;** キーコンフィグ 設定**
;下記の [Remap] はボタン配置を変更できます。
;例として「z = ○」の「○」の部分に「x,y,z,a,b,c,s」のうちいずれかを入れることで、
;Zボタンの配置を変えることが出来ます。
;お好みに変えてください。
;ただし、ボタンは被らないよう設定してください。
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;############# ここから下はいじくらない #############
[Defaults]
command.time = 15
command.buffer.time = 1
;-| Special Motions |------------------------------------------------------
[Command]
name = "item"
command = /$U, x
time = 1
[Command]
name = "item"
command = ~U, x
time = 1
[Command]
name = "dual"
command = ~U, y
time = 1
[Command]
name = "dual"
command = /$U, y
time = 1
[Command]
name = "IC"
command = ~D, DF, F, UF, U, x
time = 25
[Command]
name = "IC"
command = ~D, F, UF, U, x
time = 25
[Command]
name = "IC"
command = ~D, DF, F, U, x
time = 25
[Command]
name = "IC"
command = ~D, F, U, x
time = 25
[Command]
name = "hellfire"
command = ~U, D, DF, F, x
time = 20
[Command]
name = "hellfire"
command = ~U, D, F, x
time = 20
[Command]
name = "nidangiri"
command = ~D, DF, F, x
time = 12
[Command]
name = "nidangiri"
command = ~D, F, x
time = 12
[Command]
name = "ukimi"
command = ~D, U, a
time = 10
[Command]
name = "ukimi2"
command = ~D, U, UF, a
time = 10
[Command]
name = "ukimi2"
command = ~D, UF, a
time = 10
[Command]
name = "airkick"
command = ~D, a
time = 5
[Command]
name = "airkick"
command = /$D, a
time = 5
[Command]
name = "surai"
command = /$D, a
time = 1
[Command]
name = "samonHD"
command = ~D, y
time = 1
[Command]
name = "samonHD"
command = /$D, y
time = 1
[Command]
name = "samon"
command = ~B, F, U, D, x
time = 35
[Command]
name = "samon"
command = ~B, F, BU, U, D, x
time = 35
[Command]
name = "tetora"
command = ~30$U, UF, F, DF, D, x
time = 20
[Command]
name = "tetora"
command = ~30$U, F, DF, D, x
time = 20
[Command]
name = "tetora"
command = ~30$U, UF, F, D, x
time = 20
[Command]
name = "tetora"
command = ~30$U, F, D, x
time = 20
[Command]
name = "dark"
command = ~B, UB, U, UF, F, x
time = 22
[Command]
name = "dark"
command = ~B, U, UF, F, x
time = 22
[Command]
name = "dark"
command = ~B, UB, U, F, x
time = 22
[Command]
name = "dark"
command = ~B, U, F, x
time = 22
[Command]
name = "soul"
command = ~B, F, DF, D, DB ,B, F, x
time = 33
[Command]
name = "soul"
command = ~B, F, D, DB ,B, F, x
time = 33
[Command]
name = "soul"
command = ~B, F, DF, D, B, F, x
time = 33
[Command]
name = "soul"
command = ~B, F, D ,B, F, x
time = 33
[Command]
name = "wingsmash"
command = /$a, U, UB, B, DB, D, DF, F
time = 27
[Command]
name = "wingsmash"
command = /$a, U, B, DB, D, DF, F
time = 27
[Command]
name = "wingsmash"
command = /$a, U, UB, B, D, DF, F
time = 27
[Command]
name = "wingsmash"
command = /$a, U, UB, B, DB, D, F
time = 27
[Command]
name = "wingsmash"
command = /$a, U, B, D, F
time = 27
[Command]
name = "wingsmash2"
command = ~a
time = 1
[Command]
name = "c_wingsmash"
command = U, D, DF, F, x
time = 23
[Command]
name = "c_wingsmash"
command = U, D, F, x
time = 23
[Command]
name = "flockbat"
command = /$a, U, UF, F, DF, D, z
time = 25
[Command]
name = "flockbat"
command = /$a, U, F, DF, D, z
time = 25
[Command]
name = "flockbat"
command = /$a, U, UF, F, D, z
time = 25
[Command]
name = "flockbat"
command = /$a, U, F, D, z
time = 25
[Command]
name = "valman"
command = ~D, DF, F, B, DB, D, x
time = 30
[Command]
name = "valman"
command = ~D, F, B, DB, D, x
time = 30
[Command]
name = "valman"
command = ~D, DF, F, B, D, x
time = 30
[Command]
name = "valman"
command = ~D, F, B, D, x
time = 30
[Command]
name = "moonrod"
command = ~B, D, x
time = 20
[Command]
name = "familiar_sword"
command = ~U, s
time = 1
[Command]
name = "familiar_sword"
command = /$U, s
time = 1
[Command]
name = "familiar_bat"
command = ~D, s
time = 1
[Command]
name = "familiar_bat"
command = /$D, s
time = 1
[Command]
name = "mana"
command = ~B, s
time = 1
[Command]
name = "mana"
command = /$B, s
time = 1
[Command]
name = "shield"
command = ~F, s
time = 1
[Command]
name = "shield"
command = /$F, s
time = 1
[Command]
name = "familiar_sword2"
command = ~U, c
time = 1
[Command]
name = "familiar_sword2"
command = /$U, c
time = 1
[Command]
name = "familiar_bat2"
command = ~D, c
time = 1
[Command]
name = "familiar_bat2"
command = /$D, c
time = 1
[Command]
name = "mana2"
command = ~B, c
time = 1
[Command]
name = "mana2"
command = /$B, c
time = 1
[Command]
name = "shield2"
command = ~F, c
time = 1
[Command]
name = "shield2"
command = /$F, c
time = 1
[Command]
name = "alucardshield"
command = /$z, U, UF, F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB, ~60$U
time = 150
[Command]
name = "alucardshield"
command = /$z, U, F, D, B, U, F, D, B, ~60$U
time = 150
[Command]
name = "hyaku"
command = ~D, DF, F, UF, ~60$U
time = 90
[Command]
name = "hyaku"
command = ~D, F, UF, ~60$U
time = 90
[Command]
name = "hyaku"
command = ~D, DF, F, ~60$U
time = 90
[Command]
name = "hyaku"
command = ~D, F, ~60$U
time = 90
[Command]
name = "hyaku2"
command = /$D, x
time = 1
[Command]
name = "mist"
command = ~B, b
time = 1
[Command]
name = "mist"
command = /$B, b
time = 1
[Command]
name = "mist"
command = ~F, b
time = 1
[Command]
name = "mist"
command = /$F, b
time = 1
[Command]
name = "mist"
command = ~U, b
time = 1
[Command]
name = "mist"
command = /$U, b
time = 1
[Command]
name = "changewolf"
command = ~D, b
time = 1
[Command]
name = "changewolf"
command = /$D, b
time = 1
[Command]
name = "changebat"
command = ~D, a
time = 1
[Command]
name = "changebat"
command = /$D, a
time = 1
[Command]
name = "sc"
command = ~30$D, U, x
time = 15
[Command]
name = "konbo1"
command = ~F, F, x
time = 12
[Command]
name = "konbo2"
command = ~U, x
time = 8
[Command]
name = "konbo2"
command = /$U, x
time = 8
[Command]
name = "konbo3"
command = ~D, x
time = 15
[Command]
name = "konbo3"
command = /$D, x
time = 15
[Command]
name = "konbo4"
command = ~B, F, x
time = 15
[Command]
name = "shieldrod"
command = B, F, x
time = 16
[Command]
name = "shieldrod_jump"
command = ~F, B, x
time = 10
[Command]
name = "demo"
command = ~D, DB, B, DB, D, FB, F, x
time = 25
[Command]
name = "demo"
command = ~D, B, DB, D, FB, F, x
time = 25
[Command]
name = "demo"
command = ~D, DB, B, D, FB, F, x
time = 25
[Command]
name = "demo"
command = ~D, DB, B, DB, D, F, x
time = 25
[Command]
name = "demo"
command = ~D, B, D, F, x
time = 25
[Command]
name = "warp"
command = ~D, D, a
time = 13
[Command]
name = "s_kc_r1"
command = ~U, D, B, F, s
time = 40
[Command]
name = "s_kc_l1"
command = ~U, D, F, B, s
time = 40
[Command]
name = "s_kc_r2"
command = ~U, D, B, F, c
time = 40
[Command]
name = "s_kc_l2"
command = ~U, D, F, B, c
time = 40
[Command]
name = "hold_a"
command = /$a
time = 1
[Command]
name = "hold_b"
command = /$b
time = 1
[Command]
name = "hold_c"
command = /$c
time = 1
[Command]
name = "hold_x"
command = /$x
time = 1
[Command]
name = "hold_y"
command = /$y
time = 1
[Command]
name = "hold_z"
command = /$z
time = 1
[Command]
name = "hold_s"
command = /$s
time = 1
;-| AI |-------------------------------------------------------------------
[Command]
name = "AI_1"
command = ~F, B, b, B
time = 0
[Command]
name = "AI_2"
command = ~D, U, b, a
time = 0
[Command]
name = "AI_3"
command = ~F, D, b, c
time = 0
[Command]
name = "AI_4"
command = ~U, U, U, D
time = 0
[Command]
name = "AI_5"
command = ~B, F, z, a
time = 0
[Command]
name = "AI_6"
command = ~s, s, s, U
time = 0
[Command]
name = "AI_7"
command = ~z, z, U, U
time = 0
[Command]
name = "AI_8"
command = ~a, a, a, s
time = 0
[Command]
name = "AI_9"
command = ~s, s, s, s
time = 0
[Command]
name = "AI_10"
command = ~c, D, U, s
time = 0
[Command]
name = "AI_11"
command = ~F, B, b, B
time = 0
[Command]
name = "AI_12"
command = ~D, U, b, a
time = 0
[Command]
name = "AI_13"
command = ~F, D, b, c
time = 0
[Command]
name = "AI_14"
command = ~U, U, U, D
time = 0
[Command]
name = "AI_15"
command = ~B, F, z, a
time = 0
[Command]
name = "AI_16"
command = ~s, s, s, U
time = 0
[Command]
name = "AI_17"
command = ~z, z, U, U
time = 0
[Command]
name = "AI_18"
command = ~a, a, a, s
time = 0
[Command]
name = "AI_19"
command = ~s, s, s, s
time = 0
[Command]
name = "AI_20"
command = ~c, D, U, s
time = 0
[Command]
name = "AI_21"
command = ~F, B, b, B
time = 0
[Command]
name = "AI_22"
command = ~D, U, b, a
time = 0
[Command]
name = "AI_23"
command = ~F, D, b, c
time = 0
[Command]
name = "AI_24"
command = ~U, U, U, D
time = 0
[Command]
name = "AI_25"
command = ~B, F, z, a
time = 0
[Command]
name = "AI_26"
command = ~s, s, s, U
time = 0
[Command]
name = "AI_27"
command = ~z, z, U, U
time = 0
[Command]
name = "AI_28"
command = ~a, a, a, s
time = 0
[Command]
name = "AI_29"
command = ~s, s, s, s
time = 0
[Command]
name = "AI_30"
command = ~c, D, U, s
time = 0
[Command]
name = "AI_31"
command = ~F, B, b, B
time = 0
[Command]
name = "AI_32"
command = ~D, U, b, a
time = 0
[Command]
name = "AI_33"
command = ~F, D, b, c
time = 0
[Command]
name = "AI_34"
command = ~U, U, U, D
time = 0
[Command]
name = "AI_35"
command = ~B, F, z, a
time = 0
[Command]
name = "AI_36"
command = ~s, s, s, U
time = 0
[Command]
name = "AI_37"
command = ~z, z, U, U
time = 0
[Command]
name = "AI_38"
command = ~a, a, a, s
time = 0
[Command]
name = "AI_39"
command = ~s, s, s, s
time = 0
[Command]
name = "AI_40"
command = ~c, D, U, s
time = 0
[Command]
name = "AI_41"
command = ~F, B, b, B
time = 0
[Command]
name = "AI_42"
command = ~D, U, b, a
time = 0
[Command]
name = "AI_43"
command = ~F, D, b, c
time = 0
[Command]
name = "AI_44"
command = ~U, U, U, D
time = 0
[Command]
name = "AI_45"
command = ~B, F, z, a
time = 0
[Command]
name = "AI_46"
command = ~s, s, s, U
time = 0
[Command]
name = "AI_47"
command = ~z, z, U, U
time = 0
[Command]
name = "AI_48"
command = ~a, a, a, s
time = 0
[Command]
name = "AI_49"
command = ~s, s, s, s
time = 0
[Command]
name = "AI_50"
command = ~c, D, U, s
time = 0
[Command]
name = "FF_ab"
command = F, F, a+b
[Command]
name = "FF_a"
command = F, F, a
[Command]
name = "FF_b"
command = F, F, b
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;<-- Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;<-- Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;<-- Required (do not remove)
command = a
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;<-- Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback" ;<-- Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;<-- Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown" ;<-- ;Required (do not remove)
command = /$D
time = 1
[Statedef -1] ;<-- Don't remove this line. It's required by the CMD standard.
