; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Special Motions |------------------------------------------------------
[Command]
name = "FDDFy"
command = ~F, D, DF, y
time = 15
[Command]
name = "BDDBy"
command = ~B, D, DB, y
time = 15
[Command]
name = "DDBBxy"
command = ~D, DB, B, x+y
time = 15
[Command]
name = "DDFFxa"
command = ~D, DF, F, x+a
time = 15
[Command]
name = "DDBBa"
command = ~D, DB, B, a
time = 15
[Command]
name = "DDFFx"
command = ~D, DF, F, x
time = 15
[Command]
name = "DDBBx"
command = ~D, DB, B, x
time = 15
[Command]
name = "DDFFy"
command = ~D, DF, F, y
time = 15
[Command]
name = "DDBBy"
command = ~D, DB, B, y
time = 15
[Command]
name = "DDxy"
command = ~D, D, x+y
time = 15
[Command]
name = "UUxy"
command = ~U, U, x+y
time = 15
[Command]
name = "DFa"
command = ~DF, a
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "UFUF" ;Required (do not remove)
command = UF, UF
time = 10
[Command]
name = "UBUB" ;Required (do not remove)
command = UB, UB
time = 10
[Command]
name = "DFDF" ;Required (do not remove)
command = DF, DF
time = 10
[Command]
name = "DBDB" ;Required (do not remove)
command = DB, DB
time = 10
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "UU" ;Required (do not remove)
command = U, U
time = 10
[Command]
name = "DD" ;Required (do not remove)
command = D, D
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 10
;-| Dir + Button |---------------------------------------------------------
;-| Single Button |---------------------------------------------------------
[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
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "DB";Required (do not remove)
command = /$DB
time = 1
[Command]
name = "DF";Required (do not remove)
command = /$DF
time = 1
[Command]
name = "UF";Required (do not remove)
command = /$UF
time = 1
[Command]
name = "UB";Required (do not remove)
command = /$UB
time = 1
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;■方向キー+ボタン
[state -1] ;中華飛翔乱舞
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = power >= 1000 ;気力
triggerall = var(10) >= 500 ;エネルギー
triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDBBxy"
trigger1 = ctrl
trigger2 = (stateno = 6000 && animelemtime(19) > 0 && animelemtime(26) < 0) || (stateno = 6000 && movehit)
trigger3 = (stateno = 6050 && animelemtime(17) > 0 && animelemtime(22) < 0) || (stateno = 6050 && movehit)
trigger4 = (stateno = 6100 && animelemtime(20) > 0 && animelemtime(31) < 0) || (stateno = 6100 && movehit)
trigger5 = (stateno = 6500 && animelemtime(20) > 0 && animelemtime(31) < 0) || (stateno = 6500 && movehit)
value = 2800
ctrl = 0
[state -1] ;中華乱舞
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = power >= 1000 ;気力
triggerall = var(10) >= 500 ;エネルギー
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDBBxy"
trigger1 = ctrl
trigger2 = (stateno = 4150 && animelemtime(11) > 0 && animelemtime(18) < 0) || (stateno = 4150 && movehit)
trigger3 = (stateno = 4200 && animelemtime(15) > 0 && animelemtime(30) < 0) || (stateno = 4200 && movehit)
trigger4 = (stateno = 4250 && animelemtime(21) > 0 && animelemtime(30) < 0) || (stateno = 4250 && movehit)
trigger5 = (stateno = 6150 && animelemtime(12) > 0 && animelemtime(20) < 0) || (stateno = 6150 && movehit)
trigger6 = (stateno = 6200 && animelemtime(11) > 0 && animelemtime(22) < 0) || (stateno = 6200 && movehit)
trigger7 = (stateno = 4850 && animelemtime(16) > 0 && animelemtime(24) < 0) || (stateno = 4850 && movehit)
value = 2300
ctrl = 0
[state -1] ;GN中華ゼロキャノン
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = power >= 1000 ;気力
triggerall = var(10) >= 500 ;エネルギー
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDFFxa"
trigger1 = ctrl
