 = stateno = 600 && var(20) = 1
trigger4 = stateno = 610 && var(20) = 1
trigger5 = stateno = 620 && var(20) = 1
;----------思ったよりも切れるんですよ 中----------
[State -1, Watch your head_Middle]
type = ChangeState
value = 1310
triggerall = command = "Cuts the Desire_A"
triggerall = statetype = A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 230 && var(20) = 1
trigger3 = stateno = 600 && var(20) = 1
trigger4 = stateno = 610 && var(20) = 1
trigger5 = stateno = 620 && var(20) = 1
;----------思ったよりも切れるんですよ 強----------
[State -1, Watch your head_Strong]
type = ChangeState
value = IfElse(fvar(8)>0,1320,1310)
triggerall = command = "Cuts the Desire_B"
triggerall = statetype = A
triggerall = var(59) = 0
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 230 && var(20) = 1
trigger3 = stateno = 600 && var(20) = 1
trigger4 = stateno = 610 && var(20) = 1
trigger5 = stateno = 620 && var(20) = 1
;==========特殊動作==========
;---------------------------------------------------------------------------
;----------インスタントチャージ----------
[State -1, Instant Charge];IC 地上
type = ChangeState
value = 4000
triggerall = statetype != A
triggerall = movetype = A
;triggerall = var(20) = 1
triggerall = fvar(8) > 0
triggerall = command = "IC"
triggerall = stateno != [1000,1007]
triggerall = var(59) = 0
;trigger1 = stateno != [1000,1007]
trigger1 = MoveContact > 0
;trigger2 = (Anim = 1000 || Anim = 1001)
;trigger2 = AnimElem = 5
trigger2 = Anim = [1000,1002]
trigger2 = AnimElem = 5,>1
trigger2 = AnimElem = 12,<0
trigger3 = projcontact(2001) = 1, >= 0
trigger4 = projcontact(2011) = 1, >= 0
trigger5 = projcontact(2021) = 1, >= 0
ignorehitpause = 1
[State -1, Instant Charge];IC 空中
type = ChangeState
value = 4010
triggerall = statetype = A
triggerall = movetype = A
;triggerall = var(20) = 1
triggerall = fvar(8) > 0
triggerall = command = "IC"
triggerall = stateno != [1000,1007]
triggerall = var(59) = 0
;trigger1 = stateno != [1000,1007]
trigger1 = MoveContact > 0
;trigger2 = (Anim = 1005 || Anim = 1006 || Anim = 1300 || Anim = 1310 || Anim = 1320)
trigger2 = (Anim = 1005 || Anim = 1006 || Anim = 1007 || Anim = 1300 || Anim = 1310 || Anim = 1320)
;trigger2 = AnimElem = 5
trigger2 = AnimElem = 5,>1
trigger2 = AnimElem = 12,<0
trigger3 = (Anim = 1400 || Anim = 1405)
;trigger3 = AnimElem = 2
trigger2 = AnimElem = 4,>1
trigger2 = AnimElem = 7,<0
ignorehitpause = 1
;----------雪合戦必勝法です----------
[State -1, Barrier];雪合戦必勝法です
type = ChangeState
value = 700
triggerall = command = "y"
triggerall = NumExplod(705) = 0
triggerall = NumExplod(706) = 0
triggerall = var(59) = 0
trigger1 = statetype != A
trigger1 = ctrl || stateno = 52
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 205 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 215 && var(20) = 1
trigger6 = stateno = 220 && var(20) = 1
trigger7 = stateno = 400 && var(20) = 1
trigger8 = stateno = 405 && var(20) = 1
trigger9 = stateno = 410 && var(20) = 1
trigger10 = stateno = 415 && var(20) = 1
trigger11 = stateno = 420 && var(20) = 1
trigger12 = stateno = 425 && var(20) = 1
;==========基本動作==========
;---------------------------------------------------------------------------
;----------ダッシュ関連----------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl || stateno = 52
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl || stateno = 52
;空中ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 111
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = Pos Y < -30
trigger1 = var(10) < 2
trigger1 = ctrl || stateno = 52
;空中後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 112
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = Pos Y < -30
trigger1 = var(10) < 2
trigger1 = ctrl || stateno = 52
;---------------------------------------------------------------------------
;----------ジャンプ関連----------
[State -1, Jump];空中ジャンプ
type = ChangeState
value = 45
triggerall = var(59) = 0
;triggerall = command = "Jump"
triggerall = command = "holdup"
triggerall = var(25) < 2
triggerall = ctrl
trigger1 = Time > 10
trigger2 = stateno = 119
;----------キャンセル関連----------
[State -1, Jump];ジャンプキャンセル
type = ChangeState
value = 45
;triggerall = command = "Jump"
triggerall = command = "holdup"
;triggerall = var(20) = 1
triggerall = var(25) < 2
triggerall = MoveContact > 0
triggerall = var(59) = 0
trigger1 = stateno = 200
trigger2 = stateno = 210 && MoveGuarded = 0
trigger3 = stateno = 215 && MoveGuarded = 0
trigger4 = stateno = 220
trigger5 = stateno = 400
trigger6 = stateno = 410
trigger7 = stateno = 600
trigger8 = stateno = 610
trigger9 = stateno = 620
[State -1, Run Fwd];空中ダッシュキャンセル
type = ChangeState
value = 111
triggerall = command = "FF"
triggerall = statetype = A
triggerall = Pos Y < -30
triggerall = var(10) < 2
triggerall = MoveContact > 0
;triggerall = var(20) = 1
triggerall = var(59) = 0
trigger1 = stateno = 200
trigger2 = stateno = 210
trigger3 = stateno = 220
trigger4 = stateno = 400
trigger5 = stateno = 410
trigger6 = stateno = 600
trigger7 = stateno = 610
trigger8 = stateno = 620
[State -1, Run Fwd];空中ダッシュキャンセル
type = ChangeState
value = 111
triggerall = command = "holdfwd"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "QFC"
triggerall = command != "QBC"
triggerall = statetype = A
triggerall = Pos Y < -30
triggerall = var(10) < 2
triggerall = MoveContact > 0
;triggerall = var(20) = 1
triggerall = var(59) = 0
trigger1 = stateno = 600 && (AnimElemTime(3) < 2)
trigger2 = stateno = 610 && (AnimElemTime(3) < 3)
trigger3 = stateno = 620 && (AnimElemTime(6) < 0)
[State -1, Run Back];空中後退ダッシュキャンセル
type = ChangeState
value = 112
triggerall = command = "BB"
triggerall = statetype = A
triggerall = Pos Y < -30
triggerall = var(10) < 2
triggerall = MoveContact > 0
;triggerall = var(20) = 1
triggerall = var(59) = 0
trigger1 = stateno = 200
trigger2 = stateno = 210
trigger3 = stateno = 220
trigger4 = stateno = 400
trigger5 = stateno = 410
trigger6 = stateno = 600
trigger7 = stateno = 610
trigger8 = stateno = 620
[State -1, Run Back];空中後退ダッシュキャンセル
type = ChangeState
value = 112
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "QFC"
triggerall = command != "QBC"
triggerall = statetype = A
triggerall = Pos Y < -30
triggerall = var(10) < 2
triggerall = MoveContact > 0
;triggerall = var(20) = 1
triggerall = var(59) = 0
trigger1 = stateno = 600 && (AnimElemTime(3) < 2)
trigger2 = stateno = 610 && (AnimElemTime(3) < 3)
trigger3 = stateno = 620 && (AnimElemTime(6) < 0)
;---------------------------------------------------------------------------
;----------その他----------
[State -1, Taunt];挑発
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = var(59) = 0
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;----------投げ----------
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "b"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = p2bodydist X < 5
triggerall = ctrl || stateno = 52
triggerall = var(59) = 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
;----------空中投げ----------
[State -1, Air Throw]
type = ChangeState
value = 810
triggerall = command = "b"
triggerall = command = "holdfwd"
triggerall = stateno != [111,112]
triggerall = Pos Y < -30
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = p2bodydist X < 10
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;----------特殊攻撃----------
;立ち弱攻撃 ダッシュ
[State -1, Stand Light]
type = ChangeState
value = 205
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = stateno = [100,100]
triggerall = var(59) = 0
trigger1 = statetype = S
trigger1 = ctrl
;立ち中攻撃 ダッシュ
[State -1, Stand Middle]
type = ChangeState
value = 215
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = stateno = [100,100]
triggerall = var(59) = 0
trigger1 = statetype = S
trigger1 = ctrl
;立ち強攻撃 ダッシュ
[State -1, Stand Strong]
type = ChangeState
value = 230
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = stateno = [100,100]
triggerall = var(59) = 0
trigger1 = statetype = S
trigger1 = ctrl
;----------特殊攻撃----------
;立ち弱攻撃 ダッシュ
[State -1, Stand Light]
type = ChangeState
value = 405
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = var(15) = 1 && (stateno = 10 || stateno = 100) && Time < 6
triggerall = var(59) = 0
trigger1 = statetype = C
trigger1 = ctrl
;立ち中攻撃 ダッシュ
[State -1, Stand Middle]
type = ChangeState
value = 415
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = var(15) = 1 && (stateno = 10 || stateno = 100) && Time < 6
triggerall = var(59) = 0
trigger1 = statetype = C
trigger1 = ctrl
;立ち強攻撃 ダッシュ
[State -1, Stand Strong]
type = ChangeState
value = 425
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = var(15) = 1 && (stateno = 10 || stateno = 100) && Time < 6
triggerall = var(59) = 0
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;----------基本攻撃----------
;立ち弱攻撃
[State -1, Stand Light]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = var(16) = 0
triggerall = var(59) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && var(20) = 1 && Prevstateno != [100,101]
trigger3 = stateno = 400 && var(20) = 1 && Prevstateno != [100,101]
;立ち中攻撃 近距離
[State -1, Stand Middle]
type = ChangeState
value = 210
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = p2BodyDist X < 40
triggerall = var(16) = 0
triggerall = var(59) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && var(20) = 1 && Prevstateno != [100,101]
trigger3 = stateno = 400 && var(20) = 1 && Prevstateno != [100,101]
;立ち中攻撃
[State -1, Stand Middle]
type = ChangeState
value = 211
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = var(16) = 0
triggerall = var(59) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && var(20) = 1 && Prevstateno != [100,101]
trigger3 = stateno = 400 && var(20) = 1 && Prevstateno != [100,101]
trigger4 = stateno = 210 && var(20) = 1 && Prevstateno != [100,101]
;立ち強攻撃
[State -1, Stand Strong]
type = ChangeState
value = 220
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = var(16) = 0
triggerall = var(59) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && var(20) = 1 && Prevstateno != [100,101]
trigger3 = stateno = 400 && var(20) = 1 && Prevstateno != [100,101]
trigger4 = stateno = 210 && var(20) = 1 && Prevstateno != [100,101]
trigger5 = stateno = 211 && var(20) = 1 && Prevstateno != [100,101]
trigger6 = stateno = 410 && var(20) = 1 && Prevstateno != [100,101]
;屈み弱攻撃
[State -1, Crouching Light]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = var(16) = 0
triggerall = var(59) = 0
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 400 && var(20) = 1
;屈み中攻撃
[State -1, Crouching Middle]
type = ChangeState
value = 410
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = var(16) = 0
triggerall = var(59) = 0
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 400 && var(20) = 1
;屈み強攻撃
[State -1, Crouching Strong]
type = ChangeState
value = 420
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = var(16) = 0
triggerall = var(59) = 0
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && var(20) = 1
trigger3 = stateno = 400 && var(20) = 1
trigger4 = stateno = 210 && var(20) = 1
trigger5 = stateno = 211 && var(20) = 1
trigger6 = stateno = 410 && var(20) = 1
;空中弱攻撃
[State -1, Jump Light]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && var(20) = 1
;空中中攻撃
[State -1, Jump Middle]
type = ChangeState
value = 610
triggerall = command = "a"
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && var(20) = 1
;空中強攻撃
[State -1, Jump Strong]
type = ChangeState
value = 620
triggerall = command = "b"
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && var(20) = 1
trigger3 = stateno = 610 && var(20) = 1
;----------Helper監視----------
[state -1,ヘルパーが捕まっていたら消す]
type = selfstate
triggerall = ishelper(1050)
triggerall = stateno != 0
trigger1 = stateno != 1050
trigger2 = anim = [5000,5999]
trigger3 = anim = [5,999]
value = 0
[state -1,ヘルパーが捕まっていたら消す]
type = selfstate
triggerall = ishelper(1051)
triggerall = stateno != 0
trigger1 = stateno != 1051
trigger2 = anim = [5000,5999]
trigger3 = anim = [5,999]
value = 0
[state -1,ヘルパーが捕まっていたら消す]
type = selfstate
triggerall = ishelper(1052)
triggerall = stateno != 0
trigger1 = stateno != 1052
trigger2 = anim = [5000,5999]
trigger3 = anim = [5,999]
value = 0
;===================================================================;
; for AI ;
;===================================================================;
;=======AI起動========================
[State -1, AI起動-Easy]
Type = VarSet
triggerall = Var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = PalNo = 7 || PalNo = 8
V = 59
Value = 1
[State -1, AI起動-Normal]
Type = VarSet
triggerall = Var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = PalNo = 9 || PalNo = 10
V = 59
Value = 2
[State -1, AI起動-Hard]
Type = VarSet
triggerall = Var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = PalNo = 11 || PalNo = 12
V = 59
Value = 3
[State -1, AI起動-random]
type = varrandom
triggerall = Var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
trigger16 = command = "AI_16"
trigger17 = command = "AI_17"
trigger18 = command = "AI_18"
trigger19 = command = "AI_19"
trigger20 = command = "AI_20"
trigger21 = command = "AI_21"
trigger22 = command = "AI_22"
trigger23 = command = "AI_23"
trigger24 = command = "AI_24"
trigger25 = command = "AI_25"
trigger26 = command = "AI_26"
trigger27 = command = "AI_27"
trigger28 = command = "AI_28"
trigger29 = command = "AI_29"
trigger30 = command = "AI_30"
trigger31 = command = "AI_31"
trigger32 = command = "AI_32"
trigger33 = command = "AI_33"
trigger34 = command = "AI_34"
trigger35 = command = "AI_35"
trigger36 = command = "AI_36"
trigger37 = command = "AI_37"
trigger38 = command = "AI_38"
trigger39 = command = "AI_39"
trigger40 = command = "AI_40"
trigger41 = command = "AI_41"
trigger42 = command = "AI_42"
trigger43 = command = "AI_43"
trigger44 = command = "AI_44"
trigger45 = command = "AI_45"
trigger46 = command = "AI_46"
trigger47 = command = "AI_47"
trigger48 = command = "AI_48"
trigger49 = command = "AI_49"
trigger50 = command = "AI_50"
ignorehitpause = 1
v = 59
range = 1,3
;=======初期化========================
[State -1, バリアフラグ]
Type = VarSet
triggerall = Var(58) != 0
triggerall = var(59) > 0 && RoundState != 2
trigger1 = 1
v = 58
value = 0
[State -1, 負けカウント]
type = VarSet
triggerall = Var(56) != 0
triggerall = ((var(59) > 0) && ( RoundState < 2))
trigger1 = RoundNo < 2
v = 56
value = 0
;=====================================
[State -1, バリア出現判定処理]
Type = VarSet
triggerall = var(59) > 0 && RoundState = 2
triggerall = var(58) = 0
trigger1 = movetype = H
trigger1 = p2bodydist X > 140
trigger1 = enemynear(var(57)),NumProj > 0 || enemynear(var(57)),NumHelper > 0
v = 58
value = 1
[State -1, 負けカウント]
type = VarSet
triggerall = Var(56) = 0
;triggerall = var(59) > 0
trigger1 = teammode = turns
trigger1 = roundno = 1
v = 56
value = -1
ignoreHitPause = 1
[State -1, 負けカウント]
type = VarSet
triggerall = Var(56) = 0
;triggerall = var(59) > 0
trigger1 = lose
trigger2 = teammode = turns
v = 56
value = 1
ignoreHitPause = 1
[State -1, 相手生存フラグ(複数用)]
type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy > 1
trigger2 = enemynear,life > 0
v = 57
value = 0
ignorehitpause = 1
[State -1, 相手生存フラグ(複数用)]
type = VarSet
trigger1 = NumEnemy > 1
trigger1 = enemynear,life = 0
v = 57
value = 1
ignorehitpause = 1
;==========難易度別AI Hard==========
;==========基本動作==========
;----------カウンター処理----------
[State -1, 屈弱・リコイル]
type = ChangeState
value = 400
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = var(42) = 0
triggerall = p2bodydist x = [0,22]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = alive
triggerall = statetype != A ;リコイルから反撃
trigger1 = ctrl
;trigger1 = !inguarddist
trigger1 = p2statetype != A
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
;trigger1 = enemynear(var(57)),animtime < -4
trigger1 = enemynear(var(57)),animtime < -2
trigger2 = p2statetype = A ;リコイルから反撃2
trigger2 = ctrl
trigger2 = enemynear(var(57)),pos Y =[-35,0]
trigger2 = enemynear(var(57)),Vel Y > 0
trigger2 = var(43) > 0 || enemynear(var(57)),movereversed
trigger2 = enemynear(var(57)),ctrl = 0
[State -1, 屈中・リコイル]
type = ChangeState
value = 410
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = var(42) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = alive
triggerall = statetype != A ;リコイルから反撃
trigger1 = ctrl
trigger1 = p2bodydist X = [0,24]
;trigger1 = !inguarddist
trigger1 = p2statetype != A
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0 || (enemynear(var(57)),Vel X = 0 && enemynear(var(57)),Vel Y = 0)
trigger1 = enemynear(var(57)),animtime < -5
[State -1, 立ち弱・リコイル]
type = ChangeState
value = 200
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = var(42) = 0
triggerall = p2bodydist x = [0,32]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = alive
triggerall = statetype != A ;リコイルから反撃
trigger1 = ctrl
;trigger1 = !inguarddist
;trigger1 = p2statetype != A
