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DJB MUGEN & IKEMEN Community

Command List — ugohan.zip ← Back to Overview

; コマンド ; [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Ryuken" command = ~D, F, D, F, b time = 25 [Command] name = "dragonrush" command = ~D, B, F, b time = 30 [Command] name = "Kamehameha" command = ~D, F, D, F, y time = 25 [Command] name = "Kaiohken" command = ~D, B, F, y time = 30 ;-| Special Motions |------------------------------------------------------ [Command] name = "meteosmash1" command = ~D, DB, B, x time = 20 [Command] name = "meteosmash" command = ~D, DB, B, y time = 20 [Command] name = "shoryuken" command = ~F, D, DF, a time = 15 [Command] name = "shoryuken2" command = ~F, D, DF, b time = 15 [Command] name = "hadouken" command = ~D, DF, F, x time = 15 [Command] name = "hadouken2" command = ~D, DF, F, y time = 15 [Command] name = "tatsumaki" command = ~D, DB, B, a time = 20 [Command] name = "tatsumaki2" command = ~D, DB, B, b time = 20 [command] name = "slashdown" command = ~F, D, a time = 20 [command] name = "slashdown2" command = ~F, D, b time = 20 [command] name = "teleport" command = ~D, D, a time = 20 [command] name = "teleport2" command = ~D, D, b time = 20 [Command] name = "dash_x" command = ~F, F, x [Command] name = "dash_y" command = ~F, F, y [Command] name = "dash_a" command = ~F, F, a [Command] name = "dash_b" command = ~F, F, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" command = x+a time = 1 [Command] name = "recovery" command = c time = 1 [Command] name = "charge" command = y+b time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [command] name="fwd" command=F time=1 [command] name="back" command=B time=1 [command] name="up" command=U time=1 [command] name="down" command=D time=1 [Command] name = "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 = "hold_a" command = /$a time = 1 [Command] name = "hold_b" command = /$b time = 1 [Command] name = "hold_c" command = /$c time = 1 [Command] name = "hold_x" command = /$x time = 1 [Command] name = "hold_y" command = /$y time = 1 [Command] name = "hold_z" command = /$z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [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 [Command] name = "holddownfwd";Required (do not remove) command = /$DF time = 1 [Command] name = "longjump" command = ~D, $U time = 11 ;===================================================================================================================================================================================================================================================================== ;AI ;===================================================================================================================================================================================================================================================================== [Statedef -1] [State -3, AI起動用ヘルパー] type=helper TriggerAll=RoundState<2||(RoundState=2&&ctrl) Trigger1=!NumHelper(96600) Trigger1=alive Trigger1=var(59)<=0 helpertype=normal name="AI" stateno=96600 ID=96600 pos=9999,9999 keyctrl=1 pausemovetime=2147483647 supermovetime=2147483647 persistent = 0 [State -3, ↑が余計なことしないように] type=changestate Trigger1= ishelper trigger1= ishelper(96600) Trigger1= stateno!=96600 value=96600 [State -3, AI判定] Type = VarSet TriggerAll = Var(59) <= 0 TriggerAll= RoundState<2 || (RoundState=2&&ctrl) Trigger1 = Command = "AI0" Trigger2 = Command = "AI1" Trigger3 = Command = "AI2" Trigger4 = Command = "AI3" Trigger5 = Command = "AI4" Trigger6 = Command = "AI5" Trigger7 = Command = "AI6" Trigger8 = Command = "AI7" Trigger9 = Command = "AI8" Trigger10 = Command = "AI9" Trigger11 = Command = "AI10" Trigger12 = Command = "AI11" Trigger13 = Command = "AI12" Trigger14 = Command = "AI13" Trigger15 = Command = "AI14" Trigger16 = Command = "AI15" Trigger17 = Command = "AI16" Trigger18 = Command = "AI17" Trigger19 = Command = "AI18" Trigger20 = Command = "AI19" Trigger21 = Command = "AI20" Trigger22 = Command = "AI21" Trigger23 = Command = "AI22" Trigger24 = Command = "AI23" Trigger25 = Command = "AI24" Trigger26 = Command = "AI25" Trigger27 = Command = "AI26" Trigger28 = Command = "AI27" Trigger29 = Command = "AI28" Trigger30 = Command = "AI29" Trigger31 = Command = "AI30" Trigger32 = Command = "AI31" Trigger33 = Command = "AI32" Trigger34 = Command = "AI33" Trigger35 = Command = "AI34" Trigger36 = Command = "AI35" Trigger37 = Command = "AI36" Trigger38 = Command = "AI37" Trigger39 = Command = "AI38" Trigger40 = Command = "AI39" Trigger41 = Command = "AI40" Trigger42 = Command = "AI41" Trigger43 = Command = "AI42" Trigger44 = Command = "AI43" Trigger45 = Command = "AI44" Trigger46 = Command = "AI45" Trigger47 = Command = "AI46" Trigger48 = Command = "AI47" Trigger49 = Command = "AI48" Trigger50 = Command = "AI49" Trigger51 = Command = "AI50" Trigger52 = var(59)=0 Trigger52 = numhelper(96600) Trigger52 = helper(96600),var(59)>0 var(59) = 7 ignorehitpause = 1 ;     var(59) = 7←の数字を1〜11までの数字に変える事でAIのレベル調整ができます ;     1〜10までは技の頻度やガードの硬さなど、11レベルは超反応の切り替えしをしてきます ;カウンター用反応速度設定 [State -3,] type = VarSet triggerall = var(59) > 0 trigger1 = 1 var(55) = 60-var(59)*5 ;================================================================================================ ;重力加速度計算 [state -3, yaccel] type = varset trigger1 = fvar(30) != EnemyNear(floor(fvar(31))),const(movement.yaccel) trigger1 = EnemyNear(floor(fvar(31))),stateno != [5000,5210] trigger1 = EnemyNear(floor(fvar(31))),Vel Y != 0 FV = 30 value = EnemyNear(floor(fvar(31))),const(movement.yaccel) ignorehitpause = 1 [state -3, yaccel] type = varset trigger1 = fvar(30) != EnemyNear(floor(fvar(31))),GetHitVar(yaccel) trigger1 = EnemyNear(floor(fvar(31))),stateno = [5000,5210] ;trigger1 = EnemyNear(floor(fvar(31))),Vel Y != 0 FV = 30 value = EnemyNear(floor(fvar(31))),GetHitVar(yaccel);(打撃当てた時のyaccel値) ignorehitpause = 1 [state -3, yaccel] type = varset trigger1 = fvar(30) != 0 trigger1 = EnemyNear(floor(fvar(31))),Vel Y = 0 FV = 30 value = 0 ignorehitpause = 1 ;================================================================================================ ;タッグ用生存確認 [State -3] Type = varset Trigger1 = numenemy=1 fvar(31) = 0 [State -3] Type = varset Trigger1 = numenemy=2 fvar(31) = ifelse(EnemyNear(0),alive,0,1) ;================================================================================================ [State -1];追い討ちダッシュ弱K用 type = VarSet triggerall = var(59) > 0 triggerall = fvar(39) = 0 trigger1 = stateno = 252 && Movehit trigger2 = stateno = 525 && Movehit fvar(39) = 1 [State -1] type = VarSet triggerall = var(59) > 0 triggerall = fvar(39) = 1 trigger1 = p2movetype != H trigger2 = stateno = 1650 && Movehit trigger3 = stateno = 550 && Movehit fvar(39) = 0 ;================================================================================================ ;コンボ用 [State -1] type = VarSet triggerall = var(59) > 0 triggerall = fvar(38) = 0 trigger1 = stateno = 400 && Movehit trigger2 = stateno = 410 && Movehit trigger3 = stateno = 420 && Movehit fvar(38) = 1 [State -1] type = VarSet triggerall = var(59) > 0 triggerall = fvar(38) = 1 trigger1 = p2movetype != H fvar(38) = 0 ;========================================================================================================================================================================================== ;リバーサル ;========================================================================================================================================================================================== ; 龍激拳(弱) [State -1,] type = ChangeState value = 1600 triggerall = var(59) >= 7 TriggerAll = StateType != A TriggerAll = RoundState = 2 triggerall = P2StateType != L triggerall = P2MoveType != H triggerall = ctrl && prevstateno = 5120 && time <= 1 TriggerAll = Random<= var(59)*100 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -5 triggerall = EnemyNear(floor(fvar(31))),Time >=50 || Time <= 2 || var(59) >= 11 trigger1 = P2StateType = A Trigger1 = P2bodydist X = [-5+floor(5*(EnemyNear(floor(fvar(31))),vel X)),25+floor(5*(EnemyNear(floor(fvar(31))),vel X))] Trigger1 = P2bodydist y = [-35-floor(5*(EnemyNear(floor(fvar(31))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(31))),vel Y)+(8*(8+1)/2)*fvar(30))] trigger1 = EnemyNear(floor(fvar(31))),vel X >= 0 trigger1 = EnemyNear(floor(fvar(31))),vel Y >= 0 trigger2 = P2bodydist X = [-5+floor(5*(EnemyNear(floor(fvar(31))),vel X)),25+floor(5*(EnemyNear(floor(fvar(31))),vel X))] trigger2 = P2StateType != A trigger2 = P2MoveType = A ;前方 瞬間移動(強) [State -1,] type = ChangeState value = 3650 triggerall = power >= 50 triggerall = var(59) > 0 triggerall = RoundState = 2 triggerall = StateType != A triggerall = ctrl && prevstateno = 5120 && time <= 1 Triggerall = P2Movetype = A Triggerall = p2bodydist x = [-5,120] TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -34 triggerall = EnemyNear(floor(fvar(31))),Time >=50 || Time <= 2 || var(59) >= 11 Trigger1 = Random<=var(59)*100 ;========================================================================================================================================================================================== ;ガード、回り込み後の反撃 ;========================================================================================================================================================================================== ; 龍拳 [State -1,] type = ChangeState value = 3100 triggerall = var(59) > 0 triggerall = power >= 3000 TriggerAll = StateType != A TriggerAll = RoundState = 2 TriggerAll = P2StateType != L TriggerAll = P2BodyDist X = [-5,60] TriggerAll = P2BodyDist Y = [-40,0] triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -13 TriggerAll = prevstateno = 361 || prevstateno = 3650 TriggerAll = EnemyNear(floor(fvar(31))),ctrl = 0 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*30 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ; ドラゴンラッシュ [State -1,] type = ChangeState value = 3000 triggerall = var(59) > 0 triggerall = power >= 2000 TriggerAll = StateType != A TriggerAll = RoundState = 2 TriggerAll = P2StateType != L TriggerAll = P2BodyDist X = [-5,40] TriggerAll = P2BodyDist Y = [-40,0] triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -4 TriggerAll = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 361 || prevstateno = 3650 TriggerAll = EnemyNear(floor(fvar(31))),ctrl = 0 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*30 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ; 弱パンチ (近距離) [State -1,] type = ChangeState value = 201 triggerall = var(59) > 0 TriggerAll = StateType != A TriggerAll = RoundState = 2 TriggerAll = P2StateType != L TriggerAll = P2BodyDist X = [-14,14] TriggerAll = P2BodyDist Y = [-40,0] triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -8 TriggerAll = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 361 || prevstateno = 3650 TriggerAll = EnemyNear(floor(fvar(31))),ctrl = 0 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*30 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ; 弱パンチ (遠距離) [State -1,] type = ChangeState value = 203 triggerall = var(59) > 0 TriggerAll = StateType != A TriggerAll = RoundState = 2 TriggerAll = P2StateType != L TriggerAll = P2BodyDist X >= 15 triggerall = P2BodyDist X = [15,41] triggerall = P2BodyDist Y = [-42,0] triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -5 TriggerAll = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 361 || prevstateno = 3650 TriggerAll = EnemyNear(floor(fvar(31))),ctrl = 0 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*30 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ;投げ [State -1,nage] type = ChangeState value = 1300 triggerall = var(59) > 0 TriggerAll = StateType != A TriggerAll = RoundState = 2 TriggerAll = P2StateType != L TriggerAll = P2StateType != A TriggerAll = P2BodyDist X = [-7,7] triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21 TriggerAll = stateno != 100 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -1 TriggerAll = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 361 || prevstateno = 3650 TriggerAll = EnemyNear(floor(fvar(31))),ctrl = 0 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*30 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ;========================================================================================================================================================================================== ;切り替えし ;========================================================================================================================================================================================== ;投げ [State -1,投げ] Type = ChangeState value = 1300 triggerall = var(59) > 0 Triggerall = RoundState = 2 TriggerAll = StateType != A triggerall = P2StateType != A triggerAll = p2bodydist X = [-7,7] triggerall = ctrl triggerall = stateno != 100 TriggerAll = P2MoveType = A TriggerAll = Random<= var(59)*100 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -1 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*5 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*15 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ; 龍激拳(弱) [State -1,];近距離カウンター type = ChangeState value = 1600 triggerall = var(59) > 0 Triggerall = RoundState = 2 TriggerAll = StateType != A TriggerAll = P2bodydist X = [-5+floor(5*(EnemyNear(floor(fvar(31))),vel X)),25+floor(5*(EnemyNear(floor(fvar(31))),vel X))] TriggerAll = P2bodydist y = [-35-floor(5*(EnemyNear(floor(fvar(31))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(31))),vel Y)+(8*(8+1)/2)*fvar(30))] triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 100 && animelem = 1, >= 1 ) TriggerAll = P2MoveType = A TriggerAll = Random<= var(59)*100 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -5 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*30 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ;高速移動前方 [State -1,kiz] type = ChangeState value = 361 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = random <= (var(59))*30 triggerall = statetype != A triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| stateno = 100|| stateno = 101|| stateno = 102 triggerall = p2bodydist x = [0,120] triggerall = inguarddist triggerall = P2StateType != L triggerall = P2MoveType != H TriggerAll = !(EnemyNear(floor(fvar(31))),HitDefAttr = ,AT) TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -30 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*30 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ;前方 瞬間移動(強) [State -1,] type = ChangeState value = 3650 triggerall = power >= 50 triggerall = var(59) > 0 triggerall = RoundState = 2 triggerall = StateType != A triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) TriggerAll = P2MoveType = A Triggerall = P2Movetype = A Triggerall = p2bodydist x >= 121 Triggerall = Random<=var(59)*100 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -34 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 Trigger1 = EnemyNear(floor(fvar(31))),Time >= var(55) trigger2 = Var(59) = [6,10] Trigger2 = Random<= var(59)*30 Trigger2 = EnemyNear(floor(fvar(31))),Time >= var(55) Trigger3 = var(59) >= 11 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;ガード ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -3] Type = ChangeState Value = 120 triggerall = var(59) > 0 TriggerAll = StateType = A TriggerAll = Ctrl TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(31))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1) triggerall = ((var(59) <=3)&& random <= var(59)*25) || ((var(59) = [4,6]) && random <= var(59)*50) || ((var(59) = [7,9]) && random <= var(59)*70) || var(59) >= 10 Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(31))),Facing)*P2Dist X >0 && P2MoveType = A) Trigger1 = EnemyNear(floor(fvar(31))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(31))),HitDefAttr = A,NA,SA,HA,NP,SP,HP Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(31))),Facing)*P2Dist X >0 Trigger2 = Enemy,NumProj > 0 Trigger3 = EnemyNear(floor(fvar(31))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(31))),HitDefAttr = A,NA,SA,HA,NP,SP,HP Trigger3 = P2BodyDist X < 0 Trigger4 = EnemyNear(floor(fvar(31))),Vel X > 0 Trigger4 = EnemyNear(floor(fvar(31))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(31))),HitDefAttr = A,NA,SA,HA,NP,SP,HP [State -3] Type = ChangeState Value = 120 triggerall = var(59) > 0 TriggerAll = StateType != A triggerall = Ctrl || stateno = 19|| stateno = 20|| stateno = 21 TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(31))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1) triggerall = ((var(59) <=3)&& random <= var(59)*25) || ((var(59) = [4,6]) && random <= var(59)*50) || ((var(59) = [7,9]) && random <= var(59)*70) || var(59) >= 10 Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(31))),Facing)*P2Dist X >0 && P2MoveType = A) Trigger1 = EnemyNear(floor(fvar(31))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(31))),HitDefAttr = A,NA,SA,HA,NP,SP,HP Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(31))),Facing)*P2Dist X >0 Trigger2 = Enemy,NumProj > 0 Trigger3 = EnemyNear(floor(fvar(31))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(31))),HitDefAttr = A,NA,SA,HA,NP,SP,HP Trigger3 = P2BodyDist X < 0 Trigger4 = EnemyNear(floor(fvar(31))),Vel X > 0 Trigger4 = EnemyNear(floor(fvar(31))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(31))),HitDefAttr = A,NA,SA,HA,NP,SP,HP [State -1, 空中受身] type = changestate value = ifelse((pos y >= -20), 5200, 5210) triggerall = var(59) > 0 triggerall = roundstate = 2 && stateno = 5050 triggerall = alive triggerall = canrecover trigger1 = vel y > -1 trigger1 = random <= (var(59))*100 ; 残像拳 [State -1] type = ChangeState value = 305 triggerall = var(59) > 0 triggerall = roundstate = 2 Triggerall = StateType != A Triggerall = power >= 1000 Triggerall = power < 3000 triggerall = P2MoveType != H triggerall = P2StateType != L TriggerAll = !EnemyNear(floor(fvar(31))),ctrl triggerall = (stateno = 150 || stateno = 151) triggerall = (stateno = 152 || stateno = 153) trigger1 = BackEdgeBodyDist <= 20 trigger1 = p2bodydist x = [-5,120] Trigger1 = Random<= var(59)*10 trigger2 = Life <= 500 Trigger2 = Random<= var(59)*10 Trigger3 = var(59) >= 10 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;起き攻め ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ダッシュ弱キック (スライディングキック) [State -1,] type = ChangeState value = 550 triggerall = var(59) > 0 triggerall = fvar(39) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType = L triggerall = p2bodydist x = [-5,80] triggerall = ctrl || stateno = 101 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*5 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*25 Trigger3 = var(59) >= 10 [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(59) > 0 triggerall = var(22) = 0 triggerall = roundstate = 2 triggerall = StateType != A triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21 triggerall = Random<=var(59)*100 trigger1 = p2bodydist X = [-5,30] trigger1 = p2statetype = L ;屈強キック [State -1] type = ChangeState value = 450 triggerall = var(59) >= 3 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType = L triggerall = P2StateType != A triggerall = EnemyNear(floor(fvar(31))),stateno = 5120 Triggerall = EnemyNear(floor(fvar(31))),Vel X = 0 triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| stateno = 101 triggerall = p2bodydist x = [-5,90] triggerall = EnemyNear(floor(fvar(31))),animtime = -6 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*5 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*25 Trigger3 = var(59) >= 10 ; ドラゴンラッシュ [State -1,];追い討ちスライディングから type = ChangeState value = 3000 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = power >= 2000 triggerall = statetype != A triggerall = p2bodydist x = [0,80] triggerall = stateno = 550 && movehit trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*3 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*20 Trigger3 = var(59) >= 10 ; 龍激拳(強) [State -1,];追い討ちスライディングから type = ChangeState value = 1650 triggerall = var(59) >= 7 triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2bodydist x = [0,50] triggerall = stateno = 550 && movehit trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*3 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*15 Trigger3 = var(59) >= 10 ;===================================================================================================================================================================================================================================================================== ;目押し ;===================================================================================================================================================================================================================================================================== ;===================================================================================================================================================================================================================================================================== ;目押し ;===================================================================================================================================================================================================================================================================== ; 4倍超かめはめ波 [State -1,] type = ChangeState value = 2300 triggerall = var(59) > 0 triggerall = power >= 1000 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) triggerall = P2BodyDist X >= 60 triggerall = P2BodyDist Y < 0 triggerall = !inguarddist triggerall = P2StateType != A triggerall = P2MoveType = H triggerall = P2StateType != L trigger1 = Var(59) = [6,9] Trigger1 = Random <= var(59)*20 trigger1 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 5 trigger2 = Var(59) = [6,9] Trigger2 = Random <= var(59)*20 trigger2 = ProjHitTime(1210) != -1 && ProjHitTime(1210) < 5 trigger3 = Var(59) >= 10 trigger3 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 5 trigger4 = Var(59) >= 10 trigger4 = ProjHitTime(1210) != -1 && ProjHitTime(1210) < 5 ; 4倍超かめはめ波 [State -1,] type = ChangeState value = 3100 triggerall = var(59) > 0 triggerall = power >= 2000 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) triggerall = P2BodyDist X >= 60 triggerall = P2BodyDist Y >= 0 triggerall = !inguarddist triggerall = P2StateType != A triggerall = P2MoveType = H triggerall = P2StateType != L trigger1 = Var(59) = [6,9] Trigger1 = Random <= var(59)*20 trigger1 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 5 trigger2 = Var(59) = [6,9] Trigger2 = Random <= var(59)*20 trigger2 = ProjHitTime(1210) != -1 && ProjHitTime(1210) < 5 trigger3 = Var(59) >= 10 trigger3 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 5 trigger4 = Var(59) >= 10 trigger4 = ProjHitTime(1210) != -1 && ProjHitTime(1210) < 5 ;しゃがみ弱キック [State -1,] type = ChangeState value = 420 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X = [-5,55] triggerall = P2BodyDist Y >= 0 triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22 triggerall = !inguarddist Triggerall = P2StateNo = [120,159] triggerall = P2StateType != L triggerall = P2StateType != A trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*30 Trigger3 = var(59) >= 10 ; 近距離弱パンチ [State -1] type = ChangeState value = 201 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X = [-14,14] triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) triggerall = P2BodyDist X = [-14,14] triggerall = P2BodyDist Y >= 0 triggerall = P2statetype != L triggerall = P2movetype = H triggerall = P2StateType != A triggerall = !InGuardDist trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*30 Trigger3 = var(59) >= 10 ; 遠距離弱パンチ [State -1] type = ChangeState value = 203 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X >= 15 triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) triggerall = P2BodyDist X = [15,41] triggerall = P2BodyDist Y >= 0 triggerall = P2statetype != L triggerall = P2movetype = H triggerall = !InGuardDist triggerall = P2StateType != A trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*30 Trigger3 = var(59) >= 10 ;ダッシュ弱パンチ [State -1,] type = ChangeState value = 500 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X = [-5,120] triggerall = P2BodyDist Y >= 0 triggerall = ctrl || stateno = 101 triggerall = !inguarddist triggerall = P2MoveType = H triggerall = P2StateType != L triggerall = P2StateType != A trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*30 Trigger3 = var(59) >= 10 ; 強キック (近距離) [State -1,] type = ChangeState value = 252 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X = [-14,14] TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 triggerall = P2BodyDist X = [-14+floor(6*(EnemyNear(floor(fvar(31))),vel