; 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
;---------------------------------------------------------------------------