trigger1 = p2statetype != A || enemynear(var(57)),pos Y =[-40,-10]
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0 || (enemynear(var(57)),Vel X = 0 && enemynear(var(57)),Vel Y = 0)
trigger1 = enemynear(var(57)),animtime < -4
;;trigger1 = enemynear(var(57)),animtime = [-7,-6]
[State -1, 立ち中近・リコイル]
type = ChangeState
value = 210
triggerall = p2bodydist X = [0,45]
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = var(42) = 0
triggerall = p2bodydist Y > -85
triggerall = alive
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = statetype != A ;リコイルから反撃
trigger1 = ctrl
;trigger1 = !inguarddist
trigger1 = (p2statetype = A && p2bodydist Y <= 0) || p2bodydist X = [27,37]
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0 || (enemynear(var(57)),Vel X = 0 && enemynear(var(57)),Vel Y = 0)
trigger1 = enemynear(var(57)),animtime < -5
;trigger1 = enemynear(var(57)),animtime = -7
trigger2 = p2statetype = A ;リコイルから反撃2
trigger2 = ctrl
trigger2 = enemynear(var(57)),pos Y =[-75,50]
trigger2 = enemynear(var(57)),Vel Y > 0 || (enemynear(var(57)),Vel Y > 0 && pos Y > -60)
trigger2 = var(43) > 0 || enemynear(var(57)),movereversed
trigger2 = enemynear(var(57)),ctrl = 0
[State -1, 立ち中遠・リコイル]
type = ChangeState
value = 211
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = var(42) = 0
triggerall = alive
triggerall = p2bodydist X >= 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = statetype != A ;リコイルから反撃
trigger1 = ctrl
;trigger1 = !inguarddist
trigger1 = p2statetype != A
;trigger1 = p2bodydist X =[35,65]
trigger1 = p2bodydist X =[30,65]
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0 || (enemynear(var(57)),Vel X = 0 && enemynear(var(57)),Vel Y = 0)
;;trigger1 = enemynear(var(57)),animtime < -11
;trigger1 = enemynear(var(57)),animtime = [-15,-12]
;trigger1 = enemynear(var(57)),animtime = [-22, -9]
;trigger1 = enemynear(var(57)),animtime = [-24, -9]
trigger1 = enemynear(var(57)),animtime = [-26, -8]
[State -1, 立ち強・リコイル]
type = ChangeState
value = 220
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = var(42) = 0
triggerall = alive
triggerall = p2statetype != L
triggerall = p2bodydist Y > -85
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = statetype != A ;リコイルから反撃
trigger1 = ctrl
;trigger1 = !inguarddist
trigger1 = p2bodydist X =[40, 55]
trigger1 = (p2statetype = A && p2bodydist Y <= -40) || p2statetype != A
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0 || (enemynear(var(57)),Vel X = 0 && enemynear(var(57)),Vel Y = 0)
;;trigger1 = enemynear(var(57)),animtime < -13
trigger1 = enemynear(var(57)),animtime = [-18,-14]
[State -1, ジャンプ弱・リコイル]
type = ChangeState
value = 600
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
triggerall = p2stateno != [5201,5210]
triggerall = statetype = A ;リコイルから反撃
trigger1 = ctrl
;trigger1 = !inguarddist
trigger1 = p2bodydist X = [-10, 10]
trigger1 = p2bodydist Y = [29, 60]
trigger1 = p2statetype != A
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = var(43) > 4 || !inguarddist
trigger1 = enemynear(var(57)),ctrl = 0
;trigger1 = enemynear(var(57)),animtime < -7
[State -1,ジャンプ中・リコイル]
type = ChangeState
value = 610
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
triggerall = statetype = A ;リコイルから反撃
trigger1 = ctrl
;trigger1 = !inguarddist
trigger1 = p2bodydist X = [-20, 60]
trigger1 = p2bodydist Y = [-5, 40]
trigger1 = p2statetype != A
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = var(43) > 6 || !inguarddist
trigger1 = enemynear(var(57)),ctrl = 0
;trigger1 = enemynear(var(57)),animtime < -8
[State -1, ストール強・青ゲージ]
type = null;ChangeState
value = 1120
triggerall = var(59) = 3 && RoundState = 2
triggerall = StateType!=A
triggerall = fvar(8) > 1
triggerall = fvar(7) > 20 ; 青ゲージが沢山残っているときは寒いより優先して使う
triggerall = alive
trigger1 = ctrl || (movecontact && stateno = [200,420])
trigger1 = p2bodydist X = [-5,35]
trigger1 = p2statetype != A
trigger1 = p2movetype=A
trigger1 = (1000 * life / lifemax < 400 || Random = [330,999])
trigger1 = enemynear(var(57)),Time>=4
[State -1, びっくり強]
type = ChangeState
value = 2120
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = ctrl || stateno = 52 || stateno = 200 || stateno = 400 || (movecontact && stateno = [200,420])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,45]; 地上カウンター
trigger1 = p2statetype != A
trigger1 = p2movetype = A
;trigger1 = enemynear(var(57)),animtime < -30
trigger1 = enemynear(var(57)),animtime < -25
;trigger1 = enemynear(var(57)),time = [2,10]
trigger1 = enemynear(var(57)),time = [4,20]
trigger1 = enemynear(var(57)),Vel X = [0,1.5]
trigger1 = enemynear(var(57)),Vel Y = 0
trigger1 = p2stateno < 1000 || !(enemynear(var(57)),Vel X = 0)
trigger1 = random = [900, 999]
;trigger1 = random = [950, 999]
[State -1,寒い強]
type = ChangeState
value = 2020
triggerall = var(59) = 3 && RoundState = 2
triggerall = StateType != A
triggerall = Pos Y = 0
triggerall = Power >= 3000
triggerall = alive
triggerall = p2bodydist X = [-15,40]
;triggerall = p2bodydist X = [-10,40]
triggerall = p2bodydist Y <= 45
triggerall = ctrl || stateno = 52 || stateno = 200 || stateno = 400 || (movecontact && stateno = [200,420])
triggerall = p2movetype=A ;|| (fvar(8) > 0 && p2bodydist X <= 10 && enemynear(var(57)),pos Y = [-120,-60])
triggerall = p2statetype != L
triggerall = Random = [0,900]
triggerall = enemynear(var(57)),life <= 350
triggerall = enemynear(var(57)),animtime < -8
triggerall = enemynear(var(57)),Vel Y >= 0
triggerall = abs(enemynear(var(57)),Vel X) < 3 || (enemynear(var(57)),Vel X < 6 && p2bodydist X > 35)
triggerall = p2statetype != A || enemynear(var(57)),pos Y + 7 * enemynear(var(57)),Vel Y = [-180,-60]
triggerall = enemynear(var(57)),ctrl = 0
triggerall = var(43) = 0 || enemynear(var(57)),animtime > -20 || fvar(8) > 0
triggerall = p2stateno < 1000 || (enemynear(var(57)),hitdefAttr = SCA,AT) || (p2stateno < 3000 && random < 150)|| random < 20
;triggerall = enemynear(var(57)),Time = [2,20]
trigger1 = enemynear(var(57)),Time >= 5
trigger2 = (Prevstateno=[5000,5270])
trigger3 = (Prevstateno=[120,159])
[State -1,寒い中]
type = ChangeState
value = 2010
triggerall = var(59) = 3 && RoundState = 2
triggerall = StateType != A
triggerall = Pos Y = 0
triggerall = Power >= 2000
triggerall = alive
triggerall = p2bodydist X = [-15,40]
;triggerall = p2bodydist X = [-10,40]
triggerall = p2bodydist Y <= 45
triggerall = ctrl || stateno = 52 || stateno = 200 || stateno = 400 || (movecontact && stateno = [200,420])
triggerall = p2movetype=A ;|| (fvar(8) > 0 && p2bodydist X <= 10 && enemynear(var(57)),pos Y = [-120,-60])
triggerall = var(43) = 0 || enemynear(var(57)),animtime > -20 || fvar(8) > 0
triggerall = p2statetype != L
triggerall = Random = [0,900]
triggerall = enemynear(var(57)),life <= 250
triggerall = enemynear(var(57)),animtime < -8
triggerall = enemynear(var(57)),Vel Y >= 0
triggerall = abs(enemynear(var(57)),Vel X) < 3 || (enemynear(var(57)),Vel X < 6 && p2bodydist X > 35)
triggerall = p2statetype != A || enemynear(var(57)),pos Y + 7 * enemynear(var(57)),Vel Y = [-180,-60]
triggerall = enemynear(var(57)),ctrl = 0
;triggerall = enemynear(var(57)),Time = [2,20]
triggerall = p2stateno < 1000 || (enemynear(var(57)),hitdefAttr = SCA,AT) || (p2stateno < 3000 && random < 150)|| random < 20
trigger1 = enemynear(var(57)),Time>=5
trigger2 = (Prevstateno=[5000,5270])
trigger3 = (Prevstateno=[120,159])
[State -1,寒い弱]
type = ChangeState
value = 2000
triggerall = var(59) = 3 && RoundState = 2
triggerall = StateType!=A
triggerall = Pos Y = 0
triggerall = Power >= 1000
triggerall = alive
triggerall = p2bodydist X = [-10,30]
triggerall = p2bodydist Y <= 45
triggerall = ctrl || stateno = 52 || stateno = 200 || stateno = 400 || (movecontact && stateno = [200,420])
triggerall = p2movetype=A ;|| (fvar(8) > 0 && p2bodydist X <= 10 && enemynear(var(57)),pos Y = [-120,-60])
triggerall = p2statetype != L
triggerall = Random = [0,900]
triggerall = enemynear(var(57)),animtime < -8
triggerall = enemynear(var(57)),Vel Y >= 0
triggerall = abs(enemynear(var(57)),Vel X) < 3 || (enemynear(var(57)),Vel X < 6 && p2bodydist X > 35)
triggerall = p2statetype != A || enemynear(var(57)),pos Y + 7 * enemynear(var(57)),Vel Y = [-120,-60]
triggerall = enemynear(var(57)),ctrl = 0
triggerall = p2statetype = A || enemynear(var(57)),Time>=5
triggerall = var(43) = 0 || enemynear(var(57)),animtime > -20 || fvar(8) > 1
triggerall = p2stateno < 1000 || (enemynear(var(57)),hitdefAttr = SCA,AT) || (p2stateno < 3000 && random < 150)|| random < 20
trigger1 = (random < ifelse((1000 * life / lifemax < 400), 660, 330))
trigger2 = (Prevstateno=[5000,5270])
trigger3 = (Prevstateno=[120,159])
[State -1, ストール強]
type = ChangeState
value = 1120
triggerall = var(59) = 3 && RoundState = 2
triggerall = StateType!=A
triggerall = p2statetype != L
triggerall = fvar(8) > 0
triggerall = alive
triggerall = Pos Y = 0
triggerall = enemynear(var(57)),animtime < -11 || enemynear(var(57)),animtime = -1
triggerall = var(43) = 0 || enemynear(var(57)),animtime > -20
trigger1 = ctrl || stateno = 52 || (movecontact && stateno = [200,420])
trigger1 = p2bodydist X = [-5,35]
trigger1 = p2statetype != A
trigger1 = p2movetype=A
trigger1 = (1000 * life / lifemax < 400 || Random = [330,999])
trigger1 = enemynear(var(57)),Time>=5
[State -1, ビーム強]
type = ChangeState
value = 1002
triggerall = var(59) = 3 && RoundState = 2
triggerall = p2statetype != L
triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] )
triggerall = (p2stateno != [7859, 7860])
triggerall = fvar(8)>0
triggerall = var(42) = 0
triggerall = alive
triggerall = statetype != A
trigger1 = ctrl ; カウンター処理
trigger1 = p2bodydist X > 160
trigger1 = p2bodydist Y = [0,40]
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype = A
trigger1 = !inguarddist || NumExplod(705) > 0
trigger1 = enemynear(var(57)),Vel X = 0
trigger1 = enemynear(var(57)),Vel Y = 0
trigger1 = enemynear(var(57)),time = [3,15]
trigger1 = random = [800,999]
[State -1, ビーム弱]
type = ChangeState
value = IfElse(statetype=A,1005,1000)
triggerall = var(59) = 3 && RoundState = 2
triggerall = p2statetype != L
triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] )
triggerall = (p2stateno != [7859, 7860])
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl ; カウンター処理
trigger1 = p2bodydist X > 160
trigger1 = (Vel Y >= 0) || p2bodydist Y = [-35,0]
trigger1 = (Vel Y < 0) || p2bodydist Y = [0,35]
trigger1 = !inguarddist || NumExplod(705) > 0
trigger1 = p2movetype = A
trigger1 = enemynear(var(57)),Vel X = 0
trigger1 = enemynear(var(57)),Vel Y = 0
trigger1 = enemynear(var(57)),time = [5,35]
trigger1 = random = [330,999]
trigger2 = ctrl ; 空中ダッシュ対応
trigger2 = p2statetype = A
trigger2 = p2bodydist X > 160
trigger2 = Vel Y = [0,1.0]
trigger2 = p2bodydist Y = [-40,45]
trigger2 = !inguarddist ||((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger2 = enemynear(var(57)),Vel X > 3
trigger2 = enemynear(var(57)),Vel Y = [-0.5,0.5]
trigger3 = ctrl ; 空中ダッシュ対応2
trigger3 = p2statetype = A
trigger3 = p2bodydist X > 160
trigger3 = Vel Y = [0,4.0]
trigger3 = p2bodydist Y = [10,55]
trigger3 = !inguarddist ||((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger3 = enemynear(var(57)),Vel X > 3
trigger3 = enemynear(var(57)),Vel Y = [-0.5,0.5]
[State -1, 後方空中ダッシュ空・ダッシュ対応]
type = ChangeState
value = 112
triggerall = var(59) = 3 && RoundState = 2
triggerall = stateType = A
triggerall = p2statetype = A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = alive
triggerall = pos Y < -30
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
;triggerall = BackEdgeBodyDist >= 60
trigger1 = ctrl ; 空中ダッシュ対応
trigger1 = p2bodydist X > 240 || (BackEdgeBodyDist > 60 && p2bodydist X > 160)
trigger1 = p2bodydist Y = [-45,42]
trigger1 = (Vel Y < 0) || (Vel Y > 1.0)
trigger1 = enemynear(var(57)),Vel X > 3
trigger1 = enemynear(var(57)),Vel Y = [-0.5,0.5]
;trigger1 = enemynear(var(57)),time = [5,35]
;trigger1 = enemynear(var(57)),ctrl = 0
[State -1, 頭上注意弱]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = var(59) = 3 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl ; カウンター処理
trigger1 = p2bodydist X =[90, 140]
trigger1 = !inguarddist
trigger1 = p2statetype = A
trigger1 = p2movetype = A
trigger1 = enemynear(var(57)),Vel X = [-1,0.5]
trigger1 = enemynear(var(57)),pos Y < -180
trigger1 = enemynear(var(57)),time = 0
trigger2 = ctrl ; 相手上空
trigger2 = p2bodydist X =[90, 140]
trigger2 = !inguarddist
trigger2 = p2statetype = A
trigger2 = enemynear(var(57)),Vel X = [-1,1.5]
trigger2 = enemynear(var(57)),pos Y < -200
;trigger2 = enemynear(var(57)),time = [0,2]
[State -1, 頭上注意中]
type = ChangeState
value = 1210
triggerall = statetype != A
triggerall = var(59) = 3 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl ; カウンター処理
trigger1 = p2bodydist X =[141, 220]
trigger1 = !inguarddist
trigger1 = p2statetype = A
trigger1 = p2movetype = A
trigger1 = enemynear(var(57)),Vel X = [-1,0.5]
trigger1 = enemynear(var(57)),time = 0
trigger2 = ctrl ; 相手上空
trigger2 = p2bodydist X =[141, 220]
trigger2 = !inguarddist
trigger2 = p2statetype = A
trigger2 = enemynear(var(57)),Vel X = [-1,1.5]
trigger2 = enemynear(var(57)),pos Y < -200
;trigger2 = enemynear(var(57)),time = [0,2]
[State -1, 頭上注意強]
type = ChangeState
value = 1220
triggerall = statetype != A
triggerall = var(59) = 3 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl ; カウンター処理
trigger1 = p2bodydist X > 220
trigger1 = !inguarddist
trigger1 = p2statetype = A
trigger1 = p2movetype = A
trigger1 = enemynear(var(57)),Vel X = [-1,0.5]
trigger1 = enemynear(var(57)),time = 0
trigger2 = ctrl ; 相手上空
trigger2 = p2bodydist X > 220
trigger2 = !inguarddist
trigger2 = p2statetype = A
trigger2 = enemynear(var(57)),Vel X = [-1,1.5]
trigger2 = enemynear(var(57)),pos Y < -200
;trigger2 = enemynear(var(57)),time = [0,2]
;----------ガード関連----------
[State -1, バリア]
type = ChangeState
value = 700
triggerall = var(59) = 3 && RoundState = 2
triggerall = StateType!=A
triggerall = NumExplod(705) = 0
triggerall = NumExplod(706) = 0
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl
trigger1 = var(58) > 0
trigger1 = p2bodydist X > 160
trigger1 = !inguarddist
trigger1 = p2movetype != A
;trigger1 = enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0
trigger1 = enemynear(var(57)),Vel X <= 0
;trigger1 = ((p2stateno != 7852) && (p2stateno != 7853) && (p2stateno != 7857) && (p2stateno != 7858))
;trigger1 = p2movetype != H || p2stateno = 7851 || p2stateno = 7860 || (p2stateno = 7854 && enemynear(var(57)),PrevStateNo != 7853 && enemynear(var(57)),PrevStateNo != 7858 && enemynear(var(57)),PrevStateNo != 7863)
trigger1 = p2stateno < 7850 || p2stateno > 7869 || p2stateno = 7851 || p2stateno = 7860 || (p2stateno = 7854 && enemynear(var(57)),PrevStateNo != 7853 && enemynear(var(57)),PrevStateNo != 7858 && enemynear(var(57)),PrevStateNo != 7863)
trigger2 = ctrl
trigger2 = var(58) > 0
trigger2 = !inguarddist
trigger2 = p2statetype = L
trigger2 = enemynear(var(57)),animTime < -48
trigger2 = p2bodydist X > 80
[State -1,立ちガード]
type = ChangeState
value = 120
triggerall = var(59) = 3
;triggerall = stateno != [120,129]
triggerall = stateno != [120,139]
triggerall = NumExplod(705) = 0 || !(enemynear(var(57)),HitDefAttr = ,AP)
triggerall = ctrl
triggerall = alive
trigger1 = inguarddist
;trigger1 = inguarddist && p2bodydist X = [0,100]
;trigger2 = p2movetype = A
trigger2 = Enemy,MoveType = A; 裏周り対策
trigger2 = p2bodydist X < 0
trigger3 = !inguarddist
trigger3 = enemynear(var(57)),Vel X > 0
trigger3 = enemynear(var(57)),HitDefAttr = SC,AA
trigger4 = p2movetype = A; なんかガードしなかったりするみたいなので保険
trigger4 = p2bodydist X = [0,40]
;trigger5 = inguarddist
;trigger5 = ( enemynear(var(57)),NumProj > 0 || enemynear(var(57)),NumHelper > 0 ) && NumExplod(705) = 0
ignoreHitPause = 1
[State -1,ジャンプ回避・前]
type = ChangeState
value = 37
triggerall = var(59) = 3 && RoundState = 2
triggerall = Ctrl
triggerall = statetype != A
;triggerall = p2bodydist X = [10,30]
triggerall = alive
trigger1 = random < 250 || (enemynear(var(57)),Vel X > 0 && p2bodydist X = [10,30])
trigger1 = enemynear(var(57)),HitDefAttr = SC,AT
trigger2 = Enemy,Vel X > 0
trigger2 = Enemy,HitDefAttr = SC,AT
trigger2 = p2bodydist X = [10,30]
[State -1,ジャンプ回避・後]
type = ChangeState
value = 39
triggerall = var(59) = 3 && RoundState = 2
triggerall = Ctrl
triggerall = statetype != A
triggerall = p2bodydist X > 30
triggerall = alive
trigger1 = enemynear(var(57)),Vel X > 0
trigger1 = enemynear(var(57)),HitDefAttr = SC,AT
trigger2 = Enemy,Vel X > 0
trigger2 = Enemy,HitDefAttr = SC,AT
[State -1, 空中受身]
type = changestate
value=ifelse((pos y>=-20),5200,5210)
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
;triggerall = numenemy
triggerall = stateno = 5050
trigger1 = canrecover
trigger1 = vel y > -1
trigger1 = abs(p2bodydist X) > 160 || abs(p2bodydist Y) > 160 || pos y>=-20
