;===========================================================================
; CMD file for Ryo Sakazaki
;===========================================================================
;AI起動コマンド
[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 = "師弟 メドローア"
command = ~D, DB, B, F, a+b
time = 20
[Command]
name = "カレイジアス メドローア"
command = ~D, DB, B, F, x+y
time = 20
[Command]
name = "メドローア"
command = ~D, DB, B, F, c
time = 20
[Command]
name = "ベギラゴン"
command = ~D, F, D, F, x+y
time = 20
[Command]
name = "ベギラゴン"
command = ~D, F, D, F, c
time = 20
[Command]
name = "イオラララ"
command = ~D, F, D, F, x
time = 20
[Command]
name = "イオラ連撃"
command = ~D, F, D, F, y
time = 20
[Command]
name = "イオ0 "
command = ~D, F, c
Time = 20
[Command]
name = "FFB"
command = ~B, DB, D, DF, F, a+b
time = 20
[Command]
name = "フィンガー"
command = ~B, DB, D, DF, F,a
time = 20
[Command]
name = "フィンガー2"
command =~B, DB, D, DF, F,b
time = 20
[Command]
name = "ベホマ"
command = ~D, DB, B, D, DB, B, a
time = 20
[Command]
name = "ベタン"
command = ~D, DB, B, D, DB, B, y
time = 20
[Command]
name = "ベタン"
command = ~D, DB, B, D, DB, B, x
time = 20
;-| Special Motions |-------------------------------------------------------
[Command]
name = "魔法力ロッド"
command =~B, DB, D, DF, F, y
[Command]
name = "koou_x"
command = ~D, DF, F, x
[Command]
name = "koou_y"
command = ~D, DF, F, y
[Command]
name = "kohou_x"
command = ~F, D, DF, x
[Command]
name = "kohou_y"
command = ~F, D, DF, y
[Command]
name = "ルーラ_B"
command = ~B, D, DB,a
[Command]
name = "ルーラ_F"
command =~B, D, DB,b
[Command]
name = "アバンの使徒"
command = ~F, DF, D, DB, B, y
[Command]
name = "シャハルの鏡"
command = ~F, DF, D, DB, B, b
[Command]
name = "カイザー破り"
command = ~F, DF, D, DB, B, a
[Command]
name = "イオラ_a"
command = ~D, F, a
Time = 20
[Command]
name = "イオラ_a"
command = ~D, DF, F, a
Time = 20
[Command]
name = "イオラ_b"
command = ~D, F, b
Time = 20
[Command]
name = "イオラ_b"
command = ~D, DF, F, b
Time = 20
[Command]
name = "イオラ設置_b"
command = ~D, DB, B, c
[Command]
name = "イオラ設置_a"
command = ~D, DB, B, c
[Command]
name = "shippuu_x"
command = ~D, DB, B, x
[Command]
name = "shippuu_y"
command = ~D, DB, B, y
;-| Button Combination |----------------------------------------------------
[Command]
name = "ax"
command = a+x
time = 1
[Command]
name = "by"
command = b+y
time = 1
;------------------------------------------------------------------------------
;-| ボタン押しっぱなし |-------------------------------------------------------
[Command]
name = "hold_y"
command = /y
[Command]
name = "hold_b"
command = /b
;-| Dir + Button |----------------------------------------------------------
[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "特b"
command = /F,b
time = 2
[Command]
name = "fwd_b"
command = /F,b
time = 1
[Command]
name = "特b"
command = /F,b
time = 2
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_y"
command = /F,y
time = 1
[Command]
name = "back_b"
command = /B,b
time = 1
[Command]
name = "back_y"
command = /B,y
time = 1
[Command]
name = "downfwd_x"
command = /DF,x
time = 1
[Command]
name = "downfwd_a"
command = /DF,a
time = 1
[Command]
name = "downfwd_y"
command = /DF,y
time = 1
;-| 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
;-| Do not remove! |--------------------------------------------------------
[Command]
name = "Bo"
command = a+b+c
time = 1
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
[Command]
name = "recovery"
command = a+x
time = 1
[Command]
name = "recovery"
command = z
time = 1
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "トベルーラ"
command = ~D, D, x
time=10
time=10
[Command]
name = "トベルーラ2"
command = ~D, D, y
time=10
time=10
[Command]
name = "トベルーラB"
command = ~D, D, a
time=10
[Command]
name = "トベルーラB2"
command = ~D, D, b
time=10
;-----------------------------------------------------------------------
[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
[State -3, AI起動用ヘルパー]
type=helper
trigger1=!NumHelper(20000)
trigger1=roundstate=2
trigger1=alive
trigger1=var(30)=0
Trigger1=(PrevStateNo=[191,195])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=20000
ID=20000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
;念のため↓も付けておく
[State -3, 関係無いステートに行かないように]
type=changestate
trigger1= ishelper(20000)
trigger1= stateno!=20000
value=20000
;------------------------------------------------------------------------------------------
; 下の記述↓は絶対に消さないでください。
;------------------------------------------------------------------------------------------
[Statedef -1]
;------------------------------------------------------------------------------------------
;ここより↓AI記述
;------------------------------------------------------------------------------------------
;AI起動スイッチ
[State -1, AI]
type = VarSet
triggerall = !var(30)
Triggerall = RoundState = [1,2]
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 = numhelper(20000)
trigger52 = helper(20000),var(30)
;trigger53 = 1 ;←観戦用スイッチ左端の「;」を消すとAI常時起動。
var(30) = 10 ;←ここの数値を変更でAIレベル1〜10
; AILV10の時のみ超反応
;ーーーーーーーーーーーーーーーーーーーーーーーーー
;AIの反応速度用VarRandom
[State -1, 反応速度]
type = VarRandom
trigger1 = GameTime %60= 1 ;60フレーム(1秒)に一回ランダム判定
v = 33
range = ((8-var(30))*2),(2+((13-var(30))*2)) ;左が最小反応速度、右が最大反応速度 1秒に一回ランダムで反応速度が変わります。
;↑あまり反応させたくなかったら「-var(30)」の前の数字を増やせば、その分だけ反応するF数が遅くなります。
;ーーーーーーーーーーーーーーーーーーーーーーーーー
;ココはいじらないで。。。
[State -3, ]
Type = varset
triggerall = var(30) >= 1
triggerall = Roundstate = 2
trigger1 = Alive
var(35) = 0
;ーーーーーーーーーーーーーーーーーーーーーーーーーー
;------------------------------------------------------------------------------------------
;デバッグ表示
[State -1,]; デバッグ表示1
type = DisplayToClipboard
trigger1 = 1
text = "AI = %d,V31 = %d,V32 = %d,V35= %d"
params = Var(30),Var(31),Var(32),Var(35)
ignorehitpause = 1
[State -1,]; デバッグ表示2
type = AppendToClipboard
trigger1 = 1
text = "\nBodyDist X=%d,Y=%d, vel X=%d,Y=%d, pos Y=%d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),floor(vel X),ceil(vel Y),floor(pos y)
ignorehitpause = 1
;------------------------------------------------------------------------------------------
;タッグ時生死確認var
[State -1,tag]
type = Varset
trigger1 = var(30)
fvar(30) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)
;------------------------------------------------------------------------------------------
;コンボ追撃var
[State -1, プチ乱舞.乱打:ヒット確認]
type = varset
triggerall = var(30)
trigger1 = stateno = 1100 || prevstateno = 1100|| stateno = 1050|| prevstateno = 1050
trigger1 = enemynear(floor(fvar(30))),movetype = H
var(31) = 1
[State -1, var(31):リセット]
type = varset
triggerall = var(30)
triggerall = var(31)=1
trigger1 = enemynear(floor(fvar(30))),statetype = L
trigger2 = enemynear(floor(fvar(30))),statetype != A
trigger3 = enemynear(floor(fvar(30))),movetype = A
trigger4 = enemynear(floor(fvar(30))),ctrl=1
trigger5 = stateno = 3005
trigger6 = stateno = 3100
var(31) = 0
[State -1, ドリル:ヒット確認]
type = varset
triggerall = var(30)
trigger1 = (stateno = [1000,1005])&&(ProjHitTime(6010) = 1)
trigger1 = enemynear(floor(fvar(30))),movetype = H
var(32) = 1
[State -1, var(32):リセット]
type = varset
triggerall = var(30)
triggerall = var(32)=1
trigger1 = enemynear(floor(fvar(30))),statetype = L
trigger2 = enemynear(floor(fvar(30))),statetype != A
trigger3 = enemynear(floor(fvar(30))),movetype = A
trigger4 = enemynear(floor(fvar(30))),ctrl=1
trigger5 = stateno = 1010
trigger6 = p2stateno = 52000 && p2movetype = I && enemynear,authorname = "jin"
var(32) = 0
;-------------------------------------------------------------------------------
;追撃:イヴキャノン インパクトMAX
[State -1, インパクトMAX-2]
type = ChangeState
value = 3025
triggerall = power >= 2000
triggerall = var(30)>2
triggerall = var(31) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*150
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [-20,60]
;trigger1 = p2bodydist y = [-50,-120]
trigger1 = power >= 2000
;-------------------------------------------------------------------------------
;追撃:プチ乱舞後 ドッペルゲンガー弱
[State -1, ドッペルゲンガー弱-2]
type = ChangeState
value = 3100
triggerall = var(30)>2
triggerall = var(31) = 1
triggerall = power >= 1000
;triggerall = p2life <= 100
triggerall = roundstate = 2
triggerall = random <= (var(33))*150
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
;triggerall = backedgebodydist <= 30
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = power >= 1000
trigger1 = p2bodydist x = [90,180]
;-------------------------------------------------------------------------------
;追撃:回復
[State -1, 回復-2]
type = ChangeState
value = 3100
triggerall = power >= 1000
triggerall = life <= 300
triggerall = p2life >= 300
triggerall = var(30)>2
triggerall = var(31) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*150
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
;trigger1 = p2bodydist x = [-20,50]
trigger1 = power >= 1000
;-------------------------------------------------------------------------------
[State -1, -2]
type = ChangeState
value = 1040
triggerall = power <= 2000
triggerall = var(30)>2
triggerall = var(31) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*150
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [-20,50]
;-------------------------------------------------------------------------------
;追撃:
[State -1, -2]
type = ChangeState
value = 3100
triggerall = power >= 1000
triggerall = var(30)>2
triggerall = var(31) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*300
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x =20 ;[-20,40]
trigger1 = power >= 1000
;追撃:プチ乱舞後
[State -1, イヴキャノン-2]
type = ChangeState
value = 1015
triggerall = var(30)>2
triggerall = var(31) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*150
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [-20,30]
[State -1, 暫烈拳-2]
type = ChangeState
value = 1015
triggerall = var(30)>2
triggerall = var(31) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*150
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [31,60]
;-------------------------------------------------------------------------------
;追撃:極限流連舞拳後 ドッペルゲンガー弱
[State -1, ドッペルゲンガー弱-2]
type = ChangeState
value = 1040
triggerall = var(30)>2
triggerall = var(31) = 1
triggerall = roundstate = 2
triggerall = random <= (var(33))*500
triggerall = power <= 2000
triggerall = statetype != A
triggerall = prevstateno = 1056
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [-20,70]
trigger1 = prevstateno = 1056
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;追撃:メイルストロム
[State -1, メイルストロム-2]
type = ChangeState
value = 3010
triggerall = power >= 3000
triggerall = var(30)>2
triggerall = var(32) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*300
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [-10,31]
[State -1, イヴキャノン インパクト]
type = ChangeState
value = 3020
triggerall = power >= 1000
triggerall = var(30)>2
triggerall = var(32) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*300
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [-10,31]
;追撃:2001.verドリル-2後
[State -1, イヴ乱舞-2]
type = ChangeState
value = 3030
triggerall = power >= 1000
triggerall = var(30)>2
triggerall = var(32) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*150
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = enemynear,backedgebodydist <= 30
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [-10,31]
trigger1 = p2bodydist y = [-20,-51]
;-------------------------------------------------------------------------------
;追撃:2001.verドリル-2後
[State -1, kof2001ver.イヴキャノン-1]
type = ChangeState
value = 1010
triggerall = var(30)>2
triggerall = var(32) = 1
triggerall = roundstate = 2
triggerall = random <= (var(30))*150
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = H
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [-10,31]
;---------------------------------------------------------------------------
;相手が硬直中にイロイロ反撃
[State -1, CHP]
type = ChangeState
value = 410
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = (prevstateno = [130,155]) || (prevstateno = [800,830]) || (prevstateno = [5000,5210])
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-6,-2]
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = P2BodyDist X = [-10+floor(4*(enemynear(floor(fvar(30))),vel X)),20+floor(4*(enemynear(floor(fvar(30))),vel X))]
triggerall = P2BodyDist Y = [-80-floor(4*(enemynear(floor(fvar(30))),vel Y)+(4*(4+1)/2)*fvar(20)),-30-floor(4*(enemynear(floor(fvar(30))),vel Y)+(4*(4+1)/2)*fvar(20))]
trigger1 = enemynear(floor(fvar(30))),statetype = A
trigger1 = random <= (var(30))*100
[State -1, CHP]
type = ChangeState
value = 410
triggerall = var(30)>3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [800,830]) || (prevstateno = [5000,5210])
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-6,-2]
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [-5,25]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(30))*100
[State -1, SSHP]
type = ChangeState
value = 215