; ===========================================================================
; Super Moves
; =====================================
;---------------------------------------------------------------------------
;デュアルクラッシュ
[State -1, SpecialMove]
type = ChangeState
value = 9900
triggerall = var(38) = 0
triggerall = roundstate = 2
triggerall = var(34) = 0
triggerall = var(42) >= 1000
triggerall = TeamMode = simul
triggerall = partner,alive
triggerall = numpartner > 0
triggerall = ctrl
triggerall = statetype = S || statetype = C
trigger1 = var(59) != 30
trigger1 = command = "dual"
;デュアルクラッシュ(AI)
[State -1, SpecialMove]
type = ChangeState
value = 9900
triggerall = P3name != "raigu's Armor_Lord"
triggerall = P3name != "raigu's dracula"
triggerall = var(38) = 0
triggerall = roundstate = 2
triggerall = var(34) = 0
triggerall = var(42) >= 1000
triggerall = TeamMode = simul
triggerall = partner,alive
triggerall = numpartner > 0
triggerall = ctrl
triggerall = statetype = S || statetype = C
trigger1 = var(59) = 30
trigger1 = fvar(0) <= 50
trigger1 = fvar(0) >= -50
trigger1 = life > 350
trigger1 = partner,movetype != H
trigger1 = partner,statetype != L
trigger1 = partner,statetype != A
trigger1 = random <= 65
trigger2 = var(59) = 30
trigger2 = fvar(0) <= 50
trigger2 = fvar(0) >= -50
trigger2 = life <= 350
trigger2 = partner,movetype != H
trigger2 = partner,statetype != L
trigger2 = partner,statetype != A
trigger2 = random <= 330
trigger3 = var(59) = 30
trigger3 = P3Name="raigu's Jonathan"||P3Name="raigu's Richter Belmont"||P3Name="raigu's Alucard"||P3Name="raigu's Maria"||P3Name="mothman's Soma"||P3Name="mothman's Julius"||P3Name="mothman's Yoko"||P3Name="mothman's Shanoa"
trigger3 = partner,stateno = 9900
trigger3 = fvar(0) <= 50
trigger3 = fvar(0) >= -50
;--------------------------------------------------------------
[State -1, SpecialMove1]
;ソウルスチール
type = ChangeState
value = 1800
triggerall = var(38) = 0
triggerall = var(42) >= 1200
trigger1 = command = "soul"
trigger1 = statetype = S && ctrl
trigger2 = command = "soul"
trigger2 = stateno = 200
trigger2 = MoveContact > 1
trigger3 = var(34) = 0
trigger3 = var(59) = 30
trigger3 = random < 5
trigger3 = life <= 300
trigger3 = statetype = S && ctrl
;--------------------------------------------------------------
[State -1, SpecialMove]
;ENCOUNTER
type = ChangeState
value = 13000
triggerall = numhelper(13250) = 0
triggerall = var(38) = 1 && var(28) <= 16
triggerall = command = "soul" && var(42) >= 1000
triggerall = var(54) = 0
trigger1 = statetype = S && ctrl
;--------------------------------------------------------------
[State -1, SpecialMove2]
;サモンスピリット
type = ChangeState
value = 1300
triggerall = var(38) = 0
triggerall = numhelper(1410) = 0
triggerall = command = "samon" && var(42) >= 280
trigger1 = statetype = C && ctrl
trigger2 = stateno = [400,410]
trigger2 = MoveContact > 1
;--------------------------------------------------------------
[State -1, SpecialMove2]
;サモンスピリット(HD)
type = ChangeState
value = 1350
triggerall = var(38) = 0
triggerall = numhelper(1310) <= 5
triggerall = numhelper(1410) = 0
triggerall = command = "samonHD" && var(42) >= 200
triggerall = ctrl
trigger1 = statetype = S || statetype = C
;--------------------------------------------------------------
[State -1, SpecialMove14]
;ヴァルマンウェ入手
type = ChangeState
value = 3500
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = command = "valman" && var(16) = 0
trigger1 = statetype = S && ctrl
trigger2 = statetype = C && ctrl
trigger3 = var(59) = 30
trigger3 = fvar(24) = 0
trigger3 = random <= 50
trigger3 = statetype = S && ctrl
trigger3 = p2statetype != L
trigger3 = p2dist x >= 80
trigger3 = ctrl
;--------------------------------------------------------------
[State -1, SpecialMove13]
;デモニックメギド
type = ChangeState
value = 2500
triggerall = var(38) = 0
triggerall = command = "demo" && var(42) >= 1120
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200
trigger2 = MoveContact > 1
;---------------------------------------------------------------------------
;百なる一の剣
[State -1, SpecialMove12]
type = ChangeState
value = 6700
triggerall = var(38) = 0
triggerall = var(42) >= 900
triggerall = var(46) > 0 && command = "hyaku2"
triggerall = NumHelper(6600) = 1
triggerall = var(51) = 0
trigger1 = statetype = S && ctrl
trigger2 = statetype = C && ctrl
trigger3 = stateno = 200
trigger3 = MoveContact > 1
trigger4 = stateno = [400,410]
trigger4 = MoveContact > 1
;--------------------------------------------------------------
[State -1, SpecialMove3]
;テトラスピリット
type = ChangeState
value = 1400
triggerall = var(38) = 0
triggerall = numhelper(1410) = 0
triggerall = numhelper(1310) = 0
triggerall = command = "tetora" && var(42) >= 770
trigger1 = statetype = C && ctrl
trigger2 = stateno = [400,410]
trigger2 = MoveContact > 1
;--------------------------------------------------------------
[State -1, SpecialMove15]
;サウザンドエッジ
type = ChangeState
value = 3700
triggerall = var(38) = 0
triggerall = numhelper(3710) = 0
triggerall = command = "IC" && var(42) >= 650
trigger1 = statetype = S && ctrl
;--------------------------------------------------------------
[State -1, SpecialMove4]
;ヘルファイア
type = ChangeState
value = 1000
triggerall = var(38) = 0
triggerall = command = "hellfire" && var(42) >= 150
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200
trigger2 = MoveContact > 1
;--------------------------------------------------------------
[State -1, hellfire]
;クラシック・ヘルファイア
type = ChangeState
value = 13200
triggerall = var(38) = 1
triggerall = command = "hellfire" && var(42) >= 320
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
;アルカードソード2段斬り
[State -1, SpecialMove5]
type = ChangeState
value = 1100
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = command = "nidangiri" && var(42) >= 250
trigger1 = statetype = S && ctrl
trigger2 = stateno = [200,210]
trigger2 = MoveContact > 1
trigger3 = stateno = [400,410]
trigger3 = MoveContact > 1
;---------------------------------------------------------------------------
;残像攻撃(まさむね)
[State -1, SpecialMove5]
type = ChangeState
value = 3850
triggerall = fvar(36) = 1
triggerall = var(38) = 0
triggerall = command = "nidangiri" && var(42) >= 300
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
;浮身のブーツ(斜め)
[State -1, SpecialMove6]
type = ChangeState
value = 1201
triggerall = var(38) = 0
triggerall = command = "ukimi2" && var(42) >= 100
trigger1 = statetype = S && ctrl
trigger2 = statetype = C && ctrl
trigger3 = statetype = A && ctrl
;浮身のブーツ
[State -1, SpecialMove6]
type = ChangeState
value = 1200
triggerall = var(38) = 0
triggerall = command = "ukimi" && var(42) >= 100
trigger1 = statetype = S && ctrl
trigger2 = statetype = C && ctrl
trigger3 = statetype = A && ctrl
;--------------------------------------------------------------
[State -1, SpecialMove3]
;ワープ移動
type = ChangeState
value = 1600
triggerall = var(38) = 0
triggerall = command = "warp" && var(42) >= 240
trigger1 = statetype = C && ctrl
trigger2 = stateno = [200,210]
trigger2 = MoveContact > 1
trigger3 = stateno = [400,410]
trigger3 = MoveContact > 1
;--------------------------------------------------------------
[State -1, SpecialMove7]
;霧
type = ChangeState
value = 3000
triggerall = var(38) = 0
triggerall = var(42) >= 50
triggerall = var(59) = 0
triggerall = ctrl
triggerall = statetype = S || statetype = C
trigger1 = fvar(30) = 0
trigger1 = command = "c"
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "mist"
[State -1, SpecialMove7]
;霧
type = ChangeState
value = 3030
triggerall = var(38) = 0
triggerall = var(42) >= 50
triggerall = var(59) = 0
triggerall = statetype = A && ctrl
trigger1 = fvar(30) = 0
trigger1 = command = "c"
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "mist"
;--------------------------------------------------------------
[State -1, SpecialMove15]
;狼変身
type = ChangeState
value = 3600
triggerall = var(38) = 0
triggerall = command = "changewolf" && var(42) >= 50
triggerall = var(59) = 0
trigger1 = statetype = S && ctrl
trigger2 = statetype = C && ctrl
[State -1, SpecialMove15]
;狼変身
type = ChangeState
value = 3605
triggerall = var(38) = 0
triggerall = command = "changewolf" && var(42) >= 50
triggerall = var(59) = 0
trigger1 = statetype = A && ctrl
;--------------------------------------------------------------
[State -1, SpecialMove10]
;コウモリ変身
type = ChangeState
value = 3100
triggerall = var(38) = 0
triggerall = command = "b" && var(42) >= 50
triggerall = var(59) = 0
trigger1 = statetype = S && ctrl
trigger2 = statetype = C && ctrl
[State -1, SpecialMove10]
;コウモリ変身
type = ChangeState
value = 3130
triggerall = var(38) = 0
triggerall = command = "b" && var(42) >= 50
triggerall = var(59) = 0
trigger1 = statetype = A && ctrl
;---------------------------------------------------------------------------
;コウモリ変身(クラシック)
[State -1, SpecialMove]
type = ChangeState
triggerall = var(38) = 1
triggerall = command = "changebat" && var(42) >= 50
trigger1 = statetype = S || statetype = C || statetype = A
trigger1 = ctrl
value = 11700
;---------------------------------------------------------------------------
;急降下蹴り(斜め)
[State -1, SpecialMove8]
type = ChangeState
value = 660
triggerall = var(38) = 0
triggerall = command = "airkick" && command = "holdfwd"
;trigger1 = var(44) <= 1
trigger1 = statetype = A && ctrl
;---------------------------------------------------------------------------
;急降下蹴り(真下)
[State -1, SpecialMove8]
type = ChangeState
value = 650
triggerall = var(38) = 0
triggerall = command = "airkick"
;trigger1 = var(44) <= 1
trigger1 = statetype = A && ctrl
;--------------------------------------------------------------
[State -1, SpecialMove9]
;ダークメタモルフォーゼ
type = ChangeState
value = 1500
triggerall = var(38) = 0
triggerall = command = "dark" && var(42) >= 330
triggerall = NumHelper(1550) = 0
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200
trigger2 = MoveContact > 1
;---------------------------------------------------------------------------
;ファイアオブバット
[State -1, SpecialMove12]
type = ChangeState
value = 3300
triggerall = var(38) = 0
triggerall = command = "x" && var(42) >= 80
trigger1 = var(49) = 1
trigger1 = statetype = A && ctrl
;---------------------------------------------------------------------------
;フロックオブバット
[State -1, SpecialMove11]
type = ChangeState
value = 3400
triggerall = var(38) = 0
triggerall = command = "flockbat" && var(42) >= 740
triggerall = NumHelper(7000) = 1
trigger1 = var(57) = 0
trigger1 = var(49) = 1
trigger1 = statetype = A && ctrl
;---------------------------------------------------------------------------
;エリアルコンボ
[State -1]
type = ChangeState
value = 210
triggerall = var(38) = 0
trigger1 = command = "konbo1"
trigger1 = statetype = S && ctrl
trigger2 = command = "konbo1"
trigger2 = stateno = 200
trigger2 = MoveContact > 1
trigger3 = command = "konbo1"
trigger3 = stateno = 400
trigger3 = MoveContact > 1
trigger4 = var(59) = 30
trigger4 = stateno = 200
trigger4 = MoveContact < 4
trigger4 = random <= 8
trigger5 = var(59) = 30
trigger5 = stateno = 400
trigger4 = MoveContact < 4
trigger5 = random <= 8
;--------------------------------------------------------------
;AI swich -> ON
[State -1,2]
type = ParentVarset
var(59) = 30
triggerall = IsHelper(10000)
triggerall = root,var(59) != 30