;--------投げ-----------------
[State -1, 投げ]
type = ChangeState
value = 800
triggerall = var(59) = 3 && RoundState = 2
triggerall = statetype != A
triggerall = stateno != 100
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = p2movetype != A || enemynear(var(57)),animtime > -4
triggerall = !inguarddist
triggerall = alive
triggerall = ctrl || stateno = 52
triggerall = p2bodydist X < 5
;triggerall = var(43) = 0
triggerall = random < 880
triggerall = !(enemynear(var(57)),ctrl = 0 && enemynear(var(57)),animtime < -3)
trigger1 = enemynear(var(57)),Vel X = 0 && enemynear(var(57)),Vel Y = 0
;trigger1 = enemynear(var(57)),animtime > -4 || enemynear(var(57)),ctrl = 0
;trigger1 = time > 60
;trigger2 = (p2stateno = [120,159]) && enemynear(var(57)),ctrl = 1
trigger2 = (p2stateno = [120,129])
[State -1, 空中投げ]
type = ChangeState
value = 810
triggerall = var(59) = 3 && RoundState = 2
triggerall = statetype = A
triggerall = stateno != [111,112]
triggerall = p2statetype = A
triggerall = Pos Y < -30
triggerall = p2bodydist Y =[-15,10]
triggerall = alive
triggerall = ctrl
trigger1 = p2bodydist X < 10
trigger1 = p2movetype != H ;|| p2stateno = [120,155]
;--------状況限定、特殊処理(優先高)-----------------
[State -1, 雪球トルネード]
type = ChangeState
value = 3100
triggerall = var(59) = 3 && RoundState = 2
triggerall = Power >= 3000
triggerall = statetype != A
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
;triggerall = (p2stateno != [7859, 7860])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl
trigger1 = p2statetype != A
trigger1 = ((p2stateno = 7852) || (p2stateno = 7853) || (p2stateno = 7857) || (p2stateno = 7858))
trigger1 = p2bodydist X > 45
trigger2 = p2bodydist X > 0 ;チェーン
trigger2 = p2statetype != A
trigger2 = enemynear(var(57)),pos Y = [-10,0]
trigger2 = (stateno = 210) || (stateno = 410) || (stateno = 211) || (stateno = 420)
trigger2 = movehit
trigger2 = p2movetype = H ;ブロッキング/リコイル確認
trigger2 = (1000 * life / lifemax < 400) || (var(56) > 0)
[State -1, バニラ強]
type = ChangeState
value = 2225
triggerall = var(59) = 3 && RoundState = 2
triggerall = Power >= 3000
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = p2statetype != L
triggerall = alive
triggerall = var(42) = 0
trigger1 = statetype = A; コンボの締め用
trigger1 = p2statetype = A
trigger1 = p2bodydist X = [0,30]
trigger1 = movehit
trigger1 = stateno = 610
trigger1 = enemynear(var(57)),life < 300
trigger1 = Vel Y < 0
trigger1 = FrontEdgeBodyDist < 70 || p2bodydist X < 15
trigger2 = statetype != A; 削り用(チェーン)
trigger2 = p2statetype != A
trigger2 = p2bodydist X > 0
trigger2 = (stateno = 210) || (stateno = 410) || (stateno = 220) || (stateno = 420)
trigger2 = moveguarded
trigger2 = enemynear(var(57)),life < 50
trigger2 = random = [900,999]
[State -1, 画面端・空中コンボ用立ち中遠]
type = ChangeState
value = 211
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist X =[0,60]
triggerall = p2statetype != L
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = !inguarddist
triggerall = FrontEdgeBodyDist < 60
triggerall = alive
triggerall = var(42) = 0
trigger1 = (stateno = 210) ;チェーン(ヒット時)
trigger1 = movehit
;trigger1 = ((time > 14) || ((p2bodydist Y > -5) && (time > 8)))
trigger1 = ((time > 17) || ((p2bodydist Y > -5) && (time > 8)))
[State -1, 画面端・空中コンボ用立ち強]
type = ChangeState
value = 220
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2statetype != L
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = !inguarddist
;triggerall = FrontEdgeBodyDist < 60
triggerall = FrontEdgeBodyDist < 70
triggerall = alive
triggerall = var(42) = 0
trigger1 = (stateno = 210) ;チェーン
trigger1 = movehit
trigger1 = p2bodydist X =[0, 60]
;trigger1 = time > ifelse((p2bodydist Y > -20) ,10 ,14)
trigger1 = time > ifelse((p2bodydist Y > -20) ,10 ,17)
trigger2 = (stateno = 211) ;チェーン
trigger2 = movehit
trigger2 = p2bodydist X =[0, 60]
[State -1,画面端・ジャンプ中]
type = ChangeState
value = 610
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
triggerall = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = p2bodydist X > -20
triggerall = FrontEdgeBodyDist < 60
trigger1 = p2bodydist Y = [-25, 100]
trigger1 = p2bodydist X < 60 ;牽制
trigger1 = p2statetype = A
trigger1 = ctrl
[State -1, 画面端・空中コンボ用上ジャンプキャンセル ]
type = ChangeState
value = 38
triggerall = var(59) = 3 && RoundState = 2
triggerall = stateType != A
triggerall = p2statetype != L
triggerall = !inguarddist
triggerall = FrontEdgeBodyDist < 60
triggerall = alive
triggerall = var(42) = 0
trigger1 = p2statetype = A
;trigger1 = movehit
trigger1 = movecontact
trigger1 = (stateno = 220)
trigger1 = p2bodydist X = [0,60]
;trigger1 = time > 4
[State -1, 空中ジャンプ]
type = ChangeState
value = 44
triggerall = var(25) < 2
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType = A
triggerall = p2statetype != L
triggerall = p2movetype = H
triggerall = var(23) >= 8
triggerall = p2bodydist X > -20
triggerall = FrontEdgeBodyDist < 60
trigger1 = p2dist Y < 0
trigger1 = p2bodydist X < 60
trigger1 = p2statetype = A
trigger1 = movehit
trigger1 = stateno = 610
[State -1, 立ち強(起き上がり用)]
type = ChangeState
value = 220
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2statetype != L
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
;triggerall = (p2stateno != [7859, 7860])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != [5201,5210]
triggerall = p2bodydist X =[0, 50]
triggerall = !inguarddist
triggerall = alive
triggerall = var(42) = 0
trigger1 = statetype != A ;相手の起き上がりに重ねる
trigger1 = ctrl
;trigger1 = p2stateno = 52
;trigger1 = enemynear(var(57)),animtime = [-6,-4]
trigger1 = p2stateno = [5201,5210]
trigger1 = enemynear(var(57)),animtime = [-15,-13]
trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
[State -1, 屈弱(起き上がり用)]
type = ChangeState
value = 400
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,10]
triggerall = (p2stateno != [120,159])
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
;triggerall = (p2stateno != [7859, 7860])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = (p2stateno != [5110, 5210])
triggerall = alive
triggerall = var(42) = 0
triggerall = !inguarddist
trigger1 = statetype != A ;相手の起き上がりに重ねる
trigger1 = ctrl
trigger1 = p2stateno = [5120,5129]
trigger1 = enemynear(var(57)),animtime = -1
;trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
[State -1, 立ち弱(起き上がり用)]
type = ChangeState
value = 200
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,20]
triggerall = p2statetype != L
triggerall = (p2stateno != [120,159])
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
;triggerall = (p2stateno != [7859, 7860])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = (p2stateno != [5110, 5210])
triggerall = alive
triggerall = var(42) = 0
triggerall = !inguarddist
trigger1 = statetype != A ;相手の起き上がりに重ねる
trigger1 = ctrl
trigger1 = p2stateno = [5120,5129]
trigger1 = enemynear(var(57)),animtime = -3
;trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
[State -1, バックジャンプ退避]
type = ChangeState
value = 39
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = stateType != A
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = ctrl
trigger1 = p2stateno = [5120,5129]
trigger1 = enemynear(var(57)),animtime < -8
trigger1 = p2bodydist X =[0,50]
trigger2 = ctrl
trigger2 = p2stateno = [5120,5129]
trigger2 = var(48) <= -15
trigger2 = p2bodydist X =[120,180]
trigger2 = random = [900,999]
[State -1, びっくり強・コンボ]
type = ChangeState
value = 2120
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = p2statetype != L
triggerall = p2statetype = A
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,85]; コンボの締め用
;trigger1 = (p2bodydist Y = [-90, -45]) ;|| (p2bodydist Y = 0)
;trigger1 = (p2bodydist Y = [-120, -40])
trigger1 = (enemynear(var(57)),Pos Y = [-120, -65])
;trigger1 = (enemynear(var(57)),Pos Y = [-120, -55])
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = movehit
trigger1 = enemynear(var(57)),Vel Y <= 0
;trigger1 = hitcount < 3
;trigger1 = var(23) < 3
;trigger1 = fvar(11) <= 0.25
trigger1 = fvar(11) <= 0.35
trigger1 = FrontEdgeBodyDist >= 30
[State -1, 空中コンボ用 前ジャンプキャンセル]
type = ChangeState
value = 37
triggerall = var(59) = 3 && RoundState = 2
triggerall = stateType != A
;triggerall = p2statetype = A
triggerall = p2statetype != L
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = FrontEdgeBodyDist >= 60
triggerall = alive
trigger1 = movehit
trigger1 = (stateno = 210)
;trigger1 = p2bodydist X =[6,75]
trigger1 = p2bodydist X =[11,75]
;trigger1 = time > 4
;trigger1 = time > 2
trigger1 = p2statetype = A
trigger1 = enemynear(var(57)),pos Y < 0 ; なぜかジャンプするときがあるので
trigger2 = movehit
trigger2 = (stateno = 220)
trigger2 = p2bodydist X =[6,75]
;trigger2 = time > 4
trigger3 = moveguarded
trigger3 = (stateno = 220)
trigger3 = p2bodydist X =[6,75]
trigger3 = time > 14
trigger3 = random = [200,999]
[State -1, 空中コンボ用上ジャンプキャンセル or 起き攻め用 上ジャンプ ]
type = ChangeState
value = 38
triggerall = var(59) = 3 && RoundState = 2
triggerall = stateType != A
;trigger1 = p2statetype = A
triggerall = p2statetype != L
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = FrontEdgeBodyDist >= 60
triggerall = alive
trigger1 = movehit
trigger1 = (stateno = 210)
;trigger1 = p2bodydist X = [0, 5]
trigger1 = p2bodydist X = [0, 10]
;trigger1 = time > 4
trigger1 = p2statetype = A
trigger2 = p2statetype = A
trigger2 = movehit
trigger2 = (stateno = 220)
trigger2 = p2bodydist X = [0, 5]
;trigger2 = time > 4
trigger3 = moveguarded
trigger3 = (stateno = 220)
trigger3 = p2bodydist X =[0,5]
trigger3 = time > 14
trigger3 = random = [200,999]
trigger4 = p2stateno = [5120,5129]; 起き攻め用
trigger4 = enemynear(var(57)),animtime = [-16,-11]
trigger4 = ctrl
[State -1, 空中コンボ用 後ろジャンプキャンセル]
type = ChangeState
value = 39
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = stateType != A
triggerall = p2statetype != L
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
;triggerall = p2statetype = A
trigger1 = movehit
trigger1 = (stateno = 210) ;|| (stateno = 220)
trigger1 = p2bodydist X < 0
;trigger1 = time > 4
trigger1 = p2statetype = A
trigger2 = movecontact
trigger2 = (stateno = 220)
trigger2 = p2bodydist X < 0
;trigger2 = time > 4
trigger3 = moveguarded
trigger3 = (stateno = 220)
trigger3 = p2bodydist X < 0
trigger3 = time > 14
trigger3 = random = [200,999]
[State -1, 空中ダッシュ地]
type = ChangeState
value = 111
triggerall = var(59) = 3 && RoundState = 2
triggerall = stateType = A
triggerall = p2statetype != A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = alive
triggerall = pos Y < -40
;triggerall = p2bodydist X > 15
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
;triggerall = p2bodydist X > 50 || p2movetype != A
;triggerall = p2bodydist X > 40
triggerall = p2statetype != L || (p2bodydist X > 80 && enemynear(var(57)),animtime > -16 && pos Y > -80 && p2stateno = [5120,5129])
triggerall = var(48) > -15 || stateno != 112
trigger1 = ctrl
trigger1 = random = [600,999]
trigger1 = p2bodydist X > 40
trigger1 = p2bodydist X > 80 || pos Y > -80
trigger1 = var(47) < 3 || random = [980,999]
;trigger2 = (stateno = 610) || (stateno = 620 && time = [17,18])
trigger2 = (stateno = 610) || (stateno = 620)
;trigger2 = var(20) = 1
trigger2 = moveguarded
trigger2 = p2bodydist X > 80
trigger2 = random = [600,999]
trigger2 = p2bodydist X > 40
trigger3 = p2stateno = [5120,5129] ; 前方退避
trigger3 = BackEdgeBodyDist < 60
trigger3 = p2bodydist X < 40 && enemynear(var(57)),animtime < -8
trigger4 = prevstateno = 5210 ; 前方退避2
trigger4 = BackEdgeBodyDist < 30
trigger4 = p2bodydist X < 60
trigger4 = p2bodydist Y > 60
trigger4 = pos Y < -120
[State -1, 空中ダッシュ空]
type = ChangeState
value = 111
triggerall = var(59) = 3 && RoundState = 2
triggerall = stateType = A
triggerall = p2statetype = A
triggerall = alive
triggerall = stateno != [110,115]
triggerall = (var(10) < 1) || ((var(10) = 1) && (FrontEdgeBodyDist >= 60))
triggerall = ( (Vel Y <= 0) && (pos Y < -30) ) || ( (Vel Y > 0) && (pos Y < -40) )
;triggerall = HitCount < 9
;triggerall = HitCount < 8
triggerall = var(23) < 8
triggerall = p2bodydist X < 85
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
;triggerall = p2bodydist X > 50 || p2movetype != A
trigger1 = (stateno = 610) || (stateno = 620 && time = [17,18])
trigger1 = movehit
trigger1 = p2bodydist X > 0
[State -1, 後方空中ダッシュ空]
type = ChangeState
value = 112
triggerall = var(59) = 3 && RoundState = 2
triggerall = stateType = A
;triggerall = p2statetype = A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = alive
triggerall = pos Y < -30
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = p2bodydist X > 50 || p2movetype != A
triggerall = BackEdgeBodyDist >= 60
trigger1 = p2bodydist X > 140
trigger1 = ctrl
trigger1 = p2statetype = A
trigger1 = 1000 * life / lifemax < 400 && random = [960,999]
trigger2 = (stateno = 610) || (stateno = 620)
trigger2 = moveguarded
trigger2 = p2statetype = A
trigger3 = var(10) =1; 毎回空中後方ダッシュ→前方ダッシュも単調なので…
trigger3 = p2bodydist X = [40,90]
trigger3 = ctrl
;trigger3 = random = [600,999]
trigger3 = random = [700,999]
trigger3 = p2statetype = A
trigger4 = p2stateno = [5120,5129] ; 後方退避
trigger4 = p2bodydist X < 80 && enemynear(var(57)),animtime < -8
trigger4 = p2statetype = A
trigger5 = stateno = 620; ジャンプ強ヒット(位置が高い)
trigger5 = movehit
trigger5 = p2statetype != A
trigger5 = time = [17,18]
trigger5 = fvar(8) != 2 || var(10) < 2
;trigger5 = pos Y < -120
trigger5 = pos Y < -85
trigger5 = Vel Y < 3.0
trigger5 = p2statetype = A
trigger6 = ctrl
trigger6 = p2stateno = [5120,5129]
trigger6 = var(48) <= -15
trigger6 = p2bodydist X =[120,180]
trigger6 = random = [660,999]
[State -1, 後方空中ダッシュ地]
type = ChangeState
value = 112
triggerall = var(59) = 3 && RoundState = 2
triggerall = stateType = A
triggerall = p2statetype != A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = alive
triggerall = pos Y < -30
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = p2bodydist X > 50 || p2movetype != A
triggerall = BackEdgeBodyDist >= 60
trigger1 = (enemynear(var(57)),Const(size.height) <= 80) && (moveguarded = [1,5])
trigger1 = Vel Y < 0
trigger1 = p2bodydist X > 30
trigger1 = random = [330,999]
trigger2 = pos Y > -40
trigger2 = stateno = 111 || stateno = 119
trigger2 = p2bodydist X < 50
trigger2 = enemynear(var(57)),pos Y > -20
trigger2 = p2stateno = [36,44]
trigger2 = ctrl
[State -1,寒い弱]
type = ChangeState
value = 2000
triggerall = var(59) = 3 && RoundState = 2
triggerall = StateType!=A
triggerall = Pos Y = 0
triggerall = Power >= 1000
triggerall = alive
triggerall = ctrl || stateno = [99,110]
triggerall = p2stateno != [5120,5129]
triggerall = p2statetype = A
;triggerall = enemynear(var(57)),ctrl = 0
;trigger1 = p2bodydist X + 5 * enemynear(var(57)),Vel X = [-10,30]
trigger1 = p2bodydist X + 5 * ifelse(p2bodydist X >= 0, 1, -1) * enemynear(var(57)),Vel X = [-10,30]
;trigger1 = enemynear(var(57)),pos Y = [-100,-60]
trigger1 = enemynear(var(57)),pos Y = [-140,-60]
trigger1 = enemynear(var(57)),Vel X > 2.0
trigger1 = enemynear(var(57)),Vel Y = [-1.0,1.0]
trigger1 = fvar(8) > 0
[State -1,ダッシュ]
Type = ChangeState
Value = 99
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2stateno != [5120,5129]
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = Ctrl
trigger1 = p2bodydist X = [40,140] ;空中ダッシュ対応
trigger1 = enemynear(var(57)),pos Y = [-100,-50]
trigger1 = enemynear(var(57)),Vel X > 4.0
trigger1 = enemynear(var(57)),Vel Y = 0
trigger1 = p2movetype != H
trigger1 = fvar(8) > 0
trigger1 = Power >= 1000
trigger2 = p2bodydist X =[16,80] ;微妙な距離の相手に突っ込む(ビーム凍結)
trigger2 = p2stateno = [7852,7863]
trigger2 = p2stateno != 7860 && p2stateno != 7861
trigger2 = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;--------IC-----------------------
[State -1, IC地上]
type = ChangeState
value = 4000
triggerall = var(59) = 3 && RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = movetype = A
triggerall = fvar(8) > 0
triggerall = alive
triggerall = stateno != [1000,1007]
trigger1 = movehit ;遠中ヒット(距離が遠いとき)
trigger1 = stateno = 211
;trigger1 = p2bodydist X = [55,65]
trigger1 = p2bodydist X = [41,60]
trigger1 = p2statetype != A
trigger2 = projguardedtime(2001) > 0 || projguardedtime(2011) > 0 || projguardedtime(2021) > 0 ;寒いガード
trigger2 = (stateno = 2000 ) || (stateno = 2010)|| (stateno = 2020)
trigger2 = animelemtime(5) >= 0
trigger2 = p2stateno = [120,169]
trigger3 = projhit(2001) = 1, > 0 || projhit(2011) = 1, > 0 || projhit(2021) = 1, > 0 ;寒いヒット
trigger3 = ((stateno = 2000) && (animtime > -45)) || ((stateno = 2010) && (animtime > -44)) || ((stateno = 2020) && (animtime > -42))
trigger4 = stateno = 420; 屈強ヒット
trigger4 = statetype != A
trigger4 = movehit
trigger4 = FrontEdgeBodyDist < 60
trigger4 = fvar(8) = 1
trigger5 = p2statetype = A ;近中ヒット(青IC)
trigger5 = stateno = 210
trigger5 = movehit
trigger5 = fvar(8) = 2
trigger5 = p2bodydist X <= 35 || (p2bodydist X <= 50 && FrontEdgeBodyDist < 60)
