[Remap]
x = x ;‚wƒ{ƒ^ƒ“‚Ì“ü—Í”»’è‚ðŽÀۂɉŸ‚·ƒ{ƒ^ƒ“‚ÉŠ„‚è“–‚Ä‚éB
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•tŽžŠÔB
;ŠeƒRƒ}ƒ“ƒh‚ÅÈ—ª‚µ‚Ä‚¢‚éꇂɗLŒøB
;‚±‚̃pƒ‰ƒ[ƒ^‚ðÁ‚µ‚½ê‡AƒfƒtƒHƒ‹ƒg‚Í‚PƒtƒŒ[ƒ€‚ɂȂéB
;i@M.U.G.E.N‚ł̂PƒtƒŒ[ƒ€@@‚P^‚U‚O•b@j
command.buffer.time = 1 ;•W€‚̃Rƒ}ƒ“ƒh“ü—Í‹L‰¯ŽžŠÔB
;“ü—Í‚µ‚½’¼Œã‚ɃRƒ}ƒ“ƒh‚ð‹L‰¯‚µA
;Žw‚𗣂µ‚Ä‚àƒRƒ}ƒ“ƒh‚ª¬Œ÷‚µ‚Ä‚¢‚éó‘Ô‚ð
;‚±‚±‚Åݒ肵‚½ŽžŠÔ‚Ì•ªˆÛŽ‚·‚éB
;‚P`‚R‚OƒtƒŒ[ƒ€‚܂ł̊ԂÅÝ’è‰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‚ÎAˆá‚¤ƒRƒ}ƒ“ƒh‚Å‚à“¯‚¶ƒXƒe[ƒg‚Ì‹Z‚ðo‚·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 = /$D,y
time = 1
;------------------------------------------------------------------------------
;-| ƒ{ƒ^ƒ“’P” |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
[Command]
name = "U"
command = U
time = 1
;---------------------------
;(uƒpƒ[—‚ßv—p‚ɃRƒ}ƒ“ƒh‚ð’ljÁ‚µ‚Ă܂·)
[Command]
name = "hold_c"
command = /c
;------------------------------------------------------------------------------
;-| •ûŒüƒL[ |-----------------------------------------------------------------
[Command]
name = "holdfwd" ;•K{ƒRƒ}ƒ“ƒh–¼
command = /$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‹‚PˆÈã—‚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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‡Hç];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”\‚Èê‡
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”\‚Èê‡
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‡Hç];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”\‚Èê‡
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”\‚Èê‡
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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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, ƒƒCƒ‹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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‚èI];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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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‹‚PˆÈã—‚Ü‚Á‚Ä‚¢‚鎞i¦j
Triggerall = statetype != A ;u‹ó’†v‚ł͂Ȃ¢Žž
Trigger1 = ctrl ;ƒRƒ“ƒgƒ[ƒ‹‚ª‰Â”\‚Èê‡
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, ƒNƒƒXƒGƒbƒW]
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’†ƒNƒƒXƒGƒbƒW]
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, •Ï”‚Ì—á‚P];•KŽE‹Z‚Ì”¶ðŒƒŠƒZƒbƒg
type = VarSet
Trigger1 = palno != 12
Trigger1 = 1
Trigger2 = palno = 12
Trigger2 = time = 0
var(1) = 0 ;•Ï”—pƒpƒ‰ƒ[ƒ^‚Ì‹Lq•û–@‚»‚Ì‚Pi‚»‚Ì‚Q‚Íu”Â“Š‚°v‚̃Xƒe[ƒg‚É‚Äj
[State -1, •Ï”‚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[ƒgj‚ł͂Ȃ¢Žž
Trigger2 = movecontact
Trigger3 = (stateno = [200,299]) || (stateno = [100000,100999])
Trigger3 = Projhit = 1
var(1) = 1
[State -1, •Ï”‚Ì—á‚P];•KŽE‹Z‚Ì”¶ðŒƒŠƒZƒbƒg
type = VarSet
Trigger1 = palno = 12
Trigger1 = time = 0
var(4) = 0 ;•Ï”—pƒpƒ‰ƒ[ƒ^‚Ì‹Lq•û–@‚»‚Ì‚Pi‚»‚Ì‚Q‚Íu”Â“Š‚°v‚̃Xƒe[ƒg‚É‚Äj
[State -1, •Ï”‚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‚½Ø‚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, ‹óÕ]
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€•ÏX
;==============================================================================
[State -1, ƒtƒH[ƒ€•ÏX(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€•ÏX(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’ÊíUŒ‚
;==============================================================================
[State -1, ¬UŒ‚@؂藎‚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‚èã‚°]
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
;==============================================================================
; ’ÊíUŒ‚‹Z
;==============================================================================
;------------------------------------------------------------------------------
[State -1, ¬UŒ‚@cØ‚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—pE‚`‚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•ÏX]
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•ÏX]
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, ”ñ펞ƒwƒ‹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