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
trigger16 = command = "AI_16"
trigger17 = command = "AI_17"
trigger18 = command = "AI_18"
trigger19 = command = "AI_19"
trigger20 = command = "AI_20"
trigger21 = command = "AI_21"
trigger22 = command = "AI_22"
trigger23 = command = "AI_23"
trigger24 = command = "AI_24"
trigger25 = command = "AI_25"
trigger26 = command = "AI_26"
trigger27 = command = "AI_27"
trigger28 = command = "AI_28"
trigger29 = command = "AI_29"
trigger30 = command = "AI_30"
trigger31 = command = "AI_31"
trigger32 = command = "AI_32"
trigger33 = command = "AI_33"
trigger34 = command = "AI_34"
trigger35 = command = "AI_35"
trigger36 = command = "AI_36"
trigger37 = command = "AI_37"
trigger38 = command = "AI_38"
trigger39 = command = "AI_39"
trigger40 = command = "AI_40"
trigger41 = command = "AI_41"
trigger42 = command = "AI_42"
trigger43 = command = "AI_43"
trigger44 = command = "AI_44"
trigger45 = command = "AI_45"
trigger46 = command = "AI_46"
trigger47 = command = "AI_47"
trigger48 = command = "AI_48"
trigger49 = command = "AI_49"
trigger50 = command = "AI_50"
trigger51 = root,fvar(6) != 0
;--------------------------------------------------------------
;---------------------------------------------------------------------------
;シールド指令
[State -1, shield]
type = ChangeState
value = 3940
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = roundstate = 2
triggerall = numhelper(3915) <= 4
triggerall = numhelper(3915) > 0
triggerall = numhelper(3941) = 0
triggerall = helper(3915),stateno = 3915
triggerall = helper(3915),var(0) < 540
triggerall = statetype != A && ctrl
trigger1 = fvar(30) = 0
trigger1 = command = "shield"
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "shield2"
;ローリングシールド指令
[State -1, shield]
type = ChangeState
value = 3970
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = roundstate = 2
triggerall = numhelper(3915) <= 4
triggerall = numhelper(3915) > 0
triggerall = numhelper(3971) = 0
triggerall = helper(3915),stateno = 3960
triggerall = helper(3915),var(2) < 540
triggerall = statetype != A && ctrl
trigger1 = fvar(30) = 0
trigger1 = command = "shield"
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "shield2"
;ローリングオプション指令
[State -1, shield]
type = ChangeState
value = 3972
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = roundstate = 2
triggerall = numhelper(3915) <= 4
triggerall = numhelper(3915) > 0
triggerall = numhelper(3971) = 0
triggerall = helper(3915),stateno = 3961
triggerall = helper(3915),anim = 265
triggerall = helper(3915),var(2) < 540
triggerall = statetype != A && ctrl
trigger1 = fvar(30) = 0 && facing = 1
trigger1 = command = "s_kc_r1"
trigger2 = (fvar(30) = 1 || fvar(30) = 2) && facing = 1
trigger2 = command = "s_kc_r2"
trigger3 = fvar(30) = 0 && facing = -1
trigger3 = command = "s_kc_l1"
trigger4 = (fvar(30) = 1 || fvar(30) = 2) && facing = -1
trigger4 = command = "s_kc_l2"
;---------------------------------------------------------------------------
;使い魔召還(ゴースト)
[State -1, familiar spirits]
type = ChangeState
value = 6520
triggerall = var(38) = 0
triggerall = NumHelper(6600) = 0
triggerall = NumHelper(6900) = 0
triggerall = NumHelper(7000) = 0
triggerall = var(15) = 0
triggerall = statetype != A && ctrl
trigger1 = fvar(30) = 0
trigger1 = command = "holdup" && command = "holdback" && command = "start"
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "holdup" && command = "holdback" && command = "c"
;---------------------------------------------------------------------------
;使い魔召還(インテリジェンスソード)
[State -1, familiar spirits]
type = ChangeState
value = 6500
triggerall = var(38) = 0
triggerall = NumHelper(6600) = 0
triggerall = NumHelper(6900) = 0
triggerall = NumHelper(7000) = 0
triggerall = var(52) = 0
triggerall = statetype != A && ctrl
trigger1 = fvar(30) = 0
trigger1 = command = "familiar_sword"
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "familiar_sword2"
;---------------------------------------------------------------------------
;使い魔召還(蝙蝠)
[State -1, familiar spirits]
type = ChangeState
value = 6510
triggerall = var(38) = 0
triggerall = NumHelper(6600) = 0
triggerall = NumHelper(6900) = 0
triggerall = NumHelper(7000) = 0
triggerall = var(53) = 0
triggerall = statetype != A && ctrl
trigger1 = fvar(30) = 0
trigger1 = command = "familiar_bat"
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "familiar_bat2"
;---------------------------------------------------------------------------
;マナプリズム
[State -1, mana]
type = ChangeState
value = 6800
triggerall = var(38) = 0
triggerall = var(54) = 0
triggerall = var(59) = 0
triggerall = statetype != A && ctrl
trigger1 = fvar(30) = 0
trigger1 = command = "mana"
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "mana2"
;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(38) = 0
triggerall = Anim != 195
triggerall = statetype != A && ctrl
trigger1 = fvar(30) = 0
trigger1 = command = "start"
trigger2 = var(59) != 30
trigger2 = fvar(30) = 1 || fvar(30) = 2
trigger2 = command = "c"
trigger3 = var(59) = 30
trigger3 = fvar(30) = 1 || fvar(30) = 2
trigger3 = command = "start"
;---------------------------------------------------------------------------
;フロントステップ
[State -1]
type = ChangeState
value = 910
triggerall = var(38) = 0
triggerall = command = "y" && command = "holdfwd"
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
;バックステップ
[State -1]
type = ChangeState
value = 900
triggerall = var(38) = 0
triggerall = command = "y"
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
;シングルショット(立ち)
[State -1]
type = ChangeState
value = 260
triggerall = var(38) = 1 && numhelper(241) = 0
triggerall = statetype = S && ctrl
triggerall = stateno != 12
triggerall = stateno != 52
trigger1 = command = "x" && command = "hold_z"
trigger2 = command = "x" && command = "hold_z"
trigger2 = command = "holdfwd" && command = "holdup"
trigger3 = command = "holdup" && command = "x"
trigger3 = command = "hold_z"
;---------------------------------------------------------------------------
;シングルショット(しゃがみ)
[State -1]
type = ChangeState
value = 440
triggerall = var(38) = 1 && numhelper(241) = 0
triggerall = command = "x" && command = "hold_z"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
;---------------------------------------------------------------------------
;シングルショット(ジャンプ)
[State -1]
type = ChangeState
value = 680
triggerall = var(38) = 1 && numhelper(241) = 0
triggerall = command = "x" && command = "hold_z"
trigger1 = statetype = A && ctrl
;---------------------------------------------------------------------------
;3連ショット(立ち)
[State -1]
type = ChangeState
value = 240
triggerall = var(38) = 1 && numhelper(244) = 0
triggerall = statetype = S && ctrl
triggerall = stateno != 12
triggerall = stateno != 52
trigger1 = command = "x"
trigger2 = command = "x"
trigger2 = command = "holdfwd" && command = "holdup"
trigger3 = command = "holdup" && command = "x"
;---------------------------------------------------------------------------
;3連ショット(しゃがみ)
[State -1]
type = ChangeState
value = 430
triggerall = var(38) = 1 && numhelper(244) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
;---------------------------------------------------------------------------
;3連ショット(ジャンプ)
[State -1]
type = ChangeState
value = 640
triggerall = var(38) = 1 && numhelper(244) = 0
triggerall = command = "x"
trigger1 = statetype = A && ctrl
;---------------------------------------------------------------------------
;歩き(右左上)
[State -1, toho]
type = ChangeState
triggerall = (!time) && (stateno != 20)
triggerall = ctrl
triggerall = var(38) = 1
trigger1 = command = "holdfwd" && command = "holdup"
trigger2 = command = "holdback" && command = "holdup"
value = 20
;-----------------------------------------------------------------------
;ジャンプ
[State -1,Jump]
type = Changestate
triggerall = ctrl || stateno = 10 || stateno = 40 || stateno = 120
triggerall = statetype = S
triggerall = var(34) = 0
trigger1 = command = "a"
value = 40
;---------------------------------------------------------------------------
;ジャンプしない
[State -1, Run Fwd]
type = ChangeState
value = 0
trigger1 = var(38) = 1
trigger1 = command = "holdup"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;ヴァルマンウェ(立ち斬り)
[State -1]
type = ChangeState
value = 3505
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(17) = 1
triggerall = command = "z" && var(42) >= 70
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200
trigger2 = MoveContact > 1
;---------------------------------------------------------------------------
;ヴァルマンウェ(しゃがみ斬り)
[State -1]
type = ChangeState
value = 3510
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(17) = 1
triggerall = command = "z" && var(42) >= 70
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = [400,430]
trigger2 = MoveContact > 1
;---------------------------------------------------------------------------
;ヴァルマンウェ(ジャンプ斬り)
[State -1]
type = ChangeState
value = 3515
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(17) = 1
triggerall = command = "z" && var(42) >= 70
trigger1 = statetype = A && ctrl
trigger2 = stateno = [600,630]
trigger2 = MoveContact > 1
;---------------------------------------------------------------------------
;アルカードシールド(立ち)
[State -1]
type = ChangeState
value = 250
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(17) = 0
triggerall = var(59) = 0
trigger1 = command = "hold_z"
trigger1 = statetype = S && ctrl
trigger1 = anim != 253
;---------------------------------------------------------------------------
;アルカードシールド(しゃがみ)
[State -1]
type = ChangeState
value = 251
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(17) = 0
triggerall = var(59) = 0
trigger1 = command = "hold_z"
trigger1 = statetype = C && ctrl
trigger1 = anim != 256
;---------------------------------------------------------------------------
;アルカードシールド(ジャンプ)
[State -1]
type = ChangeState
value = 252
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(17) = 0
triggerall = var(59) = 0
triggerall = command = "hold_z"
trigger1 = statetype = A && ctrl
trigger1 = P2BodyDist x > -20
trigger1 = anim != 257
;---------------------------------------------------------------------------
;シールド魔法(アックスアーマー)
[State -1]
type = ChangeState
value = 2000
triggerall = var(38) = 0
triggerall = command = "x"
trigger1 = NumHelper(2020) = 0 && statetype = S
trigger1 = (stateno = 150 || stateno = 151) && var(42) >= 610
trigger2 = NumHelper(2020) = 0 && statetype = C
trigger2 = (stateno = 152 || stateno = 153) && var(42) >= 610
;---------------------------------------------------------------------------
;シールド魔法(アルカードシールド)
[State -1]
type = ChangeState
value = 4100
triggerall = var(38) = 0
triggerall = fvar(36) = 0 && var(17) = 0
triggerall = var(42) >= 200 && fvar(24) = 0
triggerall = statetype = S
trigger1 = NumExplod(250) = 1 || NumExplod(251) = 1
trigger1 = command = "alucardshield"
trigger1 = stateno = 250 || stateno = 130
trigger2 = var(34) = 0
trigger2 = var(59) = 30
trigger2 = random <= 9
trigger2 = life <= 400
trigger2 = statetype = S && ctrl
;===========================================================================
;跳鉱石(サブウェポン)
[State -1]
type = ChangeState
value = 4000
triggerall = var(38) = 0
triggerall = numhelper(4010) <= 2
triggerall = command = "item" && var(42) >= 200