triggerall = var(30)>3
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [800,830]) || (prevstateno = [5000,5210])
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-6,-3]
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [-5,20]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(30))*100
[State -1, SLP]
type = ChangeState
value = 200
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [800,830]) || (prevstateno = [5000,5210])
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-6,-4]
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [20,50]
triggerall = p2bodydist y >= 0
trigger1 = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger1 = random <= (var(30))*100
[State -1, CLK]
type = ChangeState
value = 420
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [800,830]) || (prevstateno = [5000,5210])
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
tTriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-6,-4]
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [20,38]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(30))*100
[State -1, CHK]
type = ChangeState
value = 430
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [800,830]) || (prevstateno = [5000,5210])
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-14,-9]
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [38,45]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(30))*100
[State -1, kof98ver.SLK]
type = ChangeState
value = 250
triggerall = var(30)>3
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [800,830]) || (prevstateno = [5000,5210])
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-10,-6]
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [50,85]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(30))*100
[State -1, AHP]
type = ChangeState
value = 610
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(floor(fvar(30))),statetype != A && vel y >= 0) || enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-19,-9]
triggerall = ctrl || stateno = [120,149]
triggerall = P2BodyDist x = [-20+floor(9*(enemynear(floor(fvar(30))),vel X)+9*(vel X)),45+floor(9*(enemynear(floor(fvar(30))),vel X)+9*(vel X))]
triggerall = P2BodyDist y = [-15-floor(9*(enemynear(floor(fvar(30))),vel Y)+(9*(9+1)/2)*fvar(20)-9*(vel Y)-(9*(9+1)/2)*0.55),40-floor(9*(enemynear(floor(fvar(30))),vel Y)+(9*(9+1)/2)*fvar(20)-9*(vel Y)-(9*(9+1)/2)*0.55)]
trigger1 = random <= (var(30))*100
[State -1, AHK]
type = ChangeState
value = 630
triggerall = var(30)
triggerall = (!var(1)&&!var(3))
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(floor(fvar(30))),statetype != A && vel y >= 0) || enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-17,-5]
triggerall = ctrl || stateno = [120,149]
triggerall = P2BodyDist x = [-20+floor(5*(enemynear(floor(fvar(30))),vel X)+5*(vel X)),50+floor(5*(enemynear(floor(fvar(30))),vel X)+5*(vel X))]
triggerall = P2BodyDist y = [-15-floor(5*(enemynear(floor(fvar(30))),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.55),35-floor(5*(enemynear(floor(fvar(30))),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.55)]
trigger1 = random <= (var(30))*100
[State -1, AHK]
type = ChangeState
value = 630
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(floor(fvar(30))),statetype != A && vel y >= 0) || enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),ctrl = 0
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime = [-17,-5]
triggerall = ctrl || stateno = [120,149]
triggerall = P2BodyDist x = [-20+floor(5*(enemynear(floor(fvar(30))),vel X)+5*(vel X)),50+floor(5*(enemynear(floor(fvar(30))),vel X)+5*(vel X))]
triggerall = P2BodyDist y = [-15-floor(5*(enemynear(floor(fvar(30))),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.55),35-floor(5*(enemynear(floor(fvar(30))),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.55)]
trigger1 = random <= (var(30))*100
;-------------------------------------------------------------------------------
;切り替えし
[State -1, デッドリー]
type = ChangeState
value = 3010
triggerall = var(30)
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = power >= 3000
triggerall = EnemyNear(floor(fvar(30))),AnimTime <= -15
TriggerAll = Enemynear(floor(fvar(30))),Time>=var(33)||(!Time&&var(30)>8)||var(30)>9
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = EnemyNear(floor(fvar(30))),stateno != 702
triggerall = EnemyNear(floor(fvar(30))),stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = !enemynear(floor(fvar(30))),numproj
trigger1 = P2BodyDist X >= 100
trigger1 = P2BodyDist Y >= -40
trigger1 = p2statetype = A && P2Movetype != H
trigger1 = Random<=(var(30))*100
Trigger2 = enemyNear(floor(fvar(30))),MoveType=A
trigger2 = P2BodyDist X >= 150
trigger2 = P2BodyDist Y >= -40
trigger2 = Random<=(var(30))*100
[State -1, ]
type = ChangeState
value = 3000
triggerall = var(30)
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = EnemyNear(floor(fvar(30))),AnimTime <= -15
TriggerAll = Enemynear(floor(fvar(30))),Time>=var(33)||(!Time&&var(30)>8)||var(30)>9
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = EnemyNear(floor(fvar(30))),stateno != 702
triggerall = EnemyNear(floor(fvar(30))),stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = !enemynear(floor(fvar(30))),numproj
trigger1 = P2BodyDist X >= 180
trigger1 = P2BodyDist Y >= -30
;trigger1 = p2statetype = A && P2Movetype != H
trigger1 = Random<=(var(30))*200
Trigger2 = enemyNear(floor(fvar(30))),MoveType=A
trigger2 = P2BodyDist X >= 200
trigger2 = P2BodyDist Y >= -20
trigger2 = Random<=(var(30))*100
[State -1, MAX]
Type = ChangeState
Value = 3900
TriggerAll = var(30)
triggerall = power >= 5000
TriggerAll = StateType!=A
TriggerAll = RoundState=2
triggerall = enemynear(floor(fvar(30))),statetype != L
TriggerAll = enemyNear(floor(fvar(30))),MoveType=A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime<=-13
TriggerAll = Enemynear(floor(fvar(30))),Time>=var(33)||(!Time&&var(30)>8)||var(30)>9
Triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y >= -35
Triggerall = Random<=(var(30))*100
Trigger1 = Enemynear(floor(fvar(30))),Time>=var(33)||var(30)>9
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
[State -1, イヴキャノン インパクト]
Type = ChangeState
Value = 3100
TriggerAll = var(30)
triggerall = power >= 1000
TriggerAll = StateType!=A
TriggerAll = RoundState=2
triggerall = enemynear(floor(fvar(30))),statetype != L
TriggerAll = enemyNear(floor(fvar(30))),MoveType=A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime<=-13
TriggerAll = Enemynear(floor(fvar(30))),Time>=var(33)||(!Time&&var(30)>8)||var(30)>9
Triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y >= -35
Triggerall = Random<=(var(30))*100
Trigger1 = Enemynear(floor(fvar(30))),Time>=var(33)||var(30)>9
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
[State -1, kof2001虎咆-2]
Type = ChangeState
Value = 1015
TriggerAll = var(30)
TriggerAll = !var(1)
TriggerAll = RoundState=2
TriggerAll = StateType!=A
triggerall = power >= 2000
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
TriggerAll = enemyNear(floor(fvar(30))),MoveType=A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime<=-6
TriggerAll = Enemynear(floor(fvar(30))),Time>=var(33)||(!Time&&var(30)>8)||var(30)>9
triggerall = P2BodyDist X = [-10,30]
triggerall = P2BodyDist Y >=0
Triggerall = Random<=(var(30))*100
Trigger1 = Enemynear(floor(fvar(30))),Time>=var(33)||var(30)>9
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
Trigger4 = (PrevStateNo=[200,640])
Trigger5 = prevstateno = 5120 && time <= 1
[State -1, kof2001虎咆-1]
Type = ChangeState
Value = 1010
TriggerAll = var(30)
TriggerAll = !var(1)
TriggerAll = StateType!=A
TriggerAll = RoundState=2
triggerall = enemynear(floor(fvar(30))),statetype != L
TriggerAll = enemyNear(floor(fvar(30))),MoveType=A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime<=-6
TriggerAll = Enemynear(floor(fvar(30))),Time>=var(33)||(!Time&&var(30)>8)||var(30)>9
triggerall = P2BodyDist X = [-10,30]
triggerall = P2BodyDist Y >=-40
Triggerall = Random<=(var(30))*100
Trigger1 = Enemynear(floor(fvar(30))),Time>=var(33)||var(30)>9
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
Trigger4 = (PrevStateNo=[200,640])
Trigger5 = prevstateno = 5120 && time <= 1
[State -1, kof98虎咆-1]
Type = ChangeState
Value = 1015
TriggerAll = var(30)>2
TriggerAll = var(1)
TriggerAll = StateType!=A
TriggerAll = RoundState=2
triggerall = enemynear(floor(fvar(30))),statetype != L
TriggerAll = enemyNear(floor(fvar(30))),MoveType=A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
TriggerAll = EnemyNear(floor(fvar(30))),AnimTime<=-4
TriggerAll = Enemynear(floor(fvar(30))),Time>=var(33)||(!Time&&var(30)>8)||var(30)>9
triggerall = P2BodyDist X = [-10,40]
triggerall = P2BodyDist Y >=-40
Triggerall = Random<=(var(30))*100
Trigger1 = Enemynear(floor(fvar(30))),Time>=var(33)||var(30)>9
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
Trigger4 = (PrevStateNo=[200,640])
Trigger5 = prevstateno = 5120 && time <= 1
[State -1, CHP]
type = ChangeState
value = 410
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = P2BodyDist X = [-10+floor(4*(enemynear(floor(fvar(30))),vel X)),20+floor(4*(enemynear(floor(fvar(30))),vel X))]
triggerall = P2BodyDist Y = [-80-floor(4*(enemynear(floor(fvar(30))),vel Y)+(4*(4+1)/2)*fvar(20)),-30-floor(4*(enemynear(floor(fvar(30))),vel Y)+(4*(4+1)/2)*fvar(20))]
Trigger1 = Random<=(var(30))*100
[State -1, TS-F]
type = ChangeState
value = 810
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = prevstateno != 810
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101 || (stateno = [120,149])
triggerall = !enemynear(floor(fvar(30))),hitdefattr = SCA,NT,ST,HT
trigger1 = enemynear(floor(fvar(30))),statetype != A || prevstateno = [130,155]
trigger1 = inguarddist
trigger1 = enemynear(floor(fvar(30))),animtime <= -34
trigger1 = p2bodydist x = [0,110]
trigger1 = random <= (var(30))*50
trigger2 = enemynear(floor(fvar(30))),numproj
trigger2 = enemynear(floor(fvar(30))),animtime <= -34
trigger2 = p2bodydist x = [40,130]
trigger2 = random <= (var(30))*35
trigger3 = enemy(floor(fvar(30))),numproj
trigger3 = inguarddist
trigger3 = p2bodydist x >= 120
trigger3 = random <= (var(30))*3
[State -1, 避け]
type = ChangeState
value = 800
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !enemynear(floor(fvar(30))),hitdefattr = SCA,NT,ST,HT
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = inguarddist
trigger1 = !enemy,numproj
trigger1 = enemynear(fvar(17)),animtime <= -27
trigger1 = p2bodydist x = [-10,35]
trigger1 = random <= var(30)*40
trigger2 = enemy,numproj
trigger2 = enemynear(fvar(17)),animtime <= -30
trigger2 = p2bodydist x = [-10,80]
trigger2 = random <= var(30)*50
[State -1, 避け攻撃]
type = changestate
value= 320
triggerall = Var(30)
triggerall = roundstate = 2
triggerall = stateno = 800 && (time = [14,33])
triggerall= statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = !EnemyNear(floor(fvar(30))),Ctrl
triggerall = P2BodyDist X = [-10,25]
triggerall = p2bodydist y >=-30
trigger1 = enemynear(floor(fvar(30))),animtime <= -12
trigger1 = (var(30))*100
[State -1, 谷落とし]
type = ChangeState
value = 910
triggerall = var(30)>2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = EnemyNear(floor(fvar(30))),StateType != L
triggerall = EnemyNear(floor(fvar(30))),StateType != A
triggerall = (EnemyNear(floor(fvar(30))),movetype = I)
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = enemynear(floor(fvar(30))),stateno != [4000,4200]
triggerall = enemynear(floor(fvar(30))),stateno != [5000,5270]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
Triggerall = P2BodyDist X = [-15,15]
triggerall = enemynear(floor(fvar(30))),time >=-1
TriggerAll = Random<=(var(30))*100
trigger1 = prevstateno = [5000,5270]
trigger2 = (PrevStateNo = [130,155])
[State -1, H-jump]
Type = ChangeState
value = 43
triggerall = Var(30)>3
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = EnemyNear(floor(fvar(30))),movetype = A
triggerall = EnemyNear(floor(fvar(30))),HitDefAttr = SCA,NT,ST,HT
triggerall = P2BodyDist X <= 90
trigger1 = random <= (var(30))*100
;------------------------------------------------------------------------------
;ガード
[State -1, Guard]
type = ChangeState
value = 120
triggerall = var(30)
triggerall = roundstate = 2
triggerall = stateno != [120,155]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = inguarddist
trigger1 = random <= (var(30))*90 || var(30)>9
trigger2 = p2bodydist x > 90 || enemynear(floor(fvar(30))),time > 50
trigger2 = random <= (var(30))*150
[State -1, HIT_AIRFALLRECOVER]
type = ChangeState
value = 5210
triggerall = var(30)
triggerall = roundstate = 2
triggerall = random <= (var(30))*100
triggerall = GetHitVar(fall.recover)
triggerall = CanRecover = 1
triggerall = Alive
triggerall = Vel Y > 0
triggerall = Pos Y >= -90
trigger1 = StateNo = 5050
