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DJB MUGEN & IKEMEN Community

Command List — zero.zip ← Back to Overview

; カンフーマンの入力コマンド定義ファイルです。 ; コマンドの入力キーを設定するパートと、技を実行するための条件を設定するパートに分かれています。 ;------------------------------------------------------------------------------ ;============================================================================== ; 入力キーの設定パート ;============================================================================== ;------------------------------------------------------------------------------ ;■設定はこの形が決まり事です。詳細は以下参照。 ; ;[Command] ;name = "***" ;command = ### ;time = &&& ; ;■コマンドの名前:「name = "***"」という風に入れます。***に文字を入れてください。 ;         アルファベットは大文字と小文字でも区別されます。日本語も可能です。 ; ;■指定方法:「command = ###」という風に入れます。 ;      ###に下記のキーを組み合わせ入力するコマンドを設定してください。 ; ;  方向キー: B, DB, D, DF, F, UF, U, UB (全て大文字で) ;        B=Back(後)・D=Down(下)・F=Forward(前)・U=Up(上)になっています。 ; ;  ボタン : a, b, c, x, y, z, s     (全て小文字で) ; ; ※特殊文字 ; ;  スラッシュ( / ):ボタンを押しっぱなしにする場合はこれを入れます。 ;        例:command = /F   (前キーを押したままにする) ;          command = /B,y  (後キーを押したままYボタンを入力) ; ;  チルダ  ( ~ ):ボタンが離される事を認識させる場合はこれを入れます。 ;        例:command = ~c   (Cボタンを離す) ;          command = ~DB,DF,x(斜め後下を離して斜め前下=>Xボタンの順番に入力) ; ;        ※数値を追加する事で、ボタンを離すまでの時間、いわゆる『溜め』を設定出来ます。 ;        例:command = ~20z  (Zボタンを押したままにし、20フレーム後に離す) ;          command = ~40B,F,b(後キーを押したままにし、40フレーム後に離して前キー=>Bボタンの順番に入力) ; ;  ドル   ( $ ):複数の方向キー要素を入力出来るようにする場合はこれを入れます。 ;        例:command = $U   (上・斜め前上・斜め後上のどれからで始めても良い) ;          command = $DF   (下・斜め前下・前のどれからで始めても良い) ; ;  プラス  ( + ):ボタンを同時押しする場合はこれを入れます。 ;        例:command = a+b   (AボタンとBボタンを同時押しします) ;          command = x+y+z  (XボタンとYボタンとZボタンを同時押しします) ;          command = F+c   (前キーとCボタンを同時押しします) ; ; ※これらの特殊文字は、組み合わせて使用する事も可能です。 ;        例:command = ~30$D,a+b ;             (下要素を30フレーム溜めて離した後にAボタンとBボタンを同時押しします) ; ;■入力コマンド受付時間:「time = &&&」という風に入れます。オプションなので省略可能。 ;            &&&にコマンドを入力出来る時間を入れてください。時間はフレーム数です(1フレーム=1/60秒)。 ;        例:time = 24 (入力受付時間を24フレーム(0.4秒)に設定) ; ; 後は実際に登録されているものを参照してください。 ;============================================================================== ;-| ボタン配置 |----------------------------------------------------- ;各ボタンの配置を簡単に変更できます。 ;このキャラクターのボタン配置を変えたいときなどに使います。 ;x = x を x = a に変えれば、xがaに変わります。 [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| 標準化 |------------------------------------------------------- [Defaults] ; timeを記述しなかった場合、以下の値が参照されます。最小値は1です。 command.time = 15 ; buffer.timeの値です。1〜30まで設定できます。 ; 普通は1です。 command.buffer.time = 1 ;------------------------------------------------------------------------------ ;========================================================================== ;AIスイッチ ;========================================================================== [Command] Name = "AI_00" Command = a, b, c, x, y, z Time = 0 [Command] Name = "AI_01" Command = b, a, c, x, y, z Time = 0 [Command] Name = "AI_02" Command = c, a, c, x, y, z Time = 0 [Command] Name = "AI_03" Command = x, b, c, a, y, z Time = 0 [Command] Name = "AI_04" Command = y, b, c, x, a, z Time = 0 [Command] Name = "AI_05" Command = z, b, c, x, y, a Time = 0 [Command] Name = "AI_06" Command = z, x, y, c, b, a Time = 0 [Command] Name = "AI_07" Command = a, x, y, c, b, z Time = 0 [Command] Name = "AI_08" Command = b, x, y, c, z, a Time = 0 [Command] Name = "AI_09" Command = c, x, y, c, b, a Time = 0 [Command] Name = "AI_10" Command = a, x, y, c, b, a Time = 0 [Command] Name = "AI_11" Command = b, x, y, x, b, a Time = 0 [Command] Name = "AI_12" Command = a, y, z, c, a, b Time = 0 [Command] Name = "AI_13" Command = c, a, y, z, b, x Time = 0 [Command] Name = "AI_14" Command = a, c, z, c, x, y Time = 0 [Command] Name = "AI_15" Command = b, x, a, y, b, z Time = 0 [Command] Name = "AI_16" Command = c, x, b, y, b, z Time = 0 [Command] Name = "AI_17" Command = b, x, b, y, c, z Time = 0 [Command] Name = "AI_18" Command = b, z, x, y, c, a Time = 0 [Command] Name = "AI_19" Command = y, x, c, b, a, z Time = 0 [Command] Name = "AI_20" Command = b, z, y, a, b, z Time = 0 [Command] Name = "AI_21" Command = a, z, y, x, c, b Time = 0 [Command] Name = "AI_21" Command = b, a, y, a, z, c Time = 0 [Command] Name = "AI_22" Command = b, z, a, a, c, z Time = 0 [Command] Name = "AI_23" Command = b, a, y, a, b, c Time = 0 [Command] Name = "AI_23" Command = c, a, y, a, z, y Time = 0 [Command] Name = "AI_24" Command = c, z, a, z, c, z Time = 0 [Command] Name = "AI_25" Command = x, z, a, c, z, a Time = 0 [Command] Name = "AI_26" Command = z, z, y, c, a, z Time = 0 [Command] Name = "AI_27" Command = b, z, a, x, c, z Time = 0 [Command] Name = "AI_28" Command = y, z, c, a, z, x Time = 0 [Command] Name = "AI_29" Command = a, b, y, z, c, x Time = 0 [Command] Name = "AI_30" Command = c, a, y, z, b, x Time = 0 [Command] Name = "AI_31" Command = c, a, a, c, b, y Time = 0 [Command] Name = "AI_32" Command = c, b, y, z, y, x Time = 0 [Command] Name = "AI_33" Command = x, y, a, z, c, b Time = 0 [Command] Name = "AI_34" Command = z, b, y, c, a, x Time = 0 [Command] Name = "AI_35" Command = c, b, z, y, c, a Time = 0 [Command] Name = "AI_36" Command = b, c, y, a, b, x Time = 0 [Command] Name = "AI_37" Command = c, x, y, c, b, a Time = 0 [Command] Name = "AI_38" Command = c, c, y, x, b, x Time = 0 [Command] Name = "AI_39" Command = b, z, a, z, c, x Time = 0 [Command] Name = "AI_40" Command = c, x, y, z, b, x Time = 0 [Command] Name = "AI_41" Command = D, U, F, B, D, B Time = 0 [Command] Name = "AI_41" Command = U, F, D, B, D, B Time = 0 [Command] Name = "AI_42" Command = D, D, F, U, D, B Time = 0 [Command] Name = "AI_43" Command = D, U, D, B, F, B Time = 0 [Command] Name = "AI_44" Command = F, U, F, B, D, B Time = 0 [Command] Name = "AI_45" Command = D, F, D, B, a, B Time = 0 [Command] Name = "AI_46" Command = D, U, F, a, D, z Time = 0 [Command] Name = "AI_47" Command = D, c, F, z, D, B Time = 0 [Command] Name = "AI_48" Command = D, F, D, F, D, U Time = 0 [Command] Name = "AI_49" Command = D, U, a, B, D, c Time = 0 [Command] Name = "AI_50" Command = z, a, F, y, D, B Time = 0 ;========================================================================== ;-| 超必殺技 |----------------------------------------------------------------- ;コマンドの一部が重なる場合、先に書かれたものが優先されるので ;気を付けてください。 [Command] name = "chargeshot3" command = ~D, DF, F, D, DF, z time = 25 [Command] name = "chargeshot3" command = ~D, DF, F, D, DF, ~z time = 25 [Command] name = "chargeshot2or3" command = ~D, DF, F, D, DF, y time = 25 [Command] name = "chargeshot2or3" command = ~D, DF, F, D, DF, z time = 25 [Command] name = "chargeshot2or3" command = ~D, DF, F, D, DF, ~y time = 25 [Command] name = "chargeshot2or3" command = ~D, DF, F, D, DF, ~z time = 25 [Command] name = "chargeshot" command = ~D, DF, F, D, DF, x time = 25 [Command] name = "chargeshot" command = ~D, DF, F, D, DF, y time = 25 [Command] name = "chargeshot" command = ~D, DF, F, D, DF, z time = 25 [Command] name = "chargeshot" command = ~D, DF, F, D, DF, ~x time = 25 [Command] name = "chargeshot" command = ~D, DF, F, D, DF, ~y time = 25 [Command] name = "chargeshot" command = ~D, DF, F, D, DF, ~z time = 25 [Command] name = "chargesaber2or3" command = ~D, DB, B, D, DB, y time = 25 [Command] name = "chargesaber3" command = ~D, DB, B, D, DB, z time = 25 [Command] name = "chargesaber3" command = ~D, DB, B, D, DB, ~z time = 25 [Command] name = "chargesaber2or3" command = ~D, DB, B, D, DB, z time = 25 [Command] name = "chargesaber2or3" command = ~D, DB, B, D, DB, ~y time = 25 [Command] name = "chargesaber2or3" command = ~D, DB, B, D, DB, ~z time = 25 [Command] name = "chargesaber" command = ~D, DB, B, D, DB, x time = 25 [Command] name = "chargesaber" command = ~D, DB, B, D, DB, y time = 25 [Command] name = "chargesaber" command = ~D, DB, B, D, DB, z time = 25 [Command] name = "chargesaber" command = ~D, DB, B, D, DB, ~x time = 25 [Command] name = "chargesaber" command = ~D, DB, B, D, DB, ~y time = 25 [Command] name = "chargesaber" command = ~D, DB, B, D, DB, ~z time = 25 [Command] name = "ultsaber" command = ~D, DB, B, D, DB, a time = 25 [Command] name = "ultsaber" command = ~D, DB, B, D, DB, b time = 25 [Command] name = "ultsaber" command = ~D, DB, B, D, DB, c time = 25 [Command] name = "ultsaber" command = ~D, DB, B, D, DB, ~a time = 25 [Command] name = "ultsaber" command = ~D, DB, B, D, DB, ~b time = 25 [Command] name = "ultsaber" command = ~D, DB, B, D, DB, ~c time = 25 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- ;コマンドの一部が重なる場合、先に書かれたものが優先されるので ;623 → 236の順に登録されています。 ;(注:236等はテンキーでコマンドを表しています) [Command] name = "EXtensho" command = ~F, D, DF, x+y [Command] name = "EXtensho" command = ~F, D, DF, x+z [Command] name = "EXtensho" command = ~F, D, DF, y+z [Command] name = "tenshoL" command = ~F, D, DF, x [Command] name = "tenshoM" command = ~F, D, DF, y [Command] name = "tenshoH" command = ~F, D, DF, z [Command] name = "tenshoL" command = ~F, D, DF, ~x [Command] name = "tenshoM" command = ~F, D, DF, ~y [Command] name = "tenshoH" command = ~F, D, DF, ~z [Command] name = "EXbuster" command = ~D, DF, F, x+y [Command] name = "EXbuster" command = ~D, DF, F, x+z [Command] name = "EXbuster" command = ~D, DF, F, y+z [Command] name = "buster" command = ~D, DF, F, x [Command] name = "buster" command = ~D, DF, F, y [Command] name = "buster" command = ~D, DF, F, z [Command] name = "buster" command = ~D, DF, F, ~x [Command] name = "buster" command = ~D, DF, F, ~y [Command] name = "buster" command = ~D, DF, F, ~z [Command] name = "EXshield" command = ~F, DF, D, DB, B, a+b time = 20 [Command] name = "EXshield" command = ~F, DF, D, DB, B, a+c time = 20 [Command] name = "EXshield" command = ~F, DF, D, DB, B, b+c time = 20 [Command] name = "shieldL" command = ~F, DF, D, DB, B, a time = 20 [Command] name = "shieldM" command = ~F, DF, D, DB, B, b time = 20 [Command] name = "shieldH" command = ~F, DF, D, DB, B, c time = 20 [Command] name = "shieldL" command = ~F, DF, D, DB, B, ~a time = 20 [Command] name = "shieldM" command = ~F, DF, D, DB, B, ~b time = 20 [Command] name = "shieldH" command = ~F, DF, D, DB, B, ~c time = 20 [Command] name = "EXsaber" command = ~D, DB, B, x+y [Command] name = "EXsaber" command = ~D, DB, B, x+z [Command] name = "EXsaber" command = ~D, DB, B, y+z [Command] name = "saber" command = ~D, DB, B, x [Command] name = "saber" command = ~D, DB, B, y [Command] name = "saber" command = ~D, DB, B, z [Command] name = "saber" command = ~D, DB, B, ~x [Command] name = "saber" command = ~D, DB, B, ~y [Command] name = "saber" command = ~D, DB, B, ~z [Command] name = "guardcancelP" command = ~B, DB, D, x [Command] name = "guardcancelP" command = ~B, DB, D, y [Command] name = "guardcancelP" command = ~B, DB, D, z [Command] name = "guardcancelP" command = ~B, DB, D, ~x [Command] name = "guardcancelP" command = ~B, DB, D, ~y [Command] name = "guardcancelP" command = ~B, DB, D, ~z [Command] name = "guardcancelK" command = ~B, DB, D, a [Command] name = "guardcancelK" command = ~B, DB, D, b [Command] name = "guardcancelK" command = ~B, DB, D, c [Command] name = "guardcancelK" command = ~B, DB, D, ~a [Command] name = "guardcancelK" command = ~B, DB, D, ~b [Command] name = "guardcancelK" command = ~B, DB, D, ~c ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "FF" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = F, F time = 10 [Command] name = "BB" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = B, B time = 10 [Command] name = "superjump" command = ~$D, $U time = 7 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = x+y time = 1 [Command] name = "recovery" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = a+b time = 1 [Command] name = "OC" command = c+z time = 1 [Command] name = "PP" command = x+y time = 1 [Command] name = "PP" command = x+z time = 1 [Command] name = "PP" command = y+z time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "fwd_c" command = /F,c time = 1 [Command] name = "fwd_z" command = /F,z time = 1 [Command] name = "back_c" command = /B,c time = 1 [Command] name = "back_z" command = /B,z 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 [command] name="fwd" command=F time=1 [command] name="back" command=B time=1 [command] name="up" command=U time=1 [command] name="down" command=D time=1 [Command] name = "Not-Neutral" command = $U time = 1 [Command] name = "Not-Neutral" command = $F time = 1 [Command] name = "Not-Neutral" command = $D time = 1 [Command] name = "Not-Neutral" command = $B time = 1 [Command] name = "charge" command = /x time = 1 [Command] name = "charge" command = /y time = 1 [Command] name = "charge" command = /z time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー押しっぱなし |----------------------------------------------------- [Command] name = "holdfwd" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = /$F time = 1 [Command] name = "holdback" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = /$B time = 1 [Command] name = "holdup" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = /$U time = 1 [Command] name = "holddown" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = /$D time = 1 ;------------------------------------------------------------------------------ ;============================================================================== ; 技を実行するための条件の設定(ステートエントリーパート) ;============================================================================== ;------------------------------------------------------------------------------ ; ここから下は「どのコマンドでどの番号のステートをどういう条件で出せるか」を設定する場所です。 ;(ステートに関してはCNSファイルを参照) ; ;■設定は基本的にこの形になります。 ; ; [State -1, Label] ;「Label」の部分はただのラベルです。何でも良いです。それ以外は変更不可。 ; type = ChangeState ;「別のステートに変更する」という意味のステートコントローラ ; value = new_state_number ;出したい技のステート番号を入れます ; trigger1 = command = command_name ;入力キー設定パートで登録したコマンドの名前をどれか入れます ; . . . (any additional triggers) ;trigger(条件を指定するトリガー)を追加出来ます ; ;■triggerに使える基本的な条件(通常は「トリガー」と呼ばれています) ; ; - StateType - キャラクターがどの状態の時にそのステートを出せるかどうかを決められます。 ; S=立った状態・C=座った状態・A=空中にいる状態・L=横に倒れた状態、の4つが決まり事です。 ; CNSのStatedefの下にある「Type = *」の項目が状態の意味なので、これをこのトリガーで判断します。 ; ; - Ctrl - コントロールが可能か不可能かどちらかの時にそのステートを出せるかどうかを決められます。 ; 0=コントロール不可能状態・1=コントロール可能状態、ですが通常は Ctrl = 1 ( = 1 省略可能)が基本。 ; ; - StateNo - 別の番号のステートから出せる事が可能になります。 ; これを応用してスーパーキャンセルも可能です。 ; ; - MoveContact - 物理攻撃が相手に当たった時(攻撃がヒットした時、もしくはガードされた時)に、 ; そのステートを出せるかどうかを決められます。2種類4パターンあります。 ; MoveContact or MoveContact = 1 (攻撃が当たった時) ; !MoveContact or MoveContact = 0 (攻撃が当たってない時) ; これを応用してスーパーキャンセルも可能です。 ; ; ※上の4つ以外にもありますが、他のトリガーはM.U.G.E.N本体docsフォルダの中の ;  CNSドキュメンテーションを参照してください。 ; ;■ステートエントリーの順序 ; ; ChangeStateの登録の順番は重要です。上に来れば来るほどコマンド入力の優先度が高くなります。 ; ; 引用になりますが、例えば「波動拳コマンドのChangeState(↓\→+パンチ)」を ;「昇龍拳コマンドのChangeState(→↓\+パンチ)」よりも上に登録した場合、 ; ゲーム中では昇龍拳を出そうとしても波動拳が誤って暴発しやすくなってしまいます。 ; 防止するためには、「波動拳のChangeState」を「昇龍拳のChangeState」よりも下に登録しなくてはなりません。 ;「レバーを前に入れて出す特殊技」と「投げ技」の関係なども同様です。 ; ; 順番をよく考えて登録しましょう。 ; ;■AI(CPU)はどう動くのか ;MUGENの標準CPUは相手に近づき適当に攻撃を繰り出すだけなので、AIスイッチによる制御が必要なこともあります。 ; ;■[Statedef -1]とは? ; ; この部分はCNSプログラミングの拡張部分の、常時監視ステートになります。 ; どのいかなる状態でも設定した記述が常に有効になるステートです(CNSの[Statedef -2]と似たような部分)。 ; ; 必要な記述と行なので、絶対に消さないでください。 ; ;============================================================================== ;------------------------------------------------------------------------------ [Statedef -1];←この行は絶対に消さないでください。必須の項目です。 ;============================================================================== ;============================================================================== ;ヘルパー関連 ;============================================================================== [State -1, confighelper] type=helper triggerall = !ishelper trigger1=!NumHelper(25000) helpertype=normal name="ism" stateno=25000 ID=25000 postype = p1 facing = 1 pos=0,0 keyctrl=1 ownpal = 1 pausemovetime=2147483647 supermovetime=2147483647 [State -1, helper] type=helper triggerall = !ishelper trigger1 = !NumHelper(10000) helpertype=normal name="saber" stateno=10000 ID=10000 postype = p1 facing = 1 pos=0,0 keyctrl=0 ownpal = 1 pausemovetime=0;2147483647 supermovetime=0;2147483647 [State -1, AI] Type = VarSet TriggerAll = Var(59) = 0 TriggerAll = RoundState = [1,2] Trigger1 = Command = "AI_00" || Command = "AI_17" || Command = "AI_34" Trigger2 = Command = "AI_01" || Command = "AI_18" || Command = "AI_35" Trigger3 = Command = "AI_02" || Command = "AI_19" || Command = "AI_36" Trigger4 = Command = "AI_03" || Command = "AI_20" || Command = "AI_37" Trigger5 = Command = "AI_04" || Command = "AI_21" || Command = "AI_38" Trigger6 = Command = "AI_05" || Command = "AI_22" || Command = "AI_39" Trigger7 = Command = "AI_06" || Command = "AI_23" || Command = "AI_40" Trigger8 = Command = "AI_07" || Command = "AI_24" || Command = "AI_41" Trigger9 = Command = "AI_08" || Command = "AI_25" || Command = "AI_42" Trigger10 = Command = "AI_09" || Command = "AI_26" || Command = "AI_43" Trigger11 = Command = "AI_10" || Command = "AI_27" || Command = "AI_44" Trigger12 = Command = "AI_11" || Command = "AI_28" || Command = "AI_45" Trigger13 = Command = "AI_12" || Command = "AI_29" || Command = "AI_46" Trigger14 = Command = "AI_13" || Command = "AI_30" || Command = "AI_47" Trigger15 = Command = "AI_14" || Command = "AI_31" || Command = "AI_48" Trigger16 = Command = "AI_15" || Command = "AI_32" || Command = "AI_49" Trigger17 = Command = "AI_16" || Command = "AI_33" || Command = "AI_50" V = 59 Value = 1 [State -1, AI] Type = VarSet TriggerAll = Var(59) > 0 Trigger1 = RoundState = 4 Trigger2 = Win = 1 Trigger3 = Lose = 1 Trigger4 = DrawGame = 1 V = 59 Value = -var(59) [State -1, AI] Type = VarSet TriggerAll = Var(59) < 0 Trigger1 = RoundState = 2 V = 59 Value = -var(59) ;=========================================================================== ;=========================================================================== ;キャンセル設定・ゲージレベル ;=========================================================================== ;ゲージ技使用可能条件リセット [State -1,powerreset] type = VarSet triggerall = !ishelper trigger1 = 1 var(40) = 0 ignorehitpause = 1 ;Lv1使用可能 [State -1,lv1ok] type = Varadd triggerall = !ishelper trigger1 = var(51)/1000000 = 0 trigger1 = power >= 1000 trigger2 = var(51)/1000000 = 1 trigger2 = power >= 750 trigger3 = var(51)/1000000 = 2 trigger3 = power >= 1000 trigger4 = var(51)/1000000 = 3 trigger4 = power >= 1500 trigger5 = var(51)/1000000 = 4 trigger5 = power >= 1000 trigger6 = fvar(8) var(40) = 1 ignorehitpause = 1 ;Lv2使用可能 [State -1,lv2ok] type = Varadd triggerall = !ishelper triggerall = !var(47) trigger1 = var(51)/1000000 = 0 trigger1 = power >= 2000 trigger2 = var(51)/1000000 = 1 trigger2 = 0 trigger3 = var(51)/1000000 = 2 trigger3 = 0 trigger4 = var(51)/1000000 = 3 trigger4 = 0 trigger5 = var(51)/1000000 = 4 trigger5 = power >= 2000 var(40) = 10 ignorehitpause = 1 ;Lv3使用可能 [State -1,lv3ok] type = Varadd triggerall = !ishelper triggerall = !var(47) trigger1 = var(51)/1000000 = 0 trigger1 = power >= 3000 trigger2 = var(51)/1000000 = 1 trigger2 = power >= 3000 trigger3 = var(51)/1000000 = 2 trigger3 = 0 trigger4 = var(51)/1000000 = 3 trigger4 = 0 trigger5 = var(51)/1000000 = 4 trigger5 = power >= 3000 var(40) = 100 ignorehitpause = 1 ;キャンセル設定リセット [State -1,cancelreset] type = VarSet triggerall = !ishelper trigger1 = 1 var(22) = 0 ignorehitpause = 1 ;Lv2キャンセル [State -1,cancelreset] type = VarSet triggerall = !ishelper triggerall = var(36) = 1 trigger1 = movehit || var(8) = 2 trigger1 = stateno = [3000,3999] var(22) = -2 ignorehitpause = 1 ;スーパーキャンセル [State -1,cancelreset] type = VarSet triggerall = !ishelper triggerall = (var(51)%10) = 1 trigger1 = movehit || var(8) = 2 trigger1 = stateno = [1000,1999] var(22) = -1 ignorehitpause = 1 ;空振りキャンセル [State -1,cancelreset] type = VarSet triggerall = !ishelper triggerall = stateno = [200,799] triggerall = movecontact = 0 trigger1 = time < 4 trigger2 = var(47) var(22) = 1 ignorehitpause = 1 ;必殺技キャンセル [State -1,cancelreset] type = VarSet triggerall = !ishelper trigger1 = movetype = A trigger1 = movecontact trigger1 = stateno = 200 trigger2 = movetype = A trigger2 = movecontact trigger2 = stateno = 201 trigger3 = movetype = A trigger3 = movecontact trigger3 = stateno = 211 trigger4 = movetype = A trigger4 = movecontact trigger4 = stateno = 230 trigger5 = movetype = A trigger5 = movecontact trigger5 = stateno = 241 trigger6 = movetype = A trigger6 = movecontact trigger6 = stateno = 250 trigger6 = animelemtime(5) <= 0 trigger7 = movetype = A trigger7 = movecontact trigger7 = stateno = 251 trigger8 = movetype = A trigger8 = movecontact trigger8 = stateno = 300 trigger9 = movetype = A trigger9 = movecontact trigger9 = stateno = 400 trigger10 = movetype = A trigger10 = movecontact trigger10 = stateno = 410 trigger11 = movetype = A trigger11 = movecontact trigger11 = stateno = 420 trigger12 = movetype = A trigger12 = movecontact trigger12 = stateno = 430 trigger13 = movetype = A trigger13 = movecontact trigger13 = stateno = 440 trigger14 = stateno = 52 var(22) = 2 ignorehitpause = 1 ;スーパーコンボキャンセル [State -1,cancelreset] type = VarSet triggerall = !ishelper trigger1 = movetype = A trigger1 = movecontact trigger1 = stateno = 210 trigger2 = movetype = A trigger2 = movecontact trigger2 = stateno = 240 var(22) = 3 ignorehitpause = 1 ;オリジナルコンボ必殺技接触 [State -1,cancelreset] type = VarSet triggerall = !ishelper triggerall = var(47) trigger1 = var(8) || movecontact trigger1 = stateno = [1000,1999] trigger1 = stateno != 1030 trigger1 = stateno != 1130 trigger1 = stateno != 1230 trigger1 = stateno != 1231 trigger1 = stateno != 1330 var(22) = 4 ignorehitpause = 1 ;オリジナルコンボ通常技空振り [State -1,cancelreset] type = VarSet triggerall = !ishelper trigger1 = var(47) trigger1 = stateno = [200,799] var(22) = 5 ignorehitpause = 1 ;オリジナルコンボ通常技接触 [State -1,cancelreset] type = VarSet triggerall = !ishelper trigger1 = var(47) trigger1 = stateno = [200,799] trigger1 = movecontact var(22) = 6 ignorehitpause = 1 ;===================================================================== ;===================================================================== ; リバーサル ;===================================================================== ;リバーサルLv3チャージショット [State -1,buster] type = varset triggerall = !ishelper triggerall = var(40)/100 = 1 trigger1 = !var(0) && (Command="chargeshot3") trigger2 = !var(0) && (Command="chargeshot") trigger2 = (var(40)%100)/10 = 0 var(0) = 3020 ;リバーサルLv2チャージショット [State -1,buster] type = varset triggerall = !ishelper triggerall = (var(40)%100)/10 = 1 trigger1 = !var(0) && (Command="chargeshot2or3") var(0) = 3010 ;リバーサルLv1チャージショット [State -1,buster] type = varset triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 trigger1 = !var(0) && (Command="chargeshot") var(0) = 3000 ;リバーサルLv3チャージセイバー [State -1,buster] type = varset triggerall = !ishelper triggerall = var(40)/100 = 1 trigger1 = !var(0) && (Command="chargesaber3") trigger2 = !var(0) && (Command="chargesaber") trigger2 = (var(40)%100)/10 = 0 var(0) = 3120 ;リバーサルLv2チャージセイバー [State -1,buster] type = varset triggerall = !ishelper triggerall = (var(40)%100)/10 = 1 trigger1 = !var(0) && (Command="chargesaber2or3") var(0) = 3110 ;リバーサルLv1チャージセイバー [State -1,buster] type = varset triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 trigger1 = !var(0) && (Command="chargesaber") var(0) = 3100 ;リバーサルアルティメットセイバー [State -1,buster] type = varset triggerall = !ishelper triggerall = var(40)/100 = 1 trigger1 = !var(0) && (Command="ultsaber") var(0) = 3200 ;リバーサルEX天昇斬 [State -1,buster] type = varset triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 trigger1 = !var(0) && (Command="EXtensho") var(0) = 1230 ;リバーサル弱天昇斬 [State -1,buster] type = varset triggerall = !ishelper trigger1 = !var(0) && (Command="tenshoL") var(0) = 1200 ;リバーサル中天昇斬 [State -1,buster] type = varset triggerall = !ishelper trigger1 = !var(0) && (Command="tenshoM") var(0) = 1210 ;リバーサル強天昇斬 [State -1,buster] type = varset triggerall = !ishelper trigger1 = !var(0) && (Command="tenshoH") var(0) = 1220 ;リバーサルEXバスターショット [State -1,buster] type = varset triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 trigger1 = !var(0) && (Command="EXbuster") var(0) = 1030 ;リバーサルバスターショット [State -1,buster] type = varset triggerall = !ishelper trigger1 = !var(0) && (Command="buster") var(0) = 1000 ;リバーサルEXシールドブーメラン [State -1,buster] type = varset triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 trigger1 = !var(0) && (Command="EXshield") var(0) = 1330 ;リバーサル弱シールドブーメラン [State -1,buster] type = varset triggerall = !ishelper trigger1 = !var(0) && (Command="shieldL") var(0) = 1300 ;リバーサル中シールドブーメラン [State -1,buster] type = varset triggerall = !ishelper trigger1 = !var(0) && (Command="shieldM") var(0) = 1310 ;リバーサル強シールドブーメラン [State -1,buster] type = varset triggerall = !ishelper trigger1 = !var(0) && (Command="shieldH") var(0) = 1320 ;リバーサルEXゼットセイバー [State -1,buster] type = varset triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 trigger1 = !var(0) && (Command="EXsaber") var(0) = 1130 ;リバーサルゼットセイバー [State -1,buster] type = varset triggerall = !ishelper trigger1 = !var(0) && (Command="saber") var(0) = 1100 ;--------------------------------------------------------------------- [State -1] type = varset triggerall = !ishelper trigger1 = var(0) && !var(1) var(1) = 10 [State -1] type = varadd triggerall = !ishelper trigger1 = var(1) > 0 var(1) = -1 [State -1] type = varset triggerall = !ishelper trigger1 = var(0) && !var(1) var(0) = 0 ;=========================================================================== ;=========================================================================== ;スーパーコンボ ;=========================================================================== ;Lv3チャージショット [State -1,chargeshot3] type = ChangeState value = 3020 triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(40)/100 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 trigger1 = (command = "chargeshot3") || ((command = "chargeshot") && ((var(40)%100)/10 = 0)) trigger1 = Ctrl trigger2 = (command = "chargeshot3") || ((command = "chargeshot") && ((var(40)%100)/10 = 0)) trigger2 = var(22) = [1,3] trigger3 = (command = "chargeshot3") || ((command = "chargeshot") && ((var(40)%100)/10 = 0)) trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = (command = "chargeshot3") || ((command = "chargeshot") && ((var(40)%100)/10 = 0)) trigger4 = var(22) = -1 trigger4 = 1 || var(25) := 0 trigger5 = (command = "chargeshot3") || ((command = "chargeshot") && ((var(40)%100)/10 = 0)) trigger5 = var(47) trigger5 = var(22)=[4,6] trigger6 = ctrl trigger6 = fvar(13) = 2 trigger6 = var(0)=3020 ;Lv2チャージショット [State -1,chargeshot2] type = ChangeState value = 3010 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(40)%100)/10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 trigger1 = command = "chargeshot2or3" trigger1 = Ctrl trigger2 = command = "chargeshot2or3" trigger2 = var(22) = [1,3] trigger3 = command = "chargeshot2or3" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "chargeshot2or3" trigger4 = var(22) = -1 trigger4 = 1 || var(25) := 0 trigger5 = command = "chargeshot2or3" trigger5 = var(47) trigger5 = var(22)=[4,6] trigger6 = ctrl trigger6 = fvar(13) = 2 trigger6 = var(0)=3010 ;Lv1チャージショット [State -1,chargeshot1] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 trigger1 = command = "chargeshot" trigger1 = Ctrl trigger2 = command = "chargeshot" trigger2 = var(22) = [1,3] trigger3 = command = "chargeshot" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "chargeshot" trigger4 = var(22) = -1 trigger4 = 1 || var(25) := 0 trigger5 = command = "chargeshot" trigger5 = var(47) trigger5 = var(22)=[4,6] trigger6 = ctrl trigger6 = fvar(13) = 2 trigger6 = var(0)=3000 ;Lv3チャージセイバー [State -1,chargesaber3] type = ChangeState value = 3120 triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(40)/100 = 1 triggerall = StateType != A trigger1 = (command = "chargesaber3") || ((command = "chargesaber") && ((var(40)%100)/10 = 0)) trigger1 = Ctrl trigger2 = (command = "chargesaber3") || ((command = "chargesaber") && ((var(40)%100)/10 = 0)) trigger2 = var(22) = [1,3] trigger3 = (command = "chargesaber3") || ((command = "chargesaber") && ((var(40)%100)/10 = 0)) trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = (command = "chargesaber3") || ((command = "chargesaber") && ((var(40)%100)/10 = 0)) trigger4 = var(22) = -1 trigger4 = 1 || var(25) := 0 trigger5 = (command = "chargesaber3") || ((command = "chargesaber") && ((var(40)%100)/10 = 0)) trigger5 = var(47) trigger5 = var(22)=[4,6] trigger6 = ctrl trigger6 = fvar(13) = 2 trigger6 = var(0)=3120 ;Lv2チャージセイバー [State -1,chargesaber2] type = ChangeState value = 3110 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(40)%100)/10 = 1 triggerall = StateType != A trigger1 = command = "chargesaber2or3" trigger1 = Ctrl trigger2 = command = "chargesaber2or3" trigger2 = var(22) = [1,3] trigger3 = command = "chargesaber2or3" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "chargesaber2or3" trigger4 = var(22) = -1 trigger4 = 1 || var(25) := 0 trigger5 = command = "chargesaber2or3" trigger5 = var(47) trigger5 = var(22)=[4,6] trigger6 = ctrl trigger6 = fvar(13) = 2 trigger6 = var(0)=3110 ;Lv1チャージセイバー [State -1,chargesaber1] type = ChangeState value = 3100 triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A trigger1 = command = "chargesaber" trigger1 = Ctrl trigger2 = command = "chargesaber" trigger2 = var(22) = [1,3] trigger3 = command = "chargesaber" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "chargesaber" trigger4 = var(22) = -1 trigger4 = 1 || var(25) := 0 trigger5 = command = "chargesaber" trigger5 = var(47) trigger5 = var(22)=[4,6] trigger6 = ctrl trigger6 = fvar(13) = 2 trigger6 = var(0)=3100 ;アルティメットセイバー [State -1,ultsaber] type = ChangeState value = 3200 triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(40)/100 = 1 triggerall = StateType != A trigger1 = command = "ultsaber" trigger1 = Ctrl trigger2 = command = "ultsaber" trigger2 = var(22) = [1,3] trigger3 = command = "ultsaber" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "ultsaber" trigger4 = var(22) = -1 trigger4 = 1 || var(25) := 0 trigger5 = command = "ultsaber" trigger5 = var(47) trigger5 = var(22)=[4,6] trigger6 = ctrl trigger6 = fvar(13) = 2 trigger6 = var(0)=3200 ;=========================================================================== ;必殺技 ;=========================================================================== ;EX天昇斬 [State -1,EXtensho] type = ChangeState value = 1230 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 triggerall = StateType != A trigger1 = command = "EXtensho" trigger1 = Ctrl trigger2 = command = "EXtensho" trigger2 = var(22) = [1,2] trigger3 = command = "EXtensho" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "EXtensho" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1230 ;弱天昇斬 [State -1,tensho] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = !ishelper triggerall = StateType != A trigger1 = command = "tenshoL" trigger1 = Ctrl trigger2 = command = "tenshoL" trigger2 = var(22) = [1,2] trigger3 = command = "tenshoL" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "tenshoL" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1200 ;中天昇斬 [State -1,tensho] type = ChangeState value = 1210 triggerall = var(59) = 0 triggerall = !ishelper triggerall = StateType != A trigger1 = command = "tenshoM" trigger1 = Ctrl trigger2 = command = "tenshoM" trigger2 = var(22) = [1,2] trigger3 = command = "tenshoM" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "tenshoM" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1210 ;強天昇斬 [State -1,tensho] type = ChangeState value = 1220 triggerall = var(59) = 0 triggerall = !ishelper triggerall = StateType != A trigger1 = command = "tenshoH" trigger1 = Ctrl trigger2 = command = "tenshoH" trigger2 = var(22) = [1,2] trigger3 = command = "tenshoH" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "tenshoH" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1220 ;EXバスターショット [State -1,EXbuster] type = ChangeState value = 1030 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 trigger1 = command = "EXbuster" trigger1 = Ctrl trigger2 = command = "EXbuster" trigger2 = var(22) = [1,2] trigger3 = command = "EXbuster" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "EXbuster" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1030 ;バスターショット [State -1,buster] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = !ishelper triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 trigger1 = command = "buster" trigger1 = Ctrl trigger2 = command = "buster" trigger2 = var(22) = [1,2] trigger3 = command = "buster" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "buster" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1000 ;バスターショット溜め解除 [State -1,shot] type = ChangeState triggerall = var(59) = 0 trigger1 = stateno = 1000 trigger1 = animelemno(0) = [3,4] trigger1 = Command != "charge" value = 1001 ;EXシールドブーメラン [State -1,EXshield] type = ChangeState value = 1330 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 trigger1 = command = "EXshield" trigger1 = Ctrl trigger2 = command = "EXshield" trigger2 = var(22) = [1,2] trigger3 = command = "EXshield" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "EXshield" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1330 ;弱シールドブーメラン [State -1,shield] type = ChangeState value = 1300 triggerall = var(59) = 0 triggerall = !ishelper triggerall = StateType != A trigger1 = command = "shieldL" trigger1 = Ctrl trigger2 = command = "shieldL" trigger2 = var(22) = [1,2] trigger3 = command = "shieldL" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "shieldL" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1300 ;中シールドブーメラン [State -1,shield] type = ChangeState value = 1310 triggerall = var(59) = 0 triggerall = !ishelper triggerall = StateType != A trigger1 = command = "shieldM" trigger1 = Ctrl trigger2 = command = "shieldM" trigger2 = var(22) = [1,2] trigger3 = command = "shieldM" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "shieldM" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1310 ;強シールドブーメラン [State -1,shield] type = ChangeState value = 1320 triggerall = var(59) = 0 triggerall = !ishelper triggerall = StateType != A trigger1 = command = "shieldH" trigger1 = Ctrl trigger2 = command = "shieldH" trigger2 = var(22) = [1,2] trigger3 = command = "shieldH" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "shieldH" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1320 ;EXゼットセイバー [State -1,EXsaber] type = ChangeState value = 1130 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 triggerall = StateType != A trigger1 = command = "EXsaber" trigger1 = Ctrl trigger2 = command = "EXsaber" trigger2 = var(22) = [1,2] trigger3 = command = "EXsaber" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "EXsaber" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1130 ;ゼットセイバー [State -1,saber] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = !ishelper triggerall = StateType != A trigger1 = command = "saber" trigger1 = Ctrl trigger2 = command = "saber" trigger2 = var(22) = [1,2] trigger3 = command = "saber" trigger3 = var(22) = -2 trigger3 = 1 || var(25) := 0 trigger4 = command = "saber" trigger4 = var(47) trigger4 = var(22)=[4,6] trigger5 = ctrl trigger5 = fvar(13) = 2 trigger5 = var(0)=1100 ;フッ [State -1,saber2] type = ChangeState triggerall = var(59) = 0 trigger1 = stateno = 1100 trigger1 = animelemtime(3) > 0 trigger1 = animelemtime(9) < 0 trigger1 = Command = "saber" value = 1101 ;ハッ [State -1,saber3] type = ChangeState triggerall = var(59) = 0 trigger1 = stateno = 1101 trigger1 = animelemtime(2) > 0 trigger1 = animelemtime(7) < 0 trigger1 = Command = "saber" value = 1102 ;============================================================================== ;=========================================================================== ;基本動作 ;=========================================================================== ;ダッシュ [State -1, Dash] type = ChangeState value = 100 triggerall = var(59) = 0 triggerall = !ishelper trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;バックステップ [State -1, Back Step] type = ChangeState value = 105 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "BB" triggerall = statetype = S trigger1 = ctrl ;ハイジャンプ [State -1, highjump] type = ChangeState value = 41 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (command = "superjump") triggerall = (statetype = S) || (statetype = C) trigger1 = ctrl ;スーパージャンプ [State -1, superjump] type = ChangeState value = 42 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (command = "holdup") triggerall = (statetype = S) || (statetype = C) trigger1 = stateno = 420 trigger1 = movehit trigger1 = (var(51)%1000000)/100000 = 1 ;三角跳び [State -1, walljump] type = ChangeState value = 110 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "holdup" triggerall = statetype = A triggerall = ctrl trigger1 = frontedgebodydist <= 0 trigger1 = command = "holdback" trigger2 = backedgebodydist <= 0 trigger2 = command = "holdfwd" ;============================================================================== ;============================================================================== ;特殊技 ;============================================================================== ;ゼロナックル [State -1,Pthrow] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = !ishelper triggerall = ctrl || (var(22) >= 5) triggerall = StateType != A triggerall = P2MoveType != H || var(47) triggerall = p2stateno != [150,155] triggerall = P2statetype = S || P2statetype = C triggerall = p2dist X > 0 triggerall = !Command = "holddown" trigger1 = Command = "fwd_z" && P2BodyDist X <= 22 trigger2 = Command = "back_z" && P2BodyDist X <= 22 ;ライズスラッシュ [State -1,Kthrow] type = ChangeState value = 850 triggerall = var(59) = 0 triggerall = !ishelper triggerall = ctrl || (var(22) >= 5) triggerall = StateType != A triggerall = P2MoveType != H || var(47) triggerall = p2stateno != [150,155] triggerall = P2statetype = S || P2statetype = C triggerall = p2dist X > 0 triggerall = !Command = "holddown" trigger1 = Command = "fwd_c" && P2BodyDist X <= 22 trigger2 = Command = "back_c" && P2BodyDist X <= 22 ;ダッシュ斬り [State -1,6hp] type = ChangeState value = 300 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "z" && Command != "holddown" && Command = "holdfwd" triggerall = StateType != A trigger1 = ctrl trigger2 = var(22) = 6 trigger3 = var(22) = 4 ;下突き [State -1,j2hk] type = ChangeState value = 700 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "c" && Command = "holddown" triggerall = StateType = A trigger1 = ctrl trigger2 = var(22) = 6 ;オリジナルコンボ発動 [State -1,oc] type = ChangeState value = 4200 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "OC" triggerall = statetype != A && Power >= 3000 && !fvar(8) triggerall = var(51)/1000000 = [3,4] trigger1 = (Ctrl || Time < 2 && (stateno=[200,799])) ;空中オリジナルコンボ発動 [State -1,airoc] type = ChangeState value = 4210 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "OC" triggerall = statetype = A && Power >= 3000 && !fvar(8) triggerall = var(51)/1000000 = [3,4] trigger1 = (Ctrl || Time < 2 && (stateno=[200,799])) ;Pゼロカウンター [State -1,GC1] type = ChangeState value = 4500 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (StateNo = [150,153]) && StateType != A triggerall = time > 0 triggerall = (var(51)%100000)/10000 = 1 triggerall = var(40)%10 = 1 trigger1 = Command = "guardcancelP" ;Kゼロカウンター [State -1,GC2] type = ChangeState value = 4510 triggerall = var(59) = 0 triggerall = !ishelper triggerall = (StateNo = [150,153]) && StateType != A triggerall = time > 0 triggerall = (var(51)%100000)/10000 = 1 triggerall = var(40)%10 = 1 trigger1 = Command = "guardcancelK" ;挑発 [State -1,taunt] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "start" triggerall = StateType != A trigger1 = Ctrl trigger2 = var(22) = [1,2] trigger3 = var(22) = -2 trigger4 = var(47) trigger4 = var(22)=[4,6] ;============================================================================== ;============================================================================== ;通常技 ;============================================================================== ;立ち弱P [State -1,slp] type = ChangeState value = 200+(p2bodydist X = [-20,20]) triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "x" && Command != "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = 201 trigger2 = time > 4 trigger3 = stateno = 400 trigger3 = time > 4 trigger4 = var(22) = 6 trigger5 = var(22) = 4 ;立ち中P [State -1,smp] type = ChangeState value = 210+(p2bodydist X = [-30,30]) triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "y" && Command != "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 230 trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 400 trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 430 trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = var(22) = 6 trigger7 = var(22) = 4 ;立ち強P [State -1,shp] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "z" && Command != "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = [210,211] trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 230 trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = [240,241] trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 400 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 410 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = stateno = 430 trigger8 = movecontact trigger8 = (var(51)%1000000)/100000 = 1 trigger9 = stateno = 440 trigger9 = movecontact trigger9 = (var(51)%1000000)/100000 = 1 trigger10 = var(22) = 6 trigger11 = var(22) = 4 ;立ち弱K [State -1,slK] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "a" && Command != "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = 201 trigger2 = time > 4 trigger3 = stateno = 400 trigger3 = time > 4 trigger4 = var(22) = 6 trigger5 = var(22) = 4 ;立ち中K [State -1,smk] type = ChangeState value = 240+(p2bodydist X = [-30,30]) triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "b" && Command != "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 230 trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = [210,211] trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 400 trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 410 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 430 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = var(22) = 6 trigger9 = var(22) = 4 ;立ち強K [State -1,shk] type = ChangeState value = 250+(p2bodydist X = [-20,20]) triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "c" && Command != "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = [210,211] trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 230 trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = [240,241] trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 220 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 400 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = stateno = 410 trigger8 = movecontact trigger8 = (var(51)%1000000)/100000 = 1 trigger9 = stateno = 420 trigger9 = movecontact trigger9 = (var(51)%1000000)/100000 = 1 trigger10 = stateno = 430 trigger10 = movecontact trigger10 = (var(51)%1000000)/100000 = 1 trigger11 = stateno = 440 trigger11 = movecontact trigger11 = (var(51)%1000000)/100000 = 1 trigger12 = var(22) = 6 trigger13 = var(22) = 4 ;しゃがみ弱P [State -1,clp] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "x" && Command = "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = 201 trigger2 = time > 4 trigger3 = stateno = 400 trigger3 = time > 4 trigger4 = var(22) = 6 trigger5 = var(22) = 4 ;しゃがみ中P [State -1,cmp] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "y" && Command = "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 230 trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 400 trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 430 trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = var(22) = 6 trigger7 = var(22) = 4 ;しゃがみ強P [State -1,chp] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "z" && Command = "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = [210,211] trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 230 trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = [240,241] trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 400 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 410 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = stateno = 430 trigger8 = movecontact trigger8 = (var(51)%1000000)/100000 = 1 trigger9 = stateno = 440 trigger9 = movecontact trigger9 = (var(51)%1000000)/100000 = 1 trigger10 = var(22) = 6 trigger11 = var(22) = 4 ;しゃがみ弱K [State -1,clK] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "a" && Command = "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = 201 trigger2 = time > 4 trigger3 = stateno = 400 trigger3 = time > 4 trigger4 = var(22) = 6 trigger5 = var(22) = 4 ;しゃがみ中K [State -1,cmk] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "b" && Command = "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 230 trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = [210,211] trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 400 trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 410 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 430 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = var(22) = 6 trigger9 = var(22) = 4 ;しゃがみ強K [State -1,chk] type = ChangeState value = 450 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "c" && Command = "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = [210,211] trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 230 trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = [240,241] trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 220 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 400 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = stateno = 410 trigger8 = movecontact trigger8 = (var(51)%1000000)/100000 = 1 trigger9 = stateno = 420 trigger9 = movecontact trigger9 = (var(51)%1000000)/100000 = 1 trigger10 = stateno = 430 trigger10 = movecontact trigger10 = (var(51)%1000000)/100000 = 1 trigger11 = stateno = 440 trigger11 = movecontact trigger11 = (var(51)%1000000)/100000 = 1 trigger12 = var(22) = 6 trigger13 = var(22) = 4 ;ジャンプ弱P [State -1,jlp] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "x" triggerall = StateType = A trigger1 = ctrl trigger2 = var(22) = 6 ;ジャンプ中P [State -1,jmp] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "y" triggerall = StateType = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger2 = var(30) trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 630 trigger3 = movecontact trigger3 = var(30) trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = var(22) = 6 ;ジャンプ強P [State -1,jhp] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "z" triggerall = StateType = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger2 = var(30) trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 610 trigger3 = movecontact trigger3 = var(30) trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 630 trigger4 = movecontact trigger4 = var(30) trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 640 trigger5 = movecontact trigger5 = var(30) trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = var(22) = 6 ;ジャンプ弱K [State -1,jlk] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "a" triggerall = StateType = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger2 = var(30) trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = var(22) = 6 ;ジャンプ中K [State -1,jmk] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "b" triggerall = StateType = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger2 = var(30) trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 610 trigger3 = movecontact trigger3 = var(30) trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 630 trigger4 = movecontact trigger4 = var(30) trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = var(22) = 6 ;ジャンプ強K [State -1,jhk] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = !ishelper triggerall = Command = "c" triggerall = StateType = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger2 = var(30) trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 610 trigger3 = movecontact trigger3 = var(30) trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 620 trigger4 = movecontact trigger4 = var(30) trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 630 trigger5 = movecontact trigger5 = var(30) trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 640 trigger6 = movecontact trigger6 = var(30) trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = var(22) = 6 ;============================================================================== ;============================================================================== ;特殊ガード ;============================================================================== ;アドバンシングガード [State -1,guardpush] type = VarSet triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%1000)/100 = 1 triggerall = var(40)%10 = 1 triggerall = Command = "PP" trigger1 = stateno = [150,155] trigger1 = var(17) = 0 var(17) = 1 ignorehitpause = 1 ;アドバンシングガード条件解除 [State -1,guardpush] type = VarSet triggerall = var(59) = 0 triggerall = !ishelper trigger1 = (stateno = [150,155]) = 0 var(17) = 0 ignorehitpause = 1 ;アドバンシングガード残り時間 [State -1,guardpush] type = Varadd triggerall = var(59) = 0 triggerall = !ishelper trigger1 = var(37) var(37) = -1 ;アドバンシングガード残り時間リセット [State -1,guardpush] type = Varadd triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(37) trigger1 = var(37) < 0 trigger2 = (stateno = [150,155]) = 0 var(37) = 0 ignorehitpause = 1 ;立ちブロッキング(打撃) [State -2, 11] type = hitoverride triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = var(13) = [1,5] trigger2 = var(13) = [6,10] trigger2 = var(15) <= 5 slot = 0 stateno = 4300 attr = SA, AA time = 1 ;立ちブロッキング(飛び道具) [State -2, 11] type = hitoverride triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = var(13) = [1,5] trigger2 = var(13) = [6,10] trigger2 = var(15) <= 5 slot = 1 stateno = 4303 attr = SA, AP time = 1 ;屈ブロッキング(下段打撃) [State -2, 12] type = hitoverride triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = var(14) = [1,5] trigger2 = var(14) = [6,10] trigger2 = var(16) <= 5 slot = 0 stateno = 4301 attr = C, AA time = 1 ;屈ブロッキング(上段打撃) [State -2, 12] type = hitoverride triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = var(14) = [1,5] trigger2 = var(14) = [6,10] trigger2 = var(16) <= 5 slot = 1 stateno = 4301 attr = S, NA time = 1 ;屈ブロッキング(飛び道具) [State -2, 12] type = hitoverride triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = var(14) = [1,5] trigger2 = var(14) = [6,10] trigger2 = var(16) <= 5 slot = 2 stateno = 4304 attr = C, AP time = 1 ;空中ブロッキング(打撃) [State -2, 13] type = hitoverride triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype = A triggerall = ctrl trigger1 = var(13) = [1,5] trigger2 = var(13) = [6,10] trigger2 = var(15) <= 5 slot = 0 stateno = 4302 attr = SCA, AA time = 1 ;空中ブロッキング(飛び道具) [State -2, 13] type = hitoverride triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype = A triggerall = ctrl trigger1 = var(13) = [1,5] trigger2 = var(13) = [6,10] trigger2 = var(15) <= 5 slot = 1 stateno = 4305 attr = SCA, AP time = 1 ;------------------------------------------------------------------------------ ;============================================================================== ;特殊起き上がり ;============================================================================== ;高速起き上がり [state -1,varset] type = varSet triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(52)/100 = 1 triggerall = (roundstate=2 || (RoundState=3 && Win)) triggerall = stateno=5110 && var(24)=1 trigger1 = command="holddown" var(23) = 2 ;時間差起き上がり [state -1,varset] type = varSet triggerall = var(59) = 0 triggerall = !ishelper triggerall = (var(52)%100)/10 = 1 triggerall = (roundstate=2 || (RoundState=3 && Win)) triggerall = stateno=5110 && var(24)=1 trigger1 = (command="holdx"&&command="holdy") trigger2 = (command="holdx"&&command="holdz") trigger3 = (command="holdy"&&command="holdz") var(23) = 8 ;移動起き上がり前 [state -1,varset] type = varSet triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(52)%10 = 1 triggerall = (roundstate=2 || (RoundState=3 && Win)) triggerall = stateno=5110 && var(24)=1 trigger1 = command="holdfwd" var(23) = 6 ;移動起き上がり後 [state -1,varset] type = varSet triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(52)%10 = 1 triggerall = (roundstate=2 || (RoundState=3 && Win)) triggerall = stateno=5110 && var(24)=1 trigger1 = command="holdback" var(23) = 4 ;------------------------------------------------------------------------------ ;--------------------------------------------------------------------------- ;AI行動パターン ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;オリジナルコンボ始動 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち強P [State -1,shp] type = ChangeState value = 220 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = var(47) triggerall = NumHelper(25000) triggerall = helper(25000),fvar(37) > 2900 triggerall = p2statetype != A triggerall = p2bodydist X = [0,100] triggerall = random < 900 triggerall = numtarget = 0 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;弱天昇斬 [State -1,tensho] type = ChangeState value = 1200 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = Ctrl triggerall = var(47) triggerall = NumHelper(25000) triggerall = helper(25000),fvar(37) > 2900 triggerall = p2statetype = A triggerall = p2bodydist X = [-10,60] triggerall = p2bodydist Y > -150 triggerall = random < 900 triggerall = numtarget = 0 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ強P [State -1,jhp] type = ChangeState value = 620 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = var(47) triggerall = NumHelper(25000) triggerall = helper(25000),fvar(37) > 2900 triggerall = p2statetype != A triggerall = p2bodydist X = [0,80] triggerall = p2bodydist Y = [0,80] triggerall = random < 900 triggerall = numtarget = 0 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ強P [State -1,chp] type = ChangeState value = 420 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = var(47) triggerall = p2statetype = A triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*8)) = [-20,35] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((enemynear,const(movement.yaccel))*56)/2)) > -155 triggerall = random < 900 triggerall = numtarget trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ強P [State -1,chp] type = ChangeState value = 420 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = var(47) triggerall = p2statetype = A triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [-10,50] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((enemynear,const(movement.yaccel))*30)/2)) > -115 triggerall = random < 900 triggerall = numtarget trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ダッシュ斬り [State -1,6hp] type = ChangeState value = 300 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = var(47) triggerall = p2statetype = A triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*12)) = [70,110] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*12) + (((enemynear,const(movement.yaccel))*12*11)/2)) > -70 triggerall = random < 900 triggerall = numtarget trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;拾い ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ弱P [State -1,clp] type = ChangeState value = 400 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = abs(p2bodydist X) < 30 triggerall = numtarget trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = p2movetype = H trigger1 = (p2stateno = [5110,5120]) = 0 trigger1 = (p2stateno = [120,155]) = 0 trigger1 = (p2stateno = [19020,19041]) = 0 trigger1 = random < 900 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ弱K [State -1,cmk] type = ChangeState value = 430 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = abs(p2bodydist X) = [10,45] triggerall = numtarget trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = p2movetype = H trigger1 = (p2stateno = [5110,5120]) = 0 trigger1 = (p2stateno = [120,155]) = 0 trigger1 = (p2stateno = [19020,19041]) = 0 trigger1 = random < 900 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ中K [State -1,cmk] type = ChangeState value = 440 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = abs(p2bodydist X) = [40,80] triggerall = numtarget trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = p2movetype = H trigger1 = (p2stateno = [5110,5120]) = 0 trigger1 = (p2stateno = [120,155]) = 0 trigger1 = (p2stateno = [19020,19041]) = 0 trigger1 = random < 900 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;中天昇斬 [State -1,tensho] type = ChangeState value = 1210 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = Ctrl triggerall = numtarget triggerall = (p2stateno = [19020,19041]) = 0 triggerall = enemynear,gethitvar(fall) = 1 triggerall = enemynear,gethitvar(fall.recover) = 0 triggerall = abs(enemynear,vel X) = 2 triggerall = prevstateno = 1130 trigger1 = p2statetype = A trigger1 = p2movetype = H trigger1 = (p2stateno = [120,155]) = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ弱P [State -1,jlp] type = ChangeState value = 600 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = var(30) triggerall = var(47) = 0 triggerall = (var(51)%1000000)/100000 = 1 trigger1 = p2bodydist X = [-20,40];[-20,30] trigger1 = p2bodydist Y = [-40,30] trigger1 = numtarget trigger1 = random < 900 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ中P [State -1,jmp] type = ChangeState value = 610 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = var(30) triggerall = var(47) triggerall = (var(51)%1000000)/100000 = 1 trigger1 = p2bodydist X = [-20,40];[-20,30] trigger1 = p2bodydist Y = [-40,30] trigger1 = numtarget trigger1 = random < 900 