trigger5 = enemynear(var(57)),pos Y < -20 || (enemynear(var(57)),pos Y < 0 && FrontEdgeBodyDist < 60)
;trigger5 = var(23) > 4
;trigger5 = 0
trigger6 = movehit ;ストール強ヒット
trigger6 =(stateno = 1120) && (time > 30)
trigger6 = facing = enemynear(var(57)),facing || FrontEdgeBodyDist < 45
trigger6 = p2bodydist X = [10,50]
ignorehitpause = 1
[State -1, IC空中]
type = ChangeState
value = 4010
triggerall = var(59) = 3 && RoundState = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = movetype = A
triggerall = fvar(8) > 0
triggerall = alive
triggerall = stateno != [1000,1007]
;trigger1 = MoveContact > 0
trigger1 = p2statetype != A
trigger1 = stateno = 610 ;ジャンプ中ヒット
trigger1 = movehit
trigger1 = (p2bodydist X < 65 && Vel X > 0) || (p2bodydist X < 15 && Vel X <= 0)
trigger1 = Vel Y < 0
;trigger1 = (enemynear(var(57)),BackEdgeBodyDist < 20) || p2bodydist X < 20
trigger1 = FrontEdgeBodyDist < 60 || p2bodydist X < 20
trigger2 = stateno = 620; ジャンプ強ヒット
trigger2 = movehit
trigger2 = p2statetype != A
trigger2 = time = [17,18]
trigger2 = (p2bodydist X < 65 && Vel X > 0) || (p2bodydist X < 40 && Vel X <= 0)
trigger2 = Vel Y < 0
trigger2 = (enemynear(var(57)),BackEdgeBodyDist < 20) || p2bodydist X < 20
trigger3 = p2statetype = A ;ジャンプ中ヒット(青IC)
trigger3 = 0
trigger3 = stateno = 610
trigger3 = movehit
trigger3 = fvar(8) = 2
trigger3 = var(10) >= 2
;trigger3 = pos Y > -120 && enemynear(var(57)),pos Y > -120
trigger4 = stateno = 620; ジャンプ強ヒット(青IC)
trigger4 = movehit
trigger4 = p2statetype != A
trigger4 = time = [17,18]
trigger4 = fvar(8) = 2
trigger4 = var(10) >= 2
trigger4 = pos Y < -85
trigger4 = Vel Y < 3.0
;trigger4 = p2dist Y = [0,40]
;;trigger4 = pos Y > -120 && enemynear(var(57)),pos Y > -120
;----------コンボパーツ----------
[State -1, バニラ中]
type = ChangeState
value = 2215
triggerall = var(59) = 3 && RoundState = 2
triggerall = Power >= 2000
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype = A
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,30]; コンボの締め用
trigger1 = movehit
trigger1 = stateno = 620
trigger1 = enemynear(var(57)),life < 150
trigger1 = time > 16
;trigger1 = hitcount > 10
trigger1 = var(23) > 10
trigger1 = p2dist Y = [0,40]
trigger1 = FrontEdgeBodyDist < 40 || p2bodydist X < 5
[State -1, バニラ弱]
type = ChangeState
value = 2205
triggerall = var(59) = 3 && RoundState = 2
triggerall = Power >= 1000
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype = A
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,30]; コンボの締め用
trigger1 = movehit
trigger1 = stateno = 620
trigger1 = time > 16
;trigger1 = hitcount > 10
trigger1 = var(23) > 10
trigger1 = p2life < 50 || ((1000 * life / lifemax > 400) && random = [500, 999])
trigger1 = p2dist Y = [-10,50]
trigger1 = FrontEdgeBodyDist < 40 || p2bodydist X < 5
[State -1, びっくり強]
type = ChangeState
value = 2120
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = p2statetype = A
triggerall = Power >= 3000
triggerall = statetype != A
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
;triggerall = (p2stateno != [7859, 7860])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,85]; コンボの締め用
;trigger1 = (p2bodydist Y = [-120, -40]) ;|| (p2bodydist Y = 0)
trigger1 = (enemynear(var(57)),Pos Y = [-120, -65])
;trigger1 = (enemynear(var(57)),Pos Y = [-120, -55])
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = movehit
;trigger1 = var(23) < 3
trigger1 = fvar(11) <= 0.5
trigger1 = FrontEdgeBodyDist >= 30
[State -1, びっくり中]
type = null;ChangeState
value = 2110
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = p2statetype = A
triggerall = Power >= 2000
triggerall = statetype != A
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
;triggerall = (p2stateno != [7859, 7860])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,65]; コンボの締め用
trigger1 = (p2bodydist Y = [-90, -50]) ;|| (p2bodydist Y = 0)
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = enemynear(var(57)),life < 200
trigger1 = enemynear(var(57)),Vel Y < 0
trigger1 = var(23) < 3
[State -1, びっくり弱]
type = null;ChangeState
value = 2100
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = p2statetype = A
triggerall = Power >= 1000
triggerall = statetype != A
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,45]; コンボの締め用
trigger1 = (p2bodydist Y = [-90, -60]) ;|| (p2bodydist Y = 0)
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = enemynear(var(57)),life < 150
trigger1 = enemynear(var(57)),Vel Y < 0
trigger1 = var(23) < 3
;----------立ち回り優先度高----------
[State -1, カッター弱]
type = ChangeState
value = 1300
triggerall = var(59) = 3 && RoundState = 2
triggerall = statetype = A
triggerall = p2statetype != L
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
;triggerall = (p2stateno != [7859, 7860])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl
;trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) || NumExplod(705) > 0
trigger1 = p2movetype != A
trigger1 = !inguarddist
trigger1 = p2bodydist X > 100
trigger1 = (atan( p2dist Y / p2dist X ) * 180/pi) = [35,55]
trigger1 = Random = [330,999]
[State -1, カッター強]
type = ChangeState
value = 1320
triggerall = var(59) = 3 && RoundState = 2
triggerall = statetype = A
triggerall = fvar(8) > 0
triggerall = p2statetype != L
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
;triggerall = (p2stateno != [7859, 7860])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl
trigger1 = p2bodydist X = [0,50]
trigger1 = (atan( p2dist Y / p2dist X ) *180/pi) =[30,60]
trigger1 = (p2movetype=A)
;trigger1 = enemynear(var(57)),animelemtime(1) > 3
trigger1 = enemynear(var(57)),time > 3
trigger1 = enemynear(var(57)),animtime > -15
trigger1 = p2stateno < 1000
trigger1 = (1000 * life / lifemax < 330) || (Random = [660,999])
[State -1, 屈弱]
type = ChangeState
value = 400
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,26]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != [5201,5210]
triggerall = alive
triggerall = var(42) = 0
trigger1 = statetype != A ;近距離コンボ始動
trigger1 = ctrl
trigger1 = p2statetype != A
trigger1 = p2bodydist x = [0,22]
trigger1 = p2movetype != A || enemynear(var(57)),animtime = [-5,0]
;trigger1 = p2bodydist X > 15 || (p2stateno != [120,159])
;trigger1 = p2bodydist X > 15 || enemynear(var(57)),Vel X != 0 || (p2stateno != [120,129])
trigger1 = p2bodydist X > 5 || enemynear(var(57)),Vel X != 0 || (p2stateno != [120,129])
;trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
;trigger1 = !inguarddist
trigger1 = Random = [40,999]
trigger2 = statetype != A ;空中ヒット時追撃
;trigger2 = p2bodydist x = [0,22]
trigger2 = p2bodydist x = [0,20]
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = p2movetype = H
;trigger2 = p2bodydist Y =[-20,0]
;trigger2 = enemynear(var(57)),pos Y =[-30,0]
trigger2 = enemynear(var(57)),pos Y =[-25,0]
trigger2 = FrontEdgeBodyDist >= 60 || enemynear(var(57)),pos Y >= -15
;trigger3 = ((enemynear(var(57)),Vel Y >= 0) && (p2bodydist Y > -26)) || ((enemynear(var(57)),Vel Y < 0) && (p2bodydist Y > -10))
trigger3 = statetype != A ;地上ヒット時追撃
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = H
trigger3 = (p2stateno != [120,159])
trigger4 = p2stateno = [7862,7863] ;びっくり用
trigger4 = p2bodydist X <= 10
trigger4 = !inguarddist
[State -1, 立ち弱]
type = ChangeState
value = 200
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,32]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != [5201,5210]
triggerall = alive
triggerall = var(42) = 0
;triggerall = !inguarddist
trigger1 = statetype = S ;近距離コンボ始動
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
;trigger1 = (p2movetype != A) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2bodydist X > 15 || (p2stateno != [120,159])
;trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
trigger1 = Random = [0,300]
trigger2 = statetype = S ;空中ヒット時追撃
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = movehit
trigger2 = p2bodydist Y = [-40,-10]
trigger3 = statetype != A ;空中ヒット時追撃2
trigger3 = ctrl
trigger3 = p2statetype = A
trigger3 = p2movetype = H
trigger3 = enemynear(var(57)),Vel Y > 0
trigger3 = enemynear(var(57)),pos Y = [-35,-26]
;trigger3 = enemynear(var(57)),pos Y = [-30,-26]
trigger3 = p2bodydist x <= 25
trigger3 = FrontEdgeBodyDist >= 60
trigger4 = statetype != A ;地上ヒット時追撃
trigger4 = ctrl
trigger4 = p2statetype != A
trigger4 = p2movetype = H
trigger4 = (p2stateno != [120,159])
[State -1, 屈中]
type = ChangeState
value = 410
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2statetype != L
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = alive
triggerall = var(42) = 0
;triggerall = !inguarddist
;trigger1 = p2bodydist X = [10,28] ;牽制、カウンター
trigger1 = p2bodydist X = [0,24] ;牽制、カウンター
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
triggerall = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
;trigger1 = (p2movetype != A) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = (p2movetype != A) || (p2movetype = A && enemynear(var(57)),animtime > -10)
trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) ||NumExplod(705) > 0
trigger1 = Random = [0,100]
trigger2 = p2bodydist X = [0,20] ;チェーン
trigger2 = p2statetype != A
trigger2 = (stateno = 200) || (stateno = 400)
trigger2 = movehit || (moveguarded && Random = [0,100])
trigger3 = statetype != A ;地上ヒット時追撃
trigger3 = ctrl
trigger3 = p2statetype = S || p2statetype = C
trigger3 = movehit
trigger3 = p2bodydist X = [0,30]
[State -1, 立ち中近]
type = ChangeState
value = 210
triggerall = p2bodydist X <= 45
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
;triggerall = p2bodydist Y > -75
triggerall = p2bodydist Y > -85 || (p2bodydist Y > -100 && p2stateno = 7861 && enemynear(var(57)),Vel Y > 0)
triggerall = alive
triggerall = var(42) = 0
triggerall = p2statetype != L
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = p2stateno != [5201,5210]
trigger1 = !inguarddist ;対空
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2statetype = A
trigger1 = p2movetype != A
trigger1 = (enemynear(var(57)),Vel Y >= 0) || ((enemynear(var(57)),Vel Y < 0) && (p2bodydist Y > -50))
;trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) ||NumExplod(705) > 0
trigger1 = p2bodydist Y > -75
trigger1 = p2bodydist X >= 0
trigger1 = Random = [0,200]
trigger2 = statetype != A ;空中ヒット時追撃
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = p2movetype = H
;trigger2 = p2bodydist Y <= 0
trigger2 = p2bodydist Y <= 5
trigger2 = p2stateno != 7862
;trigger2 = !inguarddist
trigger2 = FrontEdgeBodyDist >= 60 || p2bodydist Y > -75
trigger3 = (stateno = 200) || (stateno = 400) ;チェーン
trigger3 = movecontact
trigger3 = p2bodydist X =[0,37]
;trigger3 = enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0
trigger4 = statetype != A ;地上ヒット時追撃
trigger4 = ctrl
trigger4 = !inguarddist
trigger4 = p2statetype = S || p2statetype = C
trigger4 = p2bodydist x = [27,37]
trigger4 = p2movetype = H
trigger4 = p2stateno != [120,155]
;trigger4 = enemynear(var(57)),gethitvar(hittime) > 5)
trigger5 = statetype != A ;地上牽制
trigger5 = ctrl
trigger5 = !inguarddist
trigger5 = p2statetype = S || p2statetype = C
trigger5 = p2movetype != A
trigger5 = p2bodydist x = [27,37]
trigger5 = time > 90
trigger5 = Random = [0,220]
[State -1, 立ち中遠]
type = ChangeState
value = 211
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
;triggerall = p2bodydist X =[35,65]
triggerall = alive
triggerall = var(42) = 0
triggerall = p2bodydist X >= 0
triggerall = p2statetype != L
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = statetype != A ;牽制
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != H
;trigger1 = p2movetype != A
trigger1 = p2movetype != A || enemynear(var(57)),animtime = [-9,0]
trigger1 = Random = [0,350]
trigger1 = p2bodydist X =[35,65]
trigger2 = stateno = 210 ;チェーン(ガード時)
trigger2 = moveguarded
trigger3 = (stateno = 210) || (stateno = 200) || (stateno = 400) ;チェーン(ヒット時、距離が遠いとき)
trigger3 = movehit
trigger3 = p2bodydist X >= 40
;trigger3 = enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0
trigger4 = ctrl ;地上で相手がくらい時
trigger4 = statetype != A
trigger4 = p2movetype = H
trigger4 = p2statetype != A
trigger4 = p2stateno != [120,155]
trigger4 = (p2bodydist X <= 60 && enemynear(var(57)),gethitvar(hittime) < 13) || (p2bodydist X = [61,65])
trigger5 = ctrl ;地上で相手がガード時
trigger5 = statetype != A
trigger5 = p2movetype = H
trigger5 = p2statetype != A
trigger5 = p2stateno = [120,155]
trigger5 = p2bodydist X =[40,65]
[State -1, 立ち強]
type = ChangeState
value = 220
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = alive
triggerall = var(42) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = p2stateno != [5201,5210]
triggerall = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2statetype = S || p2statetype = C ;牽制
trigger1 = p2bodydist X =[40, 60]
trigger1 = statetype = S
trigger1 = ctrl
;trigger1 = p2movetype != A
trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) || NumExplod(705) > 0
trigger1 = p2movetype != H
trigger1 = Random = [0,350]
trigger2 = (stateno = 210) || (stateno = 410) || (stateno = 211) || (stateno = 200) || (stateno = 400) ;チェーン
;trigger2 = movehit || (moveguarded && Random = [0,60])
trigger2 = movehit || (moveguarded && p2statetype = C && Random < 660) || (moveguarded && p2statetype = S && Random = [0,60])
trigger2 = p2bodydist X =[0, 40]
trigger2 = p2movetype = H || (enemynear(var(57)),gethitvar(guarded)) || p2bodydist X > 35
trigger2 = (p2statetype != A) || (FrontEdgeBodyDist >= 70 && enemynear(var(57)),gethitvar(xvel) = [-1,1])
[State -1, 屈強]
type = ChangeState
value = 420
triggerall = var(59) = 3 && RoundState = 2
triggerall = var(16) = 0
triggerall = alive
triggerall = var(42) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;triggerall = p2stateno != 52
triggerall = p2stateno != [5201,5210]
triggerall = !inguarddist
trigger1 = statetype = C ;牽制
trigger1 = p2bodydist X =[35, 55]
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != A
trigger1 = Random = [0,150]
trigger2 = (stateno = 210) || (stateno = 410) ;チェーン
trigger2 = movecontact
trigger2 = (p2statetype != A) ;|| (FrontEdgeBodyDist >= 60)
[State -1, ジャンプ強]
type = ChangeState
value = 620
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype != L ;&& p2stateno != [5120,5129]
triggerall = !inguarddist
trigger1 = p2bodydist X =[30, 80] ;牽制
trigger1 = p2bodydist Y = [65, 80]
trigger1 = ctrl
trigger1 = ( p2movetype != A && Random < 220)
trigger2 = stateno = 610 ;チェーン
;trigger2 = movecontact
trigger2 = movehit || (moveguarded && (enemynear(var(57)),Const(size.height) > 80) && p2statetype = S)
trigger2 = Vel Y < 0
[State -1, ジャンプ弱]
type = ChangeState
value = 600
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
;triggerall = p2movetype != A || (enemynear(var(57)),animtime > -8)
triggerall = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2bodydist Y = [29, 80] ;牽制
;trigger1 = p2bodydist X =[0,10]
trigger1 = p2bodydist X =[-10,10]
trigger1 = p2movetype = H || (p2bodydist Y <= 30 && p2bodydist X >= 0)
trigger1 = Vel Y <= 0
trigger1 = p2statetype = A
trigger1 = ctrl
trigger2 = p2bodydist X =[0,10] ;牽制2
trigger2 = Vel Y > 0 && p2statetype = A
trigger2 = p2bodydist Y < 45
trigger2 = ctrl
trigger3 = (p2movetype = H && pos Y > -85) || (pos Y > -32 ) || (pos Y < -55) ;牽制3
trigger3 = (FrontEdgeBodyDist < 60 && p2bodydist X > 0) || (p2bodydist X - 3 * Vel X > 0)
trigger3 = (Vel X > 0 && p2bodydist X <= 30) || (Vel X <= 0 && p2bodydist X <= 10)
trigger3 = Vel Y >= 0 && p2statetype != A
trigger3 = ctrl
trigger4 = stateno = 600 ;連打キャンセル(空対空)
trigger4 = p2bodydist X =[0,10]
trigger4 = movecontact
trigger4 = p2statetype = A && p2bodydist Y = [10, 30]
trigger5 = stateno = 600 ;連打キャンセル(空対地)
trigger5 = p2bodydist X >= 0
trigger5 = ((Vel X <= 0) && (p2bodydist X < 15)) || ((Vel X > 0) && (p2bodydist X < 35))
trigger5 = movehit || (movecontact && pos Y > -35) || (movecontact && pos Y < -55) || (movecontact && time > 12)
trigger5 = p2statetype != A
;trigger6 = p2bodydist Y = [-15, 30] ;相手の高さが足りないとき
;trigger6 = p2bodydist X =[0,10]
;trigger6 = Vel Y < 0
;trigger6 = (enemynear(var(57)),pos Y > -60)
;;trigger6 = fvar(11) > 0.9
;trigger6 = ctrl
[State -1,ジャンプ中]
type = ChangeState
value = 610
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
triggerall = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = p2bodydist X > -20
;trigger1 = p2bodydist Y = [-5, 40]
trigger1 = p2bodydist Y = [-10, 40]
trigger1 = p2bodydist Y >= -5 || Vel Y < 0
trigger1 = (p2bodydist X < 70 && Vel X > 0) || (p2bodydist X < 60 && Vel X <= 0) ;牽制
trigger1 = p2statetype = A
trigger1 = ctrl
;trigger1 = (atan( p2dist Y / p2dist X ) *180/pi) =[20,50]
;trigger1 = p2bodydist X > 40 || (p2bodydist X > 15 && p2bodydist Y < 30) || p2bodydist Y < 10
;trigger1 = p2bodydist X > 40 || (p2bodydist X > 20 && p2bodydist Y < 35) || p2bodydist Y < 10
trigger1 = p2bodydist X > 40 || (p2bodydist X > 15 && p2bodydist Y < 35) || p2bodydist Y < 10