[State -1, GC-ND]
type = ChangeState
value = 820
triggerall = var(30)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = stateno = [150,153]
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = enemynear(floor(fvar(30))),vel y >= 0
triggerall = enemynear(floor(fvar(30))),animtime <= -14
triggerall = p2bodydist x = [-10,45]
triggerall = p2bodydist y >= -40
trigger1 = BackEdgeBodyDist <= 10
trigger1 = random<=var(30)*30
trigger2 = (100*life/const(data.life)) <= 50
trigger2 = BackEdgeBodyDist <= 10
trigger2 = random<=var(30)*80
[State -1, GC-TS]
type = ChangeState
value = 830
triggerall = var(30)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(var(53)),statetype != A
triggerall = enemynear(var(53)),statetype != L
triggerall = (stateno = [150,153])
triggerall = p2bodydist x = [0,110]
trigger1 = enemynear(var(53)),animtime <= -38
trigger1 = random<= var(30)*50
;------------------------------------------------------------------------------
;起き攻め
[State -1, H-jump]
Type = ChangeState
Value = 43
triggerall = var(30)
triggerall = StateType != A
triggerall = roundstate=2
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = BackEdgeBodyDist <= 20
triggerall = p2bodydist X = [-5,10]
trigger1 = EnemyNear(floor(fvar(30))),statetype = L
[State -1, CLK]
type = ChangeState
value = 420
triggerall = var(30)>2
triggerall = roundstate = 2
triggerall = random <= (var(30))*30
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -2
trigger1 = p2bodydist x = [-5,38]
trigger1 = p2bodydist y >= 0
[State -1, CHK]
type = ChangeState
value = 1100
triggerall = var(30)
triggerall = roundstate = 2
triggerall = random <= (var(30))*30
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -7
trigger1 = p2bodydist x = [38,45]
trigger1 = p2bodydist y >= 0
[State -1, CHK]
type = ChangeState
value = 430
triggerall = var(30)
triggerall = roundstate = 2
triggerall = random <= (var(30))*30
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -7
trigger1 = p2bodydist x = [38,45]
trigger1 = p2bodydist y >= 0
[State -1, KD]
type = ChangeState
value = 300
triggerall = var(30)
triggerall = roundstate = 2
triggerall = random <= (var(30))*30
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -11
trigger1 = p2bodydist x = [30,45]
trigger1 = p2bodydist y >= 0
[State -1, kof98ver.SLK]
type = ChangeState
value = 250
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = random <= (var(30))*60
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -3
trigger1 = p2bodydist x = [45,85]
trigger1 = p2bodydist y >= 0
[State -1, kof2001ver.虎咆疾風拳-2]
type = ChangeState
value = 1045
triggerall = var(30)
triggerall = !var(1)
triggerall = roundstate = 2
triggerall = random <= (var(30))*60
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -33
trigger1 = p2bodydist x = [40,95]
trigger1 = p2bodydist y >= 0
[State -1, kof2001ver.虎煌拳-1]
type = ChangeState
value = 1100
triggerall = var(30)
triggerall = !var(1)
triggerall = roundstate = 2
triggerall = random <= (var(30))*50
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -16
trigger1 = p2bodydist x = [85,100]
trigger1 = p2bodydist y >= 0
[State -1, kof2001ver.虎煌拳-2]
type = ChangeState
value = 1100
triggerall = var(30)
triggerall = !var(1)
triggerall = roundstate = 2
triggerall = random <= (var(30))*80
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -19
trigger1 = p2bodydist x = [130,140]
trigger1 = p2bodydist y >= 0
[State -1, kof98ver.虎煌拳-1]
type = ChangeState
value = 1060
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = random<= (var(30))*80
trigger1 = enemynear(floor(fvar(30))),stateno = 5120
trigger1 = enemynear(floor(fvar(30))),animtime = -18
trigger1 = p2bodydist x = [85,160]
trigger1 = p2bodydist y >= 0
trigger2 = enemynear(floor(fvar(30))),statetype = L
trigger2 = p2bodydist x = [161,300]
trigger2 = p2bodydist y >= 0
trigger3 = enemynear(floor(fvar(30))),statetype = A
trigger3 = enemynear(floor(fvar(30))),movetype = H
trigger3 = p2bodydist x = [160,320]
[State -1, kof98ver.虎煌拳-2]
type = ChangeState
value = 1065
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = random<= (var(30))*100
trigger1 = (numprojID(6030) = 1)
trigger1 = enemynear(floor(fvar(30))),statetype = L
trigger1 = p2bodydist x = [161,300]
trigger1 = p2bodydist y >= 0
trigger2 = (numprojID(6030) = 1)
trigger2 = enemynear(floor(fvar(30))),statetype = A
trigger2 = enemynear(floor(fvar(30))),movetype = H
trigger2 = p2bodydist x = [160,320]
[State -1, S-jump]
Type = ChangeState
value = 42
triggerall = var(30)
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = EnemyNear(floor(fvar(30))),StateType = L
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = EnemyNear(floor(fvar(30))),StateNo = 5120
triggerall = EnemyNear,AnimTime = -20
triggerall = P2BodyDist X <= 90
trigger1 = Random <= (var(30))*50
[State -1, kof98ver.Back-H-jump]
Type = ChangeState
value = 44
triggerall = var(30)
triggerall = var(1)
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = EnemyNear(floor(fvar(30))),StateType = L
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = EnemyNear(floor(fvar(30))),StateNo = 5120
triggerall = EnemyNear,AnimTime = -30
triggerall = P2BodyDist X <= 30
trigger1 = Random <= (var(30))*40
[State -1, AHP]
type = ChangeState
value = 610
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl || stateno = [120,149]
triggerall = !inguarddist
triggerall = p2bodydist x = [-30,55]
triggerall = vel y >= 0
trigger1 = enemynear(floor(fvar(30))),statetype = L
trigger1 = random <= (var(30))*300
[State -1, kof98ver.Air虎煌拳-1]
type = ChangeState
value = 1070
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl || stateno = [120,149]
triggerall = !inguarddist
triggerall = p2bodydist x = [100,120]
trigger1 = enemynear(floor(fvar(30))),statetype = L
trigger1 = random <= (var(30))*300
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype = L
triggerall = enemynear(floor(fvar(30))),stateno = 5120
triggerall = backedgebodydist > 40
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = random<= (var(30))*50
trigger1 = enemynear(floor(fvar(30))),animtime = -7
trigger1 = p2bodydist x <= 50
;------------------------------------------------------------------------------
;通常攻撃の隙を突く
[State -1, CHP]
type = ChangeState
value = 410
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime = [-6,-2]
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [-10,25]
trigger1 = random<= (var(30))*100
[State -1, SSHP]
type = ChangeState
value = 215
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime = [-8,-3]
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [-10,20]
trigger1 = random<= (var(30))*100
[State -1, SLP]
type = ChangeState
value = 200
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime = [-6,-4]
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [20,50]
trigger1 = random<= (var(30))*100
[State -1, CLK]
type = ChangeState
value = 420
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime = [-6,-4]
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [20,38]
trigger1 = random<= (var(30))*100
[State -1, CHK]
type = ChangeState
value = 430
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime = [-13,-9]
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [38,45]
trigger1 = random<= (var(30))*100
[State -1, kof98ver.SHP]
Type = ChangeState
value = 240
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime = [-14,-8]
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [50,60]
trigger1 = random<= (var(30))*200
[State -1, kof98ver.SLK]
type = ChangeState
value = 250
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime = [-10,-6]
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [50,85]
trigger1 = random<= (var(30))*100
[State -1, kof2001ver.虎煌拳-1]
type = ChangeState
value = 1000
triggerall = var(30)
triggerall = !var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime <= -18
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [50,100]
trigger1 = random<= (var(30))*100
[State -1, 飛燕疾風脚]
type = ChangeState
value = 1015
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger1 = enemynear(floor(fvar(30))),movetype = I
trigger1 = enemynear(floor(fvar(30))),animtime <= -15
trigger1 = enemynear(floor(fvar(30))),stateno = [200,649]
trigger1 = p2bodydist x = [80,100]
trigger1 = random<= (var(30))*100
;------------------------------------------------------------------------------
;地上連携 起点 (Hit&Guard
[State -1, SSHP]
type = ChangeState
value = 215
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),stateno = [120,159]
trigger1 = p2bodydist x = [-10,20]
trigger1 = p2bodydist y >=0
trigger1 = random<= (var(30))*1
trigger2 = enemynear(floor(fvar(30))),movetype = H
trigger2 = (enemynear(floor(fvar(30))),stateno!=[120,159])
trigger2 = p2bodydist x = [-10,20]
trigger2 = p2bodydist y >=0
trigger2 = random<= (var(30))*100
[State -1, SSLP]
type = ChangeState
value = 205
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),stateno = [120,159]
trigger1 = p2bodydist x = [-10,20]
trigger1 = p2bodydist y >=0
trigger1 = random<= (var(30))*40
[State -1, SLP]
type = ChangeState
value = 200
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger1 = enemynear(floor(fvar(30))),stateno = [120,159]
trigger1 = p2bodydist x = [20,50]
trigger1 = p2bodydist y >=0
trigger1 = random<= (var(30))*30
trigger2 = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger2 = enemynear(floor(fvar(30))),movetype = H
trigger2 = (enemynear(floor(fvar(30))),stateno!=[120,159])
trigger2 = p2bodydist x = [20,50]
trigger2 = p2bodydist y >=0
trigger2 = random<= (var(30))*100
[State -1, CLK]
type = ChangeState
value = 420
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),stateno = [120,159]
trigger1 = p2bodydist x = [20,38]
trigger1 = p2bodydist y >=0
trigger1 = random<= (var(30))*30
trigger2 = enemynear(floor(fvar(30))),movetype = H
trigger2 = (enemynear(floor(fvar(30))),stateno!=[120,159])
trigger2 = p2bodydist x = [20,38]
trigger2 = p2bodydist y >=0
trigger2 = random<= (var(30))*100
[State -1, kof98ver.SLK]
type = ChangeState
value = 250
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = enemynear(floor(fvar(30))),stateno = [120,159]
trigger1 = p2bodydist x = [50,85]
trigger1 = p2bodydist y >=0
trigger1 = random<= (var(30))*20
trigger2 = enemynear(floor(fvar(30))),movetype = H
trigger2 = (enemynear(floor(fvar(30))),stateno!=[120,159])
trigger2 = p2bodydist x = [50,80]
trigger2 = p2bodydist y >=0
trigger2 = random<= (var(30))*100
;------------------------------------------------------------------------------
;地上繋ぎ-1
[State -1, 虎煌拳HITから:覇王翔吼拳-2]
type = ChangeState
value = 3100
triggerall = var(30)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
trigger1 = power >= 2000 && ProjHitTime(6030) = [1,13]
trigger1 = enemynear(floor(fvar(30))),movetype = H
trigger1 = stateno = [1060,1065]
trigger1 = p2bodydist x >= 130
[State -1, 〆用:メイルストロム]
type = ChangeState
value = 3100
triggerall = var(30)
triggerall = power >= 3000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*300
triggerall = (P2life<=300 && P2life>=201)
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
trigger4 = power >= 3000 && movehit && AnimElem = 14,< 0
trigger4 = (stateno = [1040,1045])
trigger5 = power >= 3000 && movehit && AnimElem = 8,< 0
trigger5 = stateno = [1090,1095]
trigger6 = power >= 3000
trigger6 = stateno = 1015 && movehit && AnimElem = 3,< 0
[State -1, 空中HITから:メイルストロム]
type = ChangeState
value = 3000
triggerall = var(30)>3
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = random<= (var(30))*300
Triggerall = (P2BodyDist Y + (EnemyNear,Vel Y * 13 + GetHitVar(YAccel) * 91) * (P2StateType = A && EnemyNear,Vel Y != 0)) = [-45,0]
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
trigger4 = power >= 3000 && movehit && AnimElem = 14,< 0
trigger4 = (stateno = [1040,1045])
trigger5 = power >= 3000 && movehit && AnimElem = 8,< 0
trigger5 = stateno = [1090,1095]
[State -1, 〆用:インパクト]
type = ChangeState
value = 3100
triggerall = var(30)
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*300
triggerall = (P2life<=300 && P2life>=201)
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
trigger4 = power >= 3000
trigger4 = stateno = 1015 && movehit && AnimElem = 3,< 0
[State -1, 〆用:]
type = ChangeState
value = 3100
triggerall = var(30)
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*300
triggerall = P2life<=200
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
trigger4 = power >= 2000 && movehit && AnimElem = 14,< 0
trigger4 = (stateno = [1040,1045])
trigger5 = power >= 2000 && movehit && AnimElem = 8,< 0
trigger5 = stateno = [1090,1095]
trigger6 = stateno = 330 && movehit
[State -1, 空中HITからドッペル]
type = ChangeState
value = 3100
triggerall = var(30)>3
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = random<= (var(30))*300
Triggerall = (P2BodyDist Y + (EnemyNear,Vel Y * 10 + GetHitVar(YAccel) * 55) * (P2StateType = A && EnemyNear,Vel Y != 0)) = [-45,0]