trigger2 = (stateno = 4150 && animelemtime(11) > 0 && animelemtime(18) < 0) && (stateno = 4150 && movehit)
trigger3 = (stateno = 4200 && animelemtime(15) > 0 && animelemtime(30) < 0) && (stateno = 4200 && movehit)
trigger4 = (stateno = 4250 && animelemtime(21) > 0 && animelemtime(30) < 0) && (stateno = 4250 && movehit)
trigger5 = (stateno = 6150 && animelemtime(12) > 0 && animelemtime(20) < 0) || (stateno = 6150 && movehit)
trigger6 = (stateno = 6200 && animelemtime(11) > 0 && animelemtime(22) < 0) || (stateno = 6200 && movehit)
trigger7 = (stateno = 4850 && animelemtime(16) > 0 && animelemtime(24) < 0) || (stateno = 4850 && movehit)
value = 2410 ; 2400
ctrl = 0
[State -1] ;地上急降下攻撃Y01 単ボタン連携は下記に記載
type = ChangeState
triggerall = alive && RoundState = 2
;triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "FDDFy"
trigger1 = ctrl
trigger2 = (stateno = 1200 && anim = 1200 && animelemtime(9) > 0)
trigger3 = (stateno = 1200 && anim = 1250 && animelemtime(11) > 0)
trigger4 = (stateno = 1200 && anim = 1300 && animelemtime(13) > 0)
trigger5 = (stateno = 3000 && animelemtime(11) > 0 && animelemtime(25) < 0) || (stateno = 3000 && movehit)
trigger6 = (stateno = 3050 && animelemtime(15) > 0 && animelemtime(25) < 0) || (stateno = 3050 && movehit)
trigger7 = (stateno = 3200 && animelemtime(12) > 0) || (stateno = 3200 && movehit)
trigger8 = (stateno = 4800 && animelemtime(12) > 0)
value = 6250
ctrl = 0
[State -1] ;空中急降下攻撃Y01
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDBBy"
trigger1 = ctrl
trigger2 = (stateno = 1200 && anim = 1200 && animelemtime(9) > 0)
trigger3 = (stateno = 1200 && anim = 1250 && animelemtime(11) > 0)
trigger4 = (stateno = 1200 && anim = 1300 && animelemtime(13) > 0)
trigger5 = (stateno = 3000 && animelemtime(11) > 0 && animelemtime(25) < 0) || (stateno = 3000 && movehit)
trigger6 = (stateno = 3050 && animelemtime(15) > 0 && animelemtime(25) < 0) || (stateno = 3050 && movehit)
trigger7 = (stateno = 3200 && animelemtime(12) > 0) || (stateno = 3200 && movehit)
trigger8 = (stateno = 4800 && animelemtime(12) > 0)
value = 6450
ctrl = 0
[State -1] ;空中連続攻撃Y01
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDFFy"
trigger1 = ctrl
trigger2 = (stateno = 1200 && anim = 1200 && animelemtime(9) > 0)
trigger3 = (stateno = 1200 && anim = 1250 && animelemtime(11) > 0)
trigger4 = (stateno = 1200 && anim = 1300 && animelemtime(13) > 0)
trigger5 = (stateno = 3000 && animelemtime(11) > 0 && animelemtime(25) < 0) || (stateno = 3000 && movehit)
trigger6 = (stateno = 3050 && animelemtime(15) > 0 && animelemtime(25) < 0) || (stateno = 3050 && movehit)
trigger7 = (stateno = 3200 && animelemtime(12) > 0) || (stateno = 3200 && movehit)
trigger8 = (stateno = 4800 && animelemtime(12) > 0)
value = 6000
ctrl = 0
[State -1] ;地上突進攻撃Y01
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDFFy"
trigger1 = ctrl
value = 6200
ctrl = 0
[State -1] ;地上持続攻撃Y01
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDBBy"
trigger1 = ctrl
trigger2 = (stateno = 4150 && animelemtime(11) > 0 && animelemtime(18) < 0) || (stateno = 4150 && movehit)
trigger3 = (stateno = 4200 && animelemtime(15) > 0 && animelemtime(30) < 0) || (stateno = 4200 && movehit)
trigger4 = (stateno = 4250 && animelemtime(21) > 0 && animelemtime(30) < 0) || (stateno = 4250 && movehit)
trigger5 = (stateno = 6150 && animelemtime(12) > 0 && animelemtime(20) < 0) || (stateno = 6150 && movehit)
trigger6 = (stateno = 4850 && animelemtime(16) > 0 && animelemtime(24) < 0) || (stateno = 4850 && movehit)
value = 6300
ctrl = 0
[State -1] ;地上X射撃01
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(9) > 0 ;ガトリング残弾
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDFFx"
trigger1 = ctrl
trigger2 = (stateno = 6150 && animelemtime(12) > 0 && animelemtime(20) < 0) || (stateno = 6150 && movehit)
