Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — GN-Pioneer-R.zip ← Back to Overview

; 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
Back
Top