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
trigger4 = power >= 2000 && movehit && AnimElem = 14,< 0
trigger4 = (stateno = [1040,1045])
trigger5 = power >= 2000 && movehit && AnimElem = 8,< 0
trigger5 = stateno = [1090,1095]
[State -1, インパクトMAX]
type = ChangeState
value = 3100
triggerall = var(30)
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
trigger4 = power >= 3000 && movehit && AnimElem = 14,< 0
trigger4 = (stateno = [1040,1045])
trigger5 = power >= 3000 && movehit && AnimElem = 8,< 0
trigger5 = stateno = [1090,1095]
trigger6 = (stateno = [1060,1065]) && (power >= 3000) && (ProjHitTime(6030) = [1,13])
trigger6 = p2bodydist x = [0,100]
trigger7 = power >= 3000
trigger7 = stateno = 1015 && movehit
trigger8 = movecontact
trigger8 = stateno = 330
[State -1, イヴ乱舞-2]
type = ChangeState
value = 3100
triggerall = var(30)
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
trigger4 = power >= 2000 && movehit && AnimElem = 14,< 0
trigger4 = (stateno = [1040,1045])
trigger5 = power >= 2000 && movehit && AnimElem = 8,< 0
trigger5 = stateno = [1090,1095]
trigger6 = (stateno = [1060,1065]) && (power >= 3000) && (ProjHitTime(6030) = [1,13])
trigger6 = p2bodydist x = [0,100]
trigger7 = power >= 2000
trigger7 = stateno = 1015 && movehit
trigger8 = stateno = 330 && movehit
[State -1, 空中HITから:イヴ乱打-2]
type = ChangeState
value = 1015
triggerall = var(30)>7
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = random<= (var(30))*200
Triggerall = (P2BodyDist Y + (EnemyNear,Vel Y * 10 + GetHitVar(YAccel) * 55) * (P2StateType = A && EnemyNear,Vel Y != 0)) = [-50,0]
trigger1 = stateno = 200 && movehit=1
trigger2 = stateno = 205 && movehit=1
trigger3 = stateno = 215 && movehit=1
trigger4 = stateno = 320 && movehit=1
trigger5 = stateno = 410 && movehit=1
[State -1, 空中HITから:kof2001ver.虎咆-1]
type = ChangeState
value = 1010
triggerall = var(30)>7
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = random<= (var(30))*200
triggerall = p2bodydist x <= 30
Triggerall = (P2BodyDist Y + (EnemyNear,Vel Y * 5 + GetHitVar(YAccel) * 15) * (P2StateType = A && EnemyNear,Vel Y != 0)) = [-60,0]
trigger1 = stateno = 200 && movehit=1
trigger2 = stateno = 205 && movehit=1
trigger3 = stateno = 215 && movehit=1
trigger4 = stateno = 320 && movehit=1
trigger5 = stateno = 410 && movehit=1
[State -1, 空中HITから:kof98ver.虎咆-1]
type = ChangeState
value = 1015
triggerall = var(30)>7
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = random<= (var(30))*200
triggerall = p2bodydist x <= 35
Triggerall = (P2BodyDist Y + (EnemyNear,Vel Y * 3 + GetHitVar(YAccel) * 6) * (P2StateType = A && EnemyNear,Vel Y != 0)) = [-60,0]
trigger1 = stateno = 200 && movehit=1
trigger2 = stateno = 205 && movehit=1
trigger3 = stateno = 215 && movehit=1
trigger4 = stateno = 320 && movehit=1
trigger5 = stateno = 410 && movehit=1
[State -1, プチ乱舞]
type = ChangeState
value = 1100
triggerall = var(30)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
triggerall = p2bodydist x <= 5
trigger1 = stateno = 200 && movehit=1
trigger2 = stateno = 205 && movehit=1
trigger3 = stateno = 215 && movehit=1
trigger4 = stateno = 320 && movehit=1
trigger5 = stateno = 410 && movehit=1
[State -1, kof2001ver.虎煌拳-2]
type = ChangeState
value = 1100
triggerall = var(30)
triggerall = !var(1)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
trigger4 = stateno = 235 && movehit=1
trigger5 = stateno = 330 && movehit=1
[State -1, kof98ver.虎煌拳-1]
type = ChangeState
value = 1060
triggerall = var(30)
triggerall = var(1)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
trigger1 = stateno = 300 && movehit=1
[State -1, 飛燕疾風脚-2]
type = ChangeState
value = 230
triggerall = var(30)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
triggerall = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 205 && movehit=1
trigger2 = p2bodydist x >= 15
trigger3 = stateno = 320 && movehit=1
trigger4 = stateno = 410 && movehit=1
trigger5 = stateno = 330 && movehit=1
[State -1, kof98ver.雷神剛-2]
type = ChangeState
value = 1095
triggerall = var(30)
triggerall = var(1)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
triggerall = enemynear(floor(fvar(30))),statetype = C
trigger1 = stateno = 215 && movehit=1
trigger2 = stateno = 320 && movehit=1
trigger3 = stateno = 410 && movehit=1
[State -1, 飛燕疾風脚-1]
type = ChangeState
value = 1015
triggerall = var(30)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
triggerall = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger1 = stateno = 200 && movehit=1
trigger1 = p2bodydist x >= 20
trigger2 = p2bodydist x >= 35
trigger2 = stateno = 330 && movehit=1
[State -1, ]
type = ChangeState
value = 1010
triggerall = var(30)
triggerall = !var(1)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
triggerall = p2bodydist x <= 30
triggerall = enemynear(floor(fvar(30))),statetype = C || enemynear(floor(fvar(30))),statetype != S
trigger1 = stateno = 205 && movehit=1
trigger2 = stateno = 200 && movehit=1
trigger2 = p2bodydist x >= 20
trigger3 = stateno = 420 && movehit=1
trigger4 = stateno = 330 && movehit=1
[State -1, kof98ver.虎咆-1]
type = ChangeState
value = 1015
triggerall = var(30)
triggerall = var(1)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = random<= (var(30))*200
triggerall = p2bodydist x <= 38
triggerall = enemynear(floor(fvar(30))),statetype = C
trigger1 = stateno = 205 && movehit=1
trigger2 = stateno = 200 && movehit=1
trigger2 = p2bodydist x >= 20
trigger3 = stateno = 420 && movehit=1
[State -1, CLK]
type = ChangeState
value = 216
triggerall = var(30)
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
trigger1 = stateno = 215 && moveguarded && AnimElem = 4,> 0
trigger1 = p2bodydist x >=20
trigger2 = stateno = 215 && movehit && AnimElem = 3,> 0
trigger2 = p2bodydist x = [20,38]
[State -1, CHP]
type = ChangeState
value = 410
triggerall = var(30)
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
trigger1 = stateno = 420 && movehit && AnimElem = 3,> 0
trigger1 = p2bodydist x <= 18
[State -1, SSLP]
type = ChangeState
value = 205
triggerall = var(30)
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = p2bodydist x <= 20
trigger1 = stateno = 205 && movehit && AnimElem = 4,> 0
trigger2 = stateno = 205 && moveguarded && AnimElem = 4,> 0
trigger3 = stateno = 420 && movehit && AnimElem = 3,> 0
trigger4 = stateno = 420 && moveguarded && AnimElem = 3,> 0
[State -1, SLP]
type = ChangeState
value = 200
triggerall = var(30)
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = p2bodydist x >= 20
triggerall = enemynear(floor(fvar(30))),statetype = S || enemynear(floor(fvar(30))),statetype != C
trigger1 = stateno = 205 && movehit && AnimElem = 4,> 0
trigger2 = stateno = 200 && movehit && AnimElem = 4,> 0
trigger2 = p2bodydist x <= 48
trigger3 = stateno = 200 && moveguarded && AnimElem = 4,> 0
trigger3 = p2bodydist x <= 48
trigger3 = random<= (var(30))*50
trigger4 = stateno = 420 && movehit && AnimElem = 4,> 0
trigger4 = p2bodydist x = [20,48]
trigger5 = stateno = 420 && moveguarded && AnimElem = 4,> 0
trigger5 = p2bodydist x = [20,48]
[State -1, CLK]
type = ChangeState
value = 420
triggerall = var(30)
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
trigger1 = stateno = 205 && moveguarded && AnimElem = 4,> 0
trigger1 = p2bodydist x >=20
trigger2 = stateno = 420 && moveguarded && AnimElem = 3,> 0
trigger2 = p2bodydist x = [20,38]
trigger2 = random<= (var(30))*60
;------------------------------------------------------------------------------
;地上繋ぎ-3
[State -1, kof2001ver.虎煌拳-1]
type = ChangeState
value = 1000
triggerall = var(30)
triggerall = !var(1)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
trigger1 = stateno = 300 && moveguarded=1
trigger1 = random <= (var(30))*25
[State -1, kof2001ver.虎咆疾風拳-1]
type = ChangeState
value = 1040
triggerall = var(30)
triggerall = !var(1)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
trigger1 = stateno = 215
trigger1 = moveguarded=1
trigger1 = random <= (var(30))*20
trigger2 = stateno = 320 || stateno = 410 || stateno = 430
trigger2 = moveguarded=1
trigger2 = random <= (var(30))*10
trigger3 = stateno = 200 && moveguarded=1
trigger3 = random <= (var(30))*10
trigger4 = stateno = 300 && moveguarded=1
[State -1, 氷柱割り]
type = ChangeState
value = 330
triggerall = var(30)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
trigger1 = stateno = 215 && moveguarded=1
trigger2 = stateno = 410 && moveguarded=1
trigger3 = stateno = 200 && moveguarded=1
trigger3 = p2bodydist x <= 40
trigger3 = random <= (var(30))*5
[State -1, ]
type = ChangeState
value = 425
triggerall = var(30)
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
trigger1 = stateno = 215 && moveguarded=1
trigger2 = stateno = 410 && moveguarded=1
trigger3 = stateno = 200 && moveguarded=1
trigger3 = p2bodydist x <= 40
trigger3 = random <= (var(30))*5
;------------------------------------------------------------------------------------------
;立ち回り 技振り・投げ・歩き・ダッシュ・各種ジャンプ・バックステッポ
[State -1, 極限流連舞拳]
type = ChangeState
value = 1100
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [-8,8]
trigger1 = (enemynear(floor(fvar(30))),stateno=[120,159])
trigger1 = (enemynear(floor(fvar(30))),stateno != [130,155])
trigger1 = random<= (var(30))*100
;------------------------------------------------------------------------------------------
;立ち回り 技振り・投げ・歩き・ダッシュ・各種ジャンプ・バックステッポ
[State -1, 極限流連舞拳]
type = ChangeState
value = 1010
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [-8,8]
trigger1 = (enemynear(floor(fvar(30))),stateno=[120,159])
trigger1 = (enemynear(floor(fvar(30))),stateno != [130,155])
trigger1 = random<= (var(30))*300
;---------------------------------------------------------------------------
[State -1, 投げ]
type = ChangeState
value = 910
triggerall =var(30)>0&&var(26)=2&&(var(3)=[5,6])&&prevstateno=5120&&time<=1&&!fvar(31)&&fvar(2)>=0&&statetype = S && stateno != 100 && ctrl
trigger1 = (P2bodydist X = [-const(size.ground.front),22])&& (P2bodydist X = [-const(size.ground.front),22+ceil(3*fvar(2))])
trigger1 = p2statetype = S || p2statetype = C
trigger1 =random<var(30)*40&&(P2bodydist X=[-const(size.ground.front)+3*fvar(2),22+3*fvar(2)])
[State -1, 谷落とし]
type = ChangeState
value = 910
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2bodydist x = [-15,15]
trigger1 = random<= (var(30))*100
trigger2 = (enemynear(floor(fvar(30))),stateno=[120,159])
trigger2 = random<= (var(30))*100
[State -1, S-jump]
type = ChangeState
value = 42
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear,stateno != [5050,5210]
trigger1 = enemynear(floor(fvar(30))),statetype = C
trigger1 = enemynear(floor(fvar(30))),movetype = A
trigger1 = enemynear(floor(fvar(30))),hitdefattr = SCA, NA
trigger1 = p2bodydist x = [-10,90]
trigger1 = random<= (var(30))*60
trigger2 = !inguarddist
trigger2 = p2bodydist x = [40,90]
trigger2 = random<= (var(30))*2
trigger3 = enemynear(floor(fvar(30))),statetype = C
trigger3 = inguarddist
trigger3 = p2bodydist x = [10,80]
trigger3 = random<= (var(30))*40
[State -1,H-jump]
type = ChangeState
value = 43
triggerall = var(30)>2
triggerall = !var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [140,180]
trigger1 = random <= (var(30))*6
trigger2 = p2bodydist x >= 140
trigger2 = enemynear(floor(fvar(30))),numproj
trigger2 = random <= (var(30))*50
[State -1, Back-H-jump]
type = ChangeState
value = 44
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = enemynear(floor(fvar(30))),movetype != A
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x <= 90
trigger1 = enemynear(floor(fvar(30))),numproj
trigger1 = random <= (var(30))*10
[State -1, kof2001ver.dash]
type = ChangeState
value = 100
triggerall = var(30)
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = stateno != [100,101]
triggerall = prevstateno != [100,101]
triggerall = !inguarddist
triggerall = ctrl || stateno = 22
trigger1 = p2bodydist x = [200,300]
trigger1 = random <= (var(30))*25
trigger2 = p2bodydist x = [100,200]
trigger2 = random <= (var(30))*10
trigger3 = p2bodydist x = [50,100]
trigger3 = random <= (var(30))*3
trigger4 = (enemynear(floor(fvar(30))),statetype = S)||(enemynear(floor(fvar(30))),statetype = C)
trigger4 = (enemynear(floor(fvar(30))),Movetype = H)&&(enemynear(floor(fvar(30))),StateNo!=[120,159])
trigger4 = enemynear,stateno != [5050,5210]
trigger4 = enemynear(floor(fvar(30))),Statetype != A
trigger4 = p2bodydist X = [20,100]
trigger4 = Random <= (var(30))*20
trigger5 = (enemynear(floor(fvar(30))),statetype = S)||(enemynear(floor(fvar(30))),statetype = C)
trigger5 = (enemynear(floor(fvar(30))),Movetype = H)&&(enemynear(floor(fvar(30))),StateNo =[120,159])
trigger5 = enemynear,stateno != [5050,5210]
trigger5 = enemynear(floor(fvar(30))),Statetype != A
trigger5 = p2bodydist X >= 100
trigger5 = Random <= (var(30))*20
