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DJB MUGEN & IKEMEN Community

Command List — adocir.zip ← Back to Overview

[Remap] x = x ;‚wƒ{ƒ^ƒ“‚Ì“ü—Í”»’è‚ðŽÀÛ‚ɉŸ‚·ƒ{ƒ^ƒ“‚ÉŠ„‚è“–‚Ä‚éB y = y ;‚xƒ{ƒ^ƒ“@@@@@@@@@V z = z ;‚yƒ{ƒ^ƒ“@@@@@@@@@V a = a ;‚`ƒ{ƒ^ƒ“@@@@@@@@@V b = b ;‚aƒ{ƒ^ƒ“@@@@@@@@@V c = c ;‚bƒ{ƒ^ƒ“@@@@@@@@@V s = s ;ƒXƒ^[ƒgƒ{ƒ^ƒ“@@@@@@V [Defaults] command.time = 15 ;•W€‚̃Rƒ}ƒ“ƒh“ü—ÍŽó•tŽžŠÔB ;ŠeƒRƒ}ƒ“ƒh‚ŏȗª‚µ‚Ä‚¢‚éê‡‚É—LŒøB ;‚±‚̃pƒ‰ƒ[ƒ^‚ðÁ‚µ‚½ê‡AƒfƒtƒHƒ‹ƒg‚Í‚PƒtƒŒ[ƒ€‚ɂȂéB ;i@M.U.G.E.N‚ł̂PƒtƒŒ[ƒ€@@‚P^‚U‚O•b@j command.buffer.time = 1 ;•W€‚̃Rƒ}ƒ“ƒh“ü—Í‹L‰¯ŽžŠÔB ;“ü—Í‚µ‚½’¼Œã‚ɃRƒ}ƒ“ƒh‚ð‹L‰¯‚µA ;Žw‚𗣂µ‚Ä‚àƒRƒ}ƒ“ƒh‚ª¬Œ÷‚µ‚Ä‚¢‚éó‘Ô‚ð ;‚±‚±‚Őݒ肵‚½ŽžŠÔ‚Ì•ªˆÛŽ‚·‚éB ;‚P`‚R‚OƒtƒŒ[ƒ€‚܂ł̊ԂŐݒè‰Â”\B ;ƒfƒtƒHƒ‹ƒg‚Í‚PƒtƒŒ[ƒ€B ;-| AI |----------------------------------------------------------------- [Command] name = "AI_0" command = x,x,x time = 0 [Command] name = "AI_1" command = c, x, a time = 0 [Command] name = "AI_2" command = y,y,y time = 0 [Command] name = "AI_3" command = x, y, x time = 0 [Command] name = "AI_4" command = D, c, y time = 0 [Command] name = "AI_5" command = x,a,a time = 0 [Command] name = "AI_6" command = F, F, F time = 0 [Command] name = "AI_7" command = U, F, U time = 0 [Command] name = "AI_8" command = F,U,F time = 0 [Command] name = "AI_9" command = F,a,F time = 0 [Command] name = "AI_10" command = x, b, a time = 0 [Command] name = "AI_11" command = a, x, y time = 0 [Command] name = "AI_12" command = b, b, F time = 0 [Command] name = "AI_13" command = a,b,a time = 0 [Command] name = "AI_14" command = y,a,y time = 0 [Command] name = "AI_15" command = a,x,a time = 0 [Command] name = "AI_16" command = F,b,F time = 0 [Command] name = "AI_17" command = B,c,B time = 0 [Command] name = "AI_18" command = x, y, x time = 0 [Command] name = "AI_19" command = x, z, x time = 0 [Command] name = "AI_20" command = x,x,a time = 0 [Command] name = "AI_21" command = b,F,F time = 0 [Command] name = "AI_22" command = a, x, y time = 0 [Command] name = "AI_23" command = a,y,y time = 0 [Command] name = "AI_24" command = a,a,a time = 0 [Command] name = "AI_25" command = a, D, F time = 0 [Command] name = "AI_26" command = b, a, c time = 0 [Command] name = "AI_27" command = a, c, b time = 0 [Command] name = "AI_28" command = a, U, U time = 0 [Command] name = "AI_29" command = a, U, B time = 0 [Command] name = "AI_30" command = B, c, B time = 0 [Command] name = "AI_31" command = F, c, a time = 0 [Command] name = "AI_32" command = B, F, B time = 0 [Command] name = "AI_33" command = c, D, F time = 0 [Command] name = "AI_34" command = x, F, D time = 0 [Command] name = "AI_35" command = y,b,y time = 0 [Command] name = "AI_36" command = x,z,x time = 0 [Command] name = "AI_37" command = F,F,F time = 0 [Command] name = "AI_38" command = B,B,B time = 0 [Command] name = "AI_39" command = x, y, a time = 0 [Command] name = "AI_40" command = c, x, a time = 0 [Command] name = "AI_41" command = x,z,x, time = 0 [Command] name = "AI_42" command = x, x, x time = 0 [Command] name = "AI_43" command = F,a,a time = 0 [Command] name = "AI_44" command = y, a, c time = 0 [Command] name = "AI_45" command = x,a,y time = 0 [Command] name = "AI_46" command = a,y,c time = 0 [Command] name = "AI_47" command = a, D, b time = 0 [Command] name = "AI_48" command = F, F, a time = 0 [Command] name = "AI_49" command = a,b,a time = 0 [Command] name = "AI_50" command = U, U, B time = 0 [Command] name = "AI_51" command = B, B, B time = 0 [Command] name = "AI_52" command = F, B, a time = 0 [Command] name = "AI_53" command = DB, DB, DB time = 0 [Command] name = "AI_54" command = DF,DF,DF time = 0 [Command] name = "AI_55" command = D, D, D time = 0 [Command] name = "AI_56" command = U,U,U time = 0 [Command] name = "AI_57" command = z,z,z time = 0 [Command] name = "AI_58" command = c,c,c time = 0 [Command] name = "AI_59" command = b,b,b time = 0 [Command] name = "AI_60" command = a, a, a time = 0 ;-| ’´•KŽE‹Z |----------------------------------------------------------------- ;¦–¼‘O‚ª“¯‚¶‚È‚ç‚΁Aˆá‚¤ƒRƒ}ƒ“ƒh‚Å‚à“¯‚¶ƒXƒe[ƒg‚Ì‹Z‚ðo‚·Ž–‚ª‰Â”\B [Command] name = "AFH" command = ~B, DB, D, DF, F, a time = 40 [Command] name = "AFE" command = ~B, DB, D, DF, F, b time = 40 [Command] name = "KKH" command = ~D, DF, F, D, DF, F, a+b time = 25 [Command] name = "AF" command = ~D, DF, F, D, DF, F, a time = 25 [Command] name = "SS" command = ~D, DF, F, D, DF, F, b time = 25 [Command] name = "OA" command = ~D, DF, F, D, DF, F, c time = 25 [Command] name = "CcB" command = ~D, DB, B, D, DB, B, a time = 25 ;------------------------------------------------------------------------------ ;-| •KŽE‹Z |------------------------------------------------------------------- [Command] name = "tilyoko" command = ~D, DF, F, a [Command] name = "so-do" command = ~D, DF, F, b [Command] name = "soni" command = ~D, DF, F, c [Command] name = "HKS" command = ~D, DF, F, x [Command] name = "kenatu" command = ~D, DF, F, a+b [Command] name = "tataki" command = ~D, DB, B, a [Command] name = "bultuta" command = ~D, DB, B, b [Command] name = "tame" command = ~D, DB, B, c [Command] name = "KT" command = ~D, D, c [Command] name = "ah" command = ~D, D, b [Command] name = "Ks" command = ~D, D, a ;------------------------------------------------------------------------------ ;-| ƒL[‚Q‰ñ˜A‘±“ü—Í |--------------------------------------------------------- [Command] name = "FF" ;•K{ƒRƒ}ƒ“ƒh–¼ command = F, F time = 10 [Command] name = "BB" ;•K{ƒRƒ}ƒ“ƒh–¼ command = B, B time = 10 ;------------------------------------------------------------------------------ ;-| “¯Žž‰Ÿ‚µ |----------------------------------------------------------------- [Command] name = "recovery" ;•K{ƒRƒ}ƒ“ƒh–¼ command = x+y time = 1 ;------------------------------------------------------------------------------ ;-| •ûŒüƒL[{ƒ{ƒ^ƒ“ |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 ;------------------------------------------------------------------------------ ;-| ƒ{ƒ^ƒ“’P”­ |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "U" command = U time = 1 ;--------------------------- ;(uƒpƒ[—­‚߁v—p‚ɃRƒ}ƒ“ƒh‚ð’ljÁ‚µ‚Ă܂·) [Command] name = "hold_c" command = /c ;------------------------------------------------------------------------------ ;-| •ûŒüƒL[ |----------------------------------------------------------------- [Command] name = "holdfwd" ;•K{ƒRƒ}ƒ“ƒh–¼ command = /$F time = 1 [Command] name = "holdback" ;•K{ƒRƒ}ƒ“ƒh–¼ command = /$B time = 1 [Command] name = "holdup" ;•K{ƒRƒ}ƒ“ƒh–¼ command = /$U time = 1 [Command] name = "holddown" ;•K{ƒRƒ}ƒ“ƒh–¼ command = /$D time = 1 [Statedef -1] ;============================================================================== ; ”h¶’´•KŽE‹Z ;============================================================================== [State -1, ƒtƒFƒAƒŠ[ƒŒƒCƒh];ƒQ[ƒWƒŒƒxƒ‹‚P type = ChangeState value = 102030 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "z" Triggerall = power >= 1000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Trigger1 = (stateno = 102020) && time > 40 Trigger2 = (stateno = 101020) && time > 50 Trigger3 = (stateno = 101520) && time > 40 ;============================================================================== ; 3ƒQ[ƒWƒAƒTƒ‹ƒg’´•KŽE‹Z ;============================================================================== [State -1, Å‹­‚È‚é‡H‹É‚̋ɒv‚ÖŽŠ‚é—ë“x];ƒQ[ƒW type = ChangeState value = 104000 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "AFH" Triggerall = power >= 3000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101010) && time > 20 Trigger6 = (stateno = 101071) && time > 0 [State -1, •X‰Ô‡Hç];ƒQ[ƒW type = ChangeState value = 104020 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "down_z" TriggerAll = FVar(33) = 100 Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101010) && time > 20 Trigger6 = (stateno = 101071) && time > 0 [State -1, ’´‡H•_”eŽa];ƒQ[ƒW type = ChangeState value = 104010 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "z" TriggerAll = FVar(33) = 100 Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101010) && time > 20 Trigger6 = (stateno = 101071) && time > 0 ;============================================================================== ; 3ƒQ[ƒW’´•KŽE‹Z ;============================================================================== ;------------------------------------------------------------------------------ [State -1, •X‰Ô‡Hç];ƒQ[ƒW type = ChangeState value = 4020 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "down_z" TriggerAll = FVar(33) = 100 Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 30 Trigger3 = (stateno = 1010) && time > 30 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 [State -1, ’´‡H•_”eŽa];ƒQ[ƒW type = ChangeState value = 4010 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "z" TriggerAll = FVar(33) = 100 Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 30 Trigger3 = (stateno = 1010) && time > 30 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 [State -1, ƒAƒCƒVƒNƒ‹ƒtƒH[ƒ‹EXTRA];ƒQ[ƒW type = ChangeState value = 4030 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "AFE" Triggerall = power >= 3000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 30 Trigger3 = (stateno = 1010) && time > 30 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 [State -1, ƒAƒCƒVƒNƒ‹ƒtƒH[ƒ‹hard];ƒQ[ƒW type = ChangeState value = 4000 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "AFH" Triggerall = power >= 3000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 30 Trigger3 = (stateno = 1010) && time > 30 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 ;============================================================================== ; ‚QƒQ[ƒW’´•KŽE‹Z ;============================================================================== [State -1, Œ•‹ZƒNƒ‰ƒCƒ€ƒnƒU[ƒh];ƒQ[ƒW type = ChangeState value = 3000 TriggerAll = Var(59) = 0 && isHelper = 0 Triggerall = command = "KKH" Triggerall = power >= 2000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 32 Trigger3 = (stateno = 1010) && time > 33 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 Trigger6 = (stateno = 100210) && time > 17 Trigger7 = (stateno = 100230) && time > 22 Trigger8 = (stateno = 101000) && time > 20 Trigger9 = (stateno = 101010) && time > 20 [State -1, ƒŒƒCƒZƒ“@^ŽÀ‚ÌŒŽ] type = ChangeState value = 3010 TriggerAll = Var(59) = 0 && isHelper = 0 Triggerall = command = "down_x" Triggerall = power >= 2000 TriggerAll = statetype != A triggerall = NumHelper(18020) = 0 triggerall = NumHelper(18000) = 0 triggerall = NumHelper(18010) = 0 TriggerAll = Var(31) != 0 Trigger1 = ctrl ;============================================================================== ; 1ƒQ[ƒWƒAƒTƒ‹ƒg’´•KŽE‹Z ;============================================================================== [State -1, ƒAƒTƒ‹ƒgƒ‰ƒbƒVƒ…];ƒQ[ƒWƒŒƒxƒ‹‚P type = ChangeState value = 102000 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "AF" Triggerall = power >= 1000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101070) && time > 90 Trigger6 = (stateno = 101071) && time > 0 [State -1, ƒƒCƒ‹ƒhƒtƒH[ƒX];ƒQ[ƒWƒŒƒxƒ‹‚P type = ChangeState value = 102010 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "SS" Triggerall = power >= 1000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101010) && time > 20 Trigger6 = (stateno = 101070) && time > 90 Trigger7 = (stateno = 101071) && time > 0 [State -1, ƒtƒ[ƒYƒ“ƒC[ƒOƒ‹];ƒQ[ƒWƒŒƒxƒ‹‚P type = ChangeState value = 102020 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "OA" Triggerall = power >= 1000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101010) && time > 20 Trigger6 = (stateno = 102000) && time > 73 Trigger7 = (stateno = 101070) && time > 90 Trigger8 = (stateno = 101071) && time > 0 ;============================================================================== ; 1ƒQ[ƒW’´•KŽE‹Z ;============================================================================== [State -1, ƒAƒCƒVƒNƒ‹ƒtƒH[ƒ‹ ƒC[ƒW[];ƒQ[ƒWƒŒƒxƒ‹‚P type = ChangeState value = 2000 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "AF" Triggerall = power >= 1000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 28 Trigger3 = (stateno = 1010) && time > 31 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 [State -1, ƒ\[ƒhƒVƒtƒg];ƒQ[ƒWƒŒƒxƒ‹‚P type = ChangeState value = 2010 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "SS" Triggerall = power >= 1000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 28 Trigger3 = (stateno = 1010) && time > 31 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 Trigger6 = var(1) [State -1, ‘å“–‚½‚èI];ƒQ[ƒWƒŒƒxƒ‹‚P type = ChangeState value = 2020 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "OA" Triggerall = power >= 1000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 28 Trigger3 = (stateno = 1010) && time > 31 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 [State -1, ƒNƒCƒbƒNƒuƒŒƒCƒo[];ƒQ[ƒWƒŒƒxƒ‹‚P type = ChangeState value = 2030 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "CcB" Triggerall = power >= 1000 ;ƒpƒ[ƒQ[ƒW‚ªƒŒƒxƒ‹‚PˆÈã—­‚Ü‚Á‚Ä‚¢‚鎞i¦j Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚ȏꍇ Trigger2 = (stateno = 1000) && time > 28 Trigger3 = (stateno = 1010) && time > 31 Trigger4 = (stateno = 1040) && time > 40 Trigger5 = (stateno = 1050) && time > 50 ;============================================================================== ; ƒAƒTƒ‹ƒg•KŽE‹Z ;============================================================================== [State -1, ƒNƒƒXƒGƒbƒW] type = ChangeState value = 101000 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "tilyoko" Triggerall = statetype != A Trigger1 = ctrl Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 [State -1, ƒŒƒCƒWƒ“ƒO] type = ChangeState value = 101010 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "so-do" Trigger1 = var(1) Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 [State -1, ƒAƒCƒVƒNƒ‹ƒC[ƒOƒ‹] type = ChangeState value = 101020 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "soni" Trigger1 = var(1) Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101010) && time > 20 Trigger6 = (stateno = 101070) && time > 90 Trigger7 = (stateno = 101071) && time > 0 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State -1, ƒtƒŠ[ƒYƒCƒ“ƒpƒNƒg] type = ChangeState value = 101030 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "tataki" Trigger1 = var(1) Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101010) && time > 20 [State -1, ‹Ù‹}‰ñ”ð] type = ChangeState value = 101040 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "bultuta" Trigger1 = var(1) [State -1, ƒJƒEƒ“ƒ^[] type = ChangeState value = 101050 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "tame" Trigger1 = var(1) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State -1, ƒK[ƒhƒuƒŒƒCƒN] type = ChangeState value = 101060 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "x" TriggerAll = statetype != A Trigger1 = ctrl [State -1, ƒuƒŠƒUƒKƒ‹[ƒ_] type = ChangeState value = 101070 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "Ks" Trigger1 = var(1) Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 100230) && time > 22 Trigger4 = (stateno = 101000) && time > 20 Trigger5 = (stateno = 101010) && time > 20 [State -1, ƒAƒTƒ‹ƒgƒnƒU[ƒh] type = ChangeState value = 101080 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "ah" TriggerAll = statetype != A Trigger1 = ctrl ;============================================================================== ; ƒAƒTƒ‹ƒg‹ó’†•KŽE‹Z ;============================================================================== [State -1, ‹ó’†ƒNƒƒXƒGƒbƒW] type = ChangeState value = 101500 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "tilyoko" Triggerall = statetype = A Trigger1 = ctrl Trigger2 = (stateno = 101020) && time > 40 Trigger3 = (stateno = 102020) && time > 40 [State -1, ‹ó’†ƒŒƒCƒWƒ“ƒO] type = ChangeState value = 101510 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "so-do" Triggerall = statetype = A Trigger1 = ctrl [State -1, ‹ó’†ƒAƒCƒVƒNƒ‹ƒC[ƒOƒ‹] type = ChangeState value = 101520 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "soni" Triggerall = statetype = A Trigger1 = ctrl ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State -1, ‹ó’†ƒtƒŠ[ƒYƒCƒ“ƒpƒNƒg] type = ChangeState value = 101530 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "tataki" Triggerall = statetype = A Trigger1 = ctrl Trigger2 = (stateno = 101020) && time > 40 Trigger3 = (stateno = 102020) && time > 40 Trigger4 = (stateno = 101500) && time > 22 ;============================================================================== ; •KŽE‹Z ;============================================================================== ;--------------------------------------------- [State -1, •ϐ”‚Ì—á‚P];•KŽE‹Z‚Ì”­¶ðŒƒŠƒZƒbƒg type = VarSet Trigger1 = palno != 12 Trigger1 = 1 Trigger2 = palno = 12 Trigger2 = time = 0 var(1) = 0 ;•ϐ”—pƒpƒ‰ƒ[ƒ^‚Ì‹Lq•û–@‚»‚Ì‚Pi‚»‚Ì‚Q‚́u”Â“Š‚°v‚̃Xƒe[ƒg‚ɂāj [State -1, •ϐ”‚Ì—á‚Q];•KŽE‹Z‚Ì”­¶ðŒ‚ðƒ`ƒFƒbƒN type = VarSet TriggerAll = statetype != A Trigger1 = ctrl Trigger2 = (stateno = [200,299]) || (stateno = [400,499]) Trigger2 = stateno != 440 ;[Statedef 440]i‘«•¥‚¢‚̃Xƒe[ƒgj‚ł͂Ȃ¢Žž Trigger2 = movecontact Trigger3 = (stateno = [200,299]) || (stateno = [100000,100999]) Trigger3 = Projhit = 1 var(1) = 1 [State -1, •ϐ”‚Ì—á‚P];•KŽE‹Z‚Ì”­¶ðŒƒŠƒZƒbƒg type = VarSet Trigger1 = palno = 12 Trigger1 = time = 0 var(4) = 0 ;•ϐ”—pƒpƒ‰ƒ[ƒ^‚Ì‹Lq•û–@‚»‚Ì‚Pi‚»‚Ì‚Q‚́u”Â“Š‚°v‚̃Xƒe[ƒg‚ɂāj [State -1, •ϐ”‚Ì—á‚Q];•KŽE‹Z‚Ì”­¶ðŒ‚ðƒ`ƒFƒbƒN type = VarSet TriggerAll = statetype != A TriggerAll = palno = 12 Trigger1 = (stateno = [1000,1999]) || (stateno = [101000,101999]) Trigger2 = Projhit = 1 var(4) = 1 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State -1, Œ•ˆ³] type = ChangeState value = 1080 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "kenatu" Trigger1 = var(1) Trigger2 = (stateno = 1031) && time > 25 [State -1, ƒ`ƒ‡ƒRƒGƒbƒW] type = ChangeState value = 1000 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "tilyoko" Trigger1 = var(1) [State -1, ƒEƒFƒCƒn[ƒXƒ\[ƒh] type = ChangeState value = 1010 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "so-do" Trigger1 = var(1) [State -1, ƒ\ƒjƒbƒN] type = ChangeState value = 1020 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "soni" TriggerAll = Enemy,GetHitVar(HitCount) < 10 Trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1, ƒNƒ‰ƒCƒ€ƒnƒU[ƒh] type = ChangeState value = 1030 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "tataki" Trigger1 = var(1) [State -1, ‚Ô‚Á‚½Ø‚è] type = ChangeState value = 1040 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "bultuta" Trigger1 = var(1) Trigger2 = (stateno = 1000) && time > 28 [State -1, —­‚ߎa‚è] type = ChangeState value = 1050 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "tame" Trigger1 = var(1) Trigger2 = (stateno = 1000) && time > 28 Trigger3 = (stateno = 1010) && time > 28 ;------------------------------------------------------------------------------ [State -1, ƒJƒEƒ“ƒ^[] type = ChangeState