;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; Win版専用パート
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| ボタンリマップ(ボタンコンフィグ) |━━━━━━━━━━━━━━━━━━
[Remap]
x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。
y = y ;Yボタン 〃
z = z ;Zボタン 〃
a = a ;Aボタン 〃
b = b ;Bボタン 〃
c = c ;Cボタン 〃
s = s ;スタートボタン 〃
;━| デフォルト設定 |━━━━━━━━━━━━━━━━━━━━━━━━━━━
[Defaults]
Command.time = 15 ;標準のコマンド入力受付時間。
;各コマンドで省略している場合に有効。
;このパラメータを消した場合、デフォルトは1フレームになる。
;( M.U.G.E.Nでの1フレーム = 1/60秒 )
Command.buffer.time = 1 ;標準のコマンド入力記憶時間。
;入力した直後にコマンドを記憶し、
;指を離してもコマンドが成功している状態を
;ここで設定した時間の分維持する。
;1〜30フレームまでの間で設定可能。
;デフォルトは1フレーム。
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; コマンド定義
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| < AI > |━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[Command]
name = "AI0"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
Command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
Command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
Command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
Command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
Command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
Command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
Command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
Command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
Command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
Command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
Command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
Command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
Command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
Command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
Command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
Command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
Command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
Command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
Command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
Command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
Command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
Command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
Command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
Command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| 超必殺技 |━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;超銀河フィニッシュ
[Command]
name = "DBDB_c"
Command = ~D, B, D, B, c
time = 20
buffer.time = 5
;ライダーロケットドリルキック
[Command]
name = "DFDF_a"
Command = ~D, F, D, F, a
time = 20
buffer.time = 5
;マシンマッシグラー
[Command]
name = "DBDB_a"
Command = ~D, B, D, B, a
time = 20
buffer.time = 5
;ダブルロケットドリルキック
[Command]
name = "DFDF_c"
Command = ~D, F, D, F, c
time = 20
buffer.time = 5
;ライダー超電磁ボンバー
[Command]
name = "DFDF_b"
Command = ~D, F, D, F, b
time = 20
buffer.time = 5
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| 必殺技 |━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ライダーロケットパンチ
[Command]
name = "DB_a"
Command = D, B, a
time = 20
;アッパーライダーロケットパンチ
[Command]
name = "DD_a"
command = D, D, a
time = 20
;スパイク
[Command]
name = "DB_b"
Command = D, B, b
time = 20
;ジャイアントフット
[Command]
name = "DD_b"
command = D, D, b
time = 20
;スコップ
[Command]
name = "60b"
command = ~60$b
time = 90
;ランチャー
[Command]
name = "DF_a"
command = D, F, a
time = 30
;チェーンソー
[Command]
name = "DF_b"
command = D, F, b
time = 30
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| 特殊技・サブシステム |━━━━━━━━━━━━━━━━━━━━━━━━
[Command]
name = "recovery"
Command = a+b
time = 1
[Command]
name = "AFF" ;技の名前 発動条件で使う
command = ~F, F ;コマンド
time = 10 ;入力受付時間
[Command];ハイジャンプ
name = "HJ"
Command = ~$D, $U
time = 8
[Command];ハイジャンプ暴発阻止
name = "NHJ"
Command = ~12$D, $U
time = 8
[Command];ハイジャンプ暴発阻止
name = "NHJ"
Command = /$D
time = 12
[Command]
name = "JD"
command = $B
time = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| キー2回連続入力 |━━━━━━━━━━━━━━━━━━━━━━━━━━
[Command]
name = "FF"
Command = F, F
time = 10
[Command]
name = "BB"
Command = B, B
time = 10
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| 方向キー+ボタン |━━━━━━━━━━━━━━━━━━━━━━━━━━
[Command]
name = "down_a"
Command = /$D,a