trigger2 = stateno = 600 ;チェーン
trigger2 = movehit || (movecontact && pos Y > -45)
;trigger3 = p2bodydist Y = [-5, 40] ; 対地上
trigger3 = p2bodydist Y = [-20, 40] ; 対地上
trigger3 = Vel Y < 0 || p2bodydist Y >= -5
trigger3 = (p2bodydist X < 75 && Vel X > 0) || (p2bodydist X < 65 && Vel X <= 0) || (p2bodydist X < 85 && Vel X > 0 && Vel Y < 0) ;牽制
trigger3 = p2statetype != A
trigger3 = pos Y > -38 || (p2movetype = H && pos Y > -45)
trigger3 = ctrl
trigger4 = p2bodydist Y = [-20, 40] ; 対地上2
trigger4 = Vel Y >= 0 || p2bodydist Y < 30
trigger4 = (p2bodydist X < 85 && Vel X > 0) || (p2bodydist X < 75 && Vel X <= 0)
trigger4 = enemynear(var(57)),pos Y > -20
trigger4 = p2stateno = [36,44]
trigger4 = ctrl
[State -1, ジャンプ弱]
type = ChangeState
value = 600
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
triggerall = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2bodydist Y = [-10, 80] ;空中ダッシュコンボ保険
;trigger1 = p2bodydist X =[-10,5]
trigger1 = p2bodydist X =[-10,15]
trigger1 = p2movetype = H
trigger1 = Vel Y <= 0
trigger1 = Vel X > 0
trigger1 = p2statetype = A
trigger1 = ctrl
[State -1, ダッシュ屈中]
type = ChangeState
value = 415
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = var(15) = 1 && Time < 6
triggerall = (stateno = 10 || stateno = [99,100])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = p2bodydist X >= 0
;trigger1 = statetype = C ;地上の相手に突っ込む
trigger1 = ctrl || (stateno = 10 || stateno = 100)
trigger1 = p2bodydist X =[0, 60]
trigger1 = p2statetype != A
trigger1 = p2movetype = I
trigger1 = Random = [0,550]
;trigger2 = statetype = C ;地上の相手に突っ込む2(相手がヒット時)
trigger2 = ctrl || (stateno = 10 || stateno = 100)
;trigger2 = p2bodydist X <= 50
trigger2 = p2bodydist X <= 50 || (p2bodydist X <= 60 && enemynear(var(57)),gethitvar(hittime) < 12)
;trigger2 = p2stateno != [7852,7863]
trigger2 = p2statetype != A
trigger2 = p2movetype = H
trigger2 = enemynear(var(57)),gethitvar(hittime) > 10
;trigger3 = statetype = C ;空中の相手をくぐる
trigger3 = ctrl || (stateno = 10 || stateno = 100)
trigger3 = p2bodydist X < 30
trigger3 = p2bodydist Y < -80
trigger3 = enemynear(var(57)),Vel X > 3
trigger3 = p2statetype = A
trigger4 = p2bodydist X =[0,65] ;地上の相手に突っ込む2(ビーム凍結)
trigger4 = p2stateno = [7854,7859]
;trigger4 = p2stateno != 7860 && p2stateno != 7861
;ignorehitpause=1
[State -1, ダッシュ弱]
type = ChangeState
value = 205
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = stateno = [99,100]
;triggerall = (p2stateno != [7850, 7851]) && (p2stateno != [7854, 7855] ) ; 弱ビーム凍結以外
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype = S
trigger1 = ctrl ;空中の相手に突っ込む(相手がヒット時)
trigger1 = p2statetype = A
trigger1 = p2bodydist X =[30, 55]
trigger1 = p2bodydist Y =[-70, -5]
trigger1 = p2movetype = H
;trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) || NumExplod(705) > 0
[State -1,歩く]
Type = ChangeState
Value = 18
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = ctrl
trigger1 = p2statetype = A
trigger1 = p2bodydist X = [10,35]
trigger1 = p2bodydist Y < -40
trigger1 = p2movetype = H
trigger2 = p2statetype != A ;棒立ち回避
trigger2 = p2statetype != L
trigger2 = p2bodydist X = [5,35]
;trigger2 = p2stateno = [120,159]
trigger2 = enemynear(var(57)),Vel X = 0 && enemynear(var(57)),Vel Y = 0
trigger2 = enemynear(var(57)),animtime > -4
trigger2 = !inguarddist
;trigger2 = p2movetype != H || p2stateno = [120,155]
trigger3 = p2stateno = [7862,7863] ;びっくり用
trigger3 = p2bodydist X = [11,45]
trigger3 = !inguarddist
[State -1,後退]
Type = ChangeState
Value = 19
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = ctrl
trigger1 = p2statetype = A
trigger1 = p2bodydist X = [-20,-10]
trigger1 = p2bodydist Y < -40
trigger1 = p2movetype = H
;----------立ち回り優先度低----------
[State -1,ダッシュ]
Type = ChangeState
Value = 99
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType != A
;triggerall = p2statetype != L
triggerall = p2stateno != [5120,5129]
;triggerall = !inguarddist
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = Ctrl
;trigger1 = (1000 * life / lifemax > 400 && Random <= 220) || (1000 * life / lifemax <= 400 && Random <= 550) ;相手に突っ込む
trigger1 = (1000 * life / lifemax > 400 && Random <= 220 + 20*var(48)) || (1000 * life / lifemax <= 400 && Random <= 550 + 20*var(48)) ;相手に突っ込む
trigger1 = p2bodydist X > 60
trigger1 = p2movetype = I
;trigger2 = statetype = C ;地上の相手に突っ込む(相手がヒット時)
trigger2 = p2bodydist X =[15,80]
trigger2 = p2statetype != A
trigger2 = p2movetype = H
trigger2 = (p2stateno != [120,159])
trigger2 = enemynear(var(57)),gethitvar(hittime) > 11
;trigger3 = ctrl ;空中の相手に突っ込む(相手がヒット時)
trigger3 = p2bodydist X =[36,75]
;trigger3 = p2bodydist Y = [-39,-20]
trigger3 = p2bodydist Y = [-79,-60]
trigger3 = p2statetype = A
trigger3 = p2movetype = H
trigger3 = enemynear(var(57)),Vel X < -3
trigger3 = p2stateno != 7861
;trigger3 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
trigger4 = p2bodydist X =[16,160] ;地上の相手に突っ込む2(ビーム凍結)
trigger4 = p2stateno = [7852,7863]
trigger4 = p2stateno != 7860 && p2stateno != 7861
trigger4 = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
[State -1,前ジャンプ]
Type = ChangeState
Value = 37
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = ctrl
triggerall = enemynear(var(57)),pos Y > -200
trigger1 = p2bodydist X = [50,60]
trigger1 = p2movetype = I
trigger2 = Random <= 20
trigger2 = p2bodydist X = [15,49]
trigger2 = p2movetype = I
trigger3 = p2bodydist X = [55,70] ; 空中で当たっている相手に追い討ち
trigger3 = enemynear(var(57)),Pos Y =[-60,-55]
trigger3 = enemynear(var(57)),Vel Y > 0
trigger3 = p2statetype = A
trigger3 = (p2movetype = H)
trigger3 = p2stateno != 7861
trigger3 = p2stateno != [820,821] ;|| (FrontEdgeBodyDist > 60)
trigger3 = enemynear(var(57)),gethitvar(hittime) > 35 || teammode = simul
trigger4 = p2bodydist X > 120
trigger4 = Random = [660-20*var(48),999]
trigger5 = p2bodydist X = [81,120]
trigger5 = Random = [660-10*var(48),999]
[State -1,ジャンプ]
Type = ChangeState
Value = 38
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = ctrl
triggerall = enemynear(var(57)),pos Y > -200
trigger1 = p2bodydist X > 120
trigger1 = Random = [970,999]
trigger2 = p2bodydist X = [60,120]
trigger2 = Random = [980,999]
trigger3 = p2bodydist X = [0,40]
trigger3 = Random = [990,999]
[State -1,後ジャンプ]
Type = ChangeState
Value = 39
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = ctrl
triggerall = enemynear(var(57)),pos Y > -200
trigger1 = p2bodydist X = [0,50]
trigger1 = (p2stateno = 7851 || p2stateno = 7860) ; ビーム凍結1
trigger2 = p2bodydist X = [0,50]
trigger2 = p2stateno = 7854 ; ビーム凍結2
trigger2 = enemynear(var(57)),PrevStateNo != 7853
trigger2 = enemynear(var(57)),PrevStateNo != 7858
trigger2 = enemynear(var(57)),PrevStateNo != 7863
[State -1, 空中ジャンプ]
type = ChangeState
value = 45
triggerall = var(25) < 2
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = StateType = A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = ctrl
triggerall = ((p2bodydist X <= 40) && (Random <= 10 )) || ((p2bodydist X > 40) && (Random <= 80))
trigger1 = Time > 10
trigger2 = stateno = 119
[State -1, ビーム強]
type = ChangeState
value = 1002
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = fvar(8)>0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 160
trigger1 = p2bodydist Y = [0,40]
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != A || NumExplod(705) > 0 || enemynear(var(57)),time = [5,35]
trigger1 = Random <= 65
trigger2 = ctrl
trigger2 = statetype != A
trigger2 = p2movetype = H
trigger2 = p2bodydist Y = [0,40]
trigger2 = (p2statetype != A && p2bodydist X > 140)
trigger2 = var(23) < 6
trigger2 = p2stateno != [820,821]; 現状投げから追撃は不可能…?
trigger3 = stateno = 420; 屈強キャンセル
trigger3 = statetype != A
trigger3 = movehit
trigger3 = power >= 3000
[State -1, ビーム弱]
type = ChangeState
value = IfElse(statetype=A,1005,1000)
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl
trigger1 = p2bodydist X > 160
trigger1 = (Vel Y >= 0) || p2bodydist Y = [-35,0]
trigger1 = (Vel Y < 0) || p2bodydist Y = [0,35]
trigger1 = ((Vel Y >= 0) && (Random <= 200)) || ((Vel Y < 0) && (Random <= 40))
trigger1 = p2movetype != A || NumExplod(705) > 0 || enemynear(var(57)),time = [5,35]
trigger2 = stateno = 620; ジャンプ強キャンセル
trigger2 = movehit
trigger2 = p2statetype = A
trigger2 = time = [17,18]
trigger2 = var(23) < 10 || p2bodydist Y = [0,20]
trigger2 = FrontEdgeBodyDist >= 60
trigger3 = ctrl
trigger3 = statetype = A
trigger3 = p2movetype = H
trigger3 = p2bodydist Y = [0,35]
trigger3 = (p2statetype = A && p2bodydist X > 30)
trigger3 = p2stateno != [820,821]; 現状投げから追撃は不可能…?
trigger4 = ctrl
trigger4 = statetype != A
trigger4 = p2movetype = H
trigger4 = p2bodydist Y = [0,35]
trigger4 = (p2statetype != A && p2bodydist X > 140)
trigger4 = p2stateno != [820,821]; 現状投げから追撃は不可能…?
trigger5 = stateno = 420; 屈強キャンセル
trigger5 = statetype != A
trigger5 = movehit
[State -1, 雪だるま中]
type = ChangeState
value = IfElse(statetype=A,1406,1401)
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl
trigger1 = p2bodydist X > 160 ||( (p2statetype = L) && p2bodydist X > 80 )
trigger1 = statetype != A && Random <= 650
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
trigger1 = p2movetype != A || NumExplod(705) > 0 || enemynear(var(57)),time = [0,20]
[State -1, 雪だるま弱]
type = ChangeState
value = IfElse(statetype=A,1405,1400)
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl
trigger1 = p2bodydist X > 160 ||( (p2statetype = L) && p2bodydist X > 80 )
trigger1 = Random <= 550
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
trigger1 = p2movetype != A || NumExplod(705) > 0 || enemynear(var(57)),time = [0,20]
trigger2 = stateno = 620; ジャンプ強キャンセル
trigger2 = movehit
trigger2 = p2statetype = A
trigger2 = time = [17,18]
trigger2 = (var(23) > 10) || ((p2bodydist Y != [0,20]) && (FrontEdgeBodyDist >= 60))
[State -1, 雪だるま強]
type = ChangeState
value = IfElse(fvar(8)>0,1402,1401)
triggerall = statetype != A
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 3 && RoundState = 2
triggerall = alive
triggerall = var(42) = 0
trigger1 = p2statetype = L
trigger1 = ctrl
trigger1 = p2bodydist X = [40, 80]
trigger1 = statetype != A && Random <= 50
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
[State -1, 頭上注意弱]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = var(59) = 3 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
triggerall = var(42) = 0
trigger1 = p2bodydist X =[0, 65] ;立強キャンセル(ガード)
trigger1 = stateno = 220
trigger1 = time > 14
trigger1 = p2statetype != A
trigger1 = (p2stateno = [120,159])
trigger2 = p2bodydist X =[45, 65] ;立強キャンセル(ヒット)
trigger2 = stateno = 220
trigger2 = time = [15, 32]
trigger2 = p2statetype != A
trigger2 = movehit
trigger3 = p2bodydist X =[40, 70] ;立中キャンセル
trigger3 = stateno = 211
trigger3 = movehit || (moveguarded && (p2bodydist X > 65 || random > 970))
trigger4 = ctrl ;牽制
trigger4 = p2bodydist X =[90, 140]
trigger4 = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger4 = p2movetype != H
trigger4 = p2movetype != A
trigger4 = enemynear(var(57)),Vel X = [-1,0.5]
trigger4 = Random = [950,999]
[State -1, 頭上注意中]
type = ChangeState
value = 1210
triggerall = statetype != A
triggerall = var(59) = 3 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl ;牽制
trigger1 = p2bodydist X =[141, 220]
trigger1 = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2movetype != A || p2bodydist X > 160
trigger1 = enemynear(var(57)),Vel X = [-1,0.5]
trigger1 = Random = [900,999]
[State -1, 頭上注意強]
type = ChangeState
value = 1220
triggerall = statetype != A
triggerall = var(59) = 3 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
triggerall = var(42) = 0
trigger1 = ctrl ;牽制
trigger1 = p2bodydist X > 220
trigger1 = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2movetype != A || p2bodydist X > 160
trigger1 = enemynear(var(57)),Vel X = [-1,0.5]
trigger1 = Random = [800,999]
;==========難易度別AI Hard End==========
;==========難易度別AI Normal==========
;==========基本動作==========
;----------カウンター処理----------
[State -1, 屈弱・リコイル]
type = ChangeState
value = 400
triggerall = var(59) = 2 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,22]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = alive
trigger1 = statetype != A ;リコイルから反撃
trigger1 = ctrl
trigger1 = enemynear(var(57)),pos Y =[-25,0]
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = enemynear(var(57)),animtime < -4
[State -1, 屈中・リコイル]
type = ChangeState
value = 410
triggerall = var(59) = 2 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = p2stateno != [5201,5210]
triggerall = alive
trigger1 = statetype != A ;リコイルから反撃
trigger1 = ctrl
trigger1 = p2bodydist X = [0,24]
trigger1 = p2statetype != A
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = enemynear(var(57)),animtime < -6
[State -1, 立ち弱・リコイル]
type = ChangeState
value = 200
triggerall = var(59) = 2 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,32]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = alive
trigger1 = statetype != A ;リコイルから反撃
trigger1 = ctrl
trigger1 = p2statetype != A || enemynear(var(57)),pos Y =[-40,-10]
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = enemynear(var(57)),animtime < -5
[State -1, 立ち中近・リコイル]
type = ChangeState
value = 210
triggerall = p2bodydist X = [0,45]
triggerall = var(59) = 2 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist Y > -85
triggerall = alive
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = p2stateno != [5201,5210]
trigger1 = statetype != A ;リコイルから反撃
trigger1 = ctrl
trigger1 = (p2statetype = A && p2bodydist Y <= 0) || p2bodydist X = [27,37]
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = enemynear(var(57)),animtime = -7
[State -1, 立ち中遠・リコイル]
type = ChangeState
value = 211
triggerall = var(59) = 2 && RoundState = 2
triggerall = var(16) = 0
triggerall = alive
triggerall = p2bodydist X >= 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = p2stateno != [5201,5210]
trigger1 = statetype != A ;リコイルから反撃
trigger1 = ctrl
trigger1 = p2statetype != A
trigger1 = p2bodydist X =[35,65]
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = enemynear(var(57)),animtime = [-15,-12]
[State -1, 立ち強・リコイル]
type = ChangeState
value = 220
triggerall = var(59) = 2 && RoundState = 2
triggerall = var(16) = 0
triggerall = alive
triggerall = p2statetype != L
triggerall = p2bodydist Y > -85
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = p2stateno != [5201,5210]
trigger1 = statetype != A ;リコイルから反撃
trigger1 = ctrl
trigger1 = p2bodydist X =[40, 60]
trigger1 = (p2statetype = A && p2bodydist Y <= -40) || p2statetype != A
trigger1 = var(43) > 0 || enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = enemynear(var(57)),animtime = [-15,-14]
[State -1, ジャンプ弱・リコイル]
type = ChangeState
value = 600
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
triggerall = p2stateno != [5201,5210]
trigger1 = statetype = A ;リコイルから反撃
trigger1 = ctrl
trigger1 = p2bodydist X = [-10, 10]
trigger1 = p2bodydist Y = [29, 60]
trigger1 = p2statetype != A
trigger1 = enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = enemynear(var(57)),animtime < -7
[State -1,ジャンプ中・リコイル]
type = ChangeState
value = 610
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
trigger1 = statetype = A ;リコイルから反撃
trigger1 = ctrl
trigger1 = p2bodydist X = [-20, 60]
trigger1 = p2bodydist Y = [-5, 40]
trigger1 = p2statetype != A
trigger1 = enemynear(var(57)),movereversed
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = enemynear(var(57)),animtime < -8
[State -1,寒い強]
type = ChangeState
value = 2020
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = Pos Y = 0
triggerall = Power >= 3000
triggerall = p2bodydist X = [-15,40]
triggerall = p2bodydist Y <= 60
triggerall = ctrl || stateno = 52 || (random < 100 && movecontact && stateno = [200,420])
triggerall = p2movetype=A
triggerall = enemynear(var(57)),life <= 350
triggerall = enemynear(var(57)),Vel Y >= 0
triggerall = enemynear(var(57)),animtime < -8
triggerall = p2statetype != A || enemynear(var(57)),pos Y + 7 * enemynear(var(57)),Vel Y = [-180,-60]
triggerall = p2stateno < 1000 || random < 100
trigger1 = enemynear(var(57)),Time >= 36 && p2statetype = A
trigger1 = Random = [300,999]
trigger2 = enemynear(var(57)),Time >= 5 && Random = [970,999]
[State -1,寒い中]
type = ChangeState
value = 2010
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = Pos Y = 0
triggerall = Power >= 2000
triggerall = p2bodydist X = [-15,40]
triggerall = p2bodydist Y <= 60
triggerall = ctrl || stateno = 52 || (random < 100 && movecontact && stateno = [200,420])
triggerall = p2movetype=A
triggerall = enemynear(var(57)),life <= 200
triggerall = enemynear(var(57)),Vel Y >= 0
triggerall = enemynear(var(57)),animtime < -8
triggerall = p2statetype != A || enemynear(var(57)),pos Y + 7 * enemynear(var(57)),Vel Y = [-180,-60]
triggerall = p2stateno < 1000 || random < 100
trigger1 = enemynear(var(57)),Time >= 36 && p2statetype = A