value = 1060 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "KT" Trigger1 = var(1) [State -1, •XŒ‹¶] type = ChangeState value = 1100 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "HKS" Trigger1 = var(1) [State -1, ƒŒƒCƒZƒ“@ƒ}ƒCƒ“ƒhƒVƒFƒCƒJ[] type = ChangeState value = 1070 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "x" TriggerAll = statetype != A triggerall = NumHelper(18000) = 0 triggerall = NumHelper(18010) = 0 triggerall = NumHelper(18020) = 0 TriggerAll = Var(31) != 0 Trigger1 = ctrl [State -1, ‹óÕ] type = ChangeState value = 1090 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "Ks" Trigger1 = ctrl Trigger2 = (stateno = 1000) && time > 28 Trigger3 = (stateno = 1010) && time > 30 Trigger4 = (stateno = 1040) && time > 33 [State -1, ƒQ[ƒW‰ñ•œ] type = ChangeState value = 1110 TriggerAll = Var(59) = 0 TriggerAll = command = "down_y" TriggerAll = statetype != A Trigger1 = ctrl ;============================================================================== ; ‹ó’†•KŽE‹Z ;============================================================================== [State -1, ƒ`ƒ‡ƒRƒGƒbƒW] type = ChangeState value = 1500 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "tilyoko" Trigger1 = ctrl [State -1, ƒEƒFƒCƒn[ƒXƒ\[ƒh] type = ChangeState value = 1510 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "so-do" Trigger1 = ctrl [State -1, ƒ\ƒjƒbƒN] type = ChangeState value = 1520 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "soni" Trigger1 = ctrl [State -1, Œ•ŽR] type = ChangeState value = 1530 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "tataki" Trigger1 = ctrl ;============================================================================== ; ˆÚ“®ŠÖ˜A ;============================================================================== ;------------------------------------------------------------------------------ [State -1, ƒoƒbƒNƒXƒeƒbƒv] type = ChangeState value = 105 triggerAll = Var(59) = 0 && isHelper = 0 triggerAll = command = "BB" trigger1 = statetype = S trigger1 = ctrl Trigger2 = (stateno = 200) && time > 20 Trigger3 = (stateno = 210) && time > 25 Trigger4 = (stateno = 100200) && time > 13 Trigger5 = (stateno = 100210) && time > 17 Trigger6 = (stateno = 100230) && time > 22 [State -1, ƒWƒƒƒ“ƒv] type = ChangeState value = 40 triggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 triggerAll = command = "U" trigger1 = statetype = S trigger1 = ctrl Trigger2 = (stateno = 1061) && time > 35 ;============================================================================== ; ƒtƒH[ƒ€•ύX ;============================================================================== [State -1, ƒtƒH[ƒ€•ύX(ƒAƒTƒ‹ƒg)] type = ChangeState value = 188888 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = palno != 2 TriggerAll = FVar(3) = 0 TriggerAll = palno != 12 TriggerAll = command = "y" Triggerall = command != "holddown" Triggerall = Stateno != 199999 Trigger1 = statetype = S Trigger1 = ctrl [State -1, ƒtƒH[ƒ€•ύX(ƒoƒXƒ^[)] type = ChangeState value = 199999 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = palno != 2 TriggerAll = FVar(3) = 1 TriggerAll = palno != 12 TriggerAll = command = "y" Triggerall = command != "holddown" Triggerall = Stateno != 188888 Trigger1 = statetype = S Trigger1 = ctrl ;============================================================================== ; ƒAƒTƒ‹ƒg’ʏíUŒ‚ ;============================================================================== [State -1, ¬UŒ‚@Ø‚è—Ž‚Æ‚µ] type = ChangeState value = 100200 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "a" Triggerall = command != "holddown" Trigger1 = statetype = S Trigger1 = ctrl Trigger2 = (stateno = 101040) && time > 14 Trigger3 = (stateno = 101061) && time > 26 Trigger4 = (stateno = 101030) && time > 20 Trigger4 = Var(36) != 0 Trigger5 = (stateno = 101531) && time > 20 Trigger5 = Var(36) != 0 [State -1, ’†UŒ‚@Ø‚èã‚°] type = ChangeState value = 100210 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "b" Triggerall = command != "holddown" Trigger1 = statetype = S Trigger1 = ctrl Trigger2 = (stateno = 100200) && time > 13 Trigger3 = (stateno = 101040) && time > 14 Trigger4 = (stateno = 101061) && time > 26 [State -1, ‹­UŒ‚@‚½‚½‚«—Ž‚Æ‚µ] type = ChangeState value = 100230 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 1 Triggerall = command = "c" Triggerall = command != "holddown" Trigger1 = statetype = S Trigger1 = ctrl Trigger2 = (stateno = 100210) && time > 17 Trigger3 = (stateno = 101040) && time > 14 Trigger4 = (stateno = 101061) && time > 26 ;============================================================================== ; ’ʏíUŒ‚‹Z ;============================================================================== ;------------------------------------------------------------------------------ [State -1, ¬UŒ‚@cØ‚è] type = ChangeState value = 200 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "a" TriggerAll = palno != 12 Triggerall = command != "holddown" Trigger1 = statetype = S Trigger1 = ctrl [State -1, ’†UŒ‚@‰¡Ø‚è] type = ChangeState value = 210 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "b" TriggerAll = palno != 12 Triggerall = command != "holddown" Trigger1 = statetype = S Trigger1 = ctrl [State -1, ‹­UŒ‚@‹‡Ø‚è] type = ChangeState value = 230 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "c" TriggerAll = palno != 12 Triggerall = command != "holddown" Trigger1 = statetype = S Trigger1 = ctrl ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State -1, ƒWƒƒƒ“ƒvŽã Ža‚è—Ž‚µ] type = ChangeState value = 500 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "a" Trigger1 = statetype = A Trigger1 = ctrl [State -1, ƒWƒƒƒ“ƒv’†@Ža‚è‚ ‚°] type = ChangeState value = 510 TriggerAll = Var(59) = 0 && isHelper = 0 TriggerAll = FVar(3) = 0 Triggerall = command = "b" Trigger1 = statetype = A Trigger1 = ctrl ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;=========================================================================== ;§ŒÀƒXƒe[ƒg(lŠÔ—pE‚`‚h—p) ;=========================================================================== [Statedef 0] type = S physics = S sprpriority = 0 [State 100, s“®] type = Ctrlset trigger1 = RoundState >= 3 value = 1 [State -1] type = AssertSpecial Trigger1 = Var(40) = 2 trigger1 = 1 flag = Invisible flag2 = NoShadow flag3 = noautoturn [State 0, 