[State -1, 虎煌砲MODEver.dash]
type = ChangeState
value = 100
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = stateno != [100,101]
triggerall = prevstateno != [100,101]
triggerall = !inguarddist
triggerall = ctrl || stateno = 22
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear,stateno != [5100,5120]
trigger1 = p2bodydist x = [200,300]
trigger1 = random <= (var(30))*2
trigger2 = p2bodydist x = [100,200]
trigger2 = random <= (var(30))*1
trigger3 = p2bodydist x = [50,100]
trigger3 = random <= (var(30))*6
trigger4 = !enemy,numproj
trigger4 = enemynear,stateno != [5050,5210]
trigger4 = p2bodydist x = [20,70]
trigger4 = random <= (var(30))*2
trigger5 = (enemynear(floor(fvar(30))),statetype = S)||(enemynear(floor(fvar(30))),statetype = C)
trigger5 = (enemynear(floor(fvar(30))),Movetype = H)&&(enemynear(floor(fvar(30))),StateNo!=[120,159])
trigger5 = enemynear,stateno != [5050,5210]
trigger5 = enemynear(floor(fvar(30))),Statetype != A
trigger5 = p2bodydist X = [20,100]
trigger5 = Random <= (var(30))*60
[State -1, Walk-Fwd]
type = ChangeState
value = 21
triggerall = var(30)
triggerall = !var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = stateno != 100
triggerall = ctrl || stateno = 22
triggerall = frontedgebodydist > 0
trigger1 = p2bodydist x = [200,300]
trigger1 = random <= (var(30))*30
trigger2 = p2bodydist x = [120,200]
trigger2 = random <= (var(30))*20
trigger3 = enemynear(var(53)),statetype != L
trigger3 = enemynear(var(53)),stateno != [5110,5120]
trigger3 = p2bodydist x = [0,120]
trigger3 = random <= (var(30))*20
trigger4 = enemynear(var(53)),stateno = [120,155]
trigger4 = p2bodydist x <= 80
trigger4 = random <= (var(30))*50
trigger5 = enemynear(var(53)),statetype = L
trigger5 = p2bodydist x = [55,120]
trigger5 = random <= (var(30))*60
[State -1,Walk-Back]
type = ChangeState
value = 22
triggerall = var(30)
triggerall = !var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = ctrl || stateno = 21
triggerall = backedgebodydist > 0
trigger1 = p2bodydist x = [100,160]
trigger1 = random <= (var(30))*2
trigger2 = p2bodydist x = [-5,100]
trigger2 = random <= (var(30))*1
trigger3 = enemynear(var(53)),statetype = L
trigger3 = p2bodydist x <= 30
trigger3 = random <= (var(30))*100
[State -1, kof98ver.Walk-Back]
type = ChangeState
value = 22
triggerall = var(30)
triggerall = var(1)&&!var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = ctrl || stateno = 21
triggerall = backedgebodydist > 0
trigger1 = p2bodydist x = [140,160]
trigger1 = random <= (var(30))*8
trigger2 = p2bodydist x = [-5,100]
trigger2 = random <= (var(30))*2
trigger3 = enemynear(floor(fvar(30))),statetype = L
trigger3 = p2bodydist x <= 30
trigger3 = random <= (var(30))*200
trigger4 = enemynear,stateno != [5050,5210]
trigger4 = p2bodydist x <= 30
trigger4 = random <= (var(30))*200
trigger5 = enemynear,stateno != 52000
trigger5 = p2bodydist x <= 30
trigger5 = random <= (var(30))*200
[State -1, 虎煌砲MODEver.Walk-Back]
type = ChangeState
value = 22
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = ctrl || stateno = 21
triggerall = backedgebodydist > 0
trigger1 = p2bodydist x = [100,160]
trigger1 = random <= (var(30))*100
trigger2 = p2bodydist x = [-5,100]
trigger2 = random <= (var(30))*60
trigger3 = enemynear(floor(fvar(30))),statetype = L
trigger3 = p2bodydist x <= 30
trigger3 = random <= (var(30))*200
[State -1, kof2001ver.カカッとバックステッポ]
Type = ChangeState
Value = 105
triggerall = var(30)
triggerall = !var(1)
triggerall = StateType != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = EnemyNear(floor(fvar(30))),StateType != L
triggerall = EnemyNear(floor(fvar(30))),MoveType != H
triggerall = EnemyNear(floor(fvar(30))),MoveType != A
triggerall = EnemyNear(floor(fvar(30))),stateno != [120,159]
triggerall = Ctrl
triggerall = backedgebodydist > 60
triggerall = !enemy,numproj
trigger1 = p2bodydist x = [0,90]
trigger1 = random <= (var(30))*3
[State -1, kof98ver.カカッとバックステッポ]
Type = ChangeState
Value = 105
triggerall = var(30)
triggerall = var(1)&&!var(35)
triggerall = StateType != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = EnemyNear(floor(fvar(30))),StateType != L
triggerall = EnemyNear(floor(fvar(30))),MoveType != H
triggerall = EnemyNear(floor(fvar(30))),MoveType != A
triggerall = EnemyNear(floor(fvar(30))),stateno != [120,159]
triggerall = Ctrl
triggerall = backedgebodydist > 60
triggerall = !enemy,numproj
trigger1 = p2bodydist x = [0,90]
trigger1 = random <= (var(30))*20
trigger2 = p2bodydist x = [120,140]
trigger2 = random <= (var(30))*6
[State -1, 虎煌砲MODEver.カカッとバックステッポ]
Type = ChangeState
Value = 105
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = StateType != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = EnemyNear(floor(fvar(30))),MoveType != H
triggerall = EnemyNear(floor(fvar(30))),MoveType != A
triggerall = EnemyNear(floor(fvar(30))),stateno != [120,159]
triggerall = Ctrl
triggerall = backedgebodydist > 60
triggerall = !enemy,numproj
trigger1 = p2bodydist x = [0,90]
trigger1 = random <= (var(30))*20
trigger2 = p2bodydist x = [120,140]
trigger2 = random <= (var(30))*20
[State -1, kof98ver.虎煌拳-1]
type = ChangeState
value = 1060
triggerall = var(30)
triggerall = var(1)&&!var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [150,170]
trigger1 = random <= (var(30))*8
trigger2 = p2bodydist x = [171,210]
trigger2 = random <= (var(30))*15
trigger3 = p2bodydist x >= 211
trigger3 = random <= (var(30))*20
[State -1, kof98ver.虎煌拳-2]
type = ChangeState
value = 1065
triggerall = var(30)>3
triggerall = var(1)&&!var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = (numprojID(6030) = 1)
trigger1 = p2bodydist x = [160,210]
trigger1 = random <= (var(30))*100
trigger2 = (numprojID(6030) = 1)
trigger2 = p2bodydist x >= 211
trigger2 = random <= (var(30))*150
[State -1, 虎煌砲MODEver.覇王翔吼拳MAX-2]
type = ChangeState
value = 3010
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [100,210]
trigger1 = random <= (var(30))*10
trigger2 = p2bodydist x >= 211
trigger2 = random <= (var(30))*10
[State -1, 虎煌砲MODEver.覇王翔吼拳-1]
type = ChangeState
value = 3000
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [100,210]
trigger1 = random <= (var(30))*200
trigger2 = p2bodydist x >= 211
trigger2 = random <= (var(30))*200
[State -1, 虎煌砲MODEver.虎煌拳-1]
type = ChangeState
value = 1060
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = p2bodydist x = [150,170]
trigger1 = random <= (var(30))*300
trigger2 = p2bodydist x = [171,210]
trigger2 = random <= (var(30))*300
trigger3 = p2bodydist x >= 211
trigger3 = random <= (var(30))*300
[State -1, 虎煌砲MODEver.虎煌拳-2]
type = ChangeState
value = 1065
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
trigger1 = (numprojID(6030) = 1)
trigger1 = p2bodydist x = [100,210]
trigger1 = random <= (var(30))*300
trigger2 = (numprojID(6030) = 1)
trigger2 = p2bodydist x >= 211
trigger2 = random <= (var(30))*300
[State -1, 投げ]
type = ChangeState
value = 900
triggerall =var(30)>0&&(ctrl||(stateno=[19,21]))&&(var(26)=[2,3])&&(var(3)=3)&&!fvar(31)&&statetype = S&&P2statetype!=A&&stateno!=100&&P2bodydist X = [-const(size.ground.front),22]
trigger1 =Helper(9295),var(30)=0&&(P2bodydist X=[-const(size.ground.front)+3*fvar(2),22+3*fvar(2)])&&enemynear(var(28)),AnimTime<=-3&&prevstateno!=900&&P2stateno!=5120&&P2statetype!=L&&(P2stateno!=[5200,5201])&&var(35)=[1,10*var(30)]
;------------------------------------------------------------------------------------------
;地上立ち回り技振り 対空
[State -1, 対空:kof2001虎咆-1]
type = ChangeState
value = 1010
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = enemynear(floor(fvar(30))),Statetype = A
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = P2BodyDist X = [-5,30]
triggerall = Enemynear(floor(fvar(30))),pos y >= -40
Trigger1 = Random <= (var(30))*100
[State -1, 対空:kof98虎咆-1]
type = ChangeState
value = 1015
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = enemynear(floor(fvar(30))),Statetype = A
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = P2BodyDist X = [-5,40]
triggerall = Enemynear(floor(fvar(30))),pos y >= -40
Trigger1 = Random <= (var(30))*100
;------------------------------------------------------------------------------------------
;地上立ち回り技振り 中段
[State -1, 氷柱割り]
Type = ChangeState
value = 330
TriggerAll = var(30)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = enemynear(floor(fvar(30))),StateType=C
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
Trigger1 = P2BodyDist X =[0,45]
Trigger1 = Random <= (var(30))*10
[State -1, 猛虎雷神刹-1]
Type = ChangeState
value = 1040
TriggerAll = var(30)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = enemynear(floor(fvar(30))),StateType=C
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
Trigger1 = P2BodyDist X =[120,130]
Trigger1 = Random <= (var(30))*10
[State -1, 猛虎雷神刹-1]
Type = ChangeState
value = 1045
TriggerAll = var(30)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = enemynear(floor(fvar(30))),StateType=C
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
Trigger1 = P2BodyDist X =[170,180]
Trigger1 = Random <= (var(30))*10
;------------------------------------------------------------------------------------------
;地上立ち回り技振り 下段
[State -1, CLK]
Type = ChangeState
value = 420
TriggerAll = var(30)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = enemynear(floor(fvar(30))),StateType = S
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
Trigger1 = P2BodyDist X =[-5,38]
Trigger1 = Random <= (var(30))*35
[State -1, CHK]
Type = ChangeState
value = 430
TriggerAll = var(30)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
TriggerAll = enemynear(floor(fvar(30))),StateType = S
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
Trigger1 = P2BodyDist X =[-5,45]
Trigger1 = Random <= (var(30))*3
;------------------------------------------------------------------------------
;地上立ち回り技振り 牽制
[State -1, SSLP]
Type = ChangeState
value = 205
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = p2bodydist x <= 21
trigger1 = P2BodyDist X = [-10,20]
trigger1 = p2bodydist y >= -30
trigger1 = random <= (var(30))*35
[State -1, SLP]
Type = ChangeState
value = 200
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
triggerall = p2bodydist x >= 20
trigger1 = (enemynear(floor(fvar(30))),statetype = S)||(enemynear(floor(fvar(30))),statetype != C)
trigger1 = P2BodyDist X = [20,48+floor(4*(enemynear(floor(fvar(30))),vel X))]
trigger1 = p2bodydist y >= -60
trigger1 = random <= (var(30))*25
[State -1, CLK]
Type = ChangeState
value = 420
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = P2BodyDist X = [-10,38]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(30))*30
[State -1, KD]
Type = ChangeState
value = 300
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = P2BodyDist X = [20+floor(10*(enemynear(floor(fvar(30))),vel X)),30+floor(10*(enemynear(floor(fvar(30))),vel X))]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(30))*2
[State -1, kof98ver.SHP]
Type = ChangeState
value = 240
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = (enemynear(floor(fvar(30))),statetype = S)||(enemynear(floor(fvar(30))),statetype != C)
trigger1 = P2BodyDist X = [30+floor(8*(enemynear(floor(fvar(30))),vel X)),50+floor(8*(enemynear(floor(fvar(30))),vel X))]
trigger1 = p2bodydist y >= -40
trigger1 = random <= (var(30))*4
[State -1, 虎煌砲MODEver.SLK]
Type = ChangeState
value = 250
triggerall = var(30)
triggerall = var(1)&&var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = P2BodyDist X = [30+floor(6*(enemynear(floor(fvar(30))),vel X)),85+floor(6*(enemynear(floor(fvar(30))),vel X))]
trigger1 = p2bodydist y >= -25
trigger1 = random <= 300
[State -1, kof98ver.SLK]
Type = ChangeState
value = 250
triggerall = var(30)
triggerall = var(1)&&!var(35)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = P2BodyDist X = [45+floor(6*(enemynear(floor(fvar(30))),vel X)),85+floor(6*(enemynear(floor(fvar(30))),vel X))]
trigger1 = p2bodydist y >= -25
trigger1 = random <= (var(30))*11
[State -1, kof2001ver.虎咆疾風拳-1]
Type = ChangeState
value = 1040
triggerall = var(30)
triggerall = !var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),statetype != A
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = P2BodyDist X = [60,90]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(30))*3
[State -1, kof2001ver.虎煌拳-1]
Type = ChangeState
value = 1000
triggerall = var(30)
triggerall = !var(1)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = enemynear(floor(fvar(30))),movetype = I
triggerall = enemynear(floor(fvar(30))),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(floor(fvar(30))),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || stateno = 101
triggerall = p2stateno != 52000
triggerall = (EnemyNear(floor(fvar(30))),StateNo != [5100,5270])
trigger1 = P2BodyDist X = [90,100]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(30))*6