trigger1 = Random = [300,999]
trigger2 = enemynear(var(57)),Time >= 5 && Random = [970,999]
[State -1,寒い弱]
type = ChangeState
value = 2000
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType!=A
triggerall = p2statetype != L
triggerall = Pos Y = 0
triggerall = Power >= 1000
triggerall = p2bodydist X = [-10,30]
triggerall = p2bodydist Y <= 60
triggerall = ctrl || stateno = 52 || (random < 100 && movecontact && stateno = [200,420])
triggerall = p2movetype=A
triggerall = enemynear(var(57)),Vel Y >= 0
triggerall = enemynear(var(57)),animtime < -8
triggerall = p2statetype != A || enemynear(var(57)),pos Y + 7 * enemynear(var(57)),Vel Y = [-120,-60]
triggerall = p2stateno < 1000 || random < 100
trigger1 = enemynear(var(57)),Time >= 36 && p2statetype = A
trigger1 = Random = [330,999]
trigger2 = enemynear(var(57)),Time >= 5 && Random = [980,999]
[State -1, ストール強]
type = ChangeState
value = 1120
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType!=A
triggerall = fvar(8)> 0
triggerall = Pos Y = 0
triggerall = p2statetype != L
trigger1 = ctrl || stateno = 52 || (random < 100 && movecontact && stateno = [200,420])
trigger1 = p2bodydist X = [-5,35]
trigger1 = p2statetype != A
trigger1 = p2movetype=A
trigger1 = ((1000 * life / lifemax < 330 && Random < 450) || (1000 * life / lifemax >= 330 && Random < 70))
trigger1 = enemynear(var(57)),Time >= 16
[State -1, ビーム弱]
type = ChangeState
value = IfElse(statetype=A,1005,1000)
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl ; カウンター処理
trigger1 = p2bodydist X > 160
trigger1 = (Vel Y >= 0) || p2bodydist Y = [-35,0]
trigger1 = (Vel Y < 0) || p2bodydist Y = [0,35]
trigger1 = !inguarddist || NumExplod(705) > 0
trigger1 = p2movetype = A
trigger1 = enemynear(var(57)),Vel X = 0
trigger1 = enemynear(var(57)),Vel Y = 0
trigger1 = enemynear(var(57)),time = [5,35]
trigger1 = random = [500,999]
;----------ガード関連----------
[State -1, バリア]
type = ChangeState
value = 700
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType!=A
triggerall = NumExplod(705) = 0
triggerall = NumExplod(706) = 0
trigger1 = ctrl
trigger1 = var(58) > 0
trigger1 = p2bodydist X > 160
trigger1 = !inguarddist
[State -1,立ちガード]
type = ChangeState
value = 120
triggerall = var(59) = 2
triggerall = alive
triggerall = stateno != [120,155]
triggerall = ctrl
triggerall = random = [100, 999]
triggerall = NumExplod(705) = 0 || !(enemynear(var(57)),HitDefAttr = SCA, AP)
trigger1 = inguarddist
trigger2 = Enemy,MoveType = A; 裏周り対策
trigger2 = p2bodydist X < 0
trigger2 = random = [900,999]
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,120]
ignoreHitPause = 1
[State -1,ジャンプ回避・後]
type = ChangeState
value = 39
triggerall = var(59) = 2 && RoundState = 2
triggerall = Ctrl
triggerall = statetype != A
triggerall = alive
triggerall = ((1000 * life / lifemax < 330 && Random < 330) || (1000 * life / lifemax >= 330 && Random < 50))
trigger1 = enemynear(var(57)),Vel X > 0
trigger1 = enemynear(var(57)),HitDefAttr = SC,AT
trigger2 = Enemy,Vel X > 0
trigger2 = Enemy,HitDefAttr = SC,AT
[State -1, 空中受身]
type = changestate
value=ifelse((pos y>=-20),5200,5210)
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
;triggerall = numenemy
triggerall = stateno = 5050
trigger1 = canrecover
trigger1 = vel y > -1
;--------投げ-----------------
[State -1, 投げ]
type = ChangeState
value = 800
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = S
triggerall = stateno != 100
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = (p2stateno = [120,159])
triggerall = ctrl
triggerall = p2bodydist X < 5
trigger1 = p2movetype != A
trigger1 = enemynear(var(57)),time >= 3
trigger1 = Random = [250,999]
[State -1, 空中投げ]
type = ChangeState
value = 810
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = stateno != [111,112]
triggerall = p2statetype = A
triggerall = Pos Y < -30
triggerall = p2bodydist Y =[-10,5]
triggerall = ctrl
trigger1 = p2bodydist X < 10
trigger1 = p2movetype != H
trigger1 = enemynear(var(57)),time >= 3
trigger1 = Random = [250,999]
;--------状況限定、特殊処理(優先高)-----------------
[State -1, 雪球トルネード]
type = ChangeState
value = 3100
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl
trigger1 = p2statetype != A
trigger1 = ((p2stateno = 7852) || (p2stateno = 7853) || (p2stateno = 7857) || (p2stateno = 7858))
trigger1 = p2bodydist X > 45
trigger1 = enemynear(var(57)),time > 6
trigger2 = p2bodydist X > 0 ;チェーン
trigger2 = p2statetype != A
trigger2 = (stateno = 210) || (stateno = 410) || (stateno = 211) || (stateno = 420)
trigger2 = movehit
trigger2 = (1000 * life / lifemax < 350) || (var(56) > 0 && 1000 * life / lifemax < 500)
[State -1, 空中コンボ用 前ジャンプキャンセル]
type = ChangeState
value = 37
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = stateType != A
triggerall = p2statetype = A
trigger1 = movehit
trigger1 = (stateno = 210)
trigger1 = p2bodydist X =[6,75]
trigger1 = time > 4
trigger2 = movecontact
trigger2 = (stateno = 220)
trigger2 = p2bodydist X =[6,75]
trigger2 = time > 4
[State -1, 空中コンボ用上ジャンプキャンセル or 起き攻め用 上ジャンプ ]
type = ChangeState
value = 38
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = stateType != A
trigger1 = p2statetype = A
trigger1 = movehit
trigger1 = (stateno = 210)
trigger1 = p2bodydist X = [0, 5]
trigger1 = time > 4
trigger2 = p2statetype = A
trigger2 = movecontact
trigger2 = (stateno = 220)
trigger2 = p2bodydist X = [0, 5]
trigger2 = time > 4
trigger3 = p2stateno = [5120,5129]
trigger3 = enemynear(var(57)),AnimTime < -11
trigger3 = ctrl
trigger3 = Random = [400,999]
[State -1, 空中コンボ用 後ろジャンプキャンセル]
type = ChangeState
value = 39
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = stateType != A
triggerall = p2statetype = A
trigger1 = movehit
trigger1 = (stateno = 210) || (stateno = 220)
trigger1 = p2bodydist X < 0
trigger1 = time > 4
[State -1, 空中ダッシュ地]
type = ChangeState
value = 111
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = stateType = A
triggerall = p2statetype != A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = pos Y < -40
triggerall = p2bodydist X > 15
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = ctrl
trigger1 = random = [700,999]
;trigger2 = (stateno = 610) || (stateno = 620 && time = [17,18])
trigger2 = (stateno = 610) || (stateno = 620)
;trigger2 = var(20) = 1
trigger3 = moveguarded
[State -1, 空中ダッシュ空]
type = ChangeState
value = 111
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = stateType = A
triggerall = p2statetype = A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = ( (Vel Y <= 0) && (pos Y < -30) ) || ( (Vel Y > 0) && (pos Y < -40) )
triggerall = var(23) < 4
triggerall = p2bodydist X < 85
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = stateno = 610
trigger1 = movehit
trigger2 = stateno = 620
trigger2 = movehit
trigger2 = time = [17,18]
[State -1, 後方空中ダッシュ空]
type = ChangeState
value = 112
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = stateType = A
triggerall = p2statetype = A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = pos Y < -30
triggerall = BackEdgeBodyDist >= 60
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2bodydist X > 140
trigger1 = ctrl
trigger1 = 1000 * life / lifemax < 400 && random = [920,999]
trigger2 = (stateno = 610) || (stateno = 620)
trigger2 = moveguarded
[State -1,画面端・ジャンプ中]
type = ChangeState
value = 610
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L && p2stateno != [5120,5129]
triggerall = ((p2movetype != A) && (!inguarddist)) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
triggerall = p2bodydist X > -20
triggerall = FrontEdgeBodyDist < 60
trigger1 = p2bodydist Y = [-25, 100]
trigger1 = p2bodydist X < 60 ;牽制
trigger1 = p2statetype = A
trigger1 = ctrl
[State -1, 屈弱(起き上がり用)]
type = ChangeState
value = 400
triggerall = var(59) = 2 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,10]
triggerall = (p2stateno != [120,159])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = alive
triggerall = !inguarddist
trigger1 = statetype != A ;相手の起き上がりに重ねる
trigger1 = ctrl
trigger1 = p2stateno = [5120,5129]
trigger1 = enemynear(var(57)),animtime = -1
[State -1, 立ち弱(起き上がり用)]
type = ChangeState
value = 200
triggerall = var(59) = 2 && RoundState = 2
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,20]
triggerall = p2statetype != L
triggerall = (p2stateno != [120,159])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = alive
triggerall = !inguarddist
trigger1 = statetype != A ;相手の起き上がりに重ねる
trigger1 = ctrl
trigger1 = p2stateno = [5120,5129]
trigger1 = enemynear(var(57)),animtime = -3
;--------IC-----------------------
[State -1, IC地上]
type = ChangeState
value = 4000
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = movetype = A
triggerall = fvar(8) > 0
triggerall = stateno != [1000,1007]
trigger1 = movehit ;遠中ヒット(距離が遠いとき)
trigger1 = stateno = 211
trigger1 = p2bodydist X = [45,65]
trigger2 = projguarded(2001) = 1, > 2 || projguarded(2011) = 1, > 2 || projguarded(2021) = 1, > 2 ;寒いガード
trigger2 = (stateno = 2000 ) || (stateno = 2010)|| (stateno = 2020)
trigger2 = animelemtime(5) >= 0
trigger2 = p2stateno = [120,169]
trigger3 = projhit(2001) = 1, >= 0 || projhit(2011) = 1, >= 0 || projhit(2021) = 1, >= 0 ;寒いヒット
trigger3 = ((stateno = 2000) && (animtime > -60)) || ((stateno = 2010) && (animtime > -55)) || ((stateno = 2020) && (animtime > -45))
trigger3 = (1000 * life / lifemax < 400 && Random = [660,999])
ignorehitpause = 1
;----------コンボパーツ----------
[State -1, バニラ強]
type = ChangeState
value = 2225
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = Power >= 3000
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = p2statetype != L
trigger1 = p2bodydist X = [0,30]; コンボの締め用
trigger1 = statetype = A
trigger1 = p2statetype = A
trigger1 = movehit
trigger1 = stateno = 610
trigger1 = random = [800, 999]
trigger1 = enemynear(var(57)),life < 300
trigger1 = Vel Y <= 0
trigger2 = statetype != A; 削り用(チェーン)
trigger2 = p2statetype != A
trigger2 = p2bodydist X > 0
trigger2 = (stateno = 210) || (stateno = 410) || (stateno = 220) || (stateno = 420)
trigger2 = moveguarded
trigger2 = enemynear(var(57)),life < 50
trigger2 = random = [600,999]
[State -1, バニラ中]
type = ChangeState
value = 2215
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = Power >= 2000
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,30]; コンボの締め用
trigger1 = movehit
trigger1 = stateno = 620
trigger1 = enemynear(var(57)),life < 150
trigger1 = time > 16
trigger1 = random = [800, 999]
[State -1, バニラ弱]
type = ChangeState
value = 2205
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = Power >= 1000
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,30]; コンボの締め用
trigger1 = movehit
trigger1 = stateno = 620
trigger1 = random = [700, 999]
trigger1 = time > 16
[State -1, びっくり強]
type = ChangeState
value = 2120
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,85]; 適当に出す
trigger1 = random = [950, 999]
trigger1 = (p2bodydist Y = [-120, -40])
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = movehit
trigger2 = p2bodydist X = [0,45]; 地上カウンター
trigger2 = p2statetype != A
trigger2 = p2movetype = A
trigger2 = enemynear(var(57)),animtime < -25
trigger2 = enemynear(var(57)),time = [4,20]
trigger2 = enemynear(var(57)),Vel X = [0,1.5]
trigger2 = enemynear(var(57)),Vel Y = 0
trigger2 = p2stateno < 1000 || !(enemynear(var(57)),Vel X = 0)
trigger2 = random = [990, 999]
[State -1, びっくり中]
type = ChangeState
value = 2110
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = Power >= 2000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,65]; 適当に出す
trigger1 = (p2bodydist Y = [-90, -40]) || (p2bodydist Y = 0)
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = enemynear(var(57)),life < 200
trigger1 = random = [950, 999]
trigger1 = movehit
[State -1, びっくり弱]
type = ChangeState
value = 2100
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = Power >= 1000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,45]; 適当に出す
trigger1 = (p2bodydist Y = [-90, -40]) || (p2bodydist Y = 0)
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = enemynear(var(57)),life < 150
trigger1 = enemynear(var(57)),Vel Y < 0
trigger1 = random = [975, 999]
trigger1 = movehit
;----------立ち回り優先度高----------
[State -1, カッター弱]
type = ChangeState
value = 1300
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl
trigger1 = p2movetype != A
trigger1 = !inguarddist
trigger1 = p2bodydist X > 65
trigger1 = (atan( p2dist Y / p2dist X ) *180/pi) =[35,55]
trigger1 = Random = [330,999]
trigger2 = stateno = 230; ダッシュ強キャンセル
trigger2 = moveguarded
trigger2 = p2statetype = A
[State -1, カッター強]
type = ChangeState
value = 1320
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = fvar(8) > 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl
trigger1 = p2bodydist X = [0,30]
trigger1 = (atan( p2dist Y / p2dist X ) *180/pi) =[30,60]
trigger1 = (p2movetype=A)
trigger1 = enemynear(var(57)),animelemtime(1) > 7
trigger1 = (Random = [900,999])
[State -1, 屈弱]
type = ChangeState
value = 400
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,26]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = (p2stateno != [5120,5129])
trigger1 = statetype != A ;近距離コンボ始動
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
trigger1 = !inguarddist
trigger1 = Random = [40,999]
trigger2 = statetype != A ;空中ヒット時追撃
trigger2 = p2bodydist x = [0,20]
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = p2movetype = H
trigger2 = p2bodydist Y =[-25,-3]
trigger2 = Random = [250,999]
trigger3 = statetype != A ;地上ヒット時追撃
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = H
trigger3 = (p2stateno != [120,159])
[State -1, 立ち弱]
type = ChangeState
value = 200
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,32]
triggerall = p2statetype != L
triggerall = (p2stateno != [120,159])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = (p2stateno != [5120,5129])
trigger1 = statetype = S ;近距離コンボ始動
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != A
trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
trigger1 = Random = [0,300]
trigger2 = statetype = S ;空中ヒット時追撃
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = movehit
trigger2 = p2bodydist Y = [-40,-10]
trigger2 = Random = [500,999]
trigger3 = statetype != A ;地上ヒット時追撃
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = H
trigger3 = (p2stateno != [120,159])
[State -1, 屈中]
type = ChangeState
value = 410
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [10,24] ;牽制、カウンター
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != A
trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) ||NumExplod(705) > 0
trigger1 = time > 4
trigger1 = Random = [0,70]
trigger2 = p2bodydist X = [0,22] ;チェーン
trigger2 = p2statetype != A
trigger2 = (stateno = 200) || (stateno = 400)
trigger2 = movehit || (moveguarded && Random = [0,100])
trigger3 = statetype != A ;地上ヒット時追撃
trigger3 = ctrl
trigger3 = p2statetype = S || p2statetype = C
trigger3 = movehit
trigger3 = p2bodydist X = [0,30]
[State -1, 立ち中近]
type = ChangeState
value = 210
triggerall = p2bodydist X < 45
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2bodydist Y > -75
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype != A ;対空
trigger1 = ctrl
trigger1 = p2statetype = A
trigger1 = p2movetype != A
trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) ||NumExplod(705) > 0
trigger1 = p2bodydist X >= 0
trigger1 = Random = [0,200]
trigger2 = statetype != A ;空中ヒット時追撃
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = p2movetype = H
trigger2 = p2bodydist Y < -10
trigger3 = (stateno = 200) || (stateno = 400) ;チェーン
trigger3 = movecontact
trigger3 = p2bodydist X =[0,37]
trigger4 = statetype != A ;地上牽制
trigger4 = ctrl
trigger4 = p2statetype = S || p2statetype = C
trigger4 = p2movetype != A
trigger4 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
trigger4 = p2bodydist x = [27,37]
trigger4 = time > 90
trigger4 = Random = [0,220]
[State -1, 立ち中遠]
type = ChangeState
value = 211
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2bodydist X =[35,65]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype = S ;牽制
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != H
trigger1 = Random = [0,140]
trigger1 =time > 4
trigger2 = stateno = 210 ;チェーン(ガード時)
trigger2 = moveguarded
trigger3 = (stateno = 210) || (stateno = 200) || (stateno = 400) ;チェーン(ヒット時、距離が遠いとき)
trigger3 = movehit
trigger3 = p2bodydist X >= 40
[State -1, 立ち強]
type = ChangeState
value = 220
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2statetype = S || p2statetype = C ;牽制
trigger1 = p2bodydist X =[40, 60]
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = Random = [0,180]
trigger1 = time > 4
trigger2 = (stateno = 210) || (stateno = 410) || (stateno = 211) || (stateno = 200) || (stateno = 400) ;チェーン
trigger2 = movehit || (moveguarded && Random = [0,60])
trigger2 = p2bodydist X =[0, 40]
trigger2 = Random = [0,980]