value = 4700
ctrl = 0
[State -1] ;崩し
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall =! statetype = A
triggerall = var(10) >= 30 ;エネルギー
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "DDBBx"
value = 6150
ctrl = 0
[State -1] ;地上A射撃01 仰角
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(10) >= 50 ;エネルギー
triggerall = var(0) = 0 ;AI判定
triggerall = command = "DDBBa" ; || command = "a"
trigger1 = ctrl
trigger2 = (stateno = 4150 && animelemtime(11) > 0 && animelemtime(18) < 0) || (stateno = 4150 && movehit)
trigger3 = (stateno = 4200 && animelemtime(15) > 0 && animelemtime(30) < 0) || (stateno = 4200 && movehit)
trigger4 = (stateno = 4250 && animelemtime(21) > 0 && animelemtime(30) < 0) || (stateno = 4250 && movehit)
trigger5 = (stateno = 6150 && animelemtime(12) > 0 && animelemtime(20) < 0) || (stateno = 6150 && movehit)
trigger6 = (stateno = 4850 && animelemtime(16) > 0 && animelemtime(24) < 0) || (stateno = 4850 && movehit)
value = 4530
ctrl = 0
[state -1] ;中華トランザム改
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall = var(5) = 0 ;トランザム中でない
triggerall = power >= 1000 ;気力
triggerall = var(10) >= 500 ;エネルギー
triggerall =! statetype = L
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "DDxy"
value = 2000
ctrl = 0
[state -1] ;リミッター解除
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall = var(5) > 0 ;トランザム中
triggerall = power >= 3000 ;気力
triggerall = var(10) >= 500 ;エネルギー
triggerall =! statetype = L
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "DDxy"
value = 2550
ctrl = 0
[state -1] ;自動攻撃兵器妨害
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = ctrl || stateno = 1350 ;ctrlまたは空中移動の出始め
triggerall = var(4) = 1 ;相手が対応
triggerall = power >= 1000 ;気力
triggerall = var(10) >= 500 ;エネルギー
triggerall = var(22) = 0 ;非発動中および非妨害時
triggerall =! statetype = L
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "UUxy"
value = 2200
ctrl = 0
[State -1] ;地上Y01
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "holdback" && command = "y"
value = 4000
ctrl = 0
[State -1] ;しゃがみY01
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "holddown" && command = "y"
trigger1 = ctrl
trigger2 = (stateno = 4400 && animelemtime(10) > 0 && animelemtime(22) < 0) || (stateno = 4400 && movehit)
value = 4300
ctrl = 0
[State -1] ;しゃがみX01
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "holddown" && command = "x"
value = 4350
ctrl = 0
[State -1] ;しゃがみX02 (連携用)
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = var(0) = 0 ;AI判定
triggerall =! statetype = A
triggerall = command = "holddown" && command = "x"
trigger1 = (stateno = 4200 && animelemtime(15) > 0 && animelemtime(30) < 0) || (stateno = 4200 && movehit)
value = 4400
ctrl = 0
[State -1] ;しゃがみA射撃01
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(10) >= 50 ;エネルギー
triggerall = var(0) = 0 ;AI判定
triggerall = command = "holddown" && command = "a"
trigger1 = ctrl
trigger2 = (stateno = 4350 && animelemtime(13) > 0 && animelemtime(21) < 0) || (stateno = 4350 && movehit)
value = 4900
ctrl = 0
[State -1] ;地上X04
type = ChangeState
triggerall = alive && RoundState = 2 ; && ctrl
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "x" && command = "holdback"
;trigger1 = stateno = 40 && anim = 40
trigger1 = (stateno = 4200 && animelemtime(15) > 0 && animelemtime(30) < 0) || (stateno = 4200 && movehit)
value = 4800
ctrl = 0
[State -1] ;地上Y05
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "y" && command = "holdfwd"
trigger1 = ctrl
value = 4850
ctrl = 0
;■方向キー タップ■
[State -1] ;トランザム移動
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = var(0) = 0 ;AI判定
triggerall = var(5)>0 ;トランザムフラグ
trigger1 = command = "FF"
trigger1 = ctrl
value = 1850
[State -1] ;空中移動
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = statetype = A || StateType = S