trigger1 = statetype = S && ctrl
;--------------------------------------------------------------
;ムーンロッド
[State -1]
type = ChangeState
value = 4200
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(42) >= 280
trigger1 = statetype = S
trigger1 = command = "moonrod"
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 400 || stateno = 410
trigger2 = command = "moonrod"
trigger2 = movecontact
;--------------------------------------------------------------
;シールドロッド(立ち)
[State -1]
type = ChangeState
value = 3900
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(42) >= 130
triggerall = statetype = S
trigger1 = command = "shieldrod"
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = command = "shieldrod"
trigger2 = movecontact
;--------------------------------------------------------------
;シールドロッド(ジャンプ)
[State -1]
type = ChangeState
value = 3901
triggerall = fvar(36) != 1
triggerall = var(38) = 0 && var(42) >= 130
triggerall = statetype = A && ctrl
trigger1 = command = "shieldrod"
trigger2 = command = "shieldrod_jump"
;--------------------------------------------------------------
;まさむね(立ち斬り)
[State -1]
type = ChangeState
value = 3800
triggerall = var(38) = 0 && fvar(36) = 1
triggerall = statetype = S && ctrl
trigger1 = command = "x"
trigger2 = command = "z"
;---------------------------------------------------------------------------
;まさむね(しゃがみ斜め斬り)
[State -1]
type = ChangeState
value = 3802
triggerall = fvar(36) = 1
triggerall = var(38) = 0
triggerall = command = "holddown" && command = "holdfwd"
triggerall = statetype = C && ctrl
trigger1 = command = "x"
trigger2 = command = "z"
;--------------------------------------------------------------
;まさむね(しゃがみ斬り)
[State -1]
type = ChangeState
value = 3801
triggerall = var(38) = 0 && fvar(36) = 1
triggerall = statetype = C && ctrl
triggerall = command = "holddown"
trigger1 = command = "x"
trigger2 = command = "z"
;---------------------------------------------------------------------------
;まさむね(ジャンプ斜め斬り)
[State -1]
type = ChangeState
value = 3804
triggerall = fvar(36) = 1
triggerall = var(38) = 0
triggerall = command = "x" || command = "z"
triggerall = command = "holddown"
triggerall = statetype = A && ctrl
trigger1 = anim = 41 && time >= 29
trigger2 = anim = 42 && time >= 26
trigger3 = anim = 43 && time >= 0
trigger4 = anim = 53 && time >= 0
;--------------------------------------------------------------
;まさむね(ジャンプ斬り)
[State -1]
type = ChangeState
value = 3803
triggerall = var(38) = 0 && fvar(36) = 1
triggerall = statetype = A && ctrl
triggerall = command = "x" || command = "z"
trigger1 = command = "item"
trigger1 = numhelper(4010) >= 3
trigger2 = command != "item"
trigger2 = numhelper(4010) <= 3
;---------------------------------------------------------------------------
;アルカードソード(立ち斬り)
[State -1]
type = ChangeState
value = 200
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = command = "x"
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
;アルカードソード(じゃがみ斜め斬り)
[State -1]
type = ChangeState
value = 410
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = command = "x"
triggerall = command = "holddown" && command = "holdfwd"
trigger1 = statetype = C && ctrl
;---------------------------------------------------------------------------
;アルカードソード(じゃがみ斬り)
[State -1]
type = ChangeState
value = 400
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
;---------------------------------------------------------------------------
;アルカードソード(ジャンプ斜め斬り)
[State -1]
type = ChangeState
value = 610
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = command = "x" && command = "holddown"
trigger1 = anim = 41 && vel y >= 0; time >= 29
trigger1 = statetype = A && ctrl
trigger2 = anim = 42 && vel y >= 0; time >= 26
trigger2 = statetype = A && ctrl
trigger3 = anim = 43 && time >= 0
trigger3 = statetype = A && ctrl
trigger4 = anim = 53 && time >= 0
trigger4 = statetype = A && ctrl
;---------------------------------------------------------------------------
;アルカードソード(ジャンプ斬り)
[State -1]
type = ChangeState
value = 600
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = command = "x"
triggerall = statetype = A && ctrl
trigger1 = command = "item"
trigger1 = numhelper(4010) >= 3
trigger2 = command != "item"
trigger2 = numhelper(4010) <= 3
;---------------------------------------------------------------------------
;オリハルコン(じゃがみ)
[State -1]
type = null;ChangeState
value = 420
triggerall = var(38) = 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = stateno = 210 && MoveContact > 1
trigger3 = stateno = 420 && MoveContact > 1
;---------------------------------------------------------------------------
;ブルーナックル(立ち)
[State -1]
type = null;ChangeState
value = 220
triggerall = var(38) = 1
triggerall = command = "z"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 210
trigger2 = MoveContact > 1
trigger3 = stateno = 420
trigger3 = MoveContact > 1
;---------------------------------------------------------------------------
;ダッシュ(EX)
[State -1]
type = null;ChangeState
value = 100
triggerall = var(38) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;バックステップ(EX)
[State -1]
type = null;ChangeState
value = 105
triggerall = var(38) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;構え
[State -1]
type = ChangeState
value = 990
triggerall = var(38) = 0
trigger1 = command = "holdup"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;アルカードAI---------------------------------------------------------------
;---------------------------------------------------------------------------
;AI
[State -1,1];魅了回避
type = ChangeState
value = 1700
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = alive
triggerall = statetype = S || statetype = C
triggerall = ctrl
triggerall = P2name = "raigu's dracula" || P4name = "raigu's dracula"
triggerall = p2stateno = 9467
trigger1 = numenemy = 1
trigger1 = enemy(0),time < 185
trigger2 = numenemy > 1
trigger2 = enemy(1),time < 185
;AI行動
[State -1,1];ポーズ(蘇生用)
type = ChangeState
value = 990
triggerall = var(34) = 0 && var(59) = 30
triggerall = var(38) = 0
triggerall = !IsHelper
triggerall = roundstate = 2
triggerall = numhelper(10201) = 1
triggerall = var(58)%10 = 2
triggerall = NumPartner = 1
triggerall = partner,alive = 0
triggerall = partner,anim = 5152
triggerall = partner,pos y = pos y
triggerall = pos y = 0
triggerall = fvar(0) = [-40,40]
triggerall = statetype = S && ctrl
trigger1 = partner,Name = "mothman's Soma"
trigger1 = partner,palno = [1,10]
trigger2 = partner,Name = "raigu's Alucard"
trigger2 = partner,palno = [1,8]
trigger3 = partner,Name = "raigu's Jonathan"
trigger4 = partner,Name = "raigu's Richter Belmont"
trigger5 = partner,Name = "mothman's Julius"
trigger6 = partner,Name = "mothman's Yoko"
trigger7 = partner,Name = "raigu's Maria"
trigger8 = partner,Name = "mothman's Shanoa"
;AI行動
[State -1,1];ポーズ(蘇生用)
type = ChangeState
value = 990
triggerall = var(34) = 0 && var(59) = 30
triggerall = var(38) = 0
triggerall = !IsHelper
triggerall = roundstate = 2
triggerall = numhelper(15964) = 0
triggerall = numhelper(15950) = 1
triggerall = helper(15950),fvar(0) = [-40,40]
triggerall = statetype = S || statetype = C
triggerall = helper(15950),pos y = pos y
triggerall = pos y = 0
triggerall = helper(15950),stateno = 15951
trigger1 = ctrl
;AI行動
[State -1,1];ポーズ(蘇生用)
type = ChangeState
value = 990
triggerall = var(34) = 0 && var(59) = 30
triggerall = var(38) = 0
triggerall = !IsHelper
triggerall = roundstate = 2
triggerall = numhelper(15950) = 1
triggerall = helper(15950),fvar(0) = [-40,40]
triggerall = statetype = S || statetype = C
triggerall = helper(15950),pos y = pos y
triggerall = pos y = 0
triggerall = helper(15950),stateno = 15951
trigger1 = ctrl
;AI行動
[State -1];相方へ(蘇生用)
type = ChangeState
value = 1711
triggerall = !IsHelper
triggerall = var(34) = 0 && var(59) = 30
triggerall = var(38) = 0
triggerall = alive = 1
triggerall = var(58)%10 = 2
triggerall = numpartner = 1
triggerall = fvar(0) != [-40,40]
triggerall = partner,alive = 0
triggerall = partner,anim = 5152
triggerall = partner,pos y = pos y
triggerall = pos y = 0
triggerall = statetype = S || statetype = C
triggerall = ctrl
trigger1 = partner,Name = "mothman's Soma"
trigger1 = partner,palno = [1,10]
trigger2 = partner,Name = "raigu's Alucard"
trigger2 = partner,palno = [1,8]
trigger3 = partner,Name = "raigu's Jonathan"
trigger4 = partner,Name = "raigu's Richter Belmont"
trigger5 = partner,Name = "mothman's Julius"
trigger6 = partner,Name = "mothman's Yoko"
trigger7 = partner,Name = "raigu's Maria"
trigger8 = partner,Name = "mothman's Shanoa"
;AI行動
[State -1];相方へ(デュアル用)
type = ChangeState
value = 1711
triggerall = !IsHelper
triggerall = var(34) = 0 && var(59) = 30
triggerall = var(38) = 0
triggerall = alive = 1
triggerall = numpartner = 1
triggerall = fvar(0) != [-40,40]
triggerall = partner,alive
triggerall = partner,stateno = 9900
triggerall = partner,pos y = pos y
triggerall = pos y = 0
triggerall = statetype = S || statetype = C
triggerall = ctrl
trigger1 = partner,Name = "mothman's Soma"
trigger1 = partner,palno = [1,10]
trigger2 = partner,Name = "raigu's Alucard"
trigger2 = partner,palno = [1,8]
trigger3 = partner,Name = "raigu's Jonathan"
trigger4 = partner,Name = "raigu's Richter Belmont"
trigger5 = partner,Name = "mothman's Julius"
trigger6 = partner,Name = "mothman's Yoko"
trigger7 = partner,Name = "raigu's Maria"
trigger8 = partner,Name = "mothman's Shanoa"
;AI行動
[State -1];青箱へ
type = ChangeState
value = 1710
triggerall = !IsHelper
triggerall = var(34) = 0 && var(59) = 30
triggerall = var(38) = 0
triggerall = alive = 1
triggerall = numhelper(15950) = 1
triggerall = helper(15950),fvar(0) != [-40,40]
triggerall = helper(15950),ScreenPos X = [0,320]
triggerall = helper(15950),stateno = 15951
triggerall = statetype = S || statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;AI
; Section 1
[State -1,1]
type = ChangeState
value = 195
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = ctrl
triggerall = p2stateno = 8000
triggerall = var(42) <= 1999
trigger1 = P2name = "raigu's Richter Belmont"
;---------------------------------------------------------------------------
;AI_dual
[State -1,1]
type = ChangeState
value = 200
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = P3Name="raigu's Jonathan"||P3Name="raigu's Richter Belmont"||P3Name="raigu's Alucard"||P3Name="raigu's Maria"||P3Name="mothman's Soma"||P3Name="mothman's Julius"||P3Name="mothman's Yoko"||P3Name="mothman's Shanoa"
triggerall = statetype = S
triggerall = ctrl
triggerall = var(59) = 30
triggerall = partner,stateno = 9900
trigger1 = facing = 1
trigger1 = fvar(0) <= 50
trigger1 = fvar(0) >= -50
trigger2 = facing = -1
trigger2 = fvar(0) >= -50
trigger2 = fvar(0) <= 50
;---------------------------------------------------------------------------
;AI_17
; Section 1
[State -1,1]
type = ChangeState
value = 900
triggerall = var(34) = 0
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = var(17) = 0
triggerall = BackEdgeDist>= 30
triggerall = life <= 600
trigger1 = P2movetype = A
trigger1 = var(59) = 30
trigger1 = p2dist X >= 30
trigger1 = p2dist X <= 210
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = stateno != 900
trigger1 = stateno != 250
trigger2 = P2movetype = A
trigger2 = var(59) = 30