[State -1, 投げ]
type = ChangeState
value = 900
triggerall =var(30)>0&&(ctrl||(stateno=[19,21]))&&(var(26)=[2,3])&&(var(3)!=7)&&statetype = S&&!fvar(31)&&P2statetype!=A&&P2stateno!=5120&&stateno!=100&&!fvar(15)&&!var(16)&&P2bodydist X = [-const(size.ground.front),22]
trigger1 =Helper(9295),var(54)=0&&(enemynear(var(28)),MoveType = I||enemynear(var(28)),Ctrl)&&(enemynear(var(28)),StateType = S || enemynear(var(28)),StateType = C)&&(P2stateno!=[5200,5201])
trigger1 = random <=(15-var(30))*ceil((var(35)/var(30)))+(P2statetype=C)*50+(var(34)=1)*30*var(30)&&!((helper(9295),var(43)=[1,2])&&var(30)>9&&var(34)!=1)&&prevstateno!=900&&(P2bodydist X=[-const(size.ground.front)+3*fvar(2),22+3*fvar(2)])
;------------------------------------------------------------------------------
;空中立ち回り技振り
[State -1, AKD]
type = ChangeState
value = 310
triggerall = var(30)
triggerall = !var(1)
triggerall = roundstate = 2
triggerall = random <= (var(30))*300
triggerall = statetype = A
triggerall = enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = ctrl || stateno = [120,149]
trigger1 = P2BodyDist x = [-20+floor(13*(enemynear(floor(fvar(30))),vel X)+13*(vel X)),55+floor(13*(enemynear(floor(fvar(30))),vel X)+13*(vel X))]
trigger1 = P2BodyDist y = [-40-floor(13*(enemynear(floor(fvar(30))),vel Y)+(13*(13+1)/2)*fvar(20)-13*(vel Y)-(13*(13+1)/2)*0.55),20-floor(13*(enemynear(floor(fvar(30))),vel Y)+(13*(13+1)/2)*fvar(20)-13*(vel Y)-(13*(13+1)/2)*0.55)]
[State -1, AHP]
type = ChangeState
value = 610
triggerall = var(30)
triggerall = roundstate = 2
triggerall = random <= (var(30))*300
triggerall = statetype = A
triggerall = (enemynear(floor(fvar(30))),statetype != A && vel y >= 0) || enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = ctrl || stateno = [120,149]
trigger1 = P2BodyDist x = [-20+floor(9*(enemynear(floor(fvar(30))),vel X)+9*(vel X)),45+floor(9*(enemynear(floor(fvar(30))),vel X)+9*(vel X))]
trigger1 = P2BodyDist y = [-20-floor(9*(enemynear(floor(fvar(30))),vel Y)+(9*(9+1)/2)*fvar(20)-9*(vel Y)-(9*(9+1)/2)*0.55),40-floor(9*(enemynear(floor(fvar(30))),vel Y)+(9*(9+1)/2)*fvar(20)-9*(vel Y)-(9*(9+1)/2)*0.55)]
[State -1, AHK]
type = ChangeState
value = 630
triggerall = var(30)
triggerall = (!var(1)&&!var(3))
triggerall = roundstate = 2
triggerall = random <= (var(30))*300
triggerall = statetype = A
triggerall = (enemynear(floor(fvar(30))),statetype != A && vel y >= -2) || enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = ctrl || stateno = [120,149]
trigger1 = P2BodyDist x = [-20+floor(5*(enemynear(floor(fvar(30))),vel X)+5*(vel X)),50+floor(5*(enemynear(floor(fvar(30))),vel X)+5*(vel X))]
trigger1 = P2BodyDist y = [-15-floor(5*(enemynear(floor(fvar(30))),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.55),40-floor(5*(enemynear(floor(fvar(30))),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.55)]
[State -1, AHK]
type = ChangeState
value = 630
triggerall = var(30)
triggerall = var(1)
triggerall = roundstate = 2
triggerall = random <= (var(30))*300
triggerall = statetype = A
triggerall = (enemynear(floor(fvar(30))),statetype != A && vel y >= 0) || enemynear(floor(fvar(30))),statetype = A
triggerall = enemynear(floor(fvar(30))),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = ctrl || stateno = [120,149]
trigger1 = P2BodyDist x = [-20+floor(5*(enemynear(floor(fvar(30))),vel X)+5*(vel X)),50+floor(5*(enemynear(floor(fvar(30))),vel X)+5*(vel X))]
trigger1 = P2BodyDist y = [-15-floor(5*(enemynear(floor(fvar(30))),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.55),40-floor(5*(enemynear(floor(fvar(30))),vel Y)+(5*(5+1)/2)*fvar(20)-5*(vel Y)-(5*(5+1)/2)*0.55)]
;AIここまで
;---------------------------------------------------------------------------
;バースト 空中
[State -1]
type = ChangeState
value = 357
TriggerAll = Var(59) <= 0
triggerall = command ="c"
Triggerall= fvar(36) >= 100
triggerall= NumHelper(5998)<= 0 ;バースト使用確認
triggerall = statetype = A
trigger1 = p2stateno != [3000,3999]
trigger1 = MoveType = H
trigger1 = ctrl = 0
trigger1 = stateno = [5030,5999]
;バースト
[State -1]
type = ChangeState
value = 355
TriggerAll = Var(59) <= 0
triggerall = command ="c"
Triggerall= fvar(36) >= 100
triggerall= NumHelper(5998)<= 0 ;バースト使用確認
triggerall = (statetype = S) || (statetype = C)
trigger1 = p2stateno != [3000,3999]
trigger1 = MoveType = H
trigger1 = ctrl = 0
trigger1 = stateno = [5000,5027]
;チャージ
[State -1, Charge]
type = ChangeState
value = 2200
triggerall = !var(30)
triggerall = command = "hold_b"
triggerall = command = "hold_y"
trigger1 = statetype != A && ctrl
trigger1 = power < powermax
trigger2 = statetype != A && ctrl
trigger2 = fvar(36)<101
; ベホマ
[State -1]
type = ChangeState
value = 3300
triggerall = !var(30)
triggerall = command ="ベホマ"
triggerall = power >= 1000
triggerall = NumHelper(3302)<= 0;ベホマ使用確認
trigger1 = palno = [1,6]
trigger1 = life <= 250
trigger1 = ctrl && statetype != A
trigger2 = palno = [7,12]
trigger2 = ctrl && statetype != A
;---------------------------------------------------------------------------
; 師弟 メドローア
[State -1]
type = ChangeState
value = 3960
triggerall = !var(30)
triggerall = fvar(36) >= 100
triggerall = power >= 3000
triggerall = command ="師弟 メドローア"
Triggerall=NumHelper(3302)>= 1 ;ベホマ
Triggerall= fvar(35) = 0 ;"師弟 メドローア使用確認
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 3000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 3000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 3000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 3000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; カレイジアス メドローア
[State -1]
type = ChangeState
value = 3949
triggerall = !var(30)
triggerall = fvar(36) >= 100
triggerall = power >= 3000
triggerall = command ="カレイジアス メドローア"
Triggerall=NumHelper(3302)>= 1 ;ベホマ
Triggerall= fvar(35) = 0 ;カレイジアスメドローア使用確認
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 3000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 3000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 3000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 3000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; メドローア
[State -1]
type = ChangeState
value = 3900
triggerall = !var(30)
triggerall = command ="メドローア"
triggerall = power >= 3000
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 3000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 3000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 3000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 3000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; ベギラゴン
[State -1]
type = ChangeState
value = 3400
triggerall = !var(30)
triggerall = command ="ベギラゴン"
triggerall = power >= 2000
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 3000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 3000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 3000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 3000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; FFB
[State -1]
type = ChangeState
value = 3800
triggerall = !var(30)
triggerall = command = "FFB"
triggerall = power >= 2000
triggerall = life >= 100
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 3000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 3000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 3000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 3000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
trigger12 = movecontact
trigger12 = stateno = [600,635]
trigger13 = movecontact
trigger13 = stateno = 310
trigger14 = stateno = 1030&& AnimElem = 4,> 0
trigger15 = stateno = 1035&& AnimElem = 4,> 0
trigger16 = stateno = 1036&& AnimElem = 4,> 0
trigger17 = stateno = 1037&& AnimElem = 4,> 0
trigger18 = stateno = 1031&& AnimElem = 4,> 0
trigger19 = stateno = 1032&& AnimElem = 4,> 0
trigger20 = stateno = 1038&& AnimElem = 4,> 0
trigger21 = stateno = 1039&& AnimElem = 4,> 0
trigger22 = power >= 2000 && ProjContactTime(16000) = [1,15]
trigger22 = stateno =[1020,1025]
trigger22 = AnimElem = 5,> 0
trigger23 = power >= 2000 && ProjContactTime(16002) = [1,15]
trigger23 = stateno =1026
trigger23 = AnimElem = 6,> 0
trigger24 = power >= 2000 && ProjContactTime(16004) = [1,15]
trigger24 = stateno =1026
trigger24 = AnimElem = 6,> 0
;---------------------------------------------------------------------------
; "アバンの使徒"
[State -1]
type = ChangeState
value =3750
triggerall = !var(30)
triggerall = power >= 5000
Triggerall = fvar(35) = 0 ;使用確認
triggerall = command ="アバンの使徒"
trigger1 = palno = [1,6]
trigger1 = life <= 200
trigger1 = ctrl && statetype != A
trigger2 = palno = [7,12]
trigger2 = ctrl && statetype != A
;---------------------------------------------------------------------------
; "シャハルの鏡"
[State -1]
type = ChangeState
value =3500
triggerall = !var(30)
triggerall= palno = [11,12]
triggerall = power >= 3000
triggerall = command ="シャハルの鏡"
trigger1 = ctrl && statetype != A
;---------------------------------------------------------------------------
; "シャハルの鏡"
[State -1]
type = ChangeState
value =3500
triggerall = !var(30)
triggerall= palno = [1,10]
triggerall =fvar(38) = 0 ;シャハルの鏡使用確認
triggerall = power >= 3000
;triggerall = life <= 100
triggerall = command ="シャハルの鏡"
trigger1 = ctrl && statetype != A
;---------------------------------------------------------------------------
; "カイザーフェニックス破り"
[State -1]
type = ChangeState
value =1200
triggerall = !var(30)
triggerall = command ="カイザー破り"
trigger1 = ctrl && statetype != A
trigger2 = AnimElem = 2,> 0
trigger2 =(stateno = [200,205]) || stateno = 215 || stateno = 225 || stateno = 235
trigger3 = AnimElem = 2,> 0
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger5 = movecontact
trigger5 = stateno = 330
trigger6 = movecontact
trigger6 = stateno = 216
;---------------------------------------------------------------------------
; カイザーフェニックス破り (ガードキャンセル)
[State -1]
type = ChangeState
value =1205
triggerall = !var(30)
triggerall = command ="カイザー破り"
triggerall = power >= 1000
triggerall = life <= 333
trigger1 = ctrl && statetype != A
trigger2 = stateno = 150 || stateno = 151
;---------------------------------------------------------------------------
; イオラ連撃
[State -1]
type = ChangeState
value = 3050
triggerall = !var(30)
triggerall = command ="イオラ連撃"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 2000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 2000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 2000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 2000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; "イオラララ"
[State -1]
type = ChangeState
value = 3100
triggerall = !var(30)
triggerall = command ="イオラララ"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 2000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 2000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 2000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 2000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; ベタン空中
[State -1]
type = ChangeState
value = 3200
triggerall = !var(30)
triggerall = command ="ベタン"
triggerall = power >= 1000
trigger1 = ctrl && statetype = A
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = movecontact
trigger3 = stateno = 310
trigger4 = stateno = 1030&& AnimElem = 4,> 0
trigger5 = stateno = 1035&& AnimElem = 4,> 0
trigger6 = stateno = 1036&& AnimElem = 4,> 0
trigger7 = stateno = 1037&& AnimElem = 4,> 0
trigger8 = stateno = 1031&& AnimElem = 4,> 0
trigger9 = stateno = 1032&& AnimElem = 4,> 0
trigger10 = stateno = 1038&& AnimElem = 4,> 0
trigger11 = stateno = 1039&& AnimElem = 4,> 0
trigger12 = stateno = 1030&& AnimElem = 4,> 0
trigger13 = stateno = 1035&& AnimElem = 4,> 0
trigger14 = stateno = 1036&& AnimElem = 4,> 0
trigger15 = stateno = 1037&& AnimElem = 4,> 0
trigger16 = stateno = 1031&& AnimElem = 4,> 0
trigger17 = stateno = 1032&& AnimElem = 4,> 0
trigger18 = stateno = 1038&& AnimElem = 4,> 0
trigger19 = stateno = 1039&& AnimElem = 4,> 0
trigger20 = power >= 2000 && ProjContactTime(16000) = [1,15]
trigger20 = stateno =[1020,1025]
trigger20 = AnimElem = 7,> 0
trigger21 = power >= 2000 && ProjContactTime(16002) = [1,15]
trigger21 = stateno =1026
trigger21 = AnimElem = 7,> 0
trigger22 = power >= 2000 && ProjContactTime(16004) = [1,15]
trigger22 = stateno =1026
trigger22 = AnimElem = 7,> 0
;---------------------------------------------------------------------------
; ベタン弱
[State -1]
type = ChangeState
value = 3000
triggerall = !var(30)
triggerall = command = "ベタン"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 2000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 2000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 2000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 2000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; ベタン強
[State -1]
type = ChangeState
value = 3005
triggerall = !var(30)