triggerall = var(6) < 3 ;空中制御回数
triggerall = var(0) = 0 ;AI判定
triggerall = command = "UFUF" || command = "DFDF" || command = "UBUB" || command = "DBDB" || command = "UU" || command = "FF" || command = "DD" || command = "BB"
trigger1 = StateType = A
trigger1 = ctrl
trigger2 = stateno = 5200 || stateno = 5201 || (stateno = 5210 && time >= 10) ;空中受身から 5210=5Fの無敵付与
value = 1350
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = alive && RoundState = 2
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = alive && RoundState = 2
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;■ボタン同時押し・ボタン単発■
[State -1] ;空中方向転換
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = var(0) = 0 ;AI判定
triggerall = stateno != 1350 ;空中移動中でない
trigger1 = command = "recovery"
trigger1 = statetype = A
trigger1 = stateno = 50
trigger1 = anim = 42 || anim = 45
trigger1 = ctrl
value = 1550
[State -1] ;リアクティブアーマー
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = var(0) = 0 ;AI判定
triggerall = command = "recovery"
triggerall = var(11) > 0 ;リアクティブアーマー残数
trigger1 =! statetype = A
trigger1 = (stateno = [150,153])
value = 6400
ctrl = 0
[State -1] ;連携ジャンプ(垂直)
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "holdup"
trigger1 = (stateno = 6350 && animelemtime(23) > 0 && animelemtime(30) < 0) || (stateno = 6350 && movehit)
value = 1800
ctrl = 0
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = alive && RoundState = 2
triggerall = var(0) = 0 ;AI判定
triggerall = command = "start"
trigger1 =! statetype = A
trigger1 = ctrl
ctrl = 0
[State -1] ;空中連続攻撃Y02
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "y" ; "DDFFy"
trigger1 = (stateno = 6000 && animelemtime(19) > 0 && animelemtime(26) < 0) ;|| (stateno = 6000 && movehit)
value = 6050
ctrl = 0
[State -1] ;空中連続攻撃Y03
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "y" ; "DDFFy"
trigger1 = (stateno = 6050 && animelemtime(17) > 0 && animelemtime(22) < 0) ;|| (stateno = 6050 && movehit)
value = 6100
ctrl = 0
[State -1] ;空中急降下攻撃Y02 Y01連携
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "y" ; "DDFFy"
trigger1 = (stateno = 6260 && animelemtime(3) > 0 && animelemtime(10) < 0)
trigger2 = (stateno = 6460 && animelemtime(4) > 0 && animelemtime(14) < 0) ;|| (stateno = 6460 && movehit)
value = 6500
ctrl = 0
[State -1] ;地上急降下攻撃Y01 連携用
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "y"
trigger1 = (stateno = 4800 && animelemtime(12) > 0)
value = 6250
ctrl = 0
[State -1] ;空中A射撃01
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = statetype = A
triggerall = var(10) >= 50 ;エネルギー
triggerall = var(0) = 0 ;AI判定
triggerall = command = "a"
trigger1 = ctrl
trigger2 = (stateno = 1200 && anim = 1200 && animelemtime(9) > 0)
trigger3 = (stateno = 1200 && anim = 1250 && animelemtime(11) > 0)
trigger4 = (stateno = 1200 && anim = 1300 && animelemtime(13) > 0)
trigger5 = (stateno = 6000 && animelemtime(17) > 0 && animelemtime(26) < 0) || (stateno = 6000 && movehit)
trigger6 = (stateno = 6050 && animelemtime(15) > 0 && animelemtime(22) < 0) || (stateno = 6050 && movehit)
trigger7 = (stateno = 6100 && animelemtime(20) > 0 && animelemtime(31) < 0) || (stateno = 6100 && movehit)
trigger8 = (stateno = 4800 && animelemtime(12) > 0)
value = 3500
ctrl = 0
[State -1] ;地上突進攻撃Y02 Y01連携
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "y"
trigger1 = (stateno = 6200 && animelemtime(11) > 0 && animelemtime(22) < 0) || (stateno = 6200 && movehit)
value = 6350
ctrl = 0
[State -1] ;地上A射撃01 水平
type = ChangeState
triggerall = alive && RoundState = 2
triggerall =! statetype = A
triggerall = var(10) >= 50 ;エネルギー
triggerall = var(0) = 0 ;AI判定
triggerall = command = "a"
trigger1 = ctrl
trigger2 = (stateno = 4150 && animelemtime(11) > 0 && animelemtime(18) < 0) || (stateno = 4150 && movehit)