time = 1
[Command]
name = "down_b"
Command = /$D,b
time = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| ボタン単発 |━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[Command]
name = "a"
Command = a
time = 1
[Command]
name = "b"
Command = b
time = 1
[Command]
name = "c"
Command = c
time = 1
[Command]
name = "x"
Command = x
time = 1
[Command]
name = "y"
Command = y
time = 1
[Command]
name = "z"
Command = z
time = 1
[Command]
name = "start"
Command = s
time = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;━| 押しっぱなし設定 |━━━━━━━━━━━━━━━━━━━━━━━━━
[Command]
name = "holdfwd"
Command = /$F
time = 1
[Command]
name = "holdback"
Command = /$B
time = 1
[Command]
name = "holdup"
Command = /$U
time = 1
[Command]
name = "holddown"
Command = /$D
time = 1
[Command]
name = "holda"
Command = /a
time = 1
[Command]
name = "holdb"
Command = /b
time = 1
[Command]
name = "holdc"
Command = /c
time = 1
[Command]
name = "holdx"
Command = /x
time = 1
[Command]
name = "holdy"
Command = /y
time = 1
[Command]
name = "holdz"
Command = /z
time = 1
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; ステートエントリーパート
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; ■準常時監視ステート(−1)■
; 通常の食らい状態以外の「P2StateNo」や「TargetState」等で制御された、
; 作成者が任意に指定した相手側の食らいステートに限り、
; 登録したステートコントローラが有効にはなりません。
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[Statedef -1]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; 超必殺技
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;超銀河フィニッシュ
[State -1, Super Arts]
type = ChangeState
value = 3200
triggerAll = Var(59) <= 0 && var(50) = 3
triggerAll = Command = "DBDB_c"
triggerAll = power >= 3000 && life <= ceil(lifemax * 0.5)
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = hitdefattr = SC, NA, SA ;スパキャン用トリガー
trigger2 = MoveContact
trigger2 = StateNo != [3500,3507]
;ライダーロケットドリルキック
[State -1, Super Arts]
type = ChangeState
value = 3000
triggerAll = Var(59) <= 0
triggerAll = Command = "DFDF_a"
triggerAll = power >= 1000
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = hitdefattr = SC, NA, SA ;スパキャン用トリガー
trigger2 = MoveContact
trigger2 = StateNo != [3500,3507]
;ダブルロケットドリルキック
[State -1, Super Arts]
type = ChangeState
value = 3100
triggerAll = Var(59) <= 0
triggerAll = Command = "DFDF_c"
triggerAll = power >= 3000
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = hitdefattr = SC, NA, SA ;スパキャン用トリガー
trigger2 = MoveContact
;マシンマッシグラー
[State -1, Baik]
type = ChangeState
value = 3440
triggerAll = Var(59) <= 0
triggerall = command = "DBDB_a"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
;ライダー超電磁ボンバー
[State -1, Shyoryu Toppa_a]
type = ChangeState
value = 4500
triggerall = var(59)<=0
triggerall = command = "DFDF_b"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; 必殺技
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ライダーロケットパンチ
[State -1, Arts]
type = ChangeState
value = 1000
triggerAll = Var(59) <= 0
triggerAll = Command = "DB_a"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = (StateNo = [200,299]) || (StateNo = [400,499])
trigger2 = MoveContact
;アッパーライダーロケットパンチ
[State -1, Arts]
type = ChangeState
value = 1100
triggerAll = Var(59) <= 0
triggerall = command = "DD_a"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
;スパイク
[State -1, Arts]
type = ChangeState
value = 240
triggerAll = Var(59) <= 0
triggerAll = Command = "DB_b"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = (StateNo = [200,299]) || (StateNo = [400,499])
trigger2 = MoveContact && stateno != 240
[State -1, Arts]
type = ChangeState
value = 240
triggerAll = Var(59) <= 0
triggerAll = Command = "b"
triggerAll = StateType != A
trigger1 = Movehit && stateno = 240 && var(5) <= 2
;ジャイアントフット
[State -1, Arts]
type = ChangeState
value = 230
triggerAll = Var(59) <= 0
triggerAll = Command = "DD_b"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = (StateNo = [200,299]) || (StateNo = [400,499])
trigger2 = MoveContact
;スコップ
[State -1, Arts]
type = ChangeState
value = 411
triggerAll = Var(59) <= 0
triggerAll = Command = "60b"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = (StateNo = [200,299]) || (StateNo = [400,499])
trigger2 = MoveContact
;ランチャー
[State -1, Shyoryu Toppa_a]