1] type = ChangeAnim TriggerAll = Var(40) = 2 trigger1 = 1 value = 999 [State -1] type = AssertSpecial Trigger1 = Var(40) = 1 trigger1 = 1 flag = Invisible flag2 = NoShadow flag3 = noautoturn [State 0, 1] type = ChangeAnim TriggerAll = Var(40) = 1 trigger1 = 1 value = 999 [State 0, 1] type = ChangeAnim TriggerAll = Var(40) = 0 TriggerAll = FVar(3) = 1 trigger1 = Anim != 100000 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 100000 [State 0, 1] type = ChangeAnim TriggerAll = Var(40) = 0 TriggerAll = FVar(3) = 0 trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State 0, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 2 trigger2 = Time = 4 x = 0 [State 0, •‚—V–hŽ~] type = StateTypeSet trigger1 = Pos Y < 0 statetype = A physics = A [State 0, ƒXƒe[ƒg•ύX] type = ChangeState trigger1 = Pos Y < 0 value = 50 [State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 ;--------------------------------------------------------------------------- ; Stand to Crouch [Statedef 10] type = C physics = C anim = 10 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100000 value = 100000 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 10 value = 10 [State 10, 1] type = VelMul trigger1 = Time = 0 x = .75 [State 10, 2] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ; Crouching [Statedef 11] type = C physics = C anim = 11 sprpriority = 0 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100000 value = 100000 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 11 value = 11 [State 11, 1] ;Change from turning animation type = ChangeAnim trigger1 = Anim = 6 && AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ; Crouch to Stand [Statedef 12] type = S physics = S anim = 12 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100000 value = 100000 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 12 value = 12 [State 12, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;=========================================================================== ; ƒWƒƒƒ“ƒv@lŠÔ—p [Statedef 40] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100010 value = 100010 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 40 value = 40 [State -1, AI] type = ChangeState TriggerAll=var(59)!= 0 Trigger1 = time = 0 value = 0 ctrl = 1 IgnoreHitPause = 1 [State 40, 1] type = VarSet Trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet Trigger1 = Var(59) = 0 && isHelper = 0 Trigger1 = command = "holdfwd" Trigger2 = Var(59) = 1 Trigger2 = !inguarddist Trigger2 = EnemyNear,StateNo != [120,153] Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 35 Trigger2 = P2MoveType = H || Random <= 333 sysvar(1) = 1 [State 40, 3] type = VarSet Trigger1 = Var(59) = 0 && isHelper = 0 Trigger1 = command = "holdback" Trigger2 = Var(59) = 1 Trigger2 = EnemyNear,StateType != L Trigger2 = P2MoveType != H Trigger2 = Random <= 400 || (EnemyNear,StateNo = [120,153]) Trigger2 = !inguarddist 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 40, 5] type = VelSet Trigger1 = AnimTime = 0 Trigger1 = prevstateno = 100 ;RUN_FWD Trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 6] type = ChangeState Trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;========================================= ; ƒWƒƒƒ“ƒv@AI—p [Statedef 39] type = A physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100010 value = 100010 [State 0, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 40 value = 40 [State 39, 1] type = VarSet Trigger1 = Time = 0 sysvar(1) = 0 [State 39, 2] type = VarSet Trigger1 = Time = 0 Trigger1 = Var(59) = 0 && isHelper = 0 Trigger1 = command = "holdfwd" Trigger2 = Var(59) != 0 Trigger2 = !inguarddist Trigger2 = EnemyNear,StateNo != [120,153] Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 35 Trigger2 = P2MoveType = H || Random <= 300 sysvar(1) = 1 [State 39, 3] type = VarSet Trigger1 = Var(59) = 0 && isHelper = 0 Trigger1 = command = "holdback" Trigger2 = Var(59) != 0 Trigger2 = EnemyNear,StateType != L Trigger2 = P2MoveType != H Trigger2 = Random <= 400 || (EnemyNear,StateNo = [120,153]) Trigger2 = !inguarddist sysvar(1) = -1 [State 39, 4] type = VelSet TriggerAll=var(59)!= 0 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 39, 5] type = VelSet TriggerAll=var(59)!= 0 Trigger1 = AnimTime = 0 Trigger1 = prevstateno = 100 Trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 39, 6] type = ChangeState TriggerAll=var(59)!= 0 Trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;========================================= ; Jump Up [Statedef 50] type = A physics = A [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 50, 1] type = VarSet trigger1 = Time = 0 var(4) = 1 [State 50, 2] type = ChangeAnim TriggerAll = FVar(3) = 1 trigger1 = Time = 0 value = ifelse((vel x)=0, 100041, ifelse((vel x)>0, 100042, 100043)) [State 50, 3] type = ChangeAnim TriggerAll = FVar(3) = 1 trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = 100012 [State 50, 2] type = ChangeAnim TriggerAll = FVar(3) = 0 trigger1 = Time = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43)) [State 50, 3] type = ChangeAnim TriggerAll = FVar(3) = 0 trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 ;========================================= [Statedef 53] type = S physics = S ctrl = 0 anim = 48 [State 50, 2] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 48 value = 48 [State 50, 2] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100012 value = 100012 [State 53, 1] type = PlaySnd trigger1 = Time = 1 value = s0, 1 [State 53, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 53, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 53, 3] type = CtrlSet trigger1 = Time = 3 value = 1 [State 53, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;========================================= ; Jump Down (empty state for compatibility) [Statedef 51] type = A physics = A ctrl = 0 anime = 49 facep2 = 1 [State 50, 2] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 49 value = 49 [State 50, 2] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100012 value = 100012 [State 51, 1] type = Null trigger1 = 1 [State 51, ƒXƒe[ƒg•ύX] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 53 ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Land [Statedef 52] type = S physics = S ctrl = 0 anim = 47 facep2 = 1 [State 50, 2] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 47 value = 47 [State 50, 2] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100012 value = 100012 [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 52, 3] type = CtrlSet trigger1 = Time = 3 value = 1 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;=========================================================================== ; ˆÚ“®lŠÔ—p [Statedef 20] type = S physics = S sprpriority = 0 [State -1, AI] type = ChangeState TriggerAll=var(59)!