X)),14+floor(6*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-120-floor(6*(EnemyNear(floor(fvar(31))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(31))),vel Y)+(6*(6+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype = H triggerall = P2Statetype = A triggerall = !InGuardDist trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*30 Trigger3 = var(59) >= 10 ;ダッシュ [State -1,] type = ChangeState value = 100 triggerall = var(59) > 0 triggerall = var(22) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X >= 61 TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || stateno = 52 triggerall = Stateno != 100 triggerall = !inguarddist triggerall = P2MoveType = H triggerall = P2StateType != L Trigger1 = Random <= var(59)*100 ;===================================================================================================================================================================================================================================================================== ;地上コンボ ;===================================================================================================================================================================================================================================================================== ; しゃがみ弱キック [State -1] type = ChangeState value = 420 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != C triggerall = ((var(59) <=5)&& random <= var(59)*25) || ((var(59) = [6,9]) && random <= var(59)*50) || var(59) >= 10 triggerall = p2bodydist x = [-1,40] triggerall = p2bodydist y = [-30,0] trigger1 = stateno = 201 && MoveGuarded trigger2 = stateno = 500 && MoveGuarded trigger3 = stateno = 203 && MoveGuarded ; 強パンチ (近距離) [State -1,] type = ChangeState value = 202 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ((var(59) <=5)&& random <= var(59)*25) || ((var(59) = [6,9]) && random <= var(59)*50) || var(59) >= 10 triggerall = p2bodydist x = [-14,14] triggerall = p2bodydist y >= -75 trigger1 = stateno = 201 && movecontact trigger2 = stateno = 203 && movecontact trigger3 = stateno = 500 && movecontact ; 近距離強キック [State -1] type = ChangeState value = 252 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2MoveType = H triggerall = P2StateType != L triggerall = p2bodydist x = [-14,14] triggerall = p2bodydist y = [-120,0] triggerall = stateno = 202 && movehit trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*25 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*50 Trigger3 = var(59) >= 10 ; 強パンチ [State -1,] type = ChangeState value = 200 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ((var(59) <=5)&& random <= var(59)*25) || ((var(59) = [6,9]) && random <= var(59)*50) || var(59) >= 10 triggerall = p2bodydist x = [-5,70] triggerall = p2bodydist y >= -45 trigger1 = stateno = 201 && movecontact trigger2 = stateno = 202 && MoveGuarded trigger3 = stateno = 203 && movecontact trigger4 = stateno = 251 && movecontact trigger5 = stateno = 500 && movecontact ; 遠距離強キック [State -1] type = ChangeState value = 250 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = random <= var(59)*100 triggerall = p2bodydist x = [-5,70] triggerall = p2bodydist y >= -80 triggerall = stateno = 200 && movecontact trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*25 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*50 Trigger3 = var(59) >= 10 ; しゃがみ強パンチ [State -1];しゃがみ弱キックから type = ChangeState value = 400 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2bodydist x = [-5,60] triggerall = p2bodydist y >= -50 triggerall = stateno = 420 && movecontact trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*25 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*50 Trigger3 = var(59) >= 10 ; しゃがみ強キック [State -1] type = ChangeState value = 450 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ((var(59) <=5)&& random <= var(59)*25) || ((var(59) = [6,9]) && random <= var(59)*50) || var(59) >= 10 triggerall = p2bodydist x = [-5,90] triggerall = p2bodydist y >= -60 trigger1 = stateno = 400 && movecontact trigger2 = stateno = 200 && movecontact ; 超・龍拳 [State -1,] type = ChangeState value = 3100 triggerall = var(59) >= 7 triggerall = roundstate = 2 triggerall = power >= 3000 triggerall = statetype != A triggerall = P2MoveType = H triggerall = P2StateType != L triggerall = p2bodydist x = [-5,180] triggerall = p2bodydist y >= -80 triggerall = stateno = 250 && movehit triggerall = AnimElem = 4, = 1 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*35 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*60 Trigger3 = var(59) >= 10 ; ドラゴンラッシュ [State -1,] type = ChangeState value = 3000 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = power >= 2000 triggerall = statetype != A triggerall = P2MoveType = H triggerall = P2StateType != L triggerall = p2bodydist x = [-1,180] triggerall = p2bodydist y >= -80 triggerall = stateno = 250 && movehit triggerall = AnimElem = 4, = 1 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*35 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*60 Trigger3 = var(59) >= 10 ; 超かめはめ波 [State -1,] type = ChangeState value = 3100 triggerall = var(59) >= 5 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2MoveType = H triggerall = P2StateType != L triggerall = power >= 2000 triggerall = p2bodydist x = [-5,180] triggerall = p2bodydist y = [-80,0] trigger1 = fVar(38) trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*25 trigger1 = stateno = 450 && movehit trigger2 = fVar(38) trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*50 trigger2 = stateno = 450 && movehit trigger3 = ((var(59) <=5)&& random <= var(59)*35) || ((var(59) = [6,9]) && random <= var(59)*60) || var(59) >= 10 trigger3 = stateno = 250 && movehit trigger3 = AnimElem = 4, = 1 ; メテオスマッシュ [State -1,] type = ChangeState value = 1700 triggerall = var(59) >= 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2MoveType = H triggerall = P2StateType != L triggerall = p2bodydist x = [-5,90] triggerall = p2bodydist y >= -80 triggerall = stateno = 450 && movehit trigger1 = fVar(38) trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*10 trigger2 = fVar(38) trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*25 Trigger3 = var(59) >= 10 ; ダッシュ強パンチ (ニュートラル) [State -1,] type = ChangeState value = 525 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2MoveType = H triggerall = P2StateType != L triggerall = p2bodydist y >= -80 triggerall = p2bodydist x = [-5,140] triggerall = stateno = 250 && movehit triggerall = AnimElem = 4, = 1 trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*25 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*50 Trigger3 = var(59) >= 10 ; かめはめ波(弱) [State -1] type = ChangeState value = 1200 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = power >= 100 triggerall = statetype != A triggerall = ((var(59) <=5)&& random <= var(59)*25) || ((var(59) = [6,9]) && random <= var(59)*50) || var(59) >= 10 triggerall = p2bodydist y >= -60 triggerall = p2bodydist x = [0,160] trigger1 = stateno = 250 && MoveGuarded trigger1 = AnimElem >= 4 trigger2 = stateno = 450 && MoveGuarded ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;隙付き ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; 近距離弱パンチ [State -1,] type = ChangeState value = 201 triggerall = var(59) > 0 triggerall = RoundState = 2 triggerall = StateType != A triggerall = P2StateType != L triggerall = P2StateType != A Triggerall = !inguarddist triggerall = P2bodydist X = [-14,14] triggerall = p2bodydist Y >= 0 triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -8 triggerAll = P2MoveType = I Triggerall = EnemyNear(floor(fvar(31))),Vel X <= 0 triggerall = (EnemyNear(floor(fvar(31))),StateNo = [200,649]) trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*15 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*35 Trigger3 = var(59) >= 10 ; しゃがみ弱パンチ [State -1,] type = ChangeState value = 201 triggerall = var(59) > 0 triggerall = RoundState = 2 triggerall = StateType != A triggerall = P2StateType != L triggerall = P2StateType != A Triggerall = !inguarddist triggerall = P2bodydist X = [-5,68] triggerall = p2bodydist Y >= 0 triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21 || stateno = 101 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -4 triggerAll = P2MoveType = I Triggerall = EnemyNear(floor(fvar(31))),Vel X <= 0 triggerall = (EnemyNear(floor(fvar(31))),StateNo = [200,649]) trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*15 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*35 Trigger3 = var(59) >= 10 ; ダッシュ弱パンチ [State -1,] type = ChangeState value = 500 triggerall = var(59) > 0 triggerall = RoundState = 2 triggerall = StateType != A triggerall = P2StateType != L triggerall = P2StateType != A Triggerall = !inguarddist triggerall = P2bodydist X = [-5,100] triggerall = p2bodydist Y >= 0 triggerall = ctrl || stateno = 101 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -8 triggerAll = P2MoveType = I Triggerall = EnemyNear(floor(fvar(31))),Vel X <= 0 triggerall = (EnemyNear(floor(fvar(31))),StateNo = [200,649]) trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*15 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*35 Trigger3 = var(59) >= 10 ; ダッシュ弱キック (スライディングキック) [State -1,] type = ChangeState value = 550 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != A triggerall = p2bodydist x = [-5,130] triggerall = p2bodydist Y >= 0 triggerall = ctrl || stateno = 101 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -8 triggerAll = P2MoveType = I Triggerall = EnemyNear(floor(fvar(31))),Vel X <= 0 triggerall = (EnemyNear(floor(fvar(31))),StateNo = [200,649]) trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*15 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*35 Trigger3 = var(59) >= 10 ; ダッシュ [State -1,] type = ChangeState value = 100 triggerall = var(59) > 0 triggerall = var(22) = 0 triggerall = RoundState = 2 triggerall = StateType != A triggerall = P2StateType != L triggerall = P2StateType != A Triggerall = !inguarddist triggerall = P2bodydist X >= 61 triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21 TriggerAll = EnemyNear(floor(fvar(31))),AnimTime <= -10 triggerAll = P2MoveType = I triggerall = stateno != 100 triggerall = (EnemyNear(floor(fvar(31))),StateNo = [200,649]) trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*15 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*35 Trigger3 = var(59) >= 10 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;空中コンボ ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;キャンセルジャンプ [State -1,cj] type = ChangeState value = 40 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10 triggerall = statetype != A triggerall = p2bodydist x = [-5,120] triggerall = p2bodydist y = [-280,0] triggerall = P2MoveType = H triggerall = P2StateType != L trigger1 = stateno = 252 trigger1 = movehit trigger2 = stateno = 525 trigger2 = movehit ; ジャンプ弱パンチ [State -1] type = ChangeState value = 610 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype = A && Ctrl triggerall = P2MoveType = H triggerall = P2StateType != L triggerall = p2bodydist X = [-5,90] triggerall = p2bodydist Y = [-120,70] trigger1 = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10 ; ジャンプ弱キック [State -1] type = ChangeState value = 630 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10 triggerall = statetype = A triggerall = p2bodydist X = [-5,90] triggerall = p2bodydist Y = [-80,70] trigger1 = stateno = 610 trigger1 = movecontact ; ジャンプ強パンチ [State -1] type = ChangeState value = 620 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10 triggerall = statetype = A triggerall = p2bodydist X = [-5,90] triggerall = p2bodydist Y = [-80,75] trigger1 = stateno = 630 trigger1 = movecontact ; ジャンプ強キック [State -1] type = ChangeState value = 650 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10 triggerall = statetype = A triggerall = p2bodydist X = [-5,90] triggerall = p2bodydist Y = [-80,70] trigger1 = stateno = 620 trigger1 = movecontact ; スラッシュダウンキック(強) [State -1,] type = ChangeState value = 1850 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10 triggerall = statetype = A triggerall = P2statetype = A triggerall = p2bodydist X = [-5,90] triggerall = p2bodydist Y = [-80,120] trigger1 = stateno = 650 trigger1 = movecontact ; スラッシュダウンキック(弱) [State -1,sd] type = ChangeState value = 1800 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = ((var(59) <=5)&& random <= var(59)*15) || ((var(59) = [6,9]) && random <= var(59)*35) || var(59) >= 10 triggerall = statetype = A triggerall = P2statetype != A triggerall = p2bodydist X = [-5,80] triggerall = p2bodydist Y = [-80,120] trigger1 = stateno = 620 trigger1 = movecontact trigger2 = stateno = 640 trigger2 = movecontact trigger3 = stateno = 650 trigger3 = movecontact ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;ぶっぱ ;EnemyNear(floor(fvar(31))),Ctrl P2MoveType=A P2BodyDist X ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; 超かめはめ波 [State -1,] type = ChangeState value = 3100 triggerall = var(59) > 0 triggerAll = power >= 2000 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = P2StateType != L TriggerAll = P2MoveType != H TriggerAll = P2StateType != A triggerall = P2bodydist X <= 60 triggerall = P2bodydist Y >= 0 TriggerAll = P2MoveType=A||EnemyNear(floor(fvar(31))),Ctrl triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) Trigger1 = Var(59) <= 5 Trigger1 = Random <= Var(59)*30 Trigger2 = Var(59) = [6,9] Trigger2 = Random <= (10-Var(59))*30 ;========================================================================================================================================================================================== ;移動 ;========================================================================================================================================================================================== ;ダッシュ [State -1,d] type = ChangeState value = 100 triggerall = var(59) > 0 triggerall = var(22) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = !inguarddist triggerall = P2MoveType != A triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21 trigger1 = p2bodydist X >= 140 trigger1 = random <= (var(59))*20 trigger1 = stateno != 100 ;空中ダッシュ [State -1,ad] type = ChangeState value = 110 triggerall = var(59) > 0 triggerall = var(22) = 0 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2MoveType != A triggerall = !inguarddist triggerall = stateno != 110 triggerall = ctrl trigger1 = p2bodydist X > 90 trigger1 = random <= (var(59))*20 ;========================================================================================================================================================================================== ;対空 ;========================================================================================================================================================================================== ; 龍激拳(弱) [State -1,] type = ChangeState value = 1600 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 100 && animelem = 1, >= 1 ) triggerall = P2BodyDist X = [-14+floor(10*(EnemyNear(floor(fvar(31))),vel X)),30+floor(10*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-45-floor(10*(EnemyNear(floor(fvar(31))),vel Y)+(10*(10+1)/2)*fvar(30)),0-floor(10*(EnemyNear(floor(fvar(31))),vel Y)+(10*(10+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = P2Statetype = A trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*5 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*20 Trigger3 = var(59) >= 10 ; 近距離強パンチ [State -1] type = ChangeState value = 203 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X = [-14,14] TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 triggerall = P2BodyDist X = [-14+floor(8*(EnemyNear(floor(fvar(31))),vel X)),14+floor(8*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-75-floor(8*(EnemyNear(floor(fvar(31))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(31))),vel Y)+(8*(8+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = P2Statetype = A triggerall = !InGuardDist trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*5 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*20 Trigger3 = var(59) >= 10 ; 強キック (近距離) [State -1,] type = ChangeState value = 252 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X = [-14,14] TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 triggerall = P2BodyDist X = [-14+floor(6*(EnemyNear(floor(fvar(31))),vel X)),14+floor(6*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-120-floor(6*(EnemyNear(floor(fvar(31))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(31))),vel Y)+(6*(6+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = P2Statetype = A triggerall = !InGuardDist trigger1 = Var(59) <= 