type = ChangeState
value = 1200
triggerall = var(59)<=0
triggerall = command = "DF_a"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger3 = (Stateno = 220) && movecontact = 1
trigger4 = (Stateno = 1400) && movecontact = 1
;ペン
[State -1, Arts]
type = ChangeState
value = 1500
triggerAll = Var(59) <= 0
triggerAll = Command = "DF_b"
triggerAll = StateType != A
triggerall = numhelper(1505) = 0
trigger1 = Ctrl
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; 特殊行動
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; くらい抜け
[State -1]
type = ChangeState
value = ifelse(StateType!=A,910,911)
triggerAll = Var(59) <= 0
triggerall = var(9) = 0
triggerAll = Alive && !(Enemynear(var(12)),HitDefAttr = SCA, HA,HP,HT)
triggerAll = (Command = "a" && Command = "b")
TriggerAll = power >= 1000
trigger1 = StateNo = 5000 && time > 0
trigger2 = StateNo = 5010 && time > 0
trigger3 = StateNo = 5020 && time > 0
trigger4 = StateNo = 5070 && time > 0
trigger5 = StateNo = 5030 && time > 0
trigger6 = StateNo = 5035 && time > 0
trigger7 = StateNo = 5040 && time > 0
[State -1];ハイジャンプ
type = ChangeState
value = 199
triggerAll = Var(59) <= 0
trigger1 = Command = "HJ"
trigger1 = Command != "NHJ";不正入力排除
trigger1 = StateType != A
trigger1 = Ctrl
;ジャイロ
[State -1, Air Run Fwd]
type = ChangeState
value = 110 ;番号 ステートで使う
triggerAll = Var(59) <= 0
trigger1 = command = "AFF" ;コマンドが入力されたとき
trigger1 = statetype = A ;空中のとき
trigger1 = ctrl ;コントロール可能のとき
trigger1 = var(11) < 3
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerAll = Var(59) <= 0
trigger1 = Command = "FF"
trigger1 = StateType != A
trigger1 = Ctrl
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerAll = Var(59) <= 0
trigger1 = Command = "BB"
trigger1 = StateType != A
trigger1 = Ctrl
;投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerAll = Var(59) <= 0
triggerAll = Command = "c"
triggerAll = StateType != A
triggerAll = Ctrl
triggerAll = StateNo != 100
trigger1 = Command = "holdfwd"
trigger1 = p2bodydist X < 8
trigger1 = (P2StateType = S) || (P2StateType = C)
trigger1 = p2movetype != H
trigger2 = Command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (P2StateType = S) || (P2StateType = C)
trigger2 = p2movetype != H
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; 通常攻撃
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; 立ち攻撃
;━━━━━━━━━━━━━━━━
;立ちa
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerAll = Var(59) <= 0
triggerAll = Command = "a"
triggerAll = Command != "holddown"
triggerAll = StateType != A
trigger1 = Ctrl
;立ちb
[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerAll = Var(59) <= 0
triggerAll = Command = "b"
triggerAll = Command != "holddown"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 400 && MoveContact
;立ちc
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerAll = Var(59) <= 0
triggerAll = Command = "c"
triggerAll = Command != "holddown"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 400 && MoveContact
trigger4 = StateNo = 210 && MoveContact
trigger5 = StateNo = 410 && MoveContact
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; しゃがみ攻撃
;━━━━━━━━━━━━━━━━
;しゃがみa
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerAll = Var(59) <= 0
triggerAll = Command = "a"
triggerAll = Command = "holddown"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 200 && MoveContact
;しゃがみb
[State -1, Crouching Light Punch]
type = ChangeState
value = 410
triggerAll = Var(59) <= 0
triggerAll = Command = "b"
triggerAll = Command = "holddown"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 400 && MoveContact
trigger4 = StateNo = 210 && MoveContact
;しゃがみc
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerAll = Var(59) <= 0
triggerAll = Command = "c"
triggerAll = Command = "holddown"
triggerAll = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 400 && MoveContact
trigger4 = StateNo = 210 && MoveContact
trigger5 = StateNo = 410 && MoveContact
trigger6 = StateNo = 220 && MoveContact
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; 空中攻撃
;━━━━━━━━━━━━━━━━
;空中a
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerAll = Var(59) <= 0
triggerAll = Command = "a"
triggerAll = StateType = A