trigger2 = p2dist X >= 30
trigger2 = p2dist X <= 210
trigger2 = stateno = 250
trigger2 = time = 2
; Section 1
[State -1,1]
type = ChangeState
value = 250
triggerall = var(34) = 0
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = var(17) = 0
triggerall = BackEdgeDist>= 30
triggerall = life <= 600
trigger1 = stateno = 900
trigger1 = var(59) = 30
trigger1 = time = 2
trigger1 = statetype = S
;---------------------------------------------------------------------------
;AI_16
; Section 1
[State -1,1]
type = ChangeState
value = 130
triggerall = var(34) = 0
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = var(17) = 0
triggerall = var(59) = 30
triggerall = statetype = S
; trigger1 = time >= 0
trigger1 = p2bodydist X > 29
trigger1 = p2bodydist X < 130
trigger1 = P2movetype = A
trigger1 = ctrl
trigger2 = stateno = 665
trigger2 = InGuardDist
; trigger3 = P2name = "raigu's Richter Belmont"
; trigger3 = p2stateno = 7015 || (p2stateno = [3800,3805]) || (p2stateno = [3830,3835])
; trigger3 = InGuardDist
; trigger3 = ctrl
;AI_16
; Section 1
[State -1,1]
type = ChangeState
value = 131
triggerall = var(34) = 0
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = var(17) = 0
triggerall = P2statetype = C
triggerall = var(59) = 30
triggerall = statetype = C
; trigger1 = time >= 0
trigger1 = p2bodydist X > 29
trigger1 = p2bodydist X < 130
trigger1 = P2movetype = A
trigger1 = ctrl
trigger2 = stateno = 665
trigger2 = InGuardDist
; trigger3 = P2name = "raigu's Richter Belmont"
; trigger3 = p2stateno = 7015 || (p2stateno = [3800,3805]) || (p2stateno = [3830,3835])
; trigger3 = InGuardDist
; trigger3 = ctrl
;AI_16
; Section 1
[State -1,1]
type = ChangeState
value = 132
triggerall = var(34) = 0
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = var(17) = 0
triggerall = var(59) = 30
trigger1 = P2movetype = A
trigger1 = p2bodydist X < 130
trigger1 = statetype = A
; trigger1 = time >= 0
trigger1 = ctrl
; trigger2 = P2name = "raigu's Richter Belmont"
; trigger2 = p2stateno = 7015 || (p2stateno = [3800,3805]) || (p2stateno = [3830,3835])
; trigger2 = InGuardDist
; trigger2 = ctrl
;AI_16
; Section 1
[State -1,1]
type = ChangeState
value = 900
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 130
triggerall = var(17) = 1
triggerall = P2movetype = A
triggerall = var(59) = 30
triggerall = p2dist X >= 0
triggerall = p2dist X <= 90
triggerall = statetype != A
; trigger1 = time >= 0
trigger1 = ctrl
trigger2 = stateno = 665
trigger2 = InGuardDist
;AI_16
; Section 1
[State -1,1]
type = ChangeState
value = 910
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 850
triggerall = var(17) = 1
triggerall = P2movetype = A
triggerall = var(59) = 30
triggerall = p2dist X >= 0
triggerall = p2dist X <= 90
triggerall = statetype != A
; trigger1 = time >= 0
trigger1 = ctrl
trigger2 = stateno = 665
trigger2 = InGuardDist
;AI行動
[State -1];ジャンプキック(連続キック用開始)
type = ChangeState
value = 650
triggerall = !IsHelper
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = alive = 1
triggerall = var(59) = 30
triggerall = statetype = A
trigger1 = ctrl
trigger1 = stateno = [50,55]
trigger1 = random <= 700
trigger1 = P2dist x >= -20
trigger1 = P2dist x <= 20
trigger1 = p2dist y >= 20
trigger2 = stateno = 3020 || stateno = 3126 || stateno = 3647
trigger2 = P2dist x >= -20
trigger2 = P2dist x <= 20
trigger2 = p2dist y >= 20
;AI行動
[State -1];ジャンプキック(連続キック用開始)
type = ChangeState
value = 660
triggerall = !IsHelper
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = alive = 1
triggerall = var(59) = 30
triggerall = statetype = A
trigger1 = ctrl
trigger1 = stateno = [50,55]
trigger1 = random <= 700
trigger1 = (p2dist x = [-80,-20]) || (p2dist x = [20,80])
trigger1 = p2dist y >= 20
trigger2 = stateno = 3020 || stateno = 3126 || stateno = 3647
trigger2 = (p2dist x = [-80,-20]) || (p2dist x = [20,80])
trigger2 = p2dist y >= 20
;AI行動
[State -1];ジャンプキック(連続キック用)
type = ChangeState
value = 650
triggerall = !IsHelper
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = alive = 1
triggerall = var(59) = 30
triggerall = time >= 5
triggerall = statetype = A
trigger1 = stateno = 56
trigger1 = random <= 400
trigger1 = P2dist x >= -20
trigger1 = P2dist x <= 20
;AI行動
[State -1];ジャンプキック(斜め)(連続キック用)
type = ChangeState
value = 660
triggerall = !IsHelper
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = alive = 1
triggerall = var(59) = 30
triggerall = time >= 5
triggerall = stateno = 56
triggerall = random <= 400
triggerall = statetype = A
trigger1 = P2dist x < -20
trigger2 = P2dist x > 20
;---------------------------------------------------------------------------
;サモンスピリット(ぶら下がり対策)
[State -1,1]
type = ChangeState
value = 1300
triggerall = var(34) = 0
triggerall = numhelper(1410) = 0
triggerall = var(38) = 0
triggerall = P2name = "raigu's Alucard"
triggerall = p2stateno = [11730,11731]
triggerall = var(59) = 30
triggerall = random <= 90
triggerall = var(42) >= 280
triggerall = statetype = S
trigger1 = ctrl
;テトラスピリット(ぶら下がり対策)
[State -1,1]
type = ChangeState
value = 1400
triggerall = var(34) = 0
triggerall = numhelper(1410) = 0
triggerall = var(38) = 0
triggerall = P2name = "raigu's Alucard"
triggerall = p2stateno = [11730,11731]
triggerall = var(59) = 30
triggerall = random <= 90
triggerall = var(42) >= 770
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;サモンスピリット(すまん、ここだ、きたれ)
[State -1,1]
type = ChangeState
value = 1300
triggerall = var(34) = 0
triggerall = numhelper(1410) = 0
triggerall = numhelper(10195) = 1
triggerall = helper(10195),time = [5,8]
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = random <= 400
triggerall = var(42) >= 280
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 400
trigger4 = stateno = 410
;サモンスピリットHD(すまん、ここだ、きたれ)
[State -1,1]
type = ChangeState
value = 1350
triggerall = var(34) = 0
triggerall = numhelper(1410) = 0
triggerall = numhelper(10195) = 1
triggerall = helper(10195),time = [5,8]
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = random <= 400
triggerall = var(42) >= 280
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 400
trigger4 = stateno = 410
;---------------------------------------------------------------------------
;AI_4
[State -1,1]
type = ChangeState
value = 1100
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = fvar(36) = 0
triggerall = var(42) >= 250
trigger1 = random < 35
trigger1 = InGuardDist
trigger1 = p2dist x >= 90
trigger1 = p2dist x <= 140
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_4
[State -1,1]
type = ChangeState
value = 3850
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = fvar(36) != 0
triggerall = var(42) >= 300
trigger1 = random < 35
trigger1 = InGuardDist
trigger1 = p2dist x >= 90
trigger1 = p2dist x <= 180
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_4
[State -1,1]
type = ChangeState
value = 3000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 70
trigger1 = InGuardDist
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_4
[State -1,1]
type = ChangeState
value = 3030
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 70
trigger1 = InGuardDist
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = ctrl
;AI_4
[State -1,1]
type = ChangeState
value = 3000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 70
trigger1 = InGuardDist
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_4
[State -1,1]
type = ChangeState
value = 3030
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 70
trigger1 = InGuardDist
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = ctrl
; Section 1
[State -1,1]
type = ChangeState
value = 3010
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = StateNo = 3000
trigger1 = !InGuardDist
trigger1 = time >= 45
; Section 1
[State -1,1]
type = ChangeState
value = 3010
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = StateNo = 3030
trigger1 = !InGuardDist
trigger1 = time >= 45
; Section 2
[State -1,1]
type = ChangeState
value = 610
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = StateNo = 3020
trigger1 = time >= 2
;---------------------------------------------------------------------------
;AI
[State -1,1]
type = ChangeState
value = 3940
triggerall = fvar(36) != 1
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = roundstate = 2
triggerall = numhelper(3941) = 0
triggerall = statetype != A && ctrl
triggerall = p2dist x >= 80
trigger1 = time%3 = 0
trigger1 = numhelper(3915) < 4
trigger1 = numhelper(3915) > 0
trigger1 = helper(3915),stateno = 3915
trigger1 = helper(3915),var(0) < 540
trigger1 = random <= 3
trigger1 = P2movetype != A
trigger2 = numhelper(3915) = 4
trigger2 = helper(3915),stateno = 3915
trigger2 = random <= 200
;AI
[State -1,1]
type = ChangeState
value = 3970
triggerall = fvar(36) != 1
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = roundstate = 2
triggerall = numhelper(3971) = 0
triggerall = statetype != A && ctrl
triggerall = p2dist x >= 80
trigger1 = time%3 = 0
trigger1 = numhelper(3915) < 4
trigger1 = numhelper(3915) > 0
trigger1 = helper(3915),stateno = 3960
trigger1 = helper(3915),var(2) < 540
trigger1 = random <= 3
trigger1 = P2movetype != A
trigger2 = numhelper(3915) = 4
trigger2 = helper(3915),stateno = 3960
trigger2 = helper(3915),var(2) < 540
trigger2 = random <= 200
;AI
[State -1,1]
type = ChangeState
value = 3972
triggerall = fvar(36) != 1
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = roundstate = 2
triggerall = numhelper(3971) = 0
triggerall = statetype != A && ctrl
triggerall = p2dist x >= 80
trigger1 = time%3 = 0
trigger1 = numhelper(3915) < 4
trigger1 = numhelper(3915) > 0
trigger1 = helper(3915),stateno = 3961
trigger1 = helper(3915),var(2) < 540
trigger1 = random <= 3
trigger1 = P2movetype != A
;---------------------------------------------------------------------------
;AI_6
; Section 1
[State -1,1]
type = ChangeState
value = 1800
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = Life <= 300
triggerall = var(42) >= 1200
triggerall = statetype = S
triggerall = ctrl
triggerall = var(59) = 30
trigger1 = p2stateno != 7015
trigger1 = P2name = "raigu's Richter Belmont"
trigger1 = ctrl
trigger2 = P2name != "raigu's Richter Belmont"
;AI_6
; Section 1
[State -1,1]
type = ChangeState
value = 3500
triggerall = var(34) = 0
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = fvar(24) = 0
triggerall = Life <= 340
triggerall = Life >= 110
triggerall = random <= 40
trigger1 = var(59) = 30
trigger1 = var(16) = 0
trigger1 = p2dist X >= 120
trigger1 = statetype = S
trigger1 = ctrl
;AI_6
; Section 1
[State -1,1]
type = ChangeState
value = 1500
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = Life <= 370
triggerall = Life >= 80
triggerall = var(42) >= 165
trigger1 = var(59) = 30
trigger1 = NumHelper(1550) = 0
trigger1 = p2dist X >= 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(59) = 30
trigger2 = P2movetype = H
trigger2 = NumHelper(1550) = 0
trigger2 = p2dist X >= 0
trigger2 = statetype = S
trigger2 = ctrl
trigger3 = var(59) = 30
trigger3 = p2statetype = L
trigger3 = NumHelper(1550) = 0
trigger3 = p2dist X >= 0
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
;AI_4
[State -1,1]
type = ChangeState
value = 3700
triggerall = var(34) = 0
triggerall = TeamMode = simul
triggerall = var(38) = 0
triggerall = var(42) >= 650
triggerall = random <= 100
triggerall = numhelper(3710) <= 0