triggerall = command = "ベタン"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
trigger8 = power >= 2000 && ProjContactTime(6012) = [1,15]
trigger8 = stateno = 1000
trigger9 = power >= 2000 && ProjContactTime(1004) = [1,15]
trigger9 = stateno = 1003
trigger10 = power >= 2000 && ProjContactTime(6010) = [1,15]
trigger10 = stateno = 1005
trigger11 = power >= 2000 && ProjContactTime(1042) = [1,15]
trigger11 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; イオラ弱
[State -1]
type = ChangeState
value = 1010
triggerall = !var(30)
triggerall= palno = [7,12]
triggerall = command = "kohou_x"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; イオラ強
[State -1]
type = ChangeState
value = 1015
triggerall = !var(30)
triggerall= palno = [7,12]
triggerall = command = "kohou_y"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; イオラ弱
[State -1]
type = ChangeState
value = 1010
triggerall = !var(30)
triggerall= palno = [1,6]
triggerall = command = "kohou_x"
triggerall = numprojID(16001) <= 0
triggerall = numprojID(16002) <= 0
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; イオラ強
[State -1]
type = ChangeState
value = 1015
triggerall = !var(30)
triggerall= palno = [1,6]
triggerall = command = "kohou_y"
triggerall = numprojID(16001) <= 0
triggerall = numprojID(16002) <= 0
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; イオ(トラップ)
[State -1]
type = ChangeState
value = 1300
triggerall = !var(30)
triggerall = command = "イオラ設置_a"
triggerall = numprojID(16001) <= 0
triggerall = numprojID(16002) <= 0
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320 || stateno = 330
trigger5 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; 魔法力ロッド攻撃
[State -1]
type = ChangeState
value = 302
triggerall = !var(30)
triggerall = command = "魔法力ロッド"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 9,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
;---------------------------------------------------------------------------
; ギラ
[State -1]
type = ChangeState
value = 1000
triggerall = !var(30)
triggerall = command = "koou_x"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = movecontact
trigger7 = stateno = 302
;---------------------------------------------------------------------------
; ベギラマ
[State -1]
type = ChangeState
value = 1005
triggerall = !var(30)
triggerall = command = "koou_y"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; フィンガー・フレア・ボムズ2
[State -1]
type = ChangeState
value = 1007
triggerall = !var(30)
triggerall = command = "フィンガー2"
triggerall = power >= 333
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; フィンガー・フレア・ボムズ
[State -1]
type = ChangeState
value = 1006
triggerall = !var(30)
triggerall = command = "フィンガー"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; メラゾーマ
[State -1]
type = ChangeState
value =1100
triggerall = !var(30)
triggerall = command = "イオラ_a"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; メラゾーマ
[State -1]
type = ChangeState
value =1100
triggerall = !var(30)
triggerall = command = "イオラ_b"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; ヒャダルコ弱
[State -1]
type = ChangeState
value = 1040
triggerall = !var(30)
triggerall = command = "shippuu_x"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
;ヒャダルコ強
[State -1]
type = ChangeState
value = 1045
triggerall = !var(30)
triggerall = command = "shippuu_y"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; イオ(トラップ) 空中
[State -1]
type = ChangeState
value = 1026
triggerall = !var(30)
triggerall = command = "イオラ設置_b"
triggerall = numprojID(16001) <= 0
triggerall = numprojID(16002) <= 0
trigger1 = ctrl && statetype = A
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = movecontact
trigger3 = stateno = 310
trigger4 = stateno = [1030,1039]
trigger4 = AnimElem = 4,> 0
;---------------------------------------------------------------------------
; 零距離イオ
[State -1]
type = ChangeState
value = 3700
triggerall = !var(30)
triggerall = power >= 1000
triggerall = command = "イオ0 "
trigger1 = stateno = [1030,1039]
trigger1 = AnimElem = 4,> 0
;---------------------------------------------------------------------------
; イオ弱 空中
[State -1]
type = ChangeState
value = 1020
triggerall = !var(30)
triggerall= palno = [7,12]
triggerall = command = "koou_x"
trigger1 = ctrl && statetype = A
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = movecontact
trigger3 = stateno = 310
trigger4 = stateno = [1030,1039]
trigger4 = AnimElem = 4,> 0
;---------------------------------------------------------------------------
; イオ弱 空中
[State -1]
type = ChangeState
value = 1020
triggerall = !var(30)
triggerall= palno = [1,6]
triggerall = command = "koou_x"
triggerall = numprojID(16001) <= 0
triggerall = numprojID(16002) <= 0
trigger1 = ctrl && statetype = A
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = movecontact
trigger3 = stateno = 310
trigger4 = stateno = [1030,1039]
trigger4 = AnimElem = 4,> 0
;---------------------------------------------------------------------------
; イオ強 空中
[State -1]
type = ChangeState
value = 1025
triggerall = !var(30)
triggerall= palno = [7,12]
triggerall = command = "koou_y"
trigger1 = ctrl && statetype = A
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = movecontact
trigger3 = stateno = 310
trigger4 = stateno = [1030,1039]
trigger4 = AnimElem = 4,> 0
;---------------------------------------------------------------------------
; イオ強 空中
[State -1]
type = ChangeState
value = 1025
triggerall = !var(30)
triggerall= palno = [1,6]
triggerall = command = "koou_y"
triggerall = numprojID(16001) <= 0
triggerall = numprojID(16002) <= 0
trigger1 = ctrl && statetype = A
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = movecontact
trigger3 = stateno = 310
trigger4 = stateno = [1030,1039]
trigger4 = AnimElem = 4,> 0
;---------------------------------------------------------------------------
; 集束ギラ
[State -1]
type = ChangeState
value = 1001
triggerall = !var(30)
triggerall = power >= 333
triggerall = command = "x"
triggerall = statetype != A
trigger1 = stateno = 1003
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) < 0
;---------------------------------------------------------------------------
; 集束ギラ2
[State -1]
type = ChangeState
value = 1003
triggerall = !var(30)
triggerall = power >= 333
triggerall = command = "x"
triggerall = statetype != A
trigger1 = stateno = 1000
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(15) < 0
;---------------------------------------------------------------------------
; 緊急回避
[State -1]
type = ChangeState
value = ifelse(command = "holdback",815,ifelse(command = "holdfwd",810,800))
triggerall = !var(30)
triggerall = command = "ax" || command = "z"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 100
;---------------------------------------------------------------------------
; ふっとばし攻撃
[State -1]
type = ChangeState
value = ifelse(statetype != A,300,310)
triggerall = !var(30)
triggerall = command = "c"
trigger1 = ctrl
trigger2 = stateno = 100
trigger3 = stateno = 1036&& AnimElem = 4,> 0
trigger4 = stateno = 1037&& AnimElem = 4,> 0
trigger5 = stateno = 1030&& AnimElem = 4,> 0
trigger6 = stateno = 1035&& AnimElem = 4,> 0
trigger7 = stateno = 1031&& AnimElem = 4,> 0
trigger8 = stateno = 1032&& AnimElem = 4,> 0
trigger9 = stateno = 1038&& AnimElem = 4,> 0
trigger10 = stateno = 1039&& AnimElem = 4,> 0
trigger11 = stateno = [600,625]
trigger11 = movecontact
trigger12 = stateno= [200,235]
trigger12 = stateno!= 216
trigger12 = movecontact
trigger13 = stateno = [400,499]
trigger13 = movecontact
;---------------------------------------------------------------------------
; ルーラ後方
[State -1]
type = ChangeState
value = 3610
triggerall = !var(30)
triggerall = command = "ルーラ_B"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,235]
trigger2 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger3 = fvar(36) >= 33
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320 || stateno = [340,350]
trigger4 = fvar(36) >= 33
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = fvar(36) >= 33
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = fvar(36) >= 33
trigger7 = stateno = 302 && movecontact
trigger7 = fvar(36) >= 33
;---------------------------------------------------------------------------
; ルーラチェイン-空中(技キャンセル)
[State -1]
type = ChangeState
value = 3651
triggerall = !var(30)
triggerall = command = "c"
triggerall = fvar(36) >= 33
trigger1 = ProjHitTime(16000) = [1,15]
trigger1 = stateno =[1020,1025]
trigger1 = AnimElem = 7,> 0
trigger2 = ProjHitTime(16002) = [1,15]
trigger2 = stateno =1026
trigger2 = AnimElem = 7,> 0
trigger3 = ProjHitTime(16004) = [1,15]
trigger3 = stateno =1026
trigger3 = AnimElem = 7,> 0
trigger4 = movehit
trigger4 = stateno = [310,315]
trigger5 = movehit
trigger5 = stateno = [600,635]
;---------------------------------------------------------------------------
; ルーラ空中前方
[State -1]
type = ChangeState
value = 3661
triggerall = !var(30)
triggerall = command = "ルーラ_F"
trigger1 = ctrl && statetype = A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = 310
;---------------------------------------------------------------------------
; ルーラ空中後方
[State -1]
type = ChangeState
value = 3611
triggerall = !var(30)
triggerall = command = "ルーラ_B"
trigger1 = ctrl && statetype = A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = 310
;---------------------------------------------------------------------------
; ルーラチェイン(技キャンセル)
[State -1]
type = ChangeState
value = 3650
triggerall = !var(30)
triggerall = fvar(36) >= 33
triggerall = command = "c"
trigger1 = ProjHitTime(6012) = [1,15]
trigger1 = stateno = 1000
trigger2 = ProjHitTime(1004) = [1,15]
trigger2 = stateno = 1003
trigger3 = ProjHitTime(6010) = [1,15]
trigger3 = stateno = 1005
trigger4 = ProjHitTime(1042) = [1,15]
trigger4 = stateno = [1040,1045]
trigger5 = movehit
trigger5 = stateno = [200,499]
;---------------------------------------------------------------------------
; ルーラ前方
[State -1]
type = ChangeState
value = 3660
triggerall = !var(30)
triggerall = command = "ルーラ_F"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,235]
trigger2 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger3 = fvar(36) >= 33
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320 || stateno = [340,350]
trigger4 = fvar(36) >= 33
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = fvar(36) >= 33
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = fvar(36) >= 33
trigger7 = stateno = 302 && movecontact
trigger7 = fvar(36) >= 33
;---------------------------------------------------------------------------
; カウンター
[State -1]
type = ChangeState
value = 320
triggerall = !var(30)
trigger1 = stateno = 800
trigger1 = AnimElem = 2,> 0
trigger1 = command = "x" || command = "y" || command = "a" || command = "b"
;---------------------------------------------------------------------------
; ガードキャンセル緊急回避
[State -1]
type = ChangeState
value = ifelse(command != "holdback",830,835)
triggerall = !var(30)
triggerall = command = "ax" || command = "z"
triggerall = power >= 1000
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
; ガードキャンセルふっとばし攻撃
[State -1]
type = ChangeState
value = 820
triggerall = !var(30)
triggerall = command = "by" || command = "c"
triggerall = power >= 1000
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
; 放り投げ
[State -1]
type = ChangeState
value = 910
triggerall = !var(30)
trigger1 = command = "fwd_y" || command = "back_y"
trigger1 = enemynear,movetype != H
trigger1 = P2BodyDist X < 15
trigger1 = statetype != A && ctrl
;---------------------------------------------------------------------------
; 放り投げ
[State -1]
type = ChangeState
value = 910
triggerall = !var(30)
trigger1 = command = "fwd_b" || command = "back_b"
trigger1 = enemynear,movetype != H
trigger1 = P2BodyDist X < 15
trigger1 = statetype != A && ctrl
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 中段ロッド
[State -1]
type = ChangeState
value = 330
triggerall = !var(30)
triggerall =command = "holdfwd"&& command = "y"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = stateno != 216
trigger3 = movecontact
trigger3 = stateno = [400,420]
; ロッド(浮かし)
[State -1]
type = ChangeState
value = 425
triggerall = !var(30)
triggerall = command = "downfwd_x"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = stateno != 216
trigger3 = movecontact
trigger3 = stateno = [400,420]
; ヒャド
[State -1]
type = ChangeState
value = 216
triggerall = !var(30)
triggerall = command = "holdfwd"&& command = "x"
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = stateno != 216
trigger3 = movecontact
trigger3 = stateno = [400,420]
;---------------------------------------------------------------------------
; 立ち弱P
[State -1]
type = ChangeState
value =205 ;ifelse(P2BodyDist X > 20,200,205)
triggerall = !var(30)
triggerall = command = "x" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 100
trigger3 = (stateno = [200,205]) && AnimElem = 4,> 0