5 Trigger1 = Random<= var(59)*5 trigger2 = Var(59) = [6,9] Trigger2 = Random<= var(59)*20 Trigger3 = var(59) >= 10 ;========================================================================================================================================================================================== ;立ち回り ;========================================================================================================================================================================================== [State -1,投げ] Type = ChangeState value = 1300 TriggerAll = var(59) >= 4 TriggerAll = RoundState = 2 TriggerAll = StateType != A TriggerAll = P2StateType != A TriggerAll = P2StateType != L TriggerAll = P2MoveType != H triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21 triggerall = stateno != 100 triggerAll = p2bodydist X = [-7,7] Trigger1 = Random <= var(59)*3 Trigger2 = (EnemyNear(floor(fvar(31))),StateNo=[120,159]) Trigger2 = Random <= var(59)*15 Trigger3 = var(59) >= 10 ; かめはめ波(弱) [State -1] type = ChangeState value = 1200 triggerall = var(59) > 0 TriggerAll = RoundState = 2 triggerall = power >= 100 triggerall = numproj = 0; || numproj = 1 && var(10) != 0 TriggerAll = Statetype != A TriggerAll = P2StateType != L TriggerAll = P2MoveType != H TriggerAll = P2movetype != A TriggerAll = P2BodyDist Y >= -51 triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 100 && animelem = 1, >= 1 ) Trigger1 = P2bodydist x = [111,160] Trigger1 = EnemyNear(floor(fvar(31))),Vel X <= 0 Trigger1 = Random <= var(59)*5 ; かめはめ波(強) [State -1] type = ChangeState value = 1205 triggerall = var(59) > 0 TriggerAll = RoundState = 2 triggerall = power >= 100 triggerall = numproj = 0; || numproj = 1 && var(10) != 0 TriggerAll = Statetype != A TriggerAll = P2StateType != L TriggerAll = P2MoveType != H TriggerAll = P2movetype != A TriggerAll = P2BodyDist Y >= -51 triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 100 && animelem = 1, >= 1 ) Trigger1 = P2bodydist x >= 161 Trigger1 = Random <= var(59)*20 ;気力溜め [State -1,tame] type = ChangeState value = 1900 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = random <= (var(59))*50 triggerall = statetype = S triggerall = statetype != A triggerall = power < 3000 triggerall = P2MoveType != A triggerall = ctrl triggerall = !(EnemyNear(floor(fvar(31))),ctrl) trigger1 = p2bodydist x > 160-(P2StateType = L)*50 trigger2 = power < 1000 && P2StateType = L trigger2 = p2bodydist x = [61,340] trigger3 = power < 2000 && P2StateType = L trigger3 = p2bodydist x = [61,340] trigger4 = power < 2000 && P2MoveType = H trigger4 = p2bodydist x = [61,340] ;========================================================================================================================================================================================== ;牽制 ;========================================================================================================================================================================================== ; しゃがみ弱キック [State -1] type = ChangeState value = 420 triggerall = var(59) > 0 Triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != A TriggerAll = StateType != A TriggerAll = P2StateType != L TriggerAll = P2MoveType != H TriggerAll = !InGuardDist TriggerAll = P2statetype != C TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || stateno = 101 TriggerAll = P2BodyDist X = [-5+floor(6*(EnemyNear(floor(fvar(31))),vel X)),55+floor(6*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y >= 0--floor(6*(EnemyNear(floor(fvar(31))),vel Y)+(6*(6+1)/2)*fvar(30)) Trigger1 = Random <= var(59)*25 ; しゃがみ強キック [State -1] type = ChangeState value = 450 triggerall = var(59) > 0 Triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2StateType != L triggerall = P2StateType != A TriggerAll = StateType != A TriggerAll = P2StateType != L TriggerAll = P2MoveType != H TriggerAll = !InGuardDist TriggerAll = P2statetype != C TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || stateno = 101 TriggerAll = P2BodyDist X = [-5+floor(10*(EnemyNear(floor(fvar(31))),vel X)),90+floor(10*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y >= 0--floor(10*(EnemyNear(floor(fvar(31))),vel Y)+(10*(10+1)/2)*fvar(30)) Trigger1 = Random <= var(59)*15 ; しゃがみ弱パンチ [State -1] type = ChangeState value = 410 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || stateno = 52 || stateno = 100 || stateno = 101 triggerall = P2BodyDist X = [-5+floor(4*(EnemyNear(floor(fvar(31))),vel X)),50+floor(4*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-26-floor(4*(EnemyNear(floor(fvar(31))),vel Y)+(4*(4+1)/2)*fvar(30)),0-floor(4*(EnemyNear(floor(fvar(31))),vel Y)+(4*(4+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = !InGuardDist Trigger1 = Random <= var(59)*20 ; しゃがみ強パンチ [State -1] type = ChangeState value = 400 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || stateno = 101 triggerall = P2BodyDist X = [-5+floor(8*(EnemyNear(floor(fvar(31))),vel X)),68+floor(4*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-33-floor(8*(EnemyNear(floor(fvar(31))),vel Y)+(4*(4+1)/2)*fvar(30)),0-floor(4*(EnemyNear(floor(fvar(31))),vel Y)+(4*(4+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = !InGuardDist Trigger1 = Random <= var(59)*20 ; 近距離弱パンチ [State -1] type = ChangeState value = 201 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X = [-14,14] triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) triggerall = P2BodyDist X = [-14+floor(8*(EnemyNear(floor(fvar(31))),vel X)),14+floor(8*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-40-floor(8*(EnemyNear(floor(fvar(31))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(31))),vel Y)+(8*(8+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = !InGuardDist Trigger1 = Random <= var(59)*30 ; 遠距離弱パンチ [State -1] type = ChangeState value = 203 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X >= 15 triggerall = ctrl || stateno = 19|| stateno = 20|| stateno = 21|| (stateno = 51 && animelem = 1, >= 1) || (stateno = 101 && animelem = 1, >= 1 ) triggerall = P2BodyDist X = [15+floor(5*(EnemyNear(floor(fvar(31))),vel X)),41+floor(5*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-42-floor(5*(EnemyNear(floor(fvar(31))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(31))),vel Y)+(5*(5+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = !InGuardDist Trigger1 = Random <= var(59)*30 ; 近距離強パンチ [State -1] type = ChangeState value = 203 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X = [-14,14] TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 triggerall = P2BodyDist X = [-14+floor(8*(EnemyNear(floor(fvar(31))),vel X)),14+floor(8*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-75-floor(8*(EnemyNear(floor(fvar(31))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(31))),vel Y)+(8*(8+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = !InGuardDist Trigger1 = Random <= var(59)*15 ; 遠距離強パンチ [State -1] type = ChangeState value = 200 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X >= 15 TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 triggerall = P2BodyDist X = [15+floor(7*(EnemyNear(floor(fvar(31))),vel X)),60+floor(7*(EnemyNear(floor(fvar(31))),vel X))] triggerall = P2BodyDist Y = [-45-floor(7*(EnemyNear(floor(fvar(31))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(31))),vel Y)+(7*(7+1)/2)*fvar(30))] triggerall = P2statetype != L triggerall = P2movetype != H triggerall = !InGuardDist Trigger1 = Random <= var(59)*20 ; 遠距離強キック [State -1] type = ChangeState value = 250 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = P2BodyDist X >= 15 TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 triggerall = P2statetype != L triggerall = P2movetype != H triggerall = !InGuardDist Trigger1 = Random <= var(59)*20 trigger1 = P2BodyDist X = [15+floor(7*(EnemyNear(floor(fvar(31))),vel X)),61+floor(7*(EnemyNear(floor(fvar(31))),vel X))] trigger1 = P2BodyDist Y = [-45-floor(7*(EnemyNear(floor(fvar(31))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(31))),vel Y)+(7*(7+1)/2)*fvar(30))] Trigger2 = Random <= var(59)*20 trigger2 = P2BodyDist X = [62+floor(10*(EnemyNear(floor(fvar(31))),vel X)),98+floor(10*(EnemyNear(floor(fvar(31))),vel X))] trigger2 = P2BodyDist Y = [-69-floor(10*(EnemyNear(floor(fvar(31))),vel Y)+(10*(10+1)/2)*fvar(30)),0-floor(10*(EnemyNear(floor(fvar(31))),vel