trigger1 = Ctrl
;空中b
[State -1, Jump Light Punch]
type = ChangeState
value = 610
triggerAll = Var(59) <= 0
triggerAll = Command = "b"
triggerAll = StateType = A
trigger1 = Ctrl
trigger2 = StateNo = 600 && MoveContact
;空中c
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerAll = Var(59) <= 0
triggerAll = Command = "c"
triggerAll = StateType = A
trigger1 = Ctrl
trigger2 = StateNo = 600 && MoveContact
trigger3 = StateNo = 610 && MoveContact
;---------------------[ジャストディフェンス]
[State -1]
type = VarAdd
triggerall = var(59) > 0
trigger1 = var(13) = 1 && var(8)=0
var(8) = 1
ignorehitpause = 1
;ジャストディフェンス入力
[State -1, リセット]
type = VarSet
trigger1 = roundstate = 0
var(8) = -1
[State -1, 直前ガード]
type = VarSet
triggerall = var(59) <= 0
triggerall = var(8) = 0
triggerall = stateno != [140,159]
trigger1 = command = "JD"
var(8) = 1
[State -1, 直前ガード]
type = VarSet
triggerall = var(59) <= 0
triggerall = var(8) = -1
trigger1 = command != "holdback"
var(8) = 0
ignorehitpause = 1
[State -1, 直前ガード]
type = VarSet
triggerall = var(59) > 0
trigger1 = var(8) = -1
var(8) = 0
ignorehitpause = 1
[State -1];ジャストディフェンス成功フラグ
type = VarSet
triggerall = var(59) <= 0
triggerall = var(8) = [1,7]
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = GetHitVar(guarded) = 1
trigger1 = Time = 0
var(13) = 1
[State -1];ジャストディフェンス成功フラグAI
type = VarSet
triggerall = var(59) > 0 && var(8) = 0 && (prevstateno != [140,159])
triggerall = random <= var(57)*100
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = GetHitVar(guarded) = 1
trigger1 = Time = 0
var(13) = 1
[State -1];ジャストディフェンス失敗フラグ
type = VarSet
triggerall = var(59) <= 0
triggerall = var(8) != [1,7]
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = GetHitVar(guarded) = 1
trigger1 = Time = 0
var(13) = 0
[State -1];ジャストディフェンス失敗フラグAI
type = VarSet
triggerall = var(59) > 0
triggerall = var(8) != 0
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = GetHitVar(guarded) = 1
trigger1 = Time = 0
var(13) = 0
[State -1, パワーゲージ増加]
type = PowerAdd
triggerall = var(13) >= 1
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = GetHitVar(guarded) = 1
trigger1 = Time = 0
value = 50
[State -1, SE]
type = PlaySnd
triggerall = var(13) >= 1
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = GetHitVar(guarded) = 1
Trigger1 = Time = 0
value = 6,2
[State -1, エフェクト 立ち]
type = Explod
triggerall = var(13) >= 1
trigger1 = StateNo = 150
trigger1 = GetHitVar(guarded) = 1
trigger1 = Time = 0
anim = 4200
postype = p1
pos = 0,0
scale = 1,1
sprpriority = 3
ownpal = 1
bindtime = -1
pausemovetime = 19
supermovetime = 19
persistent = 0
ignorehitpause = 1
[State -1, エフェクト しゃがみ]
type = Explod
triggerall = var(13) >= 1
trigger1 = StateNo = 152
trigger1 = GetHitVar(guarded) = 1
trigger1 = Time = 0
anim = 4210
postype = p1
pos = 0,0
scale = 1,1
sprpriority = 3
ownpal = 1
bindtime = -1
pausemovetime = 19
supermovetime = 19
persistent = 0
ignorehitpause = 1
[State -1, エフェクト 空中]
type = Explod
triggerall = var(13) >= 1
trigger1 = StateNo = 154
trigger1 = GetHitVar(guarded) = 1
trigger1 = Time = 0
anim = 4220
postype = p1
pos = 0,0
scale = 1,1
sprpriority = 3
ownpal = 1
bindtime = -1
pausemovetime = 19
supermovetime = 19
persistent = 0
ignorehitpause = 1
[State -1, 硬直時間取得]
Type = VarSet
Trigger1 = Time = 0
trigger1 = GetHitVar(guarded) = 1
trigger1 = StateNo = 151 || StateNo = 153 || StateNo = 155
var(3) = GetHitVar(CtrlTime) - 5*Var(13)
IgnoreHitPause = 1
[State -1, ノックバック軽減]
type = VelSet
trigger1 = var(13) >= 1
x = 0
IgnoreHitPause = 1
[State -1, コントロール]
type = CtrlSet
triggerall = var(13) >= 1
trigger1 = Time > 0 && Time >= Var(3);Time >= (GetHitVar(ctrltime)-3)
trigger1 = GetHitVar(guarded) = 1
trigger1 = StateNo = 151 || StateNo = 153 || StateNo = 155
value = 1
[State -1];ジャストディフェンス成功フラグリセット
type = VarSet
triggerall = var(13) >= 1
trigger1 = Time > 0 && Time >= Var(3);Time >= (GetHitVar(ctrltime)-3)
trigger1 = StateNo = 151 || StateNo = 153 || StateNo = 155
trigger2 = Ctrl = 1
var(13) = 0
[State -1]
type = VarAdd
trigger1 = var(8) > 0
var(8) = 1
ignorehitpause = 1
[State -1]
type = VarSet
triggerall = var(8) >= 10
trigger1 = var(8) >= 30
var(8) = -1
ignorehitpause = 1