trigger3 = movecontact
trigger4 = stateno = 400 && AnimElem = 3,> 0
trigger5 = stateno = 420 && AnimElem = 3,> 0
;---------------------------------------------------------------------------
; 立ち強P
[State -1]
type = ChangeState
value = 215 ;ifelse(P2BodyDist X > 20,210,215)
triggerall = !var(30)
triggerall = command = "y" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 100
trigger3 = stateno = 205
trigger3 = movecontact
trigger4 = stateno = 200
trigger4 = movecontact
trigger5 = stateno = 220
trigger5 = movecontact
trigger6 = stateno = 230
trigger6 = movecontact
;---------------------------------------------------------------------------
; 立ちメラ
[State -1]
type = ChangeState
value = 220
triggerall = p2bodydist X >20
triggerall = !var(30)
triggerall = command = "a" && command != "holddown"
triggerall = numprojID(6013) = 0
trigger1 = ctrl && statetype != A
trigger2 = movecontact
trigger2 = stateno = [200,225]
trigger2 = AnimElem = 6,< 0
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320
trigger4 = AnimElem = 7,< 0
trigger5 = movecontact
trigger5 = stateno = 330
trigger5 = AnimElem = 6,< 0
trigger6 = movecontact
trigger6 = stateno = 216
trigger6 = AnimElem = 8,< 0
trigger7 = stateno = 100
;---------------------------------------------------------------------------
; トベルーラ(チェイン@)空中
[State -1]
type = ChangeState
value = 1037
triggerall = !var(30)
;triggerall = fvar(9) >=1
triggerall = fvar(36) >= 33
triggerall = command = "z"
triggerall = statetype = A
trigger1 = movehit
trigger1 = stateno = [310,315]
trigger2 = movehit
trigger2 = stateno = [600,635]
trigger3 = ProjHitTime(16000) = [1,15]
trigger3 = stateno =[1020,1025]
trigger3 = AnimElem = 7,> 0
trigger4 = ProjHitTime(16002) = [1,15]
trigger4 = stateno =1026
trigger4 = AnimElem = 7,> 0
trigger5 = ProjHitTime(16004) = [1,15]
trigger5 = stateno =1026
trigger5 = AnimElem = 7,> 0
;---------------------------------------------------------------------------
; トベルーラ(チェイン@)地上
[State -1]
type = ChangeState
value = 1035
triggerall = !var(30)
triggerall = fvar(36) >= 33
triggerall = command = "z"
triggerall = statetype != A
trigger1 = movehit
trigger1 = stateno = 300
trigger2 = movehit
trigger2 = stateno = 330
trigger3 = ProjhitTime(6012) = [1,15]
trigger3 = stateno = 1000
trigger4 = ProjhitTime(1004) = [1,15]
trigger4 = stateno = 1003
trigger5 = ProjhitTime(6010) = [1,15]
trigger5 = stateno = 1005
trigger6 = ProjhitTime(1042) = [1,15]
trigger6 = stateno = [1040,1045]
;---------------------------------------------------------------------------
; トベルーラ(チェイン@)
[State -1]
type = ChangeState
value = 1030
triggerall = !var(30)
triggerall = fvar(36) >= 33
triggerall = command = "z"
triggerall = statetype != A
trigger1 = movehit
trigger1 = stateno = 425
trigger2 = movehit
trigger2 = stateno = [200,499]
;---------------------------------------------------------------------------
; トベルーラ2空中後方
[State -1]
type = ChangeState
value = 1039
triggerall = !var(30)
triggerall =command ="トベルーラB2"
trigger1 = ctrl && statetype = A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = 310
;---------------------------------------------------------------------------
; トベルーラ2空中後方
[State -1]
type = ChangeState
value = 1038
triggerall = !var(30)
triggerall =command ="トベルーラB"
trigger1 = ctrl && statetype = A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = 310
;---------------------------------------------------------------------------
; トベルーラ2空中
[State -1]
type = ChangeState
value = 1037
triggerall = !var(30)
triggerall =command ="トベルーラ2"
trigger1 = ctrl && statetype = A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = 310
;---------------------------------------------------------------------------
; トベルーラ2空中
[State -1]
type = ChangeState
value = 1036
triggerall = !var(30)
triggerall =command ="トベルーラ"
trigger1 = ctrl && statetype = A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = stateno = [600,635]
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = 310
;---------------------------------------------------------------------------
; トベルーラ前方
[State -1]
type = ChangeState
value = 1030
triggerall = !var(30)
triggerall = command = "トベルーラ"
trigger1 = ctrl && statetype != A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = (stateno = [200,205]) || stateno = 215 || stateno = 225 || stateno = 235
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = fvar(36) >= 33
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320 || stateno = [340,350]
trigger5 = fvar(36) >= 33
trigger5 = movecontact
trigger5 = stateno = 330
trigger6 = fvar(36) >= 33
trigger6 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; トベルーラ前方2
[State -1]
type = ChangeState
value = 1035
triggerall = !var(30)
triggerall = command = "トベルーラ2"
trigger1 = ctrl && statetype != A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = (stateno = [200,205]) || stateno = 215 || stateno = 225 || stateno = 235
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = fvar(36) >= 33
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320 || stateno = [340,350]
trigger5 = fvar(36) >= 33
trigger5 = movecontact
trigger5 = stateno = 330
trigger6 = fvar(36) >= 33
trigger6 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; トベルーラ後方
[State -1]
type = ChangeState
value = 1031
triggerall = !var(30)
triggerall = command = "トベルーラB"
trigger1 = ctrl && statetype != A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = (stateno = [200,205]) || stateno = 215 || stateno = 225 || stateno = 235
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = fvar(36) >= 33
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320 || stateno = [340,350]
trigger5 = fvar(36) >= 33
trigger5 = movecontact
trigger5 = stateno = 330
trigger6 = fvar(36) >= 33
trigger6 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; トベルーラ後方2
[State -1]
type = ChangeState
value = 1032
triggerall = !var(30)
triggerall = command = "トベルーラB2"
trigger1 = ctrl && statetype != A
trigger2 = fvar(36) >= 33
trigger2 = movecontact
trigger2 = (stateno = [200,205]) || stateno = 215 || stateno = 225 || stateno = 235
trigger3 = fvar(36) >= 33
trigger3 = movecontact
trigger3 = stateno = [400,430]
trigger4 = fvar(36) >= 33
trigger4 = movecontact
trigger4 = stateno = 300 || stateno = 320 || stateno = [340,350]
trigger5 = fvar(36) >= 33
trigger5 = movecontact
trigger5 = stateno = 330
trigger6 = fvar(36) >= 33
trigger6 = stateno = 302 && movecontact
;---------------------------------------------------------------------------
; 立ち弱K
[State -1]
type = ChangeState
value = 225
triggerall = !var(30)
triggerall = command = "a" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 100
trigger3 = stateno = 200
trigger3 = movecontact
trigger4 = stateno = 205
trigger4 = movecontact
;---------------------------------------------------------------------------
; メラミ
[State -1]
type = ChangeState
value = ifelse(P2BodyDist X > 20,230,235)
triggerall = !var(30)
triggerall = command = "b" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 100
trigger3 = stateno = 200
trigger3 = movecontact
trigger4 = stateno = 330
trigger4 = movecontact
trigger5 = stateno = 215
trigger5 = movecontact
trigger6 = stateno = 216
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 420
trigger8 = movecontact
;---------------------------------------------------------------------------
; 屈み弱P
[State -1]
type = ChangeState
value = 400
triggerall = !var(30)
triggerall = command = "x" && command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 100
trigger3 = (stateno = [200,205]) && AnimElem = 4,> 0
trigger4 = stateno = 400
trigger4 = AnimElem = 5,> 0
;---------------------------------------------------------------------------
; 屈み強P
[State -1]
type = ChangeState
value = 410
triggerall = !var(30)
triggerall = command = "y" && command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 100
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 420
trigger4 = movecontact
;---------------------------------------------------------------------------
; 屈み弱K
[State -1]
type = ChangeState
value = 420
triggerall = !var(30)
triggerall = command = "a" && command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 100
trigger3 = (stateno = [200,205]) && AnimElem = 4,> 0
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 420 && AnimElem = 4,> 0
;---------------------------------------------------------------------------
; 屈み強K
[State -1]
type = ChangeState
value = 430
triggerall = !var(30)
triggerall = command = "b" && command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 100
trigger3 = stateno = 420
trigger3 = movecontact
;---------------------------------------------------------------------------
; ジャンプ弱P
[State -1]
type = ChangeState
value = ifelse(vel x || Var(1) || Var(3),600,605)
triggerall = !var(30)
triggerall = command = "x"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 1030&& AnimElem = 4,> 0
trigger3 = stateno = 1035&& AnimElem = 4,> 0
trigger4 = stateno = 1036&& AnimElem = 4,> 0
trigger5 = stateno = 1037&& AnimElem = 4,> 0
trigger6 = stateno = 1031&& AnimElem = 4,> 0
trigger7 = stateno = 1032&& AnimElem = 4,> 0
trigger8 = stateno = 1038&& AnimElem = 4,> 0
trigger9 = stateno = 1039&& AnimElem = 4,> 0
;---------------------------------------------------------------------------
; ジャンプ強P
[State -1]
type = ChangeState
value = ifelse(vel x || Var(1) || Var(3),610,615)
triggerall = !var(30)
triggerall = command = "y"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 1030&& AnimElem = 4,> 0
trigger3 = stateno = 1035&& AnimElem = 4,> 0
trigger4 = stateno = 1036&& AnimElem = 4,> 0
trigger5 = stateno = 1037&& AnimElem = 4,> 0
trigger6 = stateno = 1031&& AnimElem = 4,> 0
trigger7 = stateno = 1032&& AnimElem = 4,> 0
trigger8 = stateno = 1038&& AnimElem = 4,> 0
trigger9 = stateno = 1039&& AnimElem = 4,> 0
trigger10 = fvar(9) >=1
trigger10 = fvar(10) <=0
trigger10 = stateno = [600,605]
trigger10 = movecontact
trigger11 = fvar(9) >=1
trigger11 = fvar(10) <=0
trigger11 = stateno = [620,625]
trigger11 = movecontact
;---------------------------------------------------------------------------
; ジャンプ弱K
[State -1]
type = ChangeState
value = ifelse(vel x || Var(1) || Var(3),620,625)
triggerall = !var(30)
triggerall = command = "a"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 1030&& AnimElem = 4,> 0
trigger3 = stateno = 1035&& AnimElem = 4,> 0
trigger4 = stateno = 1036&& AnimElem = 4,> 0
trigger5 = stateno = 1037&& AnimElem = 4,> 0
trigger6 = stateno = 1031&& AnimElem = 4,> 0
trigger7 = stateno = 1032&& AnimElem = 4,> 0
trigger8 = stateno = 1038&& AnimElem = 4,> 0
trigger9 = stateno = 1039&& AnimElem = 4,> 0
trigger10 = fvar(9) >=1
trigger10 = fvar(10) <=0
trigger10 = stateno = [600,605]
trigger10 = movecontact
;---------------------------------------------------------------------------
; ジャンプ強K
[State -1]
type = ChangeState
value = ifelse((vel x && !Var(3)) || Var(1),630,635)
triggerall = !var(30)
triggerall = command = "b"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 1030&& AnimElem = 4,> 0
trigger3 = stateno = 1035&& AnimElem = 4,> 0
trigger4 = stateno = 1036&& AnimElem = 4,> 0
trigger5 = stateno = 1037&& AnimElem = 4,> 0
trigger6 = stateno = 1031&& AnimElem = 4,> 0
trigger7 = stateno = 1032&& AnimElem = 4,> 0
trigger8 = stateno = 1038&& AnimElem = 4,> 0
trigger9 = stateno = 1039&& AnimElem = 4,> 0
trigger10 = fvar(9) >=1
trigger10 = fvar(10) <=0
trigger10 = stateno = [600,605]
trigger10 = movecontact
trigger11 = fvar(9) >=1
trigger11 = fvar(10) <=0
trigger11 = stateno = [620,625]
trigger11 = movecontact
;---------------------------------------------------------------------------
; ダッシュ
[State -1]
type = ChangeState
value = 100
triggerall = !var(30)
trigger1 = command = "FF"
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
; バックステップ
[State -1]
type = ChangeState
value = 105
triggerall = !var(30)
trigger1 = command = "BB"
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
; 挑発
[State -1]
type = ChangeState
value = 840
triggerall = !var(30)
triggerall = command = "start"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 100
;---------------------------------------------------------------------------
;AI起動用ヘルパー
;---------------------------------------------------------------------------
[Statedef 20000]
;anim=9999;なにも表示しないアニメでもいいけど入れなくても全然問題ない
ctrl=0
[State 20000,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0
[State 20000,プレイヤー判定]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(30)=-1
ignorehitpause = 1
[State 20000,立ったら消失]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(30)||var(30)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"
ignorehitpause = 1
[State 20000,フラグON]
type=varset
triggerall= var(30)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(30)=1
ignorehitpause = 1