[State -1, 屈強]
type = ChangeState
value = 420
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype = C ;牽制
trigger1 = p2bodydist X =[35, 55]
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != A
trigger1 = Random = [0,150]
trigger1 = time > 4
trigger2 = (stateno = 210) || (stateno = 410) ;チェーン
trigger2 = movecontact
trigger2 = (p2statetype != A)
[State -1, ジャンプ強]
type = ChangeState
value = 620
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A || (enemynear(var(57)),animtime > -8)
trigger1 = p2bodydist X =[30, 80] ;牽制
trigger1 = p2bodydist Y = [65, 80]
trigger1 = ctrl
trigger1 = Random = [0,450]
trigger1 = ( p2movetype != A && Random < 200) || ( p2movetype = A && Random < 60 )
trigger2 = stateno = 610 ;チェーン
trigger2 = movecontact
trigger2 = Vel Y < 0
[State -1, ジャンプ弱]
type = ChangeState
value = 600
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A || (enemynear(var(57)),animtime > -8)
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2bodydist Y = [29, 30] ;牽制
trigger1 = p2bodydist X =[0,10]
trigger1 = Vel Y < 0 || (Vel Y = 0 && p2statetype = A)
trigger1 = ctrl
trigger2 = p2bodydist X =[0,10] ;牽制2
trigger2 = Vel Y > 0 && p2statetype = A
trigger2 = p2bodydist Y < 45
trigger2 = ctrl
trigger3 = (p2movetype = H && pos Y > -85) || (pos Y > -32 ) || (pos Y < -55) ;牽制3
trigger3 = p2bodydist X >= 0
trigger3 = (Vel X > 0 && p2bodydist X <= 30) || (Vel X <= 0 && p2bodydist X <= 10)
trigger3 = Vel Y >= 0 && p2statetype != A
trigger3 = ctrl
trigger4 = stateno = 600 ;連打キャンセル(空対空)
trigger4 = p2bodydist X =[0,10]
trigger4 = movecontact
trigger4 = p2statetype = A && p2bodydist Y = [10, 30]
trigger5 = stateno = 600 ;連打キャンセル(空対地)
trigger5 = p2bodydist X >= 0
trigger5 = ((Vel X <= 0) && (p2bodydist X < 15)) || ((Vel X > 0) && (p2bodydist X < 35))
trigger5 = movehit || (movecontact && pos Y > -32) || (movecontact && pos Y < -55) || (movecontact && time > 12)
trigger5 = p2statetype != A
[State -1,ジャンプ中]
type = ChangeState
value = 610
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A || (enemynear(var(57)),animtime > -8)
triggerall = (!inguarddist) || ((enemynear(var(57)),HitDefAttr = SCA ,AP) && NumExplod(705) > 0)
trigger1 = p2bodydist Y = [-5, 40]
trigger1 = (p2bodydist X < 75 && Vel X > 0) || (p2bodydist X < 65 && Vel X <= 0) ;牽制
trigger1 = p2statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 ;チェーン
trigger2 = movehit || (movecontact && pos Y > -45)
trigger3 = p2bodydist Y = [-5, 40] ; 対地上
trigger3 = (p2bodydist X < 75 && Vel X > 0) || (p2bodydist X < 65 && Vel X <= 0) ;牽制
trigger3 = p2statetype != A
trigger3 = pos Y > -35 || (p2movetype = H && pos Y > -45)
trigger3 = ctrl
[State -1, ダッシュ屈中]
type = ChangeState
value = 415
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = var(15) = 1 && Time < 6
triggerall = (stateno = 10 || stateno = [99,100])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;trigger1 = ctrl ;地上の相手に突っ込む
trigger1 = p2bodydist X =[0, 60]
trigger1 = p2statetype != A
trigger1 = p2movetype = I
trigger1 = Random = [150,999]
;trigger2 = ctrl ;地上の相手に突っ込む2(相手がヒット時)
trigger2 = p2bodydist X =[0, 50]
trigger2 = p2statetype != A
trigger2 = p2movetype = H
[State -1, ダッシュ弱]
type = ChangeState
value = 205
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = stateno = [99,100]
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype = S
trigger1 = ctrl ;空中の相手に突っ込む(相手がヒット時)
trigger1 = p2statetype = A
trigger1 = p2bodydist X =[30, 55]
trigger1 = p2bodydist Y =[-70, -5]
trigger1 = p2movetype = H
[State -1, ダッシュ強]
type = ChangeState
value = 230
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = stateno = [99,100]
trigger1 = ctrl ;地上の相手に突っ込む
trigger1 = p2bodydist X =[15, 60]
trigger1 = p2statetype != A
trigger1 = (p2movetype != A) || (p2statetype = C)
trigger1 = Random = [0,650]
;----------立ち回り優先度低----------
[State -1,歩く]
Type = ChangeState
Value = 18
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = !inguarddist
triggerall = ctrl
triggerall = p2movetype != H
triggerall = stateno != 19 || time > 90
trigger1 = p2bodydist X = [10,160]; 適当に歩く
trigger1 = Random = [750,999]
trigger2 = p2statetype != A ;棒立ち回避
trigger2 = p2statetype != L
;trigger2 = p2bodydist X = [5,35]
trigger2 = p2bodydist X = [6,15]
trigger2 = p2stateno = [120,159]
[State -1,後退]
Type = ChangeState
Value = 19
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = !inguarddist
triggerall = stateno != 18 || time > 120
triggerall = ctrl
trigger1 = p2movetype != H
trigger1 = p2bodydist X = [120,200]; 適当に歩く
trigger1 = Random = [750,999]
[State -1,ダッシュ]
Type = ChangeState
Value = 99
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
Triggerall = StateType != A
Triggerall = p2statetype != L
Triggerall = !inguarddist
Triggerall = Ctrl
trigger1 = (1000 * life / lifemax > 400 && Random <= 140) || (1000 * life / lifemax <= 400 && Random <= 40) ;地上の相手に突っ込む
trigger1 = p2bodydist X > 60
trigger1 = p2bodydist X < 90 || random = [500,999]
trigger1 = p2statetype != A
trigger1 = p2movetype = I
trigger2 = p2bodydist X =[35,80] ;地上の相手に突っ込む(相手がヒット時)
trigger2 = p2statetype != A
trigger2 = p2movetype = H
trigger2 = (p2stateno != [120,159])
trigger3 = p2bodydist X =[36,75] ;空中の相手に突っ込む(相手がヒット時)
trigger3 = p2bodydist Y = [-39,-20]
trigger3 = p2statetype = A
trigger3 = p2movetype = H
[State -1, ビーム強]
type = ChangeState
value = 1002
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = fvar(8)>0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 160
trigger1 = p2bodydist Y = [0,40]
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != A || NumExplod(705) > 0 || enemynear(var(57)),time = [5,30]
trigger1 = Random <= 80
trigger2 = ctrl
trigger2 = statetype != A
trigger2 = p2movetype = H
trigger2 = p2bodydist Y = [0,40]
trigger2 = (p2statetype != A && p2bodydist X > 140)
trigger2 = var(23) < 6
trigger2 = p2stateno != [820,821]; 現状投げから追撃は不可能…?
[State -1, ビーム弱]
type = ChangeState
value = IfElse(statetype=A,1005,1000)
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl
trigger1 = p2bodydist X > 160
trigger1 = (Vel Y >= 0) || p2bodydist Y = [-35,0]
trigger1 = (Vel Y < 0) || p2bodydist Y = [0,35]
trigger1 = ((Vel Y >= 0) && (Random <= 100)) || ((Vel Y < 0) && (Random <= 25))
trigger1 = p2movetype != A || NumExplod(705) > 0 || enemynear(var(57)),time = [5,45]
trigger2 = stateno = 620; ジャンプ強キャンセル
trigger2 = movehit
trigger2 = p2statetype = A
trigger2 = time = [17,18]
trigger2 = var(23) < 10 || p2bodydist Y = [0,20]
trigger3 = stateno = 420; 屈強キャンセル
trigger3 = statetype != A
trigger3 = movehit
trigger4 = ctrl
trigger4 = statetype = A
trigger4 = p2movetype = H
trigger4 = p2bodydist Y = [0,35]
trigger4 = (p2statetype = A && p2bodydist X > 30)
trigger4 = p2stateno != [820,821]; 現状投げから追撃は不可能…?
trigger5 = ctrl
trigger5 = statetype != A
trigger5 = p2movetype = H
trigger5 = p2bodydist Y = [0,35]
trigger5 = (p2statetype != A && p2bodydist X > 140)
trigger5 = p2stateno != [820,821]; 現状投げから追撃は不可能…?
[State -1, 雪だるま中]
type = ChangeState
value = IfElse(statetype=A,1406,1401)
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
trigger1 = ctrl
trigger1 = p2bodydist X > 160 ||( (p2statetype = L) && p2bodydist X > 80 )
trigger1 = statetype != A && Random <= 700
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
[State -1, 雪だるま弱]
type = ChangeState
value = IfElse(statetype=A,1405,1400)
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
trigger1 = ctrl
trigger1 = p2bodydist X > 160 ||( (p2statetype = L) && p2bodydist X > 80 )
trigger1 = Random <= 580
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
trigger2 = stateno = 620; ジャンプ強キャンセル
trigger2 = movehit
trigger2 = p2statetype = A
trigger2 = time = [17,18]
trigger2 = (var(23) > 10) || (p2bodydist Y != [0,20])
trigger3 = stateno = 230; ダッシュ強キャンセル
trigger3 = movecontact
trigger3 = (fvar(8) = 0) || (p2statetype != A)
[State -1, 雪だるま強]
type = ChangeState
value = IfElse(fvar(8)>0,1402,1401)
triggerall = statetype != A
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
trigger1 = p2statetype = L
trigger1 = ctrl
trigger1 = p2bodydist X = [40, 80]
trigger1 = statetype != A && Random <= 350
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
[State -1, 頭上注意弱]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
trigger1 = p2bodydist X =[0, 65] ;立強キャンセル(ガード)
trigger1 = stateno = 220
trigger1 = time > 14
trigger1 = p2statetype != A
trigger1 = (p2stateno = [120,159])
trigger1 = Random <= 500
trigger2 = p2bodydist X =[45, 65] ;立強キャンセル(ヒット)
trigger2 = stateno = 220
trigger2 = time = [15, 32]
trigger2 = p2statetype != A
trigger2 = movehit
trigger2 = Random <= 150
trigger3 = p2bodydist X =[40, 70] ;立中キャンセル
trigger3 = stateno = 211
trigger3 = movecontact
trigger3 = Random <= 500
trigger4 = ctrl ;牽制
trigger4 = p2bodydist X =[90, 150]
trigger4 = !inguarddist
trigger4 = !movehit
trigger4 = p2movetype != H
trigger4 = (enemynear(var(57)),Const(velocity.run.fwd.x) > enemynear(var(57)),Vel X)
trigger4 = Random = [970,999]
[State -1, 頭上注意中]
type = ChangeState
value = 1210
triggerall = statetype != A
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
trigger1 = ctrl ;牽制
trigger1 = p2bodydist X =[151, 230]
trigger1 = !inguarddist
trigger1 = (enemynear(var(57)),Const(velocity.run.fwd.x) > enemynear(var(57)),Vel X)
trigger1 = Random = [940,999]
[State -1, 頭上注意強]
type = ChangeState
value = 1220
triggerall = statetype != A
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
trigger1 = ctrl ;牽制
trigger1 = p2bodydist X > 230
trigger1 = !inguarddist
trigger1 = (enemynear(var(57)),Const(velocity.run.fwd.x) > enemynear(var(57)),Vel X)
trigger1 = Random = [900,999]
[State -1,前ジャンプ]
Type = ChangeState
Value = 37
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = !inguarddist
triggerall = ctrl
trigger1 = p2bodydist X = [50,60]
trigger1 = p2movetype = I
trigger1 = Random < 80
trigger2 = Random <= 5
trigger2 = p2movetype != H
[State -1,ジャンプ]
Type = ChangeState
Value = 38
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = !inguarddist
triggerall = ctrl
trigger1 = p2bodydist X > 120
trigger1 = Random <= 70
trigger2 = p2bodydist X = [60,120]
trigger2 = Random <= 65
[State -1, 空中ジャンプ]
type = ChangeState
value = 45
triggerall = var(25) < 2
triggerall = var(59) = 2 && RoundState = 2
triggerall = alive
triggerall = StateType = A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = !inguarddist
triggerall = ctrl
triggerall = ((p2bodydist X <= 40) && (Random <= 5 )) || ((p2bodydist X > 40) && (Random <= 10))
trigger1 = Time > 10
trigger2 = stateno = 119
;==========難易度別AI Normal End==========
;==========難易度別AI Easy==========
;==========基本動作==========
;----------カウンター処理----------
[State -1,寒い強]
type = ChangeState
value = 2020
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = Pos Y = 0
triggerall = Power >= 3000
triggerall = p2bodydist X = [-15,40]
triggerall = p2bodydist Y <= 90
triggerall = ctrl
triggerall = p2movetype=A || (p2movetype != A && random =[900,999])
triggerall = p2statetype != L
trigger1 = enemynear(var(57)),Time >= 42 && p2statetype = A
trigger1 = Random = [400,999]
trigger2 = Random = [960,999]; 適当にぶっぱ
[State -1,寒い中]
type = ChangeState
value = 2010
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = Pos Y = 0
triggerall = Power >= 2000
triggerall = p2bodydist X = [-15,40]
triggerall = p2bodydist Y <= 90
triggerall = ctrl
triggerall = p2movetype=A || (p2movetype != A && random =[900,999])
triggerall = p2statetype != L
trigger1 = enemynear(var(57)),Time >= 42 && p2statetype = A
trigger1 = Random = [500,999]
trigger2 = Random = [970,999]; 適当にぶっぱ
[State -1,寒い弱]
type = ChangeState
value = 2000
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType!=A
triggerall = Pos Y = 0
triggerall = Power >= 1000
triggerall = p2bodydist X = [-10,30]
triggerall = p2bodydist Y <= 90
triggerall = ctrl
triggerall = p2movetype=A || (p2movetype != A && random =[900,999])
triggerall = p2statetype != L
trigger1 = enemynear(var(57)),Time >= 42 && p2statetype = A
trigger1 = Random = [660,999]
trigger2 = Random = [980,999]; 適当にぶっぱ
[State -1, ストール強]
type = ChangeState
value = 1120
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType!=A
triggerall = fvar(8)> 0
triggerall = Pos Y = 0
triggerall = ctrl
triggerall = p2bodydist X = [-5,35]
triggerall = p2statetype != A
triggerall = p2movetype=A || (p2movetype != A && random =[900,999])
trigger1 = enemynear(var(57)),Time >= 36
trigger1 = Random = [800,999]
trigger2 = Random = [980,999]; 適当にぶっぱ
;----------ガード関連----------
[State -1, バリア]
type = ChangeState
value = 700
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType!=A
triggerall = NumExplod(705) = 0
triggerall = NumExplod(706) = 0
trigger1 = ctrl
trigger1 = var(58) > 0
trigger1 = p2bodydist X > 160
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0
trigger1 = Random = [900,999]
[State -1,立ちガード]
type = ChangeState
value = 120
triggerall = var(59) = 1
triggerall = alive
triggerall = stateno != [120,155]
triggerall = ctrl
triggerall = random = [330, 999]
triggerall = NumExplod(705) = 0 || !(enemynear(var(57)),HitDefAttr = SCA, AP)
triggerall = time > 2
trigger1 = inguarddist
trigger2 = p2movetype = A
trigger2 = p2bodydist X < 0
trigger2 = random = [900,999]
ignoreHitPause = 1
;--------投げ-----------------
[State -1, 投げ]
type = ChangeState
value = 800
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = statetype = S
triggerall = stateno != 100
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = (p2stateno = [120,159])
triggerall = ctrl
triggerall = p2bodydist X < 5
trigger1 = p2movetype != A
trigger1 = enemynear(var(57)),time >= 12
trigger1 = Random = [850,999]
[State -1, 空中投げ]
type = ChangeState
value = 810
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = stateno != [111,112]
triggerall = p2statetype = A
triggerall = Pos Y < -30
triggerall = p2bodydist Y =[-10,5]
triggerall = ctrl
trigger1 = p2bodydist X < 10
trigger1 = p2movetype != H
trigger1 = enemynear(var(57)),time >= 8
trigger1 = Random = [850,999]
;--------状況限定、特殊処理(優先高)-----------------
;----------コンボパーツ----------
;----------立ち回り優先度高----------
[State -1, 屈弱]
type = ChangeState
value = 400
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,26]
triggerall = p2statetype != L
triggerall = (p2stateno != [120,159])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = (p2stateno != [5120,5129])
trigger1 = statetype != A ;近距離コンボ始動
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
;trigger1 = p2movetype != A
trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
trigger1 = !inguarddist
trigger1 = Random = [200,999]
trigger1 = time > 2
trigger2 = statetype != A ;地上ヒット時追撃
trigger2 = ctrl
trigger2 = p2statetype != A
trigger2 = p2movetype = H
trigger2 = (p2stateno != [120,159])
;trigger2 = random = [300,999]
[State -1, 立ち弱]
type = ChangeState
value = 200
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2bodydist x = [0,32]
triggerall = p2statetype != L
triggerall = (p2stateno != [120,159])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = (p2stateno != [5120,5129])
trigger1 = statetype = S ;近距離コンボ始動
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != A
trigger1 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
;trigger1 =!inguarddist
trigger1 = Random = [500,999]
trigger1 = time > 2
trigger2 = statetype = S ;空中ヒット時追撃
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = p2movetype = H
trigger2 = p2bodydist Y = [-40,-10]
;trigger2 = Random = [900,999]
[State -1, 屈中]
type = ChangeState
value = 410
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [10,28] ;牽制、カウンター
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != A
trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) ||NumExplod(705) > 0
trigger1 = time > 4
trigger1 = Random = [0,70]
trigger2 = p2bodydist X = [0,22] ;チェーン
trigger2 = p2statetype != A
trigger2 = (stateno = 200) || (stateno = 400)
trigger2 = movehit || (moveguarded && Random = [0,100])
[State -1, 立ち中近]
type = ChangeState
value = 210
triggerall = p2bodydist X < 45
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2bodydist Y > -75
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype != A ;対空
trigger1 = ctrl
trigger1 = p2statetype = A
trigger1 = p2movetype != A
trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) ||NumExplod(705) > 0
trigger1 = Random = [500,999]
trigger1 = enemynear(var(57)),time > 12
trigger2 = statetype != A ;空中ヒット時追撃
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = p2movetype = H
trigger2 = p2bodydist Y < -25
:trigger2 = Random = [800,999]
trigger3 = (stateno = 200) || (stateno = 400) ;チェーン
trigger3 = movecontact
trigger4 = statetype != A ;地上牽制
trigger4 = ctrl
trigger4 = p2statetype = S || p2statetype = C
trigger4 = p2movetype != A
trigger4 = enemynear(var(57)),NumProj = 0 || NumExplod(705) > 0
trigger4 = p2bodydist x = [33,40]
trigger4 = time > 90
trigger4 = Random = [850,999]