= 0 Trigger1 = time = 0 value = 0 [State 20, 2] type = VelSet TriggerAll = time < 10 Trigger1 = command = "holdback" x = const(velocity.walk.back.x)/2 [State 20, 1] type = VelSet TriggerAll = time < 10 Trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x)/2 [State 20, 1] type = VelSet TriggerAll = FVar(3) = 1 Trigger1 = command = "holdfwd" Trigger1 = time > 10 x = const(velocity.walk.fwd.x)*2 [State 20, 2] type = VelSet TriggerAll = FVar(3) = 1 Trigger1 = command = "holdback" Trigger1 = time > 10 x = const(velocity.walk.back.x)*2 [State 20, 1] type = VelSet TriggerAll = FVar(3) = 0 Trigger1 = command = "holdfwd" Trigger1 = time > 10 x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet TriggerAll = FVar(3) = 0 Trigger1 = command = "holdback" Trigger1 = time > 10 x = const(velocity.walk.back.x) [State 20, 3] type = ChangeAnim TriggerAll = FVar(3) = 1 Triggerall = vel x > 0 Trigger1 = Anim != 100100 && Anim != 5 Trigger2 = Anim = 5 && AnimTime = 0 value = 100100 [State 20, 4] type = ChangeAnim TriggerAll = FVar(3) = 1 Triggerall = vel x < 0 Trigger1 = Anim != 100101 && Anim != 5 Trigger2 = Anim = 5 && AnimTime = 0 value = 100101 [State 20, 3] type = ChangeAnim TriggerAll = FVar(3) = 0 Triggerall = vel x > 0 Trigger1 = Anim != 20 && Anim != 5 Trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim TriggerAll = FVar(3) = 0 Triggerall = vel x < 0 Trigger1 = Anim != 21 && Anim != 5 Trigger2 = Anim = 5 && AnimTime = 0 value = 21 ;============================================== ;ˆÚ“®‚`‚h—p [Statedef 19] type = S physics = S sprpriority = 0 ctrl = 0 [State 19, 2] type = VelSet TriggerAll=var(59)!= 0 TriggerAll = time < 10 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 160 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 200 x = const(velocity.walk.back.x)/2 [State 19, 1] type = VelSet TriggerAll =var(59)!= 0 TriggerAll = time < 10 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0 x = const(velocity.run.fwd.x)/2 [State 19, 2] type = VelSet TriggerAll=var(59)!= 0 TriggerAll = FVar(3) = 1 TriggerAll = time > 10 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 160 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 200 x = const(velocity.walk.back.x)*2 [State 19, 1] type = VelSet TriggerAll=var(59)!= 0 TriggerAll = FVar(3) = 1 TriggerAll = time > 10 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0 x = const(velocity.run.fwd.x)*2 [State 19, 2] type = VelSet TriggerAll=var(59)!= 0 TriggerAll = FVar(3) = 0 TriggerAll = time > 10 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 160 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 200 x = const(velocity.walk.back.x) [State 19, 1] type = VelSet TriggerAll=var(59)!= 0 TriggerAll = FVar(3) = 0 TriggerAll = time > 10 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0 x = const(velocity.run.fwd.x) [State 20, 3] type = ChangeAnim TriggerAll=var(59)!= 0 TriggerAll = FVar(3) = 1 Triggerall = vel x > 0 Trigger1 = Anim != 100100 && Anim != 5 Trigger2 = Anim = 5 && AnimTime = 0 value = 100100 [State 20, 4] type = ChangeAnim TriggerAll=var(59)!= 0 TriggerAll = FVar(3) = 1 Triggerall = vel x < 0 Trigger1 = Anim != 100101 && Anim != 5 Trigger2 = Anim = 5 && AnimTime = 0 value = 100101 [State 19, 3] type = ChangeAnim TriggerAll=var(59)!= 0 TriggerAll = FVar(3) = 0 TriggerAll = vel x > 0 Trigger1 = Anim != 20 && Anim != 5 Trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 19, 4] type = ChangeAnim TriggerAll=var(59)!= 0 TriggerAll = FVar(3) = 0 TriggerAll = vel x < 0 Trigger1 = Anim != 21 && Anim != 5 Trigger2 = Anim = 5 && AnimTime = 0 value = 21 [State -1, AI] type = ChangeState TriggerAll = var(59)!= 0 Trigger1 = EnemyNear(var(55)),alive = 1 Trigger1 = time > 60 Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 0 && anim = 20 || anim = 100100 Trigger2 = EnemyNear(var(55)),alive = 1 Trigger2 = time > 60 Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 200 && anim = 21 || anim = 100101 Trigger3 = RoundState = 3 Trigger4 = time > 120 Trigger5 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 60 Trigger5 = P2MoveType = A Trigger6 = var(56) > 0 value = 0 ctrl = 1 [State -1, AI] type = ChangeState TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = RoundState > 2 value = 0 ctrl = 1 ;=========================================================================== ; GUARD (start) [Statedef 120] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged [State -2];–³“G type = NotHitBy TriggerAll = isHelper Trigger1 = 1 value = SCA time = -1 SuperMoveTime = 999999 PauseMoveTime = 999999 IgnoreHitPause = 1 [State 20, 4] type = ChangeAnim triggerall =! ishelper TriggerAll = FVar(3) = 1 Trigger1 = Time = 0 value = 100120 + (statetype = C) + (statetype = A)*2 [State 120, 1] type = ChangeAnim triggerall =! ishelper TriggerAll = FVar(3) = 0 Trigger1 = Time = 0 value = 120 + (statetype = C) + (statetype = A)*2 [State 120, 2] type = StateTypeSet triggerall =! ishelper Trigger1 = Time = 0 && statetype = S physics = S [State 120, 3] type = StateTypeSet triggerall =! ishelper Trigger1 = Time = 0 && statetype = C physics = C [State 120, 4] type = StateTypeSet triggerall =! ishelper Trigger1 = Time = 0 && statetype = A physics = A [State 120, Hi to Lo] type = StateTypeSet triggerall =! ishelper TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State -1, AI] type = StateTypeSet triggerall =! ishelper TriggerAll = Var(59) != 0 Trigger1 = P2StateType != A Trigger1 = Random <= var(57)*150 statetype = C physics = C [State 120, Lo to Hi] type = StateTypeSet TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State -1, AI] type = StateTypeSet triggerall =! ishelper TriggerAll = Var(59) != 0 TriggerAll = statetype = C Trigger1 = P2StateType = A Trigger1 = Random <= var(57)*150 statetype = S physics = S [State 120, 5] type = ChangeState triggerall =! ishelper Trigger1 = AnimTime = 0 value = 130 + (statetype = C) + (statetype = A)*2 [State 120, Stop Guarding] type = ChangeState triggerall =! ishelper Trigger1 = Var(59) = 0 && isHelper = 0 Trigger1 = command != "holdback" Trigger2 = !inguarddist Trigger2 = Var(59) != 0 value = 140 [State -2, ”ñíŽžƒwƒ‹ƒp[Á–Å] type = DestroySelf TriggerAll = isHelper Trigger1 = 1 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; STAND GUARD (guarding) [Statedef 130] type = S physics = S [State 20, 4] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100130 value = 100130 IgnoreHitPause = 1 [State 130, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 130 value = 130 IgnoreHitPause = 1 [State 130, Hi to Lo] type = ChangeState TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = command = "holddown" value = 131 [State -1, AI] type = ChangeState TriggerAll = Var(59) != 0 Trigger1 = P2StateType != A value = 131 [State 130, Stop Guarding] type = ChangeState Trigger1 =! Var(59) Trigger1 = command != "holdback" Trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; CROUCH GUARD (guarding) [Statedef 131] type = C physics = C [State 131, 1] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100131 value = 100131 IgnoreHitPause = 1 [State 131, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 131 value = 131 IgnoreHitPause = 1 [State 131, Hi to Lo] type = ChangeState TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = command != "holddown" value = 130 [State -1, AI] type = ChangeState TriggerAll = Var(59) != 0 Trigger1 = P2StateType = A value = 130 [State 131, Stop Guarding] type = ChangeState Trigger1 =! Var(59) Trigger1 = command != "holdback" Trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; AIR GUARD (guarding) [Statedef 132] type = A physics = N [State 131, 1] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Anim != 100132 value = 100132 IgnoreHitPause = 1 [State 132, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Anim != 132 value = 132 IgnoreHitPause = 1 [State 132, 2] type = VelAdd Trigger1 = 1 y = Const(movement.yaccel) [State 132, 3] type = VarSet Trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 132, 4] type = VelSet Trigger1 = sysvar(0) y = 0 [State 132, 5] type = PosSet Trigger1 = sysvar(0) y = 0 [State 132, 6] type = ChangeState TriggerAll = sysvar(0) Trigger1 = Var(59) = 0 && isHelper = 0 Trigger1 = command = "holdback" Trigger1 = inguarddist Trigger2 = var(59) != 0 Trigger2 = inguarddist value = 130 [State 132, 7] type = ChangeState Trigger1 = sysvar(0) value = 52 [State 132, Stop Guarding] type = ChangeState Trigger1 =! Var(59) Trigger1 = command != "holdback" Trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; GUARD (end) [Statedef 140] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged ctrl = 1 [State 140, 1] type = ChangeAnim TriggerAll = FVar(3) = 1 Trigger1 = Time = 0 value = 100140 + (statetype = C) + (statetype = A)*2 IgnoreHitPause = 1 [State 140, 1] type = ChangeAnim TriggerAll = FVar(3) = 0 Trigger1 = Time = 0 value = 140 + (statetype = C) + (statetype = A)*2 IgnoreHitPause = 1 [State 140, 2] type = StateTypeSet Trigger1 = Time = 0 && statetype = S physics = S [State 140, 3] type = StateTypeSet Trigger1 = Time = 0 && statetype = C physics = C [State 140, 4] type = StateTypeSet Trigger1 = Time = 0 && statetype = A physics = A [State 140, Hi to Lo] type = StateTypeSet TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State -1, AI] type = StateTypeSet TriggerAll = Var(59) != 0 Trigger1 = P2StateType != A Trigger1 = Random <= var(57)*150 statetype = C physics = C [State 140, Lo to Hi] type = StateTypeSet TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State -1, AI] type = StateTypeSet TriggerAll = Var(59) != 0 Trigger1 = P2StateType = A Trigger1 = Random <= var(57)*150 statetype = S physics = S ;[State 140, 5] ;Implemented within engine ;type = ChangeState ;Trigger1 = AnimTime = 0 ;value = (statetype = C)*11 + (statetype = A)*51 ;--------------------------------------------------------------------------- ; SGUARDHIT (shaking) [Statedef 150] type = S movetype= H physics = N velset = 0,0 [State 150, 1] type = ChangeAnim Trigger1 = FVar(3) = 1 value = 100150 IgnoreHitPause = 1 [State 150, 1] type = ChangeAnim Trigger1 = FVar(3) = 0 value = 150 IgnoreHitPause = 1 [State 150, 2] type = ChangeState Trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") [State 150, Hi to Lo] type = StateTypeSet TriggerAll = statetype = S TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State -1, AI] type = StateTypeSet TriggerAll = statetype = S TriggerAll = Var(59) != 0 Trigger1 = P2StateType != A Trigger1 = Random <= var(57)*150 statetype = C physics = C [State 150, Lo to Hi] type = StateTypeSet TriggerAll = statetype = C TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State -1, AI] type = StateTypeSet TriggerAll = statetype = C TriggerAll = Var(59) != 0 Trigger1 = P2StateType = A Trigger1 = Random <= var(57)*150 statetype = S physics = S [State 150, 3] type = ForceFeedback Trigger1 = time = 0 waveform = square time = 3 ;--------------------------------------------------------------------------- ; SGUARDHIT2 (knocked back) [Statedef 151] type = S movetype= H physics = S anim = 150 [State 152, 1] type = ChangeAnim Trigger1 = FVar(3) = 1 value = 100150 IgnoreHitPause = 1 [State 152, 1] type = ChangeAnim Trigger1 = FVar(3) = 0 value = 150 IgnoreHitPause = 1 [State 151, 1] type = HitVelSet Trigger1 = Time = 0 x = 1 [State 151, 2] type = VelSet Trigger1 = Time = GetHitVar(slidetime) Trigger2 = HitOver x = 0 [State 151, 3] type = CtrlSet Trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 151, Hi to Lo] type = StateTypeSet TriggerAll = statetype = S TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State -1, AI] type = StateTypeSet TriggerAll = statetype = S TriggerAll = Var(59) != 0 Trigger1 = P2StateType != A Trigger1 = Random <= var(57)*150 statetype = C physics = C [State 151, Lo to Hi] type = StateTypeSet TriggerAll = statetype = C TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State -1, AI] type = StateTypeSet TriggerAll = Var(59) != 0 Trigger1 = P2StateType = A Trigger1 = Random <= var(57)*150 statetype = S physics = S [State 151, 4] type = ChangeState Trigger1 = HitOver value = 130 ctrl = 1 ;--------------------------------------------------------------------------- ; CGUARDHIT (shaking) [Statedef 152] type = C movetype= H physics = N velset = 0,0 [State 152, 1] type = ChangeAnim Trigger1 = FVar(3) = 1 value = 100152 IgnoreHitPause = 1 [State 152, 1] type = ChangeAnim Trigger1 = FVar(3) = 0 value = 152 IgnoreHitPause = 1 [State 152, 3] type = ChangeState Trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") [State 152, Hi to Lo] type = StateTypeSet TriggerAll = statetype = S TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State -1, AI] type = StateTypeSet TriggerAll = statetype = S TriggerAll = Var(59) != 0 Trigger1 = P2StateType != A Trigger1 = Random <= var(57)*150 statetype = C physics = C [State 152, Lo to Hi] type = StateTypeSet TriggerAll = statetype = C TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State -1, AI] type = StateTypeSet TriggerAll = statetype = C TriggerAll = Var(59) != 0 Trigger1 = P2StateType = A Trigger1 = Random <= var(57)*150 statetype = S physics = S [State 152, 4] type = ForceFeedback Trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; CGUARDHIT2 (knocked back) [Statedef 153] type = C movetype= H physics = C anim = 151 [State 152, 1] type = ChangeAnim Trigger1 = FVar(3) = 1 Trigger1 = Anim != 100151 value = 100151 IgnoreHitPause = 1 [State 152, 1] type = ChangeAnim Trigger1 = FVar(3) = 0 Trigger1 = Anim != 151 value = 151 IgnoreHitPause = 1 [State 153, 1] type = HitVelSet Trigger1 = Time = 0 x = 1 [State 153, 2] type = VelSet Trigger1 = Time = GetHitVar(slidetime) Trigger2 = HitOver x = 0 [State 153, 3] type = CtrlSet Trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 153, Hi to Lo] type = StateTypeSet TriggerAll = statetype = S TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State -1, AI] type = StateTypeSet TriggerAll = statetype = S TriggerAll = Var(59) != 0 Trigger1 = P2StateType != A Trigger1 = Random <= var(57)*150 statetype = C physics = C [State 153, Lo to Hi] type = StateTypeSet TriggerAll = statetype = C TriggerAll = Var(59) = 0 && isHelper = 0 Trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State -1, AI] type = StateTypeSet TriggerAll = statetype = C TriggerAll = Var(59) != 0 Trigger1 = P2StateType = A Trigger1 = Random <= var(57)*150 statetype = S physics = S [State 153, 4] type = ChangeState Trigger1 = HitOver value = 131 ctrl = 1 ;--------------------------------------------------------------------------- ; AGUARDHIT (shaking) [Statedef 154] type = A movetype= H physics = N velset = 0,0 [State 154, 1] type = ChangeAnim Trigger1 = FVar(3) = 1 value = 100152 IgnoreHitPause = 1 [State 154, 1] type = ChangeAnim Trigger1 = FVar(3) = 0 value = 152 IgnoreHitPause = 1 [State 154, 2] type = ChangeState Trigger1 = HitShakeOver value = 155 ;AGUARDHIT2 [State 154, 3] type = ForceFeedback Trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; AGUARDHIT2 (knocked away) [Statedef 155] type = A movetype= H physics = N anim = 152 [State 155, 1] type = ChangeAnim Trigger1 = FVar(3) = 1 value = 100152 IgnoreHitPause = 1 [State 155, 1] type = ChangeAnim Trigger1 = FVar(3) = 0 value = 152 IgnoreHitPause = 1 [State 155, 1] type = HitVelSet Trigger1 = Time = 0 x = 1 y = 1 [State 155, 2] type = VelAdd Trigger1 = 1 y = Const(movement.yaccel) [State 155, 3] type = CtrlSet Trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 155, 4] type = VarSet Trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 155, 5] type = VelSet Trigger1 = sysvar(0) y = 0 [State 155, 6] type = PosSet Trigger1 = sysvar(0) y = 0 [State 155, 6] type = ChangeState TriggerAll = sysvar(0) Trigger1 = command = "holdback" Trigger1 = inguarddist Trigger2 = var(59) != 0 Trigger2 = inguarddist value = 130 [State 155, 7] type = ChangeState Trigger1 = sysvar(0) value = 52 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [State 5900, 1] type = ChangeAnim Trigger1 = FVar(3) = 1 Trigger1 = Anim != 100000 value = 100000 IgnoreHitPause = 1 [State 5900, 1] type = ChangeAnim Trigger1 = FVar(3) = 0 Trigger1 = Anim != 0 value = 0 IgnoreHitPause = 1 [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, 3] ;Intro for round 1 type = ChangeState trigger1 = roundno = 1 value = 190 ;--------------------------------------------------------------------------- ; RUN_UP [Statedef 110] type = S physics = N [State 110, 0] type = CtrlSet trigger1 = Time = 0 value = 0 [State 110, 1] type = ChangeAnim trigger1 = Time = 0 value = 110 [State 110, 2] type = HitBy TriggerAll = palno != 12 trigger1 = Time = 0 value = SCA, NT, ST, HT time = 30 [State 110, 3] type = VelSet trigger1 = Time = 0 x = 0 z = -7 [State 110, 4] type = VelMul trigger1 = 1 z = 0.8 [State 110, 5] type = VelSet trigger1 = AnimTime = -8 z = 0 [State 110, 7] type = CtrlSet trigger1 = AnimTime = 0 value = 1 [State 110, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; RUN_DOWN [Statedef 115] type = S physics = N [State 115, 0] type = CtrlSet trigger1 = Time = 0 value = 0 [State 115, 1] type = ChangeAnim trigger1 = Time = 0 value = 110 [State 115, 2] type = HitBy TriggerAll = palno != 12 trigger1 = Time = 0 value = SCA, NT, ST, HT time = 30 [State 115, 3] type = VelSet trigger1 = Time = 0 x = 0 z = 7 [State 115, 4] type = VelMul trigger1 = 1 z = 0.8 [State 115, 5] type = VelSet trigger1 = AnimTime = -8 z = 0 [State 115, 7] type = CtrlSet trigger1 = AnimTime = 0 value = 1 [State 115, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; HIT_GETUP [Statedef 5120] type = L movetype= I physics = N [State 5120, 1a] ;Get up anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5111,5119] trigger2 = !SelfAnimExist(5120 + (anim % 10)) value = 5120 [State 5120, 1b] ;Get up anim (for hit up/diag-up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5111,5119] trigger1 = SelfAnimExist(5120 + (anim % 10)) value = 5120 + (anim % 10) [State 5120, 2] type = VelSet trigger1 = Time = 0 x = 0 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5120, 4] type = HitFallSet trigger1 = AnimTime = 0 value = 1 [State 5120, 5] ;Can't be thrown right after getting up type = NotHitBy TriggerAll = palno != 12 trigger1 = AnimTime = 0 value = , NT,ST,HT time = 12 [State 5120, 6] ;Can't be hit right after getting up (short time) type = NotHitBy trigger1 = AnimTime = 0 value2 = SCA time = 3 [State 5120, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
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