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Command List — shiori_ai_090809.zip ← Back to Overview

;-| 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)
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