triggerall = partner,stateno = [7000,7001]
triggerall = partner,name = "raigu's Richter Belmont"
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;AI_10
[State -1,1]
type = ChangeState
value = 4000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = numhelper(4010) = 0
triggerall = numhelper(6810) = 1
triggerall = var(42) >= 600
trigger1 = random <= 200
trigger1 = var(59) = 30
trigger1 = p2dist X >= 61
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;AI_19
[State -1,1]
type = ChangeState
value = 3900
triggerall = fvar(36) != 1
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 8
trigger1 = P2movetype != A
trigger1 = var(42) >= 70
trigger1 = var(59) = 30
trigger1 = p2dist x >= 90
trigger1 = statetype = S
trigger1 = ctrl
;AI_19
[State -1,1]
type = ChangeState
value = 4200
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 5
trigger1 = var(42) >= 140
trigger1 = var(59) = 30
trigger1 = p2dist X >= 70
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
;AI_19
[State -1,1]
type = ChangeState
value = 4200
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 10
trigger1 = var(42) >= 140
trigger1 = var(59) = 30
trigger1 = p2dist X >= 0
trigger1 = p2statetype = L
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
;AI_19
[State -1,1]
type = ChangeState
value = 1000
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 23
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = var(42) >= 200
trigger1 = var(59) = 30
trigger1 = p2dist X > 160
trigger1 = statetype = S
trigger1 = ctrl
;AI_19
[State -1,1]
type = ChangeState
value = 1600
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 12
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = var(42) >= 420
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 40
trigger1 = p2bodydist X < 300
trigger1 = statetype = S
trigger1 = ctrl
;AI_19
[State -1,1]
type = ChangeState
value = 1600
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 5
trigger1 = P2movetype = A
trigger1 = var(42) >= 350
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 85
trigger1 = p2bodydist X < 300
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;AI_3
[State -1,1]
type = ChangeState
value = 3600
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 450
triggerall = var(42) >= 210
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 73
trigger1 = BackEdgeDist<= 38
trigger1 = statetype = S
trigger1 = ctrl
;AI_3
[State -1,1]
type = ChangeState
value = 3100
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 260
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 73
trigger1 = BackEdgeDist<= 38
trigger1 = statetype = S
trigger1 = ctrl
;AI_3
[State -1,1]
type = ChangeState
value = 3631
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 250
trigger1 = p2statetype = A
trigger1 = var(59) = 30
trigger1 = var(26) = 1
trigger1 = p2dist X > 0
trigger1 = p2dist X < 300
trigger1 = stateno = [3610,3624]
;AI_3
[State -1,1]
type = ChangeState
value = 3625
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 180
trigger1 = var(59) = 30
trigger1 = var(26) = 1
trigger1 = p2dist X > 0
trigger1 = p2dist X < 300
trigger1 = stateno = [3610,3624]
; Section 1
[State -1,1]
type = ChangeState
value = 3400
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 1071
triggerall = NumHelper(7000) = 1
trigger1 = var(57) = 0
trigger1 = var(59) = 30
trigger1 = StateNo = 3115
trigger1 = numhelper(3350) = 0
trigger1 = time >= 10
; Section 1
[State -1,1]
type = ChangeState
value = 3200
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = NumHelper(7000) = 0
triggerall = var(42) >= 235
trigger1 = var(59) = 30
trigger1 = StateNo = 3115
trigger1 = time >= 0
; Section 1
[State -1,1]
type = ChangeState
value = 3200
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(57) = 1
triggerall = var(42) >= 235
trigger1 = var(59) = 30
trigger1 = StateNo = 3115
trigger1 = time >= 0
; Section 1
[State -1,1]
type = ChangeState
value = 3200
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = NumHelper(7000) = 1
triggerall = var(42) <= 1070
triggerall = var(42) >= 235
trigger1 = var(59) = 30
trigger1 = StateNo = 3115
trigger1 = time >= 0
;---------------------------------------------------------------------------
;AI_17
; Section 1
[State -1,1]
type = ChangeState
value = 3700
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 650
trigger1 = Random <= 10
trigger1 = p2movetype = A
trigger1 = var(59) = 30
trigger1 = p2dist X >= 110
trigger1 = p2dist X <= 300
trigger1 = statetype = S
trigger1 = ctrl
;AI_17
; Section 1
[State -1,1]
type = ChangeState
value = 2500
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 1140
trigger1 = P2name != "raigu's Richter Belmont"
trigger1 = Random <= 40
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 17
trigger1 = p2bodydist X < 250
trigger1 = statetype = S
trigger1 = time >= 0
trigger1 = ctrl
trigger2 = p2stateno != 7015
trigger2 = P2name = "raigu's Richter Belmont"
trigger2 = Random <= 40
trigger2 = P2movetype = A
trigger2 = p2statetype != L
trigger2 = var(59) = 30
trigger2 = p2bodydist X > 17
trigger2 = p2bodydist X < 250
trigger2 = statetype = S
trigger2 = time >= 0
trigger2 = ctrl
;---------------------------------------------------------------------------
;AI_12
[State -1,1]
type = ChangeState
value = 6510
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 200
triggerall = var(53) = 0
trigger1 = NumHelper(6600) = 0 && NumHelper(6900) = 0 && NumHelper(7000) = 0
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_12
[State -1,1]
type = ChangeState
value = 6520
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 100
triggerall = var(53) = 0
trigger1 = NumHelper(6600) = 0 && NumHelper(6900) = 0 && NumHelper(7000) = 0
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_12
[State -1,1]
type = ChangeState
value = 6500
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 80
triggerall = var(52) = 0
trigger1 = NumHelper(6600) = 0 && NumHelper(6900) = 0 && NumHelper(7000) = 0
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2bodydist X > 135
trigger1 = p2bodydist X < 300
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_12
[State -1,1]
type = ChangeState
value = 3500
triggerall = var(34) = 0
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = var(16) = 0
triggerall = fvar(24) = 0
trigger1 = random <= 20
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_12
[State -1,1]
type = ChangeState
value = 3500
triggerall = var(34) = 0
triggerall = fvar(36) != 1
triggerall = var(38) = 0
triggerall = var(16) = 0
triggerall = fvar(24) = 0
trigger1 = random <= 4
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2bodydist X > 95
trigger1 = p2bodydist X < 300
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_12
[State -1,1]
type = ChangeState
value = 6500
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 350
triggerall = var(52) = 0
trigger1 = NumHelper(6600) = 0 && NumHelper(6900) = 0 && NumHelper(7000) = 0
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_12
[State -1,1]
type = ChangeState
value = 6510
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 140
triggerall = var(53) = 0
trigger1 = NumHelper(6600) = 0 && NumHelper(6900) = 0 && NumHelper(7000) = 0
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2bodydist X > 135
trigger1 = p2bodydist X < 300
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_12
[State -1,1]
type = ChangeState
value = 6520
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 90
triggerall = var(53) = 0
trigger1 = NumHelper(6600) = 0 && NumHelper(6900) = 0 && NumHelper(7000) = 0
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2bodydist X > 135
trigger1 = p2bodydist X < 300
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;AI_20
; Section 1
[State -1,1]
type = ChangeState
value = 20
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype != A
trigger1 = var(59) = 30
trigger1 = p2bodydist X >= 155
trigger1 = statetype = S
trigger1 = time >= 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;AI_1
[State -1,1]
type = ChangeState
value = 46
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(7) = 0
triggerall = random <= 70
triggerall = var(59) = 30
triggerall = statetype = A
triggerall = ctrl
trigger1 = stateno = 50
trigger1 = P2movetype != A
trigger2 = stateno = 50
trigger2 = P2statetype = A
;AI_1
[State -1,1]
type = ChangeState
value = 46
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 60
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = p2dist X >= 170
trigger1 = statetype = S
trigger1 = ctrl
;AI_1
[State -1,1]
type = ChangeState
value = 46
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 100
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 30
trigger1 = p2bodydist X < 190
trigger1 = statetype = S
trigger1 = ctrl
;AI_1
[State -1,1]
type = ChangeState
value = 46
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 100
trigger1 = P2movetype != A
trigger1 = p2statetype = A
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 60
trigger1 = p2bodydist X < 160
trigger1 = statetype = S
trigger1 = ctrl
;AI_1
[State -1,1]
type = ChangeState
value = 46
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = p2statetype = A
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 30
trigger1 = p2bodydist X < 160
trigger1 = statetype = S
trigger1 = ctrl
;AI_1
[State -1,1]
type = ChangeState
value = 46
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype = H
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 30
trigger1 = p2bodydist X < 160
trigger1 = statetype = S
trigger1 = ctrl
; Section 1
[State -1,1]
type = ChangeState
value = 53
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = StateNo = 46
trigger1 = time = 3
[State -1,1]
type = ChangeState
value = 1600
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 50
triggerall = var(42) >= 630
trigger1 = InGuardDist
trigger1 = p2bodydist X > 50
trigger1 = p2bodydist X < 400
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = time >= 0
trigger1 = ctrl
[State -1,1]
type = ChangeState
value = 3030
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 70
triggerall = random <= 15
trigger1 = InGuardDist
trigger1 = StateNo = 53
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = time >= 0
; trigger1 = ctrl
[State -1,1]
type = ChangeState
value = 3030
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 70
triggerall = random <= 15
trigger1 = InGuardDist
trigger1 = StateNo = 46
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = time >= 0
; trigger1 = ctrl
; Section 2
[State -1,1]
type = ChangeState
value = 3803
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = fvar(36) = 1
trigger1 = random <= 90
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = [19,21]
; Section 2
[State -1,1]
type = ChangeState
value = 3803
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = fvar(36) = 1
trigger1 = random <= 90
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = [19,21]
; Section 2
[State -1,1]
type = ChangeState
value = 3515
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(42) >= 70
trigger1 = var(17) = 1
trigger1 = random <= 90
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = [19,21]
; Section 2
[State -1,1]
type = ChangeState
value = 3515
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(42) >= 70
trigger1 = var(17) = 1
