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DJB MUGEN & IKEMEN Community

Command List — fourze.zip ← Back to Overview

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓 ; 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
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