[State -1, 立ち中遠]
type = ChangeState
value = 211
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2bodydist X =[35,65]
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype = S ;牽制
trigger1 = ctrl
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != H
;trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) || NumExplod(705) > 0
trigger1 = Random = [0,100]
trigger1 = time > 8
trigger2 = stateno = 210 ;チェーン(ガード時)
trigger2 = moveguarded
trigger3 = (stateno = 210) || (stateno = 200) || (stateno = 400) ;チェーン(ヒット時、距離が遠いとき)
trigger3 = movehit
trigger3 = p2bodydist X >= 40
[State -1, 立ち強]
type = ChangeState
value = 220
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2statetype = S || p2statetype = C ;牽制
trigger1 = p2bodydist X =[40, 60]
trigger1 = statetype = S
trigger1 = ctrl
;trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) || NumExplod(705) > 0
trigger1 = Random = [0,150]
trigger1 = time > 8
trigger2 = (stateno = 210) || (stateno = 410) || (stateno = 211) || (stateno = 200) || (stateno = 400) ;チェーン
trigger2 = moveguarded && Random = [0,60]
trigger2 = p2bodydist X =[0, 40]
[State -1, 屈強]
type = ChangeState
value = 420
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = var(16) = 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype = C ;牽制
trigger1 = p2bodydist X =[35, 55]
trigger1 = ctrl
trigger1 = p2movetype != A
trigger1 = Random = [0,100]
trigger1 = time > 8
trigger2 = (stateno = 210) || (stateno = 410) || (stateno = 211) || (stateno = 200) || (stateno = 400) ;チェーン(ヒット)
trigger2 = movehit
trigger3 = (stateno = 210) || (stateno = 410) ;チェーン(ガード)
trigger3 = moveguarded
trigger3 = Random = [400,999]
[State -1, ジャンプ強]
type = ChangeState
value = 620
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L
trigger1 = p2bodydist X =[30, 80] ;牽制
trigger1 = p2bodydist Y = [65, 80]
trigger1 = ctrl
trigger1 = Random = [300,999]
trigger1 = time > 2
trigger1 = ( p2movetype != A && Random < 200) || ( p2movetype = A && Random < 90 )
trigger2 = stateno = 610 ;チェーン(通常)
trigger2 = movecontact
trigger2 = Vel Y < 0
[State -1, ジャンプ弱]
type = ChangeState
value = 600
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
trigger1 = p2bodydist Y = [29, 36] ;牽制
trigger1 = p2bodydist X < 10
trigger1 = Vel Y <= 0
trigger1 = ctrl
trigger1 = Random = [300,999]
trigger1 = time > 2
trigger2 = p2bodydist X < 10
trigger2 = Vel Y > 0
trigger2 = ctrl
trigger2 = Random = [300,999]
trigger2 = time > 2
trigger3 = stateno = 600 ;連打キャンセル
trigger3 = p2bodydist X < 10
trigger3 = movecontact
trigger3 = p2bodydist Y = [10, 30]
trigger3 = Random = [150,999]
[State -1,ジャンプ中]
type = ChangeState
value = 610
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = p2bodydist Y = [-5, 40]
trigger1 = p2bodydist X < 65
trigger1 = p2statetype = A
trigger1 = ctrl
trigger1 = Random = [300,999]
trigger1 = time > 2
trigger2 = stateno = 600 ;チェーン
trigger2 = movecontact
[State -1, ダッシュ屈中]
type = ChangeState
value = 415
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = var(15) = 1 && Time < 6
triggerall = (stateno = 10 || stateno = [99,100])
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
;trigger1 = ctrl ;地上の相手に突っ込む
trigger1 = p2bodydist X =[15, 60]
trigger1 = p2statetype != A
;trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) || NumExplod(705) > 0
trigger1 = Random = [800,999]
[State -1, ダッシュ弱]
type = ChangeState
value = 205
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = stateno = [99,100]
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = statetype = S
trigger1 = ctrl ;適当に
trigger1 = p2statetype != L
trigger1 = p2bodydist X =[30, 55]
trigger1 = p2bodydist Y =[-70, -5]
;trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) || NumExplod(705) > 0
trigger1 = Random = [900,999]
[State -1, ダッシュ強]
type = ChangeState
value = 230
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = stateno = [99,100]
trigger1 = ctrl ;地上の相手に突っ込む
trigger1 = p2bodydist X =[15, 60]
trigger1 = p2statetype != A
;trigger1 = (enemynear(var(57)),NumProj = 0 && enemynear(var(57)),NumHelper = 0) || NumExplod(705) > 0
trigger1 = Random = [980,999]
[State -1, 雪球トルネード]
type = ChangeState
value = 3100
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl
trigger1 = p2statetype != A
trigger1 = ((p2stateno = 7852) || (p2stateno = 7853) || (p2stateno = 7857) || (p2stateno = 7858))
trigger1 = p2bodydist X > 45
trigger1 = enemynear(var(57)),time > 6
trigger1 = Random = [600,999]
[State -1, カッター弱]
type = ChangeState
value = 1300
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = ctrl
;trigger1 = p2movetype != A
trigger1 = !inguarddist
trigger1 = p2bodydist X > 65
trigger1 = (atan( p2dist Y / p2dist X ) *180/pi) =[35,55]
trigger1 = Random = [300,999]
trigger2 = !inguarddist
trigger2 = p2bodydist X = [30,65]
trigger2 = (atan( p2dist Y / p2dist X ) *180/pi) =[35,55]
trigger2 = Random = [900,999]
[State -1, カッター強]
type = ChangeState
value = 1320
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = statetype = A
triggerall = fvar(8) > 0
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl
trigger1 = p2bodydist X < 10
trigger1 = (atan( p2dist Y / p2dist X ) *180/pi) =[30,60]
trigger1 = (p2movetype=A) && time > 12
trigger1 = (Random = [850,999])
;----------立ち回り優先度低----------
[State -1,歩く]
Type = ChangeState
Value = 18
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = !inguarddist
triggerall = ctrl
triggerall = p2movetype != H
triggerall = (stateno != 19 && stateno != [0,12]) || time > 90
trigger1 = p2bodydist X = [10,160]; 適当に歩く
trigger1 = Random = [200,999]
trigger1 = ((stateno != 19) || (time > 900))
[State -1,後退]
Type = ChangeState
Value = 19
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = !inguarddist
triggerall = ctrl
triggerall = (stateno != 18 && stateno != [0,12]) || time > 120
trigger1 = p2movetype != H
trigger1 = p2bodydist X = [120,160]; 適当に歩く
trigger1 = ((stateno != 19) || (time > 900))
[State -1,ダッシュ]
Type = ChangeState
Value = 99
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
Triggerall = StateType != A
Triggerall = p2statetype != L
Triggerall = !inguarddist
Triggerall = Ctrl
trigger1 = Random = [980,999] ;相手に突っ込む
trigger1 = p2bodydist X > 90
[State -1, バニラ強]
type = ChangeState
value = 2225
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = Power >= 3000
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [35,120]; 適度にぶっぱ
trigger1 = ctrl
trigger1 = random = [800, 999]
trigger1 = enemynear(var(57)),life < 200
trigger1 = ((statetype = A) && (p2statetype = A)) || ((statetype != A) && (p2statetype != A))
[State -1, バニラ中]
type = ChangeState
value = 2215
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = Power >= 2000
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [35,120]; 適度にぶっぱ
trigger1 = ctrl
trigger1 = random = [850, 999]
trigger1 = enemynear(var(57)),life < 100
trigger1 = ((statetype = A) && (p2statetype = A)) || ((statetype != A) && (p2statetype != A))
[State -1, バニラ弱]
type = ChangeState
value = 2205
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = Power >= 1000
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [35,120]; 適度にぶっぱ
trigger1 = ctrl
trigger1 = random = [985, 999]
trigger1 = ((statetype = A) && (p2statetype = A)) || ((statetype != A) && (p2statetype != A))
[State -1, びっくり強]
type = ChangeState
value = 2120
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = Power >= 3000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,85]; 適当に出す
trigger1 = (p2bodydist Y = [-90, -60]) || (p2bodydist Y = 0)
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = enemynear(var(57)),life < 250
trigger1 = random = [980, 999]
[State -1, びっくり中]
type = ChangeState
value = 2110
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = Power >= 2000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,65]; 適当に出す
trigger1 = (p2bodydist Y = [-90, -60]) || (p2bodydist Y = 0)
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = enemynear(var(57)),life < 200
trigger1 = random = [990, 999]
[State -1, びっくり弱]
type = ChangeState
value = 2100
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = Power >= 1000
triggerall = statetype != A
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = p2bodydist X = [0,45]; 適当に出す
trigger1 = (p2bodydist Y = [-90, -60]) || (p2bodydist Y = 0)
trigger1 = p2movetype = H
trigger1 = stateno = 210
trigger1 = enemynear(var(57)),life < 150
trigger1 = enemynear(var(57)),Vel Y < 0
trigger1 = random = [995, 999]
[State -1, ビーム強]
type = ChangeState
value = 1002
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
triggerall = fvar(8)>0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 160
trigger1 = p2statetype != A
trigger1 = Random < 60
trigger2 = stateno = 420; 屈強キャンセル
trigger2 = movehit
trigger2 = Random < 650
[State -1, ビーム弱]
type = ChangeState
value = IfElse(statetype=A,1005,1000)
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = p2statetype != L
triggerall = p2stateno != 7851 && p2stateno != 7860 ; 弱ビーム凍結以外
triggerall = p2stateno != 7854 || enemynear(var(57)),PrevStateNo = 7853 || enemynear(var(57)),PrevStateNo = 7858 || enemynear(var(57)),PrevStateNo = 7863
trigger1 = ctrl
trigger1 = p2bodydist X > 160
trigger1 = p2bodydist Y = [0,35]
trigger1 = ((Vel Y >= 0) && (Random <= 60)) || ((Vel Y < 0) && (Random <= 15))
trigger2 = stateno = 420; 屈強キャンセル
trigger2 = movehit
trigger3 = stateno = 210; 立ち中キャンセル(地対空)
trigger3 = movehit
trigger3 = p2statetype = A
trigger4 = stateno = 620; ジャンプ強キャンセル
trigger4 = movehit
trigger4 = p2statetype = A
trigger4 = time = [17,18]
;trigger4 = hitcount < 10 || p2bodydist Y = [0,20]
trigger4 = (var(23) < 10) || p2bodydist Y = [0,20]
trigger5 = ctrl
trigger5 = statetype = A
trigger5 = p2movetype = H
trigger5 = p2bodydist Y = [0,35]
trigger5 = (p2statetype = A && p2bodydist X > 30)
trigger5 = p2stateno != [820,821]; 現状投げから追撃は不可能…?
trigger6 = ctrl
trigger6 = statetype != A
trigger6 = p2movetype = H
trigger6 = p2bodydist Y = [0,35]
trigger6 = (p2statetype != A && p2bodydist X > 30)
trigger6 = p2stateno != [820,821]; 現状投げから追撃は不可能…?
[State -1, 雪だるま中]
type = ChangeState
value = IfElse(statetype=A,1406,1401)
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
trigger1 = ctrl
trigger1 = p2bodydist X > 160 ||( (p2statetype = L) && p2bodydist X > 80 )
trigger1 = statetype != A && Random <= 700
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
[State -1, 雪だるま弱]
type = ChangeState
value = IfElse(statetype=A,1405,1400)
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
trigger1 = ctrl
trigger1 = p2bodydist X > 160 ||( (p2statetype = L) && p2bodydist X > 80 )
trigger1 = Random <= 580
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
trigger2 = stateno = 620; ジャンプ強キャンセル
trigger2 = movehit
trigger2 = p2statetype = A
trigger2 = time = [17,18]
;trigger2 = (hitcount > 10) || (p2bodydist Y != [0,20])
trigger2 = (var(23) > 10) || (p2bodydist Y != [0,20])
trigger3 = stateno = 230; ダッシュ強キャンセル
trigger3 = movecontact
trigger3 = p2statetype != A
[State -1, 雪だるま強]
type = ChangeState
value = IfElse(fvar(8)>0,1402,1401)
triggerall = statetype != A
triggerall = NumHelper(1450) = 0
triggerall = NumHelper(1451) = 0
triggerall = NumHelper(1452) = 0
triggerall = NumHelper(1453) = 0
triggerall = NumExplod(1470) = 0
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
trigger1 = p2statetype = L
trigger1 = ctrl
trigger1 = p2bodydist X = [40, 80]
trigger1 = statetype != A && Random <= 200
trigger1 = !inguarddist
trigger1 = enemynear(var(57)),NumProj = 0
[State -1, 頭上注意弱]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = var(59) = 1 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
trigger1 = p2bodydist X =[0, 65] ;立強キャンセル(ガード)
trigger1 = stateno = 220
trigger1 = time > 14
trigger1 = p2statetype != A
trigger1 = (p2stateno = [120,159])
trigger1 = Random <= 400
trigger2 = p2bodydist X =[45, 65] ;立強キャンセル(ヒット)
trigger2 = stateno = 220
trigger2 = time = [15, 32]
trigger2 = p2statetype != A
trigger2 = movehit
trigger2 = Random <= 220
trigger3 = p2bodydist X =[40, 70] ;立中キャンセル
trigger3 = stateno = 211
trigger3 = movecontact
trigger3 = Random <= 200
trigger4 = ctrl ;牽制
trigger4 = p2bodydist X =[60, 150]
trigger4 = !inguarddist
trigger4 = !movehit
trigger4 = p2movetype != H
trigger4 = (enemynear(var(57)),Const(velocity.run.fwd.x) > enemynear(var(57)),Vel X)
trigger4 = Random = [980,999]
[State -1, 頭上注意中]
type = ChangeState
value = 1210
triggerall = statetype != A
triggerall = var(59) = 1 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
trigger1 = ctrl ;牽制
trigger1 = p2bodydist X =[151, 230]
trigger1 = !inguarddist
trigger1 = (enemynear(var(57)),Const(velocity.run.fwd.x) > enemynear(var(57)),Vel X)
trigger1 = Random = [970,999]
[State -1, 頭上注意強]
type = ChangeState
value = 1220
triggerall = statetype != A
triggerall = var(59) = 1 && RoundState = 2
triggerall = p2statetype != L
triggerall = alive
trigger1 = ctrl ;牽制
trigger1 = p2bodydist X > 230
trigger1 = !inguarddist
trigger1 = (enemynear(var(57)),Const(velocity.run.fwd.x) > enemynear(var(57)),Vel X)
trigger1 = Random = [960,999]
[State -1, ストール中]
type = ChangeState
value = 1110
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType!=A
triggerall = Pos Y = 0
triggerall = ctrl
triggerall = p2bodydist X = [-5,35]
triggerall = p2statetype != A
trigger1 = p2movetype != A; 適当に出す
trigger1 = Random = [970,999]
trigger2 = Random = [995,999]; 適当にぶっぱ
[State -1, ストール弱]
type = ChangeState
value = 1100
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType!=A
triggerall = Pos Y = 0
triggerall = ctrl
triggerall = p2bodydist X = [-5,35]
triggerall = p2statetype != A
trigger1 = p2movetype != A; 適当に出す
trigger1 = Random = [970,999]
trigger2 = Random = [995,999]; 適当にぶっぱ
[State -1,前ジャンプ]
Type = ChangeState
Value = 37
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = !inguarddist
triggerall = ctrl
trigger1 = p2bodydist X = [50,80]
trigger1 = p2movetype != H
trigger1 = Random < 650
trigger2 = p2bodydist X > 80
trigger2 = Random < 80
trigger3 = p2bodydist X < 50
trigger3 = Random <= 5
[State -1,ジャンプ]
Type = ChangeState
Value = 38
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = !inguarddist
triggerall = ctrl
trigger1 = p2bodydist X > 120
trigger1 = Random <= 10
trigger2 = p2bodydist X = [60,120]
trigger2 = Random <= 5
trigger3 = p2bodydist X < 60
trigger3 = Random <= 40
[State -1, 空中ジャンプ]
type = ChangeState
value = 45
triggerall = var(25) < 2
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = StateType = A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = !inguarddist
triggerall = ctrl
triggerall = Random <= 5
trigger1 = Time > 10
trigger2 = stateno = 119
[State -1, 空中ダッシュ地]
type = ChangeState
value = 111
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = stateType = A
triggerall = p2statetype != A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = pos Y < -65
triggerall = p2bodydist X > 40 || p2bodydist X < 15
trigger1 = ctrl
trigger1 = random = [975,999]
[State -1, 空中ダッシュ空]
type = ChangeState
value = 111
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = stateType = A
triggerall = p2statetype = A
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = pos Y < -65
;triggerall = HitCount < 9
triggerall = (var(23) < 9)
triggerall = p2bodydist X < 85
trigger1 = random = [975,999]
trigger1 = ctrl
[State -1, 後方空中ダッシュ空]
type = ChangeState
value = 112
triggerall = var(59) = 1 && RoundState = 2
triggerall = alive
triggerall = stateType = A
triggerall = Alive
triggerall = stateno != [110,115]
triggerall = var(10) < 2
triggerall = pos Y < -65
trigger1 = p2bodydist X > 60
trigger1 = ctrl
trigger1 = random = [980,999]
;==========難易度別AI Easy End==========
[State 120, 2]
type = null;DisplayToClipboard
Trigger1 = RoundState = 2
Trigger1 = var(50) > p2life
;Trigger1 = enemynear(var(57)),gethitvar(damage) > 0
text = "damage = %d \n"
;params = enemynear(var(57)),gethitvar(damage)
params = (var(50) - p2life)
[State -1, debug]
Type = VarSet
Trigger1 = RoundState = 2
trigger1 = p2life <= 1000
V = 50
Value = p2life
[State -1, debug]
type = null;DisplayToClipboard
Trigger1 = RoundState = 2
text = "fvar(11) = %f,fvar(7) = %f ctrl = %d, hittime = %d, reverese = %d \n"
params = fvar(11),fvar(7),enemynear(var(57)),ctrl
[State -1, debug]
type = null;DisplayToClipboard
Trigger1 = RoundState = 2
text = "pos Y = %f, Vel Y = %f hitcount = %d, fvar(11) = %f \n"
params = pos Y, Vel Y, hitcount, fvar(11)
[State -1, debug]
type = null;DisplayToClipboard
Trigger1 = RoundState = 2
text = "fvar(11) = %f,fvar(7) = %f ctrl = %d, hittime = %d, reverese = %d \n"
params = fvar(11),fvar(7),enemynear(var(57)),ctrl,enemynear(var(57)),movereveresed
[State -1, debug]
type = null;DisplayToClipboard
Trigger1 = RoundState = 2
text = "var(55) = %d, var(54) = %d, var(53) = %d, var(48) = %d, var(47) = %d \n"
params = var(55), var(54), var(53), var(48), var(47)