trigger3 = (stateno = 4200 && animelemtime(15) > 0 && animelemtime(30) < 0) || (stateno = 4200 && movehit)
trigger4 = (stateno = 4250 && animelemtime(21) > 0 && animelemtime(30) < 0) || (stateno = 4250 && movehit)
trigger5 = (stateno = 6150 && animelemtime(12) > 0 && animelemtime(20) < 0) || (stateno = 6150 && movehit)
trigger6 = (stateno = 4850 && animelemtime(16) > 0 && animelemtime(23) < 0) || (stateno = 4850 && movehit)
value = 4500
ctrl = 0
[State -1] ;空中Y01 前
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall = statetype = A
triggerall = vel x > 0
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "y"
value = 3050
ctrl = 0
[State -1] ;空中Y01 垂直・後
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "y"
value = 3000
ctrl = 0
[State -1] ;空中X01 前
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall = statetype = A
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "x"
value = 3200
ctrl = 0
[State -1] ;地上Y02
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = !Var(0) ;AI判定
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "y"
trigger1 = (stateno = 4000 && animelemtime(13) > 0 && animelemtime(21) < 0) || (stateno = 4000 && movehit)
value = 4050
ctrl = 0
[State -1] ;地上Y03
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = !Var(0) ;AI判定
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "y"
trigger1 = (stateno = 4050 && animelemtime(17) > 0 && animelemtime(24) < 0) || (stateno = 4050 && movehit)
value = 4100
ctrl = 0
[State -1] ;地上Y04
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "y"
value = 4750
ctrl = 0
[State -1] ;地上X01
type = ChangeState
triggerall = alive && RoundState = 2 && ctrl
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
trigger1 = command = "x"
value = 4150
ctrl = 0
[State -1] ;地上X02
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = !Var(0) ;AI判定
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "x"
trigger1 = (stateno = 4150 && animelemtime(11) > 0 && animelemtime(18) < 0) || (stateno = 4150 && movehit)
value = 4200
ctrl = 0
[State -1] ;地上X03
type = ChangeState
triggerall = alive && RoundState = 2
triggerall = !Var(0) ;AI判定
triggerall =! statetype = A
triggerall = var(0) = 0 ;AI判定
triggerall = command = "x"
trigger1 = (stateno = 4200 && animelemtime(15) > 0 && animelemtime(30) < 0) || (stateno = 4200 && movehit)
value = 4250
ctrl = 0
[state -1] ;ウェポンベイ(Z)
type = Helper
triggerall = alive && RoundState = 2 && ctrl
triggerall = var(14) > 0
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "z"
; trigger2 = var(0) > 0 ;AI判定
name = "20014"
pos = 0, -100
postype = p1
stateno = var(14)
helpertype = normal
keyctrl = 0
ownpal = 1
facing = 1
;supermovetime=9999
;pausemovetime=9999
[state -1] ;ウェポンベイ(Z)消費
type = varset
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "z"
;trigger1 = var(31) <= 0
var(14) = 0
[state -1] ;ウェポンベイ(B)
type = Helper
triggerall = alive && RoundState = 2 && ctrl
triggerall = var(15) > 0
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "b"
; trigger2 = var(0) > 0 ;AI判定
name = "20015"
pos = 0, -100
postype = p1
stateno = var(15)
helpertype = normal
keyctrl = 0
ownpal = 1
facing = 1
;supermovetime=9999
;pausemovetime=9999
[state -1] ;ウェポンベイ(B)消費
type = varset
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "b"
var(15) = 0
[state -1] ;ウェポンベイ(C)
type = Helper
triggerall = alive && RoundState = 2 && ctrl
triggerall = var(16) > 0
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "c"
; trigger2 = var(0) > 0 ;AI判定
name = "20016"
pos = 0, -100
postype = p1
stateno = var(16)
helpertype = normal
keyctrl = 0
ownpal = 1
facing = 1
;supermovetime=9999
;pausemovetime=9999
[state -1] ;ウェポンベイ(C)消費
type = varset
trigger1 = var(0) = 0 ;AI判定
trigger1 = command = "c"
var(16) = 0