Y)+(10*(10+1)/2)*fvar(30))] ;========================================================================================================================================================================================== ;空中立ち回り ;========================================================================================================================================================================================== ;ジャンプ強パンチ [State -1,jhp] type = ChangeState value = 620 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2MoveType != H triggerall = ctrl triggerall = P2BodyDist X = [-15+floor(11*(enemynear,vel X)+floor(11*vel X)),32+floor(11*(enemynear,vel X)+floor(11*vel X))] triggerall = P2BodyDist Y = [-37-floor(11*(enemynear,vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.58),84-floor(11*(enemynear,vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.58)] triggerall = !inguarddist trigger1 = random <= var(59)*100 ; ジャンプ強キック [State -1] type = ChangeState value = 650 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2MoveType != H triggerall = vel x != 0 triggerall = ctrl triggerall = P2BodyDist X = [-15+floor(9*(enemynear,vel X)+floor(9*vel X)),40+floor(9*(enemynear,vel X)+floor(11*vel X))] triggerall = P2BodyDist Y = [0-floor(9*(enemynear,vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58),120-floor(9*(enemynear,vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.58)] triggerall = !inguarddist trigger1 = random <= var(59)*100 ; ジャンプ強キック (垂直) [State -1] type = ChangeState value = 640 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2MoveType != H triggerall = ctrl triggerall = P2BodyDist X = [-15+floor(8*(enemynear,vel X)+floor(8*vel X)),60+floor(8*(enemynear,vel X)+floor(11*vel X))] triggerall = P2BodyDist Y = [-55-floor(8*(enemynear,vel Y)+(8*(8+1)/2)*fvar(30)-floor(8*vel Y)-(8*(8+1)/2)*0.58),65-floor(8*(enemynear,vel Y)+(8*(8+1)/2)*fvar(30)-floor(8*vel Y)-(8*(8+1)/2)*0.58)] triggerall = !inguarddist trigger1 = random <= var(59)*100 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;=============================必殺技======================================== ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; 4倍超かめはめ波 [State -1,] type = ChangeState value = 2300 TriggerAll = Var(59) <= 0 triggerall = command = "Kamehameha" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact ; 4倍超かめはめ波 [State -1,] type = ChangeState value = 3100 TriggerAll = Var(59) <= 0 triggerall = command = "Ryuken" triggerall = power >= 2000 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact ; 4倍超かめはめ波(空中) [State -1,] type = ChangeState value = 3150 TriggerAll = Var(59) <= 0 triggerall = command = "Ryuken" triggerall = power >= 2000 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; ドラゴンラッシュ [State -1,] type = ChangeState value = 3000 TriggerAll = Var(59) <= 0 triggerall = command = "dragonrush" triggerall = power >= 2000 trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact trigger17 = stateno = 550 && movecontact ; 超・龍拳 [State -1,] type = ChangeState value = 3100 TriggerAll = Var(59) <= 0 triggerall = command = "Ryuken" triggerall = power >= 3000 trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact trigger17 = stateno = 550 && movecontact ; メテオスマッシュ [State -1,] type = ChangeState value = 1750 TriggerAll = Var(59) <= 0 triggerall = command = "meteosmash" trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 201 && movecontact = 1 trigger4 = stateno = 202 && movecontact = 1 trigger5 = stateno = 203 && movecontact = 1 trigger6 = stateno = 204 && movecontact = 1 trigger7 = stateno = 251 && movecontact = 1 trigger8 = stateno = 253 && movecontact = 1 trigger9 = stateno = 250 && movecontact = 1 trigger10 = stateno = 252 && movecontact = 1 trigger11 = stateno = 400 && movecontact = 1 trigger12 = stateno = 410 && movecontact = 1 trigger13 = stateno = 420 && movecontact = 1 trigger14 = stateno = 450 && movecontact = 1 trigger15 = stateno = 500 && movecontact ; メテオスマッシュ [State -1,] type = ChangeState value = 1700 TriggerAll = Var(59) <= 0 triggerall = command = "meteosmash1" trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 201 && movecontact = 1 trigger4 = stateno = 202 && movecontact = 1 trigger5 = stateno = 203 && movecontact = 1 trigger6 = stateno = 204 && movecontact = 1 trigger7 = stateno = 251 && movecontact = 1 trigger8 = stateno = 253 && movecontact = 1 trigger9 = stateno = 250 && movecontact = 1 trigger10 = stateno = 252 && movecontact = 1 trigger11 = stateno = 400 && movecontact = 1 trigger12 = stateno = 410 && movecontact = 1 trigger13 = stateno = 420 && movecontact = 1 trigger14 = stateno = 450 && movecontact = 1 trigger15 = stateno = 500 && movecontact ; 龍激拳(弱) [State -1,] type = ChangeState value = 1600 TriggerAll = Var(59) <= 0 triggerall = command = "shoryuken" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact; = 1 trigger13 = stateno = 410 && movecontact; = 1 trigger14 = stateno = 420 && movecontact; = 1 trigger15 = stateno = 450 && movecontact; = 1 trigger16 = stateno = 500 && movecontact; = 1 trigger17 = stateno = 550 && movecontact trigger18 = stateno = 5120 ; 龍激拳(強) [State -1,] type = ChangeState value = 1650 TriggerAll = Var(59) <= 0 triggerall = command = "shoryuken2" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact; = 1 trigger13 = stateno = 410 && movecontact; = 1 trigger14 = stateno = 420 && movecontact; = 1 trigger15 = stateno = 450 && movecontact; = 1 trigger16 = stateno = 500 && movecontact; = 1 trigger17 = stateno = 550 && movecontact trigger18 = stateno = 5120 ; かめはめ波(弱) [State -1] type = ChangeState value = 1200 TriggerAll = Var(59) <= 0 triggerall = command = "hadouken" triggerall = power >= 100 triggerall = numproj = 0; || numproj = 1 && var(10) != 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact = 1 ; かめはめ波(強) [State -1] type = ChangeState value = 1205 TriggerAll = Var(59) <= 0 triggerall = command = "hadouken2" triggerall = power >= 100 triggerall = numproj = 0; || numproj = 1 && var(10) != 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact = 1 ; 空中かめはめ波(弱) [State -1,] type = ChangeState value = 1400 TriggerAll = Var(59) <= 0 triggerall = command = "hadouken" triggerall = power >= 100 triggerall = numproj = 0; || numproj = 1 && var(10) != 0 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; 空中かめはめ波(強) [State -1,] type = ChangeState value = 1450 TriggerAll = Var(59) <= 0 triggerall = command = "hadouken2" triggerall = power >= 100 triggerall = numproj = 0; || numproj = 1 && var(10) != 0 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; 浴びせ蹴り(弱) [State -1,] type = ChangeState value = 1000 TriggerAll = Var(59) <= 0 triggerall = command = "tatsumaki" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact = 1 ; 浴びせ蹴り(強) [State -1,] type = ChangeState value = 1050 TriggerAll = Var(59) <= 0 triggerall = command = "tatsumaki2" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact = 1 ; スラッシュダウンキック(弱) [State -1,] type = ChangeState value = 1800 TriggerAll = Var(59) <= 0 triggerall = command = "slashdown" || command = "tatsumaki" trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; スラッシュダウンキック(強) [State -1,] type = ChangeState value = 1850 TriggerAll = Var(59) <= 0 triggerall = command = "slashdown2" || command = "tatsumaki2" trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; ダッシュ強パンチ (ニュートラル) [State -1,] type = ChangeState value = 525 TriggerAll = Var(59) <= 0 triggerall = command = "dash_y" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact ;--------------------------------------------------------------------------- ;============================特殊技========================================= ;--------------------------------------------------------------------------- ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "FF" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 1801 ;空中ダッシュ [State -1, Run Fwd] type = ChangeState value = 110 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl ; バックステップ [State -1, Run Back] type = ChangeState value = 105 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ; 空中バックダッシュ [State -1, Run Back] type = ChangeState value = 112 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = vel x <= 0;-1 trigger1 = command = "BB" trigger1 = statetype = A trigger1 = ctrl ; 投げ [State -1,] type = ChangeState value = 1300 TriggerAll = Var(59) <= 0 triggerall = (command = "holdfwd" || command = "holdback") && (command = "y") triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 7 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ; 残像拳(カウンター) [State -1] type = ChangeState value = 305 TriggerAll = Var(59) <= 0 triggerall = command = "recovery" ^^ command = "z" trigger1 = (stateno = 150 || stateno = 151) && power >= 1000 trigger2 = (stateno = 152 || stateno = 153) && power >= 1000 ; 気力溜め [State -1] type = ChangeState value = 1900 TriggerAll = Var(59) <= 0 triggerall = statetype = S triggerall = Power < 3000 triggerall = ctrl = 1 trigger1 = command = "hold_b" && command = "hold_y" trigger2 = command = "hold_c" ; 挑発 [State -1] type = ChangeState value = 195 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 trigger1 = command = "start" trigger1 = Vel X = 0 trigger1 = stateno != 195 trigger1 = statetype = S trigger1 = ctrl = 1 ; 高速移動 (後方) [State -1] type = ChangeState value = 360 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "recovery" ^^ command = "z" triggerall = command = "holdback" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 101 trigger4 = stateno = 102 ; 高速移動 (前方) [State -1] type = ChangeState value = 361 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "recovery" ^^ command = "z" trigger1 = statetype = S trigger1 = ctrl ダッシュ高速移動 (前方) [State -1] type = ChangeState value = 361 TriggerAll = Var(59) <= 0 triggerall = stateno = 100 || stateno = 101 || stateno = 102 triggerall = ctrl = 0 trigger1 = command = "hold_x" && command = "hold_a" trigger2 = command = "hold_z" trigger3 = command = "hold_c" ;--------------------------------------------------------------------------- ;=======================ダッシュ攻撃======================================== ;--------------------------------------------------------------------------- ; ダッシュ強パンチ (ダッシュ中) [State -1,] type = ChangeState value = 525 TriggerAll = Var(59) <= 0 triggerall = stateno = 101 trigger1 = command = "hold_y" ; ダッシュ弱パンチ (ダッシュ中) [State -1,] type = ChangeState value = 500 TriggerAll = Var(59) <= 0 triggerall = stateno = 101 trigger1 = command = "hold_x" ; ダッシュ弱キック (スライディングキック) [State -1,] type = ChangeState value = 550 TriggerAll = Var(59) <= 0 triggerall = stateno = 101 trigger1 = command = "hold_a" ; ダッシュ強キック (ダッシュ中) [State -1,] type = ChangeState value = 530 TriggerAll = Var(59) <= 0 triggerall = stateno = 101 trigger1 = command = "hold_b" ;--------------------------------------------------------------------------- ;============================通常技========================================= ;--------------------------------------------------------------------------- ;-------------パンチ ; 弱パンチ (近距離) [State -1,] type = ChangeState value = 201 TriggerAll = Var(59) <= 0 triggerall = command = "x" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 201 && movecontact trigger4 = stateno = 500 && movecontact trigger5 = stateno = 1801 trigger5 = time > 4 ; 弱パンチ [State -1,] type = ChangeState value = 203 TriggerAll = Var(59) <= 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 203 trigger3 = time > 9 trigger4 = stateno = 201 && movecontact trigger5 = stateno = 253 && movecontact trigger6 = stateno = 500 && movecontact ; 強パンチ (近距離) [State -1,] type = ChangeState value = 202 TriggerAll = Var(59) <= 0 triggerall = command = "y" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 201 && movecontact trigger3 = stateno = 203 && movecontact trigger4 = stateno = 500 && movecontact ; 強パンチ [State -1,] type = ChangeState value = 200 TriggerAll = Var(59) <= 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 202 && movecontact trigger3 = stateno = 203 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 251 && movecontact trigger6 = stateno = 253 && movecontact trigger7 = stateno = 500 && movecontact ;-------------------------------------------キック ; 弱キック (近距離) [State -1,] type = ChangeState value = 253 TriggerAll = Var(59) <= 0 triggerall = command = "a" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 235 trigger2 = time > 3 trigger3 = stateno = 201 && movecontact trigger4 = stateno = 203 && movecontact trigger5 = stateno = 500 && movecontact ; 弱キック [State -1,] type = ChangeState value = 251 TriggerAll = Var(59) <= 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 251 trigger2 = time > 14 trigger3 = stateno = 253 trigger3 = time > 3 trigger4 = stateno = 201 && movecontact trigger5 = stateno = 203 && movecontact trigger6 = stateno = 500 && movecontact trigger7 = stateno = 251 && movecontact ; 強キック (近距離) [State -1,] type = ChangeState value = 252 TriggerAll = Var(59) <= 0 triggerall = command = "b" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 202 && movecontact trigger3 = stateno = 203 && movecontact trigger4 = stateno = 251 && movecontact trigger5 = stateno = 253 && movecontact trigger6 = stateno = 500 && movecontact ; 強キック [State -1] type = ChangeState value = 250 TriggerAll = Var(59) <= 0 ;triggerall = var(22) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 203 && movecontact trigger6 = stateno = 251 && movecontact trigger7 = stateno = 253 && movecontact trigger8 = stateno = 500 && movecontact ;--------------------------------------------------------------------------- ;============================しゃがみ========================================= ;--------------------------------------------------------------------------- ; しゃがみ弱パンチ [State -1] type = ChangeState value = 410 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 410 trigger3 = time > 6 trigger4 = stateno = 500 && movecontact ; しゃがみ強パンチ [State -1] type = ChangeState value = 400 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 201 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 251 && movecontact trigger8 = stateno = 253 && movecontact trigger9 = stateno = 500 && movecontact ; しゃがみ弱キック [State -1] type = ChangeState value = 420 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger3 = time > 4 trigger4 = stateno = 410 && movecontact trigger5 = stateno = 201 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 500 && movecontact ; しゃがみ強キック [State -1] type = ChangeState value = 450 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 203 && movecontact trigger6 = stateno = 201 && movecontact trigger7 = stateno = 251 && movecontact ;trigger8 = stateno = 252 && movecontact trigger8 = stateno = 200 && movecontact trigger9 = stateno = 202 && movecontact trigger10 = stateno = 400 && movecontact trigger11 = stateno = 500 && movecontact ;--------------------------------------------------------------------------- ;============================空中技========================================= ;--------------------------------------------------------------------------- ; ジャンプ弱パンチ [State -1] type = ChangeState value = 610 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "x" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 ;trigger2 = stateno = 610 && movecontact = 1 ; ジャンプ弱パンチ (垂直) [State -1] type = ChangeState value = 600 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact = 1 ; ジャンプ強パンチ [State -1] type = ChangeState value = 620 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact = 1 trigger3 = stateno = 610 && movecontact = 1 trigger4 = stateno = 630 && movecontact = 1 trigger5 = stateno = 635 && movecontact = 1 ; ジャンプ弱キック [State -1] type = ChangeState value = 630 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "a" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 trigger2 = stateno = 610 && movecontact = 1 ;trigger3 = stateno = 630 && movecontact = 1 ; ジャンプ弱キック (垂直) [State -1] type = ChangeState value = 635 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact = 1 trigger3 = stateno = 635 && movecontact = 1 ; ジャンプ強キック [State -1] type = ChangeState value = 650 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "b" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 trigger2 = stateno = 610 && movecontact = 1 trigger3 = stateno = 630 && movecontact = 1 trigger4 = stateno = 620 && movecontact = 1 ; ジャンプ強キック (垂直) [State -1] type = ChangeState value = 640 TriggerAll = Var(59) <= 0 triggerall = var(22) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact = 1 trigger3 = stateno = 635 && movecontact = 1 trigger4 = stateno = 620 && movecontact = 1
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