trigger1 = random <= 90
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = [19,21]
; Section 2
[State -1,1]
type = ChangeState
value = 660
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = p2dist x >= 170
trigger1 = Stateno = 53
trigger1 = anim = 43
trigger1 = time <= 1
trigger2 = Stateno = 53
trigger2 = anim = 46
trigger2 = time <= 5 && time >= 3
; Section 2
[State -1,1]
type = ChangeState
value = 660
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = p2dist x >= 120
triggerall = random <= 420
trigger1 = Stateno = 53
trigger1 = anim = 43
trigger1 = time <= 1
trigger2 = Stateno = 53
trigger2 = anim = 46
trigger2 = time <= 5 && time >= 3
; Section 1
[State -1,1]
type = ChangeState
value = 3130
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 400
triggerall = random <= 260
trigger1 = var(59) = 30
trigger1 = StateNo = [650,660]
trigger1 = p2dist y <= 70
trigger1 = p2dist y >= -10
trigger1 = p2dist x >= 60
; Section 1
[State -1,1]
type = ChangeState
value = 3130
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 400
triggerall = random <= 200
triggerall = InGuardDist
trigger1 = var(59) = 30
trigger1 = StateNo = [650,660]
trigger1 = prevstateno = 53
; Section 2
[State -1,1]
type = ChangeState
value = 3901
triggerall = fvar(36) != 1
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = P2movetype != A
triggerall = var(42) >= 70
triggerall = var(59) = 30
triggerall = random <= 70
trigger1 = StateNo = 53
trigger1 = time = 21
trigger2 = Stateno = 53
trigger2 = anim = 43
trigger2 = time = 1
trigger3 = Stateno = 53
trigger3 = anim = 46
trigger3 = time = 4
; Section 2
[State -1,1]
type = ChangeState
value = 600
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = p2statetype = A
triggerall = var(59) = 30
triggerall = random <= 150
trigger1 = StateNo = 53
trigger1 = time = 21
trigger2 = Stateno = 53
trigger2 = anim = 43
trigger2 = time = 1
trigger3 = Stateno = 53
trigger3 = anim = 46
trigger3 = time = 2
; Section 2
[State -1,1]
type = ChangeState
value = ifelse(random <= 300,610,600)
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = P2movetype != A
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = 21
trigger2 = Stateno = 53
trigger2 = anim = 43
trigger2 = time = 1
trigger3 = Stateno = 53
trigger3 = anim = 46
trigger3 = time = 4
; Section 2
[State -1,1]
type = ChangeState
value = ifelse(random <= 300,610,600)
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = P2movetype = A
triggerall = p2statetype != L
triggerall = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = 21
trigger2 = Stateno = 53
trigger2 = anim = 43
trigger2 = time = 1
trigger3 = Stateno = 53
trigger3 = anim = 46
trigger3 = time = 4
; Section 2
[State -1,1]
type = ChangeState
value = ifelse(random <= 300,610,600)
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = p2statetype = L
triggerall = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = 21
trigger2 = Stateno = 53
trigger2 = anim = 43
trigger2 = time = 1
trigger3 = Stateno = 53
trigger3 = anim = 46
trigger3 = time = 4
; Section 2
[State -1,1]
type = ChangeState
value = ifelse(random <= 300,610,600)
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = P2movetype = H
triggerall = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = 21
trigger2 = Stateno = 53
trigger2 = anim = 43
trigger2 = time = 1
trigger3 = Stateno = 53
trigger3 = anim = 46
trigger3 = time = 4
; Section 1
[State -1,1]
type = ChangeState
value = 3605
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 450
triggerall = var(42) >= 350
trigger1 = var(59) = 30
trigger1 = StateNo = 46
trigger1 = time = 20
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 103
trigger1 = BackEdgeDist<= 40
; Section 1
[State -1,1]
type = ChangeState
value = 3605
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 450
triggerall = var(42) >= 350
trigger1 = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = 20
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 103
trigger1 = BackEdgeDist<= 40
; Section 1
[State -1,1]
type = ChangeState
value = 3130
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 350
trigger1 = var(59) = 30
trigger1 = StateNo = 53
trigger1 = time = 20
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 103
trigger1 = BackEdgeDist<= 40
;---------------------------------------------------------------------------
;AI_2
[State -1,1]
type = ChangeState
value = 900
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 29
trigger1 = p2bodydist X < 80
trigger1 = statetype = S
trigger1 = ctrl
;AI_3
[State -1,1]
type = ChangeState
value = 3600
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 450
triggerall = var(42) >= 1000
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = 13
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 85
trigger1 = BackEdgeDist<= 40
; Section 1
[State -1,1]
type = ChangeState
value = 3100
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 1000
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = 13
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 85
trigger1 = BackEdgeDist<= 40
; Section 1
[State -1,1]
type = ChangeState
value = 1600
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 370
triggerall = var(42) >= 600
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = 14
; Section 1
[State -1,1]
type = ChangeState
value = 1000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 1000
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = 14
; Section 1
[State -1,1]
type = ChangeState
value = 3800
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 120
trigger1 = var(42) <= 999
trigger1 = var(42) >= 70
trigger1 = fvar(36) = 1
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = [13,15]
; Section 1
[State -1,1]
type = ChangeState
value = 3505
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 120
trigger1 = var(42) <= 999
trigger1 = var(42) >= 70
trigger1 = var(17) = 1
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = [13,15]
; Section 1
[State -1,1]
type = ChangeState
value = 200
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) <= 999
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = 14
; Section 1
[State -1,1]
type = ChangeState
value = 3600
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 450
triggerall = var(42) >= 1001
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = 13
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 84
trigger1 = BackEdgeDist<= 40
; Section 1
[State -1,1]
type = ChangeState
value = 3100
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 1001
trigger1 = var(59) = 30
trigger1 = StateNo = 900
trigger1 = time = 13
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 84
trigger1 = BackEdgeDist<= 40
;AI_2
[State -1,1]
type = ChangeState
value = 910
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 28
trigger1 = statetype = S
trigger1 = ctrl
; Section 1
[State -1,1]
type = ChangeState
value = 200
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 300
trigger1 = var(59) = 30
trigger1 = StateNo = 910
trigger1 = time = 19
trigger2 = var(42) <= 499
trigger2 = var(59) = 30
trigger2 = StateNo = 910
trigger2 = time = 19
; Section 1
[State -1,1]
type = ChangeState
value = 400
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 360
trigger1 = var(59) = 30
trigger1 = StateNo = 910
trigger1 = time = 19
trigger2 = var(42) <= 499
trigger2 = var(59) = 30
trigger2 = StateNo = 910
trigger2 = time = 19
; Section 1
[State -1,1]
type = ChangeState
value = 1000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 310
triggerall = var(42) >= 200
trigger1 = var(59) = 30
trigger1 = StateNo = 910
trigger1 = time = 19
; Section 1
[State -1,1]
type = ChangeState
value = 1400
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = numhelper(1310) = 0
triggerall = numhelper(1410) = 0
triggerall = var(42) >= 1500
trigger1 = var(59) = 30
trigger1 = StateNo = 910
trigger1 = time = 19
; Section 1
[State -1,1]
type = ChangeState
value = 1350
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = numhelper(1410) = 0
triggerall = var(42) >= 500
triggerall = var(42) <= 1499
trigger1 = var(59) = 30
trigger1 = random <= 250
trigger1 = StateNo = 910
trigger1 = time = 21
; Section 1
[State -1,1]
type = ChangeState
value = 1300
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = numhelper(1410) = 0
triggerall = var(42) >= 500
triggerall = var(42) <= 1499
trigger1 = var(59) = 30
trigger1 = StateNo = 910
trigger1 = time = 21
; Section 1
[State -1,1]
type = ChangeState
value = 3600
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 450
triggerall = var(42) >= 210
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 84
trigger1 = BackEdgeDist<= 40
trigger1 = statetype = S
trigger1 = StateNo = 910
trigger1 = time = 18
; Section 1
[State -1,1]
type = ChangeState
value = 3100
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(42) >= 260
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 84
trigger1 = BackEdgeDist<= 40
trigger1 = statetype = S
trigger1 = StateNo = 910
trigger1 = time = 18
;---------------------------------------------------------------------------
;AI_5
[State -1,1]
type = ChangeState
value = ifelse(stateno = 1200,650,660)
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = [1200,1201]
trigger1 = AnimElemTime(14) >= 10
;AI_5
[State -1,1]
type = ChangeState
value = ifelse(stateno = 1200,650,660)
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = [1200,1201]
trigger1 = AnimElemTime(14) >= 10
;AI_5
[State -1,1]
type = ChangeState
value = ifelse(stateno = 1200,650,660)
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = [1200,1201]
trigger1 = AnimElemTime(14) >= 10
;AI_5
[State -1,1]
type = ChangeState
value = ifelse(stateno = 1200,650,660)
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype = H
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = [1200,1201]
trigger1 = AnimElemTime(14) >= 10
;---------------------------------------------------------------------------
;AI_6
[State -1,1]
type = ChangeState
value = 3803
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = fvar(36) = 1
trigger1 = random <= 90
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = 1211
trigger1 = time = [13,16]
[State -1,1]
type = ChangeState
value = 3515
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(17) = 1
trigger1 = random <= 90
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = 1211
trigger1 = time = [13,16]
;AI_6
[State -1,1]
type = ChangeState
value = 610
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 150
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = 1211
trigger1 = time = [13,16]
;AI_6
[State -1,1]
type = ChangeState
value = 650
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = 1211
trigger1 = time = 15
;AI_6
[State -1,1]
type = ChangeState
value = 650
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = 1211
trigger1 = time = 15
;AI_6
[State -1,1]
type = ChangeState
value = 650
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = 1211
trigger1 = time = 15
;AI_6
[State -1,1]
type = ChangeState
value = 650
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype = H
trigger1 = var(59) = 30
trigger1 = statetype = A
trigger1 = StateNo = 1211
trigger1 = time = 15
;---------------------------------------------------------------------------
;AI_7
[State -1,1]
type = ChangeState