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;切り返し ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ゼロナックル [State -1,Pthrow] type = ChangeState value = 800 triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = StateType != A triggerall = P2MoveType != H triggerall = p2stateno != [150,155] triggerall = P2statetype = S || P2statetype = C triggerall = p2dist X > 0 triggerall = P2BodyDist X <= 22 triggerall = random < 500 triggerall = numtarget = 0 trigger1 = prevstateno = 5120 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ライズスラッシュ [State -1,Kthrow] type = ChangeState value = 850 triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = StateType != A triggerall = P2MoveType != H triggerall = p2stateno != [150,155] triggerall = P2statetype = S || P2statetype = C triggerall = p2dist X > 0 triggerall = P2BodyDist X <= 22 triggerall = random < 200+(200*(enemynear,backedgebodydist < 30)) triggerall = numtarget = 0 trigger1 = p2stateno = [120,155] trigger2 = enemynear,prevstateno = [120,155] trigger3 = stateno = [120,155] trigger3 = enemynear,moveguarded trigger4 = prevstateno = [120,155] trigger4 = enemynear,moveguarded trigger5 = stateno = 52 trigger6 = (vel X > 0) || (p2bodydist X <= 0) trigger6 = enemynear,backedgebodydist < 20 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;オリジナルコンボ発動 [State -1,oc] type = ChangeState value = 4200 triggerall = var(59) > 0 triggerall = !ishelper triggerall = statetype != A && Power >= 3000 && !fvar(8) triggerall = var(51)/1000000 = [3,4] triggerall = (Ctrl || Time < 2 && (stateno=[200,799])) triggerall = (p2stateno = [19020,19041]) = 0 triggerall = p2bodydist X = [0,90] triggerall = p2bodydist Y > -60 triggerall = p2statetype != A triggerall = random < 50+(50*(stateno = [120,155])) triggerall = numtarget = 0 trigger1 = enemynear,moveguarded = 0 trigger1 = p2movetype = A trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = enemynear,time > 3 trigger1 = enemynear,animtime < -(6+random%3) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;空中オリジナルコンボ発動 [State -1,airoc] type = ChangeState value = 4210 triggerall = var(59) > 0 triggerall = !ishelper triggerall = statetype = A && Power >= 3000 && !fvar(8) triggerall = var(51)/1000000 = [3,4] triggerall = (Ctrl || Time < 2 && (stateno=[200,799])) triggerall = (p2stateno = [19020,19041]) = 0 triggerall = p2statetype != A triggerall = ((p2bodydist X) - ((enemynear,vel X)*5)) = [0,60] triggerall = p2bodydist Y < 90 triggerall = random < 50+(50*(stateno = [120,155])) triggerall = numtarget = 0 trigger1 = enemynear,moveguarded = 0 trigger1 = p2movetype = A trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = enemynear,time > 3 trigger1 = enemynear,animtime < -(6+random%3) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv1チャージショット [State -1,chargeshot1] type = ChangeState value = 3000 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = Ctrl triggerall = var(47) = 0 triggerall = var(51)/1000000 != 3 triggerall = var(51)/1000000 = 2 triggerall = (p2stateno = [19020,19041]) = 0 triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [-10,90] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((enemynear,const(movement.yaccel))*30)/2)) > -60 triggerall = random < 50+(50*(stateno = [120,155])) triggerall = numtarget = 0 trigger1 = enemynear,moveguarded = 0 trigger1 = p2movetype = A trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = enemynear,time > 3 trigger1 = enemynear,animtime < -(6+random%3) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;EX天昇斬 [State -1,EXtensho] type = ChangeState value = 1230 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = Ctrl triggerall = (p2stateno = [19020,19041]) = 0 triggerall = (var(51)/1000000 = 2) || (power = [1500,2500]) || (power < 1000) triggerall = ((p2bodydist X) - ((enemynear,vel X)*4)) = [-10,50] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*4) + (((enemynear,const(movement.yaccel))*12)/2)) > -55 triggerall = random < 50+(50*((stateno = [120,155]) || (prevstateno = [120,155]))) triggerall = numtarget = 0 trigger1 = enemynear,moveguarded = 0 trigger1 = p2movetype = A trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = enemynear,time > 3 trigger1 = enemynear,animtime < -(4+random%3) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;弱天昇斬 [State -1,tensho] type = ChangeState value = 1200 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = Ctrl triggerall = var(47) = 0 triggerall = (p2stateno = [19020,19041]) = 0 triggerall = ((p2bodydist X) - ((enemynear,vel X)*4)) = [-10,40] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*4) + (((enemynear,const(movement.yaccel))*12)/2)) > -40 triggerall = random < 300 triggerall = numtarget = 0 trigger1 = prevstateno = 5120 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Pゼロカウンター [State -1,GC1] type = ChangeState value = 4500 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (StateNo = [150,153]) && StateType != A triggerall = time > 0 triggerall = (var(51)%100000)/10000 = 1 triggerall = var(40)%10 = 1 triggerall = ((p2bodydist X) - ((enemynear,vel X)*13)) = [-30,35] triggerall = random < 100 triggerall = backedgebodydist < frontedgebodydist triggerall = numtarget = 0 triggerall = var(51)/1000000 != 3 triggerall = (var(51)/1000000 = 2) || (power = [1500,2500]) triggerall = enemynear,ctrl = 0 triggerall = (enemynear,anim = [0,100]) = 0 triggerall = enemynear,time > 3 trigger1 = ((enemynear,pos Y) + ((enemynear,vel Y)*13) + (((enemynear,const(movement.yaccel))*13*12)/2)) > -120 trigger1 = enemynear,animtime = [-19,-(13+random%3)] trigger2 = p2statetype = A trigger2 = ((enemynear,pos Y) + ((enemynear,vel Y)*13) + (((enemynear,const(movement.yaccel))*13*12)/2)) = [-120,-30] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Kゼロカウンター [State -1,GC2] type = ChangeState value = 4510 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (StateNo = [150,153]) && StateType != A triggerall = time > 0 triggerall = (var(51)%100000)/10000 = 1 triggerall = var(40)%10 = 1 triggerall = ((p2bodydist X) - ((enemynear,vel X)*14)) = [0,50] triggerall = p2statetype != A triggerall = random < 100 triggerall = numtarget = 0 trigger1 = var(51)/1000000 != 3 trigger1 = (var(51)/1000000 = 2) || (power = [1500,2500]) trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = enemynear,time > 3 trigger1 = enemynear,animtime = [-20,-(14+random%3)] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;隙突き ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;オリジナルコンボ発動 [State -1,oc] type = ChangeState value = 4200 triggerall = var(59) > 0 triggerall = !ishelper triggerall = statetype != A && Power >= 3000 && !fvar(8) triggerall = var(51)/1000000 = [3,4] triggerall = (Ctrl || Time < 2 && (stateno=[200,799])) triggerall = (p2stateno = [19020,19041]) = 0 triggerall = p2bodydist X = [0,90] triggerall = p2bodydist Y > -60 triggerall = p2statetype != A triggerall = random < 400 triggerall = numtarget = 0 trigger1 = enemynear,time > 15 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 trigger1 = enemynear,animtime = [-9,-6] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;空中オリジナルコンボ発動 [State -1,airoc] type = ChangeState value = 4210 triggerall = var(59) > 0 triggerall = !ishelper triggerall = statetype = A && Power >= 3000 && !fvar(8) triggerall = var(51)/1000000 = [3,4] triggerall = (Ctrl || Time < 2 && (stateno=[200,799])) triggerall = (p2stateno = [19020,19041]) = 0 triggerall = p2statetype != A triggerall = ((p2bodydist X) - ((enemynear,vel X)*5)) = [0,60] triggerall = p2bodydist Y < 90 triggerall = random < 400 triggerall = numtarget = 0 trigger1 = enemynear,time > 15 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 trigger1 = enemynear,animtime = [-9,-6] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ弱P [State -1,clp] type = ChangeState value = 400 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2statetype != A triggerall = p2bodydist X = [-10,30] triggerall = random < 400 triggerall = numtarget = 0 trigger1 = enemynear,time > 15 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 trigger1 = enemynear,animtime = [-6,-3] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ中P [State -1,clp] type = ChangeState value = 410 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2statetype != A triggerall = p2bodydist X = [0,40] triggerall = random < 400 triggerall = numtarget = 0 trigger1 = enemynear,time > 15 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 trigger1 = enemynear,animtime = [-7,-4] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち中P [State -1,smp] type = ChangeState value = 210+(p2bodydist X = [-30,30]) triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2statetype != A triggerall = p2bodydist X = [40,60] triggerall = random < 400 triggerall = numtarget = 0 triggerall = ((var(40)/100 = 1) || ((var(40)%100)/10 = 1)) trigger1 = enemynear,time > 15 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 trigger1 = enemynear,animtime = [-9,-6] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち強P [State -1,shp] type = ChangeState value = 220 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2statetype != A triggerall = p2bodydist X = [40,100] triggerall = random < 400 triggerall = numtarget = 0 trigger1 = enemynear,time > 15 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 trigger1 = enemynear,animtime = [-9,-6] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ中P [State -1,jmp] type = ChangeState value = 610 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = p2statetype != A triggerall = p2bodydist X = [0,80] triggerall = p2bodydist Y = [0,80] triggerall = random < 400 triggerall = numtarget = 0 trigger1 = enemynear,time > 15 trigger1 = enemynear,ctrl = 0 trigger1 = (enemynear,anim = [0,100]) = 0 trigger1 = (p2stateno = [5100,5120]) = 0 trigger1 = enemynear,animtime = [-9,-6] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;対空 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち強K [State -1,shk] type = ChangeState value = 250+(p2bodydist X = [-20,20]) triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = (p2stateno = [19020,19041]) = 0 triggerall = p2bodydist X = [-20,20] triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*5)) = [-20,25] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*5) + (((enemynear,const(movement.yaccel))*20)/2)) = [-185,-80] triggerall = numtarget = 0 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = p2statetype = A trigger1 = (stateno = [120,155]) = 0 trigger1 = (inguarddist && (enemynear,hitdefattr = SCA,AA,AP) = 0) = 0 trigger1 = random < 80 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ強P [State -1,chp] type = ChangeState value = 420 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = (p2stateno = [19020,19041]) = 0 triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*8)) = [-15,35] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((enemynear,const(movement.yaccel))*56)/2)) = [-155,-90] triggerall = numtarget = 0 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = p2statetype = A trigger1 = (stateno = [120,155]) = 0 trigger1 = (inguarddist && (enemynear,hitdefattr = SCA,AA,AP) = 0) = 0 trigger1 = random < 80 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ強P [State -1,chp] type = ChangeState value = 420 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = (p2stateno = [19020,19041]) = 0 triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [0,50] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((enemynear,const(movement.yaccel))*30)/2)) = [-115,-50] triggerall = numtarget = 0 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = p2statetype = A trigger1 = (stateno = [120,155]) = 0 trigger1 = (inguarddist && (enemynear,hitdefattr = SCA,AA,AP) = 0) = 0 trigger1 = random < 80 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv1チャージショット [State -1,chargeshot1] type = ChangeState value = 3000 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = Ctrl triggerall = var(47) = 0 triggerall = (p2stateno = [19020,19041]) = 0 triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*(((p2bodydist X) - ((enemynear,vel X)*6))/14)) + (((enemynear,const(movement.yaccel))*(((p2bodydist X) - ((enemynear,vel X)*6))/14)*((((p2bodydist X) - ((enemynear,vel X)*6))/14))-1)/2)) = [-60,-10] triggerall = 1;((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [-10,90] triggerall = 1;((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((enemynear,const(movement.yaccel))*30)/2)) = [-60,-10] triggerall = enemynear,vel Y >= 0 triggerall = numtarget = 0 triggerall = random < 100 triggerall = p2statetype = A triggerall = var(51)/1000000 != 3 triggerall = var(51)/1000000 = 2 trigger1 = (p2stateno = [5200,5210]) = 0 trigger2 = p2stateno = [5200,5210] trigger2 = enemynear,time > 10 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;防御 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;投げ回避ジャンプ [State -1, jump4throw] type = ChangeState value = 10040+(100*(enemynear,vel X <= 0)) triggerall = var(59) > 0 triggerall = !ishelper triggerall = (statetype = S) || (statetype = C) triggerall = ctrl triggerall = (facing = enemynear,facing) = 0 trigger1 = p2movetype = A trigger1 = enemynear,hitdefattr = SCA,AT trigger1 = random < 200 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ガードへの移行 [State -1, guard] type = ChangeState value = 120 triggerall = var(59) > 0 triggerall = ctrl triggerall = var(47) = 0 trigger1 = inguarddist trigger1 = random < 500 + 200*((statetype = A) || (vel X < 0)) - 200*((vel X > 0) && (statetype != A)) + 10*(enemynear,time) trigger2 = p2movetype = A trigger2 = enemynear,hitdefattr = A,AA trigger2 = p2dist X <= 0 trigger2 = random < 300 - p2dist X ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ攻撃 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;空中オリジナルコンボ発動 [State -1,airoc] type = ChangeState value = 4210 triggerall = var(59) > 0 triggerall = !ishelper triggerall = statetype = A && Power >= 3000 && !fvar(8) triggerall = var(51)/1000000 = [3,4] triggerall = (Ctrl || Time < 2 && (stateno=[200,799])) triggerall = (p2stateno = [19020,19041]) = 0 triggerall = p2statetype != A triggerall = ((p2bodydist X) - ((enemynear,vel X)*5) + (vel X*5)) = [0,60] triggerall = (p2stateno = [5100,5120]) = 0 triggerall = random < 800 trigger1 = vel X > 0 trigger1 = vel Y > 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ中P [State -1,jmp] type = ChangeState value = 610 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = (!inguarddist) || ((p2bodydist