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Command List — POP_AM 19.1.27.zip ← Back to Overview

;=========================================================================== ; 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
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