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Command List — Alucard_rig.zip ← Back to Overview

;** 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
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