value = ifelse(random <= 200,1200,1201)
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 400
triggerall = var(42) >= 120
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 150
trigger1 = statetype = A
trigger1 = StateNo = 5210
trigger1 = time >= 5
;---------------------------------------------------------------------------
;AI_8
[State -1,1]
type = ChangeState
value = ifelse(random <= 200,1200,1201)
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = random <= 400
triggerall = var(42) >= 120
trigger1 = P2movetype = A
trigger1 = p2statetype != L
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 150
trigger1 = statetype = A
trigger1 = StateNo = 5040
trigger1 = time >= 5
;---------------------------------------------------------------------------
;AI_9
[State -1,1]
type = ChangeState
value = 600
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = StateNo = 3126
trigger1 = time >= 2
;---------------------------------------------------------------------------
;AI_10
[State -1,1]
type = ChangeState
value = 4000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = numhelper(4010) = 0
triggerall = var(42) >= 600
triggerall = random <= 150
trigger1 = P2movetype != A
trigger1 = var(59) = 30
trigger1 = p2dist X >= 61
trigger1 = p2dist X <= 150
trigger1 = statetype = S
trigger1 = ctrl
;AI_10
[State -1,1]
type = ChangeState
value = 200
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = numhelper(4010) >= 1
trigger1 = p2dist X >= 61
trigger1 = p2dist X <= 80
trigger1 = stateno = 4000
trigger1 = time >= 22
;AI_10
[State -1,1]
type = ChangeState
value = 901
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = numhelper(4010) = 2
trigger1 = var(59) = 30
trigger1 = time >= 3
trigger1 = stateno = 4000
; trigger2 = numhelper(4010) = 1
; trigger2 = var(59) = 30
; trigger2 = p2dist X >= 61
; trigger2 = p2dist X <= 80
; trigger2 = time >= 2
; trigger2 = stateno = 4000
;AI_10
[State -1,1]
type = ChangeState
value = 4000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = numhelper(4010) = 1
trigger1 = p2dist X > 80
trigger1 = var(59) = 30
trigger1 = stateno = 4000
trigger1 = time >= 22
;AI_10
[State -1,1]
type = ChangeState
value = 4000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = numhelper(4010) >= 1
triggerall = numhelper(4010) <= 2
trigger1 = p2dist X > 80
trigger1 = var(59) = 30
trigger1 = stateno = 901
trigger1 = time >= 15
;---------------------------------------------------------------------------
;AI_10
[State -1,1]
type = ChangeState
value = 200
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = P2movetype != A
triggerall = p2statetype != L
triggerall = var(59) = 30
triggerall = p2bodydist X > 0
triggerall = p2bodydist X < 60
triggerall = statetype = S
trigger1 = ctrl
trigger1 = time >= 3
trigger2 = stateno = 665
;AI_10
[State -1,1]
type = ChangeState
value = 400
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = P2movetype = A
triggerall = var(59) = 30
triggerall = p2bodydist X > 0
triggerall = p2bodydist X < 80
triggerall = statetype = S
trigger1 = stateno = 665
;AI_10
[State -1,1]
type = ChangeState
value = 200
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = P2movetype != A
triggerall = p2statetype = A
triggerall = var(59) = 30
triggerall = p2bodydist X > 0
triggerall = p2bodydist X < 60
triggerall = statetype = S
trigger1 = ctrl
trigger1 = time >= 3
trigger2 = stateno = 665
; Section 1
[State -1,1]
type = ChangeState
value = 3505
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(42) >= 70
trigger1 = var(17) = 1
trigger1 = random <= 50
trigger1 = var(59) = 30
trigger1 = StateNo = 200
trigger1 = MoveContact > 1
; Section 1
[State -1,1]
type = ChangeState
value = 400
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = StateNo = 200
trigger1 = time >= 21
; Section 2
[State -1,1]
type = ChangeState
value = 410
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = P2movetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = var(59) = 30
trigger1 = StateNo = [400,430]
trigger1 = MoveContact >= 16
; Section 1
[State -1,1]
type = ChangeState
value = 3515
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(42) >= 70
trigger1 = var(17) = 1
trigger1 = random <= 50
trigger1 = var(59) = 30
trigger1 = StateNo = [600,630]
trigger1 = MoveContact > 1
;---------------------------------------------------------------------------
;AI_11
[State -1,1]
type = ChangeState
value = 400
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = p2bodydist X > 0
trigger1 = p2bodydist X < 53
trigger1 = StateNo = [1200,1201]
trigger1 = statetype = C
trigger1 = ctrl
; Section 1
[State -1,1]
type = ChangeState
value = 410
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = p2statetype = L
trigger1 = var(59) = 30
trigger1 = StateNo = 400
trigger1 = time >= 19
;---------------------------------------------------------------------------
;AI_13
; Section 1
[State -1,1]
type = ChangeState
value = 6800
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(54) = 0
triggerall = var(12) = 0
triggerall = statetype != A && ctrl
triggerall = var(59) = 30
triggerall = var(12) = 0
trigger1 = var(42) <= 400
trigger2 = life <= 300
trigger2 = var(42) <= 1199
;AI_13
; Section 1
[State -1,1]
type = ChangeState
value = 6800
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(12) = 0
triggerall = var(42) <= 400
triggerall = var(54) = 0
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;AI_13
; Section 1
[State -1,1]
type = ChangeState
value = 6800
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(54) = 0
triggerall = var(12) = 0
trigger1 = life <= 300
trigger1 = var(42) <= 1199
trigger1 = var(59) = 30
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;AI_14
; Section 1
[State -1,1]
type = ChangeState
value = 2000
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = var(59) = 30
triggerall = random <= 40
triggerall = p2stateno != 7015
triggerall = P2name = "raigu's Richter Belmont"
trigger1 = statetype = S
trigger1 = (stateno = 150 || stateno = 151) && var(42) >= 870
trigger2 = statetype = C
trigger2 = (stateno = 152 || stateno = 153) && var(42) >= 870
;---------------------------------------------------------------------------
;AI_15
; Section 1
[State -1,1]
type = ChangeState
value = 6700
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = NumHelper(6600) = 1
triggerall = var(42) >= 1020
trigger1 = var(59) = 30
trigger1 = stateno = 400
trigger1 = statetype = C
trigger1 = MoveContact >= 3
;AI_15
; Section 1
[State -1,1]
type = ChangeState
value = 6700
triggerall = var(34) = 0
triggerall = var(38) = 0
triggerall = NumHelper(6600) = 1
triggerall = var(42) >= 1020
trigger1 = var(59) = 30
trigger1 = stateno = 410
trigger1 = statetype = C
trigger1 = MoveContact >= 3
;---------------------------------------------------------------------------
;AI_18
; Section 1
[State -1,1]
type = ChangeState
value = 660
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = time >= 8
trigger1 = stateno = 1212
trigger1 = statetype = A
trigger1 = ctrl
;AI_18
; Section 1
[State -1,1]
type = ChangeState
value = 660
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = var(59) = 30
trigger1 = time >= 8
trigger1 = stateno = 1211
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;AI_19
; Section 1
[State -1,1]
type = ChangeState
value = 3645
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 150
trigger1 = var(59) = 30
trigger1 = time = [0,6]
trigger1 = stateno = 3628
;AI_19
; Section 1
[State -1,1]
type = ChangeState
value = 3645
triggerall = var(34) = 0
triggerall = var(38) = 0
trigger1 = random <= 150
trigger1 = var(59) = 30
trigger1 = time = [0,6]
trigger1 = stateno = 3635
;---------------------------------------------------------------------------
;クラシック・アルカードAI---------------------------------------------------
;ENCOUNTER
; Section 1
[State -1,1]
type = ChangeState
value = 13000
triggerall = var(34) = 0
triggerall = var(38) = 1
triggerall = var(54) = 0
triggerall = var(28) <= 16
triggerall = var(42) >= 1000
triggerall = random <= 130
triggerall = var(59) = 30
triggerall = statetype = S
triggerall = ctrl
trigger1 = p2movetype = A
trigger1 = p2dist X <= 140
trigger2 = InGuardDist
;ジャンプ
; Section 1
[State -1,1]
type = ChangeState
value = 40
triggerall = var(34) = 0
triggerall = var(38) = 1
triggerall = random <= 170
trigger1 = var(59) = 30
trigger1 = p2statetype = A
trigger1 = statetype = S
trigger1 = ctrl
;3連ショット(ジャンプ、ぶら下がり対策)
; Section 1
[State -1,1]
type = ChangeState
value = 640
triggerall = var(34) = 0
triggerall = numhelper(244) = 0
triggerall = var(38) = 1
triggerall = P2name = "raigu's Alucard"
triggerall = p2stateno = [11730,11731]
triggerall = var(59) = 30
triggerall = stateno = 50
triggerall = fvar(34) >= 3
trigger1 = p2dist X <= 140
trigger1 = statetype = A
trigger1 = ctrl
;しゃがむ
; Section 1
[State -1,1]
type = ChangeState
value = 12
triggerall = var(34) = 0
triggerall = numhelper(244) = 0
triggerall = var(38) = 1
triggerall = random <= 140
trigger1 = var(59) = 30
trigger1 = p2dist X <= 120
trigger1 = statetype = S
trigger1 = ctrl
;歩き
; Section 1
[State -1,1]
type = ChangeState
value = 20
triggerall = var(34) = 0
triggerall = var(38) = 1
trigger1 = stateno != 20
trigger1 = P2movetype != A
trigger1 = var(59) = 30
trigger1 = p2dist X >= 110
trigger1 = statetype = S
trigger1 = time >= 0
trigger1 = ctrl
;3連ショット(立ち)
; Section 1
[State -1,1]
type = ChangeState
value = 240
triggerall = var(34) = 0
triggerall = numhelper(244) = 0
triggerall = var(38) = 1
triggerall = random <= 150
trigger1 = var(59) = 30
trigger1 = p2dist X <= 180
trigger1 = statetype = S
trigger1 = ctrl
;シングルショット(立ち)
; Section 1
[State -1,1]
type = ChangeState
value = 260
triggerall = var(34) = 0
triggerall = numhelper(241) = 0
triggerall = var(38) = 1
triggerall = random <= 150
trigger1 = var(59) = 30
trigger1 = p2dist X <= 180
trigger1 = statetype = S
trigger1 = ctrl
;3連ショット(しゃがみ)
; Section 1
[State -1,1]
type = ChangeState
value = 430
triggerall = var(34) = 0
triggerall = numhelper(244) = 0
triggerall = var(38) = 1
triggerall = random <= 150
trigger1 = var(59) = 30
trigger1 = p2dist X <= 180
trigger1 = statetype = C
trigger1 = ctrl
;シングルショット(しゃがみ)
; Section 1
[State -1,1]
type = ChangeState
value = 440
triggerall = var(34) = 0
triggerall = numhelper(241) = 0
triggerall = var(38) = 1
triggerall = random <= 150
trigger1 = var(59) = 30
trigger1 = p2dist X <= 180
trigger1 = statetype = C
trigger1 = ctrl
;3連ショット(ジャンプ)
; Section 1
[State -1,1]
type = ChangeState
value = 640
triggerall = var(34) = 0
triggerall = numhelper(244) = 0
triggerall = var(38) = 1
triggerall = random <= 150
trigger1 = var(59) = 30
trigger1 = p2dist X <= 180
trigger1 = statetype = A
trigger1 = ctrl
;シングルショット(ジャンプ)
; Section 1
[State -1,1]
type = ChangeState
value = 680
triggerall = var(34) = 0
triggerall = numhelper(241) = 0
triggerall = var(38) = 1
triggerall = random <= 150
trigger1 = var(59) = 30
trigger1 = p2dist X <= 180
trigger1 = statetype = A
trigger1 = ctrl
;クラシック・ヘルファイア
; Section 1
[State -1,1]
type = ChangeState
value = 13200
triggerall = var(34) = 0
triggerall = var(38) = 1
triggerall = random <= 50
triggerall = var(59) = 30
triggerall = var(42) >= 320
triggerall = statetype = S
triggerall = ctrl
trigger1 = p2movetype = A
trigger1 = p2dist X <= 250
trigger2 = InGuardDist