X < 40)&&(p2statetype != A)) || (enemynear,moveguarded) triggerall = random < 500 triggerall = (p2stateno = [5100,5120]) = 0 triggerall = vel X <= 0 trigger1 = backedgebodydist <= 10 trigger1 = vel Y > 0 trigger1 = p2bodydist X < 60 trigger1 = p2bodydist Y < 60 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ強P [State -1,jhp] type = ChangeState value = 620 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = (!inguarddist) || ((p2bodydist X < 60)&&(p2statetype != A)) || (enemynear,moveguarded) triggerall = random < 800 trigger1 = vel X > 0 trigger1 = vel Y > 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ中K [State -1,jmk] type = ChangeState value = 640 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = p2statetype != A triggerall = random < 500 triggerall = (p2stateno = [5100,5120]) = 0 trigger1 = vel X > 0 trigger1 = vel Y > 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ強K [State -1,jhk] type = ChangeState value = 650 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = (!inguarddist) || ((p2bodydist X < 40)&&(p2statetype != A)) || (enemynear,moveguarded) triggerall = random < 500 triggerall = vel X <= 0 trigger1 = backedgebodydist > 10 trigger1 = vel X < 0 trigger2 = vel Y > 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;飛び込み ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;起き攻め ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ弱P [State -1,clp] type = ChangeState value = 400 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2bodydist X < 20 trigger1 = p2stateno = 5120 trigger1 = enemynear,animtime > -1 trigger1 = random < 500 trigger2 = p2stateno = [5100,5110] trigger2 = enemynear,time < 10 trigger2 = random < 100 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;下突き [State -1,j2hk] type = ChangeState value = 700 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = ctrl triggerall = random < 300 trigger1 = vel X > 0 trigger1 = p2dist X = [-5,5] trigger1 = p2bodydist Y < 60 ;--------------------------------------------------------------------------- ;---------------------------------------------------------------- ;ジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) trigger1 = p2stateno = 5110 trigger1 = p2bodydist X < 90 trigger1 = random < 900-400*enemynear,time value = 10140 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;ジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) trigger1 = p2stateno = 5100 trigger1 = p2bodydist X < 90 trigger1 = random < enemynear,time*enemynear,time value = 10140 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;ジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) trigger1 = p2stateno = 5110 trigger1 = p2bodydist X < 130 trigger1 = (enemynear,backedgebodydist > 20) || (p2bodydist X > 100) trigger1 = random < 900-400*enemynear,time value = 10040 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;ジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) trigger1 = p2stateno = [5100,5110] trigger1 = p2bodydist X = [100,130] trigger1 = random < 500 value = 10040 ;---------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ぶっぱ ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv1チャージショット [State -1,chargeshot1] type = ChangeState value = 3000 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = Ctrl triggerall = var(51)/1000000 != 3 triggerall = var(51)/1000000 = 2 triggerall = (p2stateno = [19020,19041]) = 0 triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [-10,90] triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((enemynear,const(movement.yaccel))*30)/2)) > -60 triggerall = numtarget = 0 triggerall = p2movetype != H triggerall = (p2stateno = [120,155]) = 0 triggerall = (p2stateno = [5110,5120]) = 0 triggerall = (p2stateno = [5200,5210]) = 0 triggerall = (enemynear,prevstateno = [5200,5210]) = 0 trigger1 = random < 30 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;牽制 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ弱P [State -1,clp] type = ChangeState value = 400 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 triggerall = (enemynear,prevstateno = [5200,5210]) = 0 trigger1 = p2bodydist X = [-10,30] trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = !inguarddist || ((random > enemynear,time*10)&&(enemynear,hitdefattr = SCA,AA,AT)) trigger1 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ弱K [State -1,clk] type = ChangeState value = 430 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 triggerall = (enemynear,prevstateno = [5200,5210]) = 0 trigger1 = p2bodydist X = [10,45] trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = !inguarddist || ((random > enemynear,time*10)&&(enemynear,hitdefattr = SCA,AA,AT)) trigger1 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち弱P [State -1,slp] type = ChangeState value = 200+(p2bodydist X = [-20,20]) triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 triggerall = (enemynear,prevstateno = [5200,5210]) = 0 trigger1 = p2bodydist X = [10,50] trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = !inguarddist || ((random > enemynear,time*10)&&(enemynear,hitdefattr = SCA,AA,AT)) trigger1 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ中K [State -1,cmk] type = ChangeState value = 440 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 triggerall = (enemynear,prevstateno = [5200,5210]) = 0 trigger1 = p2bodydist X = [40,80] trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = !inguarddist || ((random > enemynear,time*10)&&(enemynear,hitdefattr = SCA,AA,AT)) trigger1 = random < 80 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち強P [State -1,shp] type = ChangeState value = 220 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 triggerall = (enemynear,prevstateno = [5200,5210]) = 0 trigger1 = p2bodydist X = [70,100] trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = !inguarddist || ((random > enemynear,time*10)&&(enemynear,hitdefattr = SCA,AA,AT)) trigger1 = random < 80 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ダッシュ斬り [State -1,6hp] type = ChangeState value = 300 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = p2bodydist X = [100,110] trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = enemynear,backedgebodydist > 10 trigger1 = !inguarddist || ((random > enemynear,time*10)&&(enemynear,hitdefattr = SCA,AA,AT)) trigger1 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ強K [State -1,chk] type = ChangeState value = 450 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 triggerall = (enemynear,prevstateno = [5200,5210]) = 0 trigger1 = p2bodydist X = [110,120] trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = !inguarddist || ((random > enemynear,time*10)&&(enemynear,hitdefattr = SCA,AA,AT)) trigger1 = random < 100 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;EXバスターショット [State -1,EXbuster] type = ChangeState value = 1030 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = Ctrl triggerall = p2statetype != A triggerall = var(51)/1000000 != 3 triggerall = (var(51)/1000000 = 2) || (power = [2500,3000)) || (power < 1000) trigger1 = inguarddist trigger1 = p2bodydist X > 130 trigger1 = (enemynear,hitdefattr = SCA,AA,AT) = 0 trigger1 = random < 100 trigger2 = !inguarddist trigger2 = p2bodydist X > 180+random%20 trigger2 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;EXシールドブーメラン [State -1,EXshield] type = ChangeState value = 1330 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = Ctrl triggerall = p2statetype != A triggerall = var(51)/1000000 != 3 triggerall = (var(51)/1000000 = 2) || (power = [2500,3000)) || (power < 1000) trigger1 = inguarddist trigger1 = p2bodydist X = [130,180] trigger1 = (enemynear,hitdefattr = SCA,AA,AT) = 0 trigger1 = random < 100 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;弱シールドブーメラン [State -1,shield] type = ChangeState value = 1300 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = Ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = inguarddist trigger1 = p2bodydist X = [130,150] trigger1 = (enemynear,hitdefattr = SCA,AA,AT) = 0 trigger1 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;中シールドブーメラン [State -1,shield] type = ChangeState value = 1310 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = Ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = inguarddist trigger1 = p2bodydist X = [150,170] trigger1 = (enemynear,hitdefattr = SCA,AA,AT) = 0 trigger1 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;強シールドブーメラン [State -1,shield] type = ChangeState value = 1320 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = Ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = inguarddist trigger1 = p2bodydist X > 180 trigger1 = (enemynear,hitdefattr = SCA,AA,AT) = 0 trigger1 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;バスターショット [State -1,buster] type = ChangeState value = 1000 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = Ctrl triggerall = p2statetype != A triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = !inguarddist trigger1 = p2bodydist X > 180+random%20 trigger1 = random < 80 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;弱シールドブーメラン [State -1,shield] type = ChangeState value = 1300 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = Ctrl triggerall = p2stateno != 5120 triggerall = (p2stateno = [5200,5210]) = 0 trigger1 = power < 3000 trigger1 = !inguarddist trigger1 = p2bodydist X > 200 trigger1 = random < 50 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち回り ;--------------------------------------------------------------------------- ;---------------------------------------------------------------- ;ジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) triggerall = p2statetype != A triggerall = numtarget = 0 triggerall = (p2stateno = [5100,5120]) = 0 trigger1 = p2bodydist X = [120,180] trigger1 = !inguarddist trigger1 = random < (5*(enemynear,ctrl = 0)*(enemynear,time)) + (50*(p2stateno = [120,155])) trigger2 = p2bodydist X = [80,150] trigger2 = prevstateno = [1000,1030] trigger2 = random < 500 value = 10040 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;ハイジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) triggerall = p2statetype != A triggerall = numtarget = 0 triggerall = (p2stateno = [5100,5120]) = 0 trigger1 = p2bodydist X > 180;= [180,210] trigger1 = !inguarddist trigger1 = random < (5*(enemynear,ctrl = 0)*(enemynear,time)) + (50*(p2stateno = [120,155])) trigger2 = p2bodydist X = [180,210] trigger2 = prevstateno = [1000,1030] trigger2 = random < 500 value = 10041 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;バックステップ [State -1, Back Step] type = ChangeState value = 105 triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) triggerall = p2statetype != A triggerall = numtarget = 0 triggerall = (p2stateno = [5100,5120]) = 0 trigger1 = p2bodydist X = [40,60] trigger1 = !inguarddist trigger1 = backedgebodydist > 50 trigger1 = enemynear,backedgebodydist > 20 trigger1 = random < 50 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;ジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) triggerall = p2statetype = A triggerall = numtarget = 0 triggerall = (p2stateno = [5100,5120]) = 0 trigger1 = p2bodydist X = [80-40*(enemynear,vel X > 0),120] trigger1 = !inguarddist trigger1 = backedgebodydist > 50 trigger1 = enemynear,backedgebodydist > 20 trigger1 = random < 100 value = 10240 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;ジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) triggerall = p2statetype != A triggerall = numtarget = 0 triggerall = (p2stateno = [5100,5120]) = 0 trigger1 = p2bodydist X = [130,150] trigger1 = !inguarddist trigger1 = backedgebodydist > 80 trigger1 = enemynear,backedgebodydist > 20 trigger1 = random < 100 value = 10241 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;ダッシュ [State -3, dash] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = numtarget = 0 triggerall = ctrl triggerall = (statetype = S) || (statetype = C) triggerall = !inguarddist trigger1 = p2bodydist X > 230 trigger1 = p2bodydist Y > -50 trigger1 = backedgebodydist < 50 trigger1 = random < 80 trigger2 = p2bodydist X > 130 trigger2 = p2stateno = [5100,5110] trigger2 = random < 800 value = 100 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;三角跳び壁からの脱出 [State -1, walljump] type = ChangeState value = 110 triggerall = var(59) > 0 triggerall = !ishelper triggerall = statetype = A triggerall = ctrl triggerall = backedgebodydist <= 0 triggerall = numtarget = 0 trigger1 = backedgebodydist < 80 trigger1 = random < 200 trigger1 = pos Y < -60 trigger1 = (vel X < 0) || (prevstateno = [5200,5210]) trigger1 = abs(p2bodydist Y) > 30 trigger1 = 1;(p2statetype = S) || (p2statetype = C) trigger2 = p2bodydist X < 0 trigger2 = frontedgebodydist > 80 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = enemynear,ctrl = 0 trigger2 = (enemynear,anim = [0,100]) = 0 trigger2 = vel Y trigger2 = enemynear,animtime < -(abs((pos Y)/(vel Y))) trigger2 = vel X >= 0 trigger2 = var(59) > 2 trigger2 = random < 200 ;---------------------------------------------------------------- ;---------------------------------------------------------------- ;端から脱出ジャンプ [State -3, jump] type = changestate triggerall = var(59) > 0 triggerall = !ishelper triggerall = ctrl triggerall = (statetype = S) || (statetype = C) triggerall = numtarget = 0 trigger1 = prevstateno != 5120 trigger1 = p2bodydist X = [50,90] trigger1 = backedgebodydist < 10 trigger1 = random < 200 value = 10241 ;---------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち回り [State -3, AIwalk] type = changestate triggerall = var(59) > 0 trigger1 = (statetype = S) || (statetype = C) trigger1 = ctrl trigger1 = stateno != 20 trigger1 = (stateno = [120,155]) = 0 value = 20 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;オリジナルコンボ ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv1チャージショット [State -1,chargeshot1] type = ChangeState value = 3000 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = p2statetype = A triggerall = NumHelper(25000) triggerall = helper(25000),fvar(37) < 150 triggerall = movecontact trigger1 = var(47) trigger1 = var(22)=[4,6] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv1チャージセイバー [State -1,chargesaber1] type = ChangeState value = 3100 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = p2statetype != A triggerall = NumHelper(25000) triggerall = helper(25000),fvar(37) < 150 triggerall = movecontact trigger1 = var(47) trigger1 = var(22)=[4,6] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;削り ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち中K [State -1,smk] type = ChangeState value = 240+(p2bodydist X = [-30,30]) triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = stateno = 1100 triggerall = moveguarded triggerall = p2dist X > 0 triggerall = p2bodydist X <= 22 trigger1 = var(22) = 6 trigger2 = var(22) = 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ダッシュ斬り [State -1,6hp] type = ChangeState value = 300 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = stateno = 1100 triggerall = moveguarded trigger1 = var(22) = 6 trigger2 = var(22) = 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ゼットセイバー [State -1,saber] type = ChangeState value = 1100 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = moveguarded trigger1 = var(47) trigger1 = var(22)=[4,6] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;地上ヒット ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち中K [State -1,smk] type = ChangeState value = 240+(p2bodydist X = [-30,30]) triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = movehit triggerall = p2dist X > 0 triggerall = p2bodydist X <= 22 triggerall = fvar(10) < 0.07 trigger1 = var(22) = 6 trigger2 = var(22) = 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち強P [State -1,shp] type = ChangeState value = 220 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = p2bodydist X < 60 triggerall = movehit trigger1 = var(22) = 6 trigger2 = var(22) = 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ダッシュ斬り [State -1,6hp] type = ChangeState value = 300 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = movehit trigger1 = var(22) = 6 trigger2 = var(22) = 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;対空ヒット ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ダッシュ斬り [State -1,6hp] type = ChangeState value = 300 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype = A triggerall = stateno = 420 triggerall = movehit trigger1 = var(22) = 6 trigger2 = var(22) = 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ強P [State -1,chp] type = ChangeState value = 420 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype = A triggerall = p2bodydist X < 30 triggerall = p2bodydist Y > -60 triggerall = (movehit) || (stateno = 1201) trigger1 = var(22) = 6 trigger2 = var(22) = 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;空中 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;スーパージャンプ [State -1, superjump] type = ChangeState value = 42 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (statetype = S) || (statetype = C) triggerall = p2bodydist Y > -60 triggerall = var(47) trigger1 = stateno = 420 trigger1 = movehit trigger1 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ中P [State -1,jmp] type = ChangeState value = 610 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = vel Y < 0 triggerall = movehit trigger1 = var(22) = 6 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ強K [State -1,jhk] type = ChangeState value = 650 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = vel Y >= 0 triggerall = pos Y > 30 triggerall = movehit trigger1 = var(22) = 6 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ強P [State -1,jhp] type = ChangeState value = 620 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A triggerall = vel Y >= 0 triggerall = movehit trigger1 = var(22) = 6 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;キャンセル ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ中P [State -1,jmp] type = ChangeState value = 610 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A trigger1 = stateno = 630 trigger1 = movecontact trigger1 = var(30) trigger1 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ強P [State -1,jhp] type = ChangeState value = 620 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A trigger1 = stateno = 640 trigger1 = movecontact trigger1 = var(30) trigger1 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ弱K [State -1,jlk] type = ChangeState value = 630 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A trigger1 = stateno = 600 trigger1 = movecontact trigger1 = var(30) trigger1 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ中K [State -1,jmk] type = ChangeState value = 640 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A trigger1 = stateno = 610 trigger1 = movecontact trigger1 = var(30) trigger1 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ強K [State -1,jhk] type = ChangeState value = 650 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType = A trigger1 = stateno = 620 trigger1 = movecontact trigger1 = var(30) trigger1 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;スーパージャンプ [State -1, superjump] type = ChangeState value = 42 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (statetype = S) || (statetype = C) triggerall = p2bodydist Y > -60;-30 trigger1 = stateno = 420 trigger1 = movehit trigger1 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;強天昇斬 [State -1,tensho] type = ChangeState value = 1220 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = var(22) = -2 triggerall = enemynear,backedgebodydist < 10 trigger1 = stateno = 3110 trigger1 = animelemtime(7) > 0 trigger1 = 1 || var(25) := 0 trigger2 = stateno = 3010 trigger2 = animelemtime(8) > 0 trigger2 = 1 || var(25) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ゼットセイバー [State -1,saber] type = ChangeState value = 1100 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = var(22) = -2 trigger1 = stateno = 3110 trigger1 = animelemtime(7) > 0 trigger1 = 1 || var(25) := 0 trigger2 = stateno = 3010 trigger2 = animelemtime(8) > 0 trigger2 = 1 || var(25) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;アルティメットセイバー [State -1,ultsaber] type = ChangeState value = 3200 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(40)/100 = 1 triggerall = StateType != A triggerall = p2statetype != A trigger1 = var(22) = [1,3] trigger1 = movehit trigger1 = (var(41) > 2-(stateno = 230)) || (stateno = 210) || (stateno = 410) || (stateno = [240,241]) || ((stateno = 440) && (random < 300)) trigger1 = ((var(51)%10) = 0) || (stateno = 210) || (stateno = [240,241]) trigger1 = ((var(40)%100)/10 = 0) || (enemynear,backedgebodydist >= 20) trigger2 = var(22) = -1 trigger2 = ((var(40)%100)/10 = 0) || (enemynear,backedgebodydist >= 20) trigger2 = stateno = 1101 trigger2 = 1 || var(25) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv2チャージセイバー [State -1,chargesaber2] type = ChangeState value = 3110 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(40)%100)/10 = 1 triggerall = StateType != A triggerall = p2statetype != A trigger1 = var(22) = [1,3] trigger1 = movehit trigger1 = (var(41) > 2-(stateno = 230)) || (stateno = 210) || (stateno = 410) || (stateno = [240,241]) trigger1 = ((var(51)%10) = 0) || (stateno = 210) || (stateno = [240,241]) trigger2 = var(22) = -1 trigger2 = stateno = 1101 trigger2 = 1 || var(25) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv1チャージセイバー [State -1,chargesaber1] type = ChangeState value = 3100 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = p2statetype != A triggerall = var(51)/1000000 != 3 trigger1 = var(22) = -1 trigger1 = stateno = 1101 trigger1 = 1 || var(25) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv3チャージショット [State -1,chargeshot3] type = ChangeState value = 3020 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(40)/100 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 trigger1 = var(22) = -1 trigger1 = stateno = 1201 trigger1 = p2bodydist Y = [-120,-20] trigger1 = 1 || var(25) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv2チャージショット [State -1,chargeshot2] type = ChangeState value = 3010 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(40)%100)/10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 trigger1 = var(22) = -1 trigger1 = stateno = 1201 trigger1 = p2bodydist Y = [-120,-20] trigger1 = 1 || var(25) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Lv1チャージショット [State -1,chargeshot1] type = ChangeState value = 3000 triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(51)/1000000 != 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = var(51)/1000000 != 3 trigger1 = var(22) = -1 trigger1 = stateno = 1201 trigger1 = p2bodydist Y = [-120,-20] trigger1 = 1 || var(25) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち弱K [State -1,slk] type = ChangeState value = 230 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = movecontact triggerall = ((var(40)%100)/10 = 1) || (var(40)/100 = 1) || (abs(p2bodydist X) > 5) triggerall = ((prevstateno = 400) && movehit) || ((prevstateno = 201) && movehit) || (abs(p2bodydist X) > 5) trigger1 = stateno = 201 trigger1 = time > 4 trigger2 = stateno = 400 trigger2 = time > 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ強P [State -1,chp] type = ChangeState value = 420 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = p2bodydist X < 30 triggerall = var(41) > 1 trigger1 = stateno = [200,201] trigger1 = movecontact trigger1 = (var(51)%1000000)/100000 = 1 trigger2 = stateno = [210,211] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 230 trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = [240,241] trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 400 trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 410 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 430 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = stateno = 440 trigger8 = movecontact trigger8 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち中K [State -1,smk] type = ChangeState value = 240+(p2bodydist X = [-30,30]) triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = var(41) > 1 trigger1 = stateno = [200,201] trigger1 = movecontact trigger1 = (var(51)%1000000)/100000 = 1 trigger2 = stateno = 230 trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = [210,211] trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = 400 trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 410 trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 430 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;EXゼットセイバー [State -1,EXsaber] type = ChangeState value = 1130 triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%100)/10 = 1 triggerall = var(40)%10 = 1 triggerall = StateType != A triggerall = p2statetype != A triggerall = var(51)/1000000 != 3 triggerall = (var(51)/1000000 = 2) || (power = [1500,2500]) || (power < 1000) triggerall = var(22) = [1,2] triggerall = movehit trigger1 = stateno = 400 trigger1 = (prevstateno = 400) || (prevstateno = 201) trigger2 = (var(41) > 1+(stateno = 400)) || (stateno = 410) || (stateno = [240,241]) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;強天昇斬 [State -1,tensho] type = ChangeState value = 1220 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = var(22) = [1,2] triggerall = ((var(51)%10) = 0) || ((var(40)/100 = 0) && ((var(40)%100)/10 = 0)) triggerall = p2statetype != A triggerall = abs(p2bodydist X) < 30 triggerall = movehit trigger1 = stateno = 400 trigger1 = (prevstateno = 400) || (prevstateno = 201) trigger2 = (var(41) > 1+(stateno = 400)) || (stateno = 410) || (stateno = [240,241]) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ゼットセイバー [State -1,saber] type = ChangeState value = 1100 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = var(22) = [1,2] trigger1 = p2statetype != A trigger1 = (stateno = 200) || (stateno = 430) trigger1 = movecontact trigger2 = stateno = 300 trigger2 = animelemtime(6) > 0 trigger2 = movecontact trigger3 = p2statetype != A trigger3 = stateno = 400 trigger3 = (prevstateno = 400) || (prevstateno = 201) trigger3 = movehit trigger4 = p2statetype != A trigger4 = (var(41) > 1+(stateno = 400)) || (stateno = 410) || (stateno = [240,241]) trigger4 = movehit ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ弱P [State -1,clp] type = ChangeState value = 400 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = movecontact trigger1 = stateno = 201 trigger1 = time > 4 trigger2 = stateno = 400 trigger2 = time > 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;立ち強P [State -1,shp] type = ChangeState value = 220 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = var(41) > 1 trigger1 = stateno = [200,201] trigger1 = movecontact trigger1 = (var(51)%1000000)/100000 = 1 trigger2 = stateno = [210,211] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 230 trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = [240,241] trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 400 trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 410 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 430 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = stateno = 440 trigger8 = movecontact trigger8 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ強K [State -1,chk] type = ChangeState value = 450 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = p2statetype != A triggerall = var(41) > 1 triggerall = p2bodydist X = [-80,80] trigger1 = stateno = [200,201] trigger1 = movecontact trigger1 = (var(51)%1000000)/100000 = 1 trigger2 = stateno = [210,211] trigger2 = movecontact trigger2 = (var(51)%1000000)/100000 = 1 trigger3 = stateno = 230 trigger3 = movecontact trigger3 = (var(51)%1000000)/100000 = 1 trigger4 = stateno = [240,241] trigger4 = movecontact trigger4 = (var(51)%1000000)/100000 = 1 trigger5 = stateno = 220 trigger5 = movecontact trigger5 = (var(51)%1000000)/100000 = 1 trigger6 = stateno = 400 trigger6 = movecontact trigger6 = (var(51)%1000000)/100000 = 1 trigger7 = stateno = 410 trigger7 = movecontact trigger7 = (var(51)%1000000)/100000 = 1 trigger8 = stateno = 420 trigger8 = movecontact trigger8 = (var(51)%1000000)/100000 = 1 trigger9 = stateno = 430 trigger9 = movecontact trigger9 = (var(51)%1000000)/100000 = 1 trigger10 = stateno = 440 trigger10 = movecontact trigger10 = (var(51)%1000000)/100000 = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;バスターショット [State -1,buster] type = ChangeState value = 1000 triggerall = var(59) > 0 triggerall = !ishelper triggerall = StateType != A triggerall = NumProj = 0 triggerall = numhelper(6000) = 0 triggerall = numhelper(6001) = 0 triggerall = numhelper(6002) = 0 triggerall = numhelper(7010) = 0 triggerall = numhelper(7011) = 0 triggerall = numhelper(6100) = 0 triggerall = numhelper(7100) = 0 triggerall = numhelper(7110) = 0 triggerall = numhelper(7111) = 0 triggerall = numhelper(7120) = 0 triggerall = numhelper(7121) = 0 triggerall = numhelper(6200) = 0 triggerall = p2statetype != A triggerall = var(22) = [1,2] trigger1 = stateno = 440 trigger1 = movecontact = 1 trigger1 = random < 500 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;バスターショット溜め解除 [State -1,shot] type = ChangeState triggerall = var(59) > 0 triggerall = stateno = 1000 triggerall = animelemno(0) = [3,4] trigger1 = numtarget trigger2 = p2bodydist X < 180 trigger3 = inguarddist trigger4 = random < 50 value = 1001 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;フッ [State -1,saber2] type = ChangeState triggerall = var(59) > 0 triggerall = stateno = 1100 triggerall = animelemtime(3) > 0 triggerall = animelemtime(9) < 0 triggerall = p2statetype != A trigger1 = movehit trigger1 = (var(51)%10) = 0 trigger2 = movehit trigger2 = (var(51)%10) = 1 trigger2 = animelemtime(5) > 0 trigger3 = moveguarded trigger3 = random < 10 value = 1101 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ハッ [State -1,saber3] type = ChangeState triggerall = var(59) > 0 triggerall = stateno = 1101 triggerall = animelemtime(2) > 0 triggerall = animelemtime(7) < 0 triggerall = movehit triggerall = p2statetype != A trigger1 = (var(51)%10) = 0 trigger2 = (var(51)%10) = 1 trigger2 = animelemtime(4) > 0 value = 1102 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;特殊ガード ;--------------------------------------------------------------------------- ;アドバンシングガード [State -1,guardpush] type = VarSet triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%1000)/100 = 1 triggerall = var(40)%10 = 1 triggerall = stateno = [150,155] triggerall = var(17) = 0 trigger1 = numhelper(8121) = 0 trigger1 = var(51)/1000000 != 3 trigger1 = (var(51)/1000000 = 2) || (power = [1500,2500]) trigger1 = random < 300 trigger1 = p2bodydist X < 90 trigger1 = backedgebodydist < frontedgebodydist var(17) = 1 ignorehitpause = 1 ;アドバンシングガード条件解除 [State -1,guardpush] type = VarSet triggerall = var(59) triggerall = !ishelper trigger1 = (stateno = [150,155]) = 0 var(17) = 0 ignorehitpause = 1 ;アドバンシングガード残り時間 [State -1,guardpush] type = Varadd triggerall = var(59) triggerall = !ishelper trigger1 = var(37) var(37) = -1 ;アドバンシングガード残り時間リセット [State -1,guardpush] type = Varadd triggerall = var(59) triggerall = !ishelper triggerall = var(37) trigger1 = var(37) < 0 trigger2 = (stateno = [150,155]) = 0 var(37) = 0 ignorehitpause = 1 ;立ちブロッキング(打撃) [State -2, 11] type = hitoverride triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = p2statetype != C trigger1 = p2movetype != H trigger1 = !numtarget trigger1 = (p2stateno = [120,155]) = 0 Trigger1 = random < ((((statetype = A) || (p2statetype = A))*120) + ((p2movetype = A)*80) + ((inguarddist)*80) + ((enemynear,time+3)*20) + (enemynear,ctrl*300) + (frontedgebodydist/10))*(abs(p2bodydist X)/4) slot = 0 stateno = 4300 attr = SA, AA time = 1 ;立ちブロッキング(飛び道具) [State -2, 11] type = hitoverride triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = p2statetype != A trigger1 = p2movetype != H trigger1 = !numtarget trigger1 = (p2stateno = [120,155]) = 0 Trigger1 = random < ((((statetype = A) || (p2statetype = A))*120) + ((p2movetype = A)*80) + ((inguarddist)*80) + ((enemynear,time+3)*20) + (enemynear,ctrl*300) + (frontedgebodydist/10))*(abs(p2bodydist X)/4) slot = 1 stateno = 4303 attr = SA, AP time = 1 ;屈ブロッキング(下段打撃) [State -2, 12] type = hitoverride triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = p2statetype = C trigger1 = p2movetype != H trigger1 = !numtarget trigger1 = (p2stateno = [120,155]) = 0 Trigger1 = random < ((((statetype = A) || (p2statetype = A))*120) + ((p2movetype = A)*80) + ((inguarddist)*80) + ((enemynear,time+3)*20) + (enemynear,ctrl*300) + (frontedgebodydist/10))*(abs(p2bodydist X)/4) slot = 0 stateno = 4301 attr = C, AA time = 1 ;屈ブロッキング(上段打撃) [State -2, 12] type = null;hitoverride triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = p2statetype = S trigger1 = p2movetype != H trigger1 = !numtarget trigger1 = (p2stateno = [120,155]) = 0 Trigger1 = random < ((((statetype = A) || (p2statetype = A))*120) + ((p2movetype = A)*80) + ((inguarddist)*80) + ((enemynear,time+3)*20) + (enemynear,ctrl*300) + (frontedgebodydist/10))*(abs(p2bodydist X)/4) slot = 1 stateno = 4301 attr = S, NA time = 1 ;屈ブロッキング(飛び道具) [State -2, 12] type = hitoverride triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 40 trigger1 = p2statetype = C trigger1 = p2movetype != H trigger1 = !numtarget trigger1 = (p2stateno = [120,155]) = 0 Trigger1 = random < ((((statetype = A) || (p2statetype = A))*120) + ((p2movetype = A)*80) + ((inguarddist)*80) + ((enemynear,time+3)*20) + (enemynear,ctrl*300) + (frontedgebodydist/10))*(abs(p2bodydist X)/4) slot = 2 stateno = 4304 attr = C, AP time = 1 ;空中ブロッキング(打撃) [State -2, 13] type = hitoverride triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype = A triggerall = ctrl trigger1 = p2movetype != H trigger1 = !numtarget trigger1 = (p2stateno = [120,155]) = 0 Trigger1 = random < ((((statetype = A) || (p2statetype = A))*120) + ((p2movetype = A)*80) + ((inguarddist)*80) + ((enemynear,time+3)*20) + (enemynear,ctrl*300) + (frontedgebodydist/10))*(abs(p2bodydist X)/4) slot = 0 stateno = 4302 attr = SCA, AA time = 1 ;空中ブロッキング(飛び道具) [State -2, 13] type = hitoverride triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(51)%10000)/1000 = 1 triggerall = statetype = A triggerall = ctrl trigger1 = p2movetype != H trigger1 = !numtarget trigger1 = (p2stateno = [120,155]) = 0 Trigger1 = random < ((((statetype = A) || (p2statetype = A))*120) + ((p2movetype = A)*80) + ((inguarddist)*80) + ((enemynear,time+3)*20) + (enemynear,ctrl*300) + (frontedgebodydist/10))*(abs(p2bodydist X)/4) slot = 1 stateno = 4305 attr = SCA, AP time = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;特殊起き上がり ;--------------------------------------------------------------------------- ;高速起き上がり [state -1,varset] type = varSet triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(52)/100 = 1 triggerall = (roundstate=2 || (RoundState=3 && Win)) triggerall = stateno=5110 && var(24)=1 trigger1 = p2bodydist X > 30 trigger1 = random < 500 var(23) = 2 ;時間差起き上がり [state -1,varset] type = varSet triggerall = var(59) > 0 triggerall = !ishelper triggerall = (var(52)%100)/10 = 1 triggerall = (roundstate=2 || (RoundState=3 && Win)) triggerall = stateno=5110 && var(24)=1 trigger1 = p2bodydist X < 30 trigger1 = random < 500 var(23) = 8 ;移動起き上がり前 [state -1,varset] type = varSet triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(52)%10 = 1 triggerall = (roundstate=2 || (RoundState=3 && Win)) triggerall = stateno=5110 && var(24)=1 trigger1 = p2bodydist X = [-60,60] trigger1 = backedgebodydist < frontedgebodydist trigger1 = random < 500 + 2*frontedgebodydist var(23) = 6 ;移動起き上がり後 [state -1,varset] type = varSet triggerall = var(59) > 0 triggerall = !ishelper triggerall = var(52)%10 = 1 triggerall = (roundstate=2 || (RoundState=3 && Win)) triggerall = stateno=5110 && var(24)=1 trigger1 = p2bodydist X = [-60,60] trigger1 = backedgebodydist > frontedgebodydist trigger1 = random < 500 + 2*backedgebodydist var(23) = 4 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;AI立ち回り制御 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;AI前ジャンプ [Statedef 10040] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 1] type = NotHitBy trigger1 = 1 value = ,AT [State 40, 2] type = Turn trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) trigger1 = (enemynear,Pos X - Pos X) * facing < 0 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = 1;command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = 0;command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 45, PlaySnd] type = PlaySND trigger1 = AnimTime = 0 value = 3,0 [State 3001, Super] type = Helper trigger1 = AnimTime = 0 id = 8020 name = "jump Effect" pos =0,0 postype = P1 stateno = 8020 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;AI垂直ジャンプ [Statedef 10140] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 1] type = NotHitBy trigger1 = 1 value = ,AT [State 40, 2] type = Turn trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) trigger1 = (enemynear,Pos X - Pos X) * facing < 0 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = 0;command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = 0;command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 45, PlaySnd] type = PlaySND trigger1 = AnimTime = 0 value = 3,0 [State 3001, Super] type = Helper trigger1 = AnimTime = 0 id = 8020 name = "jump Effect" pos =0,0 postype = P1 stateno = 8020 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;AI後ろジャンプ [Statedef 10240] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 1] type = NotHitBy trigger1 = 1 value = ,AT [State 40, 2] type = Turn trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) trigger1 = (enemynear,Pos X - Pos X) * facing < 0 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = 0;command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = 1;command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 45, PlaySnd] type = PlaySND trigger1 = AnimTime = 0 value = 3,0 [State 3001, Super] type = Helper trigger1 = AnimTime = 0 id = 8020 name = "jump Effect" pos =0,0 postype = P1 stateno = 8020 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;AI前ハイジャンプ [Statedef 10041] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 1] type = NotHitBy trigger1 = 1 value = ,AT [State 40, 2] type = Turn trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) trigger1 = (enemynear,Pos X - Pos X) * facing < 0 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = 1;command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = 0;command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = (ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))))*1.2 y = const(velocity.jump.y)*1.1 [State 45, PlaySnd] type = PlaySND trigger1 = AnimTime = 0 value = 3,1 [State 3100, AfterImage] type = AfterImage trigger1 = Time = 2 trigger1 = var(47) = 0 time = 20 length = 9 TimeGap = 2 FrameGap = 3 palbright = 0,0,0 palcontrast = 100,100,100 palpostbright = 0,0,0 paladd = -30,-30,-30 palmul = .75,.75,.75 trans = add1 [State 3001, Super] type = Helper trigger1 = AnimTime = 0 id = 8020 name = "jump Effect" pos =0,0 postype = P1 stateno = 8020 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;AI垂直ハイジャンプ [Statedef 10141] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 1] type = NotHitBy trigger1 = 1 value = ,AT [State 40, 2] type = Turn trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) trigger1 = (enemynear,Pos X - Pos X) * facing < 0 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = 0;command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = 0;command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = (ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))))*1.2 y = const(velocity.jump.y)*1.1 [State 45, PlaySnd] type = PlaySND trigger1 = AnimTime = 0 value = 3,1 [State 3100, AfterImage] type = AfterImage trigger1 = Time = 2 trigger1 = var(47) = 0 time = 20 length = 9 TimeGap = 2 FrameGap = 3 palbright = 0,0,0 palcontrast = 100,100,100 palpostbright = 0,0,0 paladd = -30,-30,-30 palmul = .75,.75,.75 trans = add1 [State 3001, Super] type = Helper trigger1 = AnimTime = 0 id = 8020 name = "jump Effect" pos =0,0 postype = P1 stateno = 8020 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;AI後ろハイジャンプ [Statedef 10241] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 1] type = NotHitBy trigger1 = 1 value = ,AT [State 40, 2] type = Turn trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) trigger1 = (enemynear,Pos X - Pos X) * facing < 0 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = 0;command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = 1;command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = (ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))))*1.2 y = const(velocity.jump.y)*1.1 [State 45, PlaySnd] type = PlaySND trigger1 = AnimTime = 0 value = 3,1 [State 3100, AfterImage] type = AfterImage trigger1 = Time = 2 trigger1 = var(47) = 0 time = 20 length = 9 TimeGap = 2 FrameGap = 3 palbright = 0,0,0 palcontrast = 100,100,100 palpostbright = 0,0,0 paladd = -30,-30,-30 palmul = .75,.75,.75 trans = add1 [State 3001, Super] type = Helper trigger1 = AnimTime = 0 id = 8020 name = "jump Effect" pos =0,0 postype = P1 stateno = 8020 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Walk [Statedef 20] type = S physics = S sprpriority = 0 [State 20, 1] type = VelSet trigger1 = var(59) = 0 trigger1 = command = "holdfwd" trigger2 = var(59) trigger2 = (p2statetype != A) || (backedgebodydist > 50) || (enemynear,vel X <= 0) trigger2 = p2bodydist X > (80-60*(p2statetype = A))*(enemynear,backedgebodydist >= 20) + 10*(enemynear,backedgebodydist < 20);60 trigger2 = (p2stateno = [5100,5120]) = 0 trigger2 = (!inguarddist) || (enemynear,time < 10) trigger2 = random < 300+200*((p2stateno = [120,155]) || (enemynear,prevstateno = [120,155])) trigger3 = var(59) trigger3 = 1;(numtarget = 0) || (facing != enemynear,facing) trigger3 = abs(p2dist X) >= 0;= [-10,10] trigger3 = !inguarddist trigger3 = p2statetype = A trigger3 = backedgebodydist < 10 trigger4 = var(59) trigger4 = p2stateno = [5100,5120] trigger4 = p2bodydist X > 22 trigger4 = !inguarddist trigger4 = random < 200 trigger5 = var(59) trigger5 = p2statetype = A trigger5 = enemynear,backedgebodydist <= 50 trigger5 = enemynear,vel X > 0 trigger5 = p2bodydist X = [0,60] trigger5 = !inguarddist x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet trigger1 = var(59) = 0 trigger1 = command = "holdback" trigger2 = var(59) trigger2 = numtarget = 0 trigger2 = (p2statetype != A) || (backedgebodydist > 50) trigger2 = p2bodydist X < (70-60*(p2statetype = A))*(enemynear,backedgebodydist >= 20) trigger2 = (p2stateno = [5100,5120]) = 0 trigger2 = backedgebodydist > 10 trigger3 = var(59) trigger3 = p2movetype = A trigger3 = !inguarddist trigger3 = enemynear,time > 8 trigger3 = backedgebodydist > 10 trigger4 = var(59) trigger4 = p2stateno = [5100,5120] trigger4 = p2bodydist X < 5 trigger5 = var(59) trigger5 = p2statetype = A trigger5 = numtarget = 0 trigger5 = facing = enemynear,facing trigger5 = p2dist X > 0 trigger5 = backedgebodydist > 10 x = const(velocity.walk.back.x) [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21 [State 20, changeanim4ai] type = ChangeAnim triggerall = vel x = 0 trigger1 = var(59) trigger1 = anim != 0 value = 0 ;---------------------------------------------------------------------------
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