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DJB MUGEN & IKEMEN Community

Command List — KnightGundam.zip ← Back to Overview

; サンプルキャラクター『カンフーマン』のコマンドファイルです。 ; コマンドに関する設定は4部構成になっています。 ;============================================================================== ; Win版専用パート ;============================================================================== ;------------------------------------------------------------------------------ ; ここはWin版から(正確にはLinux版から)追加された要素の二つ。 ; コマンド関連の初期設定を任意に指定出来るようになった(`・ω・´) ; ;『ボタンリマップ』はボタン配置変更用の項目。 ; 定義パートでいちいち変更しなくても良いようになっちゃった。 ; 面倒臭い人用かな!(マテコラ ; ;『デフォルト設定』では各[Command]で省略した場合の ; 入力受付時間と入力記憶時間を予め決めておく項目。 ; ; ; この2項目は省略可能。 ;------------------------------------------------------------------------------ ;-| ボタンリマップ(ボタンコンフィグ)|---------------------------------------- 第1部 [Remap] x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。 y = y ;Yボタン         〃 z = z ;Zボタン         〃 a = a ;Aボタン         〃 b = b ;Bボタン         〃 c = c ;Cボタン         〃 s = s ;スタートボタン      〃 ;------------------------------------------------------------------------------ ; 例えば「本来Xボタンで出す弱パンチをBボタンに変えたい場合」なら、 ; ; x = b ; ; で簡単に出来る。使わないボタンを使っているボタンに割り当てる事も可能。 ;------------------------------------------------------------------------------ ;-| デフォルト設定 |----------------------------------------------------------- 第2部 [Defaults] command.time = 15 ;標準のコマンド入力受付時間。 ;各コマンドで省略している場合に有効。 ;このパラメータを消した場合、デフォルトは1フレームになる。 ;( M.U.G.E.Nでの1フレーム = 1/60秒 ) command.buffer.time = 1 ;標準のコマンド入力記憶時間。 ;入力した直後にコマンドを記憶し、 ;指を離してもコマンドが成功している状態を ;ここで設定した時間の分維持する。 ;1〜30フレームまでの間で設定可能。 ;デフォルトは1フレーム。 ;============================================================================== 第3部 ; コマンド定義パート(入力キーを設定する) ;============================================================================== ;------------------------------------------------------------------------------ ; ここがキーとボタンの組み合わせで格闘ゲームにおける ;『入力コマンド』を直接設定・編集するパート。 ; ; 一つずつコマンドに名前を付けて入力キーを組み合わせる単純な作業になるけど、 ; 組み合わせが独特だから覚えるのは難易度が少し高い。 ; ; 下記で「書式の決まり」と「組み合わせに必要なアルファベットと記号」を ; 全て説明しましょう。 ;------------------------------------------------------------------------------ ;■書式の決まり■ ; ; [Command] :入力コマンドを1個定義する。 ; name = "***" :コマンド名を決める。大文字と小文字も区別される。 ; command = ### :実際に入力するキーを組み合わせる。詳細は後述。 ; time = &&& :入力受付時間を設定(オプション)。 ; buffer.time = @@@ :入力記憶時間を設定(オプション)。 ; ; 小ネタでも説明している通り、登録が可能な数は最大『128個』まで。 ; ; ;※『必須コマンド名』と書いてるコマンドは、システム側で処理してます。 ; コマンド名を変えたり、消してはいけません。キーの変更は出来ます。 ;------------------------------------------------------------------------------ ;■必要なアルファベットと記号■ ; ; 上記の「command = ###」の『###』に該当する部分で、 ; 組み合わせるキーとボタンを設定しなければならない。 ; ; ※設定したキーやボタンはM.U.G.E.Nのオプションモードにある ; 「キーコンフィグ」にて設定したキーなどに対応しています。 ; ; ★方向キー★(全て必ず大文字で) ; ;  B  :「後方」にキーを入れる( Backward ) ;  D  :「下方」にキーを入れる( Downward ) ;  F  :「前方」にキーを入れる( Forward ) ;  U  :「上方」にキーを入れる( Upward ) ; ;  DB :「後ろ斜め下」にキーを入れる(「D」と「B」が同時に入力された事を認識) ;  UB :「後ろ斜め上」にキーを入れる(「U」と「B」が同時に入力された事を認識) ;  DF :「前斜め下」にキーを入れる(「D」と「F」が同時に入力された事を認識) ;  UF :「前斜め上」にキーを入れる(「U」と「F」が同時に入力された事を認識) ; ; ★ボタン★(全て必ず小文字で) ; ;  a  :「Aボタン」を押す ;  b  :「Bボタン」を押す ;  c  :「Cボタン」を押す ;  x  :「Xボタン」を押す ;  y  :「Yボタン」を押す ;  z  :「Zボタン」を押す ;  s  :「スタートボタン」を押す ; ; ★記号★(入力効果を変化させる命令) ; ;  /  :(スラッシュ)キーやボタンを「押しっぱなし」にしている事を認識する場合に追加する ; ;   (例): /b = Bボタンを押したままにする ;        /F = 前キーを押したままにする ;        /U,z = 上キーを押したままZボタンを入力する ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  ~  :(チルダ)キーやボタンが「離された時」を認識する場合に追加する ; ;   (例): ~x = Xボタンを離す ;        ~DF =「前斜め下」のキーを離す ;        ~DB,F,c =「後ろ斜め下」を離した後に前キー・Cボタンの順番に入力する ; ;       ※「ボタンを離すまでの時間(溜め時間)」も設定する事が出来る ; ;        ~30x = Xボタンを押したままにして、30フレーム以上経ったら離す ;        ~50B,F,a = 後ろキーを50フレームまで溜めて前キー・Aボタンの順番に入力する ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  $  :(ドル)方向キーの「複数の内どれかが入力されている事」を認識する場合に追加する ; ;   (例): $B =「後方」「後ろ斜め下」「後ろ斜め上」のどれかが入力されている状態 ;        $UF =「前」「上」「前斜め上」のどれかが入力されている状態 ; ;       ※この記号は「方向キー」でしか使えません。 ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  +  :(プラス)ボタンを「同時押し」している事を認識する場合に追加する ; ;   (例): x+y = XボタンとYボタンを同時押しする ;        a+b+c = AボタンとBボタンとCボタンを同時押しする ; ;       ※この記号は「ボタン」でしか使えません。 ; ;  ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ;  >  :(グレーターザン)大なり(Win版で追加された記号) ;             「他のキーが入力されていない事を確認して、そのキーを押す」場合 ; ;   (例): a,>~a = Aボタン以外が入力されていない状態でAボタンを離す ;        F,>~F,>F = 前キー以外が入力されていない状態で前キーを離し、 ;             もう一度前キーを入力する ; ;------------------------------------------------------------------------------- ; ●これらの記号は全て組み合わせて使う事が出来る● ; ;   (例): ~80$DB,DF,F,/a+y+c ;         ;       「後方」「下」「後ろ斜め下」のどれかを80フレームまで溜めて ;       「前斜め下」→「前」を入力した後、AとYとCを同時押ししたままにする ; ;---------------------------------------------------------- [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0  ;------------------------------------------------------------------------------ ;-| 超必殺技 |----------------------------------------------------------------- ;※名前が同じならば、違うコマンドでも同じステートの技を出す事が可能。 [Command] name = "jingi" command = ~F, DF, D, DB, B, x+y time = 30 [Command] name = "fireswordA" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "fireswordB" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "PowershieldA" command = ~D, DB, B, D, DB, B, x time = 20 [Command] name = "PowershieldB" command = ~D, DB, B, D, DB, B, y time = 20 [Command] name = "mistarmor" command = ~D, DF, F, D, DB, B, x time = 20 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "Spark" command = ~F, DF, D, DB, B, y time = 30 [Command] name = "Swing" command = ~F, DF, D, DB, B, x time = 30 [Command] Name = "SB" Command = ~20$B,F, x time = 15 [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "nst_a" command = ~D, DF, F, a [Command] name = "nst_b" command = ~D, DF, F, b [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "sd" command = ~D, DB, B, x+a [Command] name = "ns_t" command = D, D, a+b [Command] name = "ns_a" command = D, D, a [Command] name = "ns_b" command = D, D, b [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;--------------------------- ;(「板投げ」用にコマンドを追加してます) [Command] name = "board" command = ~D, DF, F, a [Command] name = "board" command = ~D, DF, F, b ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "FF" ;必須コマンド名 command = F, F time = 10 [Command] name = "BB" ;必須コマンド名 command = B, B time = 10 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" ;必須コマンド名 command = x+y time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;--------------------------- ;(「パワー溜め」用にコマンドを追加してます) [Command] name = "hold_c" command = /c ;------------------------------------------------------------------------------ ;-| 方向キー |----------------------------------------------------------------- [Command] name = "holdfwd" ;必須コマンド名 command = /$F time = 1 [Command] name = "holdback" ;必須コマンド名 command = /$B time = 1 [Command] name = "holdup" ;必須コマンド名 command = /$U time = 1 [Command] name = "holddown" ;必須コマンド名 command = /$D time = 1 ;============================================================================== 第4部 ; ステートエントリーパート(技などを出せるようにするための条件を設定) ;============================================================================== ;------------------------------------------------------------------------------ ; コマンド名と入力するコマンドを設定しただけじゃ意味が無いので、ここから ;「実際に入力したコマンドでどの番号のステートをどういう条件で出せるか」 ; を決めなければならない。 ; ; ステートコントローラ「ChangeState」しか使わないけど、 ; そんなに難しくないのでトリガーを覚えてたらすぐ出来る。 ; ; ここさえ押さえておけば簡単なトリガー設定の流れは覚えられるかと。 ; ; エントリーの順番にはある程度の法則があるけど、 ; おまけフォルダの「小ネタ.txt」を参照。(波動拳が暴発ナンタラカンタラ) ; ; ChangeStateなどステートコントローラの基本的な設置例は ; おまけフォルダの「テンプレート.txt」を参照。 ;------------------------------------------------------------------------------ ; ■準常時監視ステート(−1)■ ; コマンドファイル(のステートエントリーパート)に必要な項目です。 ; 絶対に消してはいけないので要注意。 ; ; 通常の食らい状態以外の「P2StateNo」や「TargetState」等で制御された、 ; 作成者が任意に指定した相手側の食らいステートに限り、 ; 登録したステートコントローラが有効にはなりません。 ;------------------------------------------------------------------------------ [Statedef -1] ;←この行は絶対に消さないでね。必須項目です。 [state -1,Display] type = displaytoclipboard trigger1 = 1 text = "X:%d , Y:%d , F:%d , C:%d" params = ceil(p2bodydist X),ceil(p2bodydist Y),ceil(frontedgebodydist),palno [state -1,AI] type = varset triggerall = var(59) = 0 triggerall = roundstate = [1,2] trigger1 = Command = "AI0" trigger2 = Command = "AI1" trigger3 = Command = "AI2" trigger4 = Command = "AI3" trigger5 = Command = "AI4" trigger6 = Command = "AI5" trigger7 = Command = "AI6" trigger8 = Command = "AI7" trigger9 = Command = "AI8" trigger10 = Command = "AI9" trigger11 = Command = "AI10" trigger12 = Command = "AI11" trigger13 = Command = "AI12" trigger14 = Command = "AI13" trigger15 = Command = "AI14" trigger16 = Command = "AI15" trigger17 = Command = "AI16" trigger18 = Command = "AI17" trigger19 = Command = "AI18" trigger20 = Command = "AI19" trigger21 = Command = "AI20" trigger22 = Command = "AI21" trigger23 = Command = "AI22" trigger24 = Command = "AI23" trigger25 = Command = "AI24" trigger26 = Command = "AI25" trigger27 = Command = "AI26" trigger28 = Command = "AI27" trigger29 = Command = "AI28" trigger30 = Command = "AI29" trigger31 = Command = "AI30" trigger32 = Command = "AI31" trigger33 = Command = "AI32" trigger34 = Command = "AI33" trigger35 = Command = "AI34" trigger36 = Command = "AI35" trigger37 = Command = "AI36" trigger38 = Command = "AI37" trigger39 = Command = "AI38" trigger40 = Command = "AI39" trigger41 = Command = "AI40" trigger42 = Command = "AI41" trigger43 = Command = "AI42" trigger44 = Command = "AI43" trigger45 = Command = "AI44" trigger46 = Command = "AI45" trigger47 = Command = "AI46" trigger48 = Command = "AI47" trigger49 = Command = "AI48" trigger50 = Command = "AI49" trigger51 = Command = "AI50" trigger52 = palno >= 7 ;Start押し選択で常時起動 ;trigger53 = 1 var(59) = 1 ;============================================================================== ; 超必殺技 ;============================================================================== [State -1, 炎の剣];ゲージレベル1 type = ChangeState value = 3000 triggerall = command = "fireswordA" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050] trigger2 = movecontact ;============================================================================== [State -1,空中炎の剣];ゲージレベル1 type = ChangeState value = 3016 triggerall = statetype = A triggerall = NumProjID(1121) = 0 triggerall = stateno != 1015 triggerall = stateno != 1018 triggerall = stateno != 1021 triggerall = power >= 1000 trigger1 = command = "fireswordA" trigger1 = ctrl ;============================================================================== [State -1,地を打つ炎の剣];ゲージレベル1 type = ChangeState value = 3030 triggerall = statetype = A triggerall = NumProjID(1125) = 0 triggerall = stateno != 1015 triggerall = stateno != 1018 triggerall = stateno != 1021 triggerall = power >= 1000 triggerall = command = "fireswordB" trigger1 = ctrl trigger2 = movecontact ;============================================================================== [State -1, 力の盾];ゲージレベル1 type = ChangeState value = 3001 triggerall = command = "PowershieldA" triggerall = power >= 1000 trigger1 = ctrl trigger1 = var(1) trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050] trigger2 = movecontact ;============================================================================== [State -1, 霞の鎧];ゲージレベル1 type = ChangeState value = 3003 triggerall = command = "mistarmor" triggerall = power >= 1000 triggerall = stateno != 3000 triggerall = stateno != 3001 triggerall = stateno != 3003 triggerall = stateno != 3004 triggerall = stateno != 3005 triggerall = stateno != 3006 triggerall = stateno != 3007 trigger1 = ctrl trigger1 = var(1) trigger2 = statetype != A trigger2 = movecontact ;============================================================================== [State -1, 空中霞の鎧];ゲージレベル1 type = ChangeState value = 3019 triggerall = command = "mistarmor" triggerall = power >= 1000 triggerall = stateno != 1015 triggerall = stateno != 1016 triggerall = stateno != 1017 triggerall = stateno != 1018 triggerall = stateno != 1021 triggerall = stateno != 1022 triggerall = stateno != 1023 triggerall = stateno != 3016 trigger1 = ctrl trigger2 = statetype = A trigger2 = movecontact ;============================================================================== [State -1, 三種の神器];ゲージレベルX type = ChangeState value = 3010 triggerall = command = "jingi" triggerall = statetype = S triggerall = var(3) = 1 triggerall = ctrl trigger1 = p2bodydist X < 15 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = statetype != A trigger2 != (stateno = [200,299]) || (stateno = [400,499]) ;============================================================================== ; 必殺技 ;============================================================================== ;------------------------------------------------------------------------------ ; 変数の使い方の例。 ; ; カンフーマンの「地上で必殺技が出せる状況」や、 ; 通常技から必殺技へ繋ぐ時の「キャンセル」の部分を設定している。 ; 地上で成功すれば、『変数の例2』のステートコントローラで設定した ; 変数が実行され、それ以外なら『変数の例1』でリセットする、という処理。 ; ; 個人的にはこの方法はオススメしない。kfmcでの方法を推薦します。 [State -1, 変数の例1];必殺技の発生条件リセット type = VarSet trigger1 = 1 var(1) = 0 ;変数用パラメータの記述方法その1(その2は「板投げ」のステートにて) [State -1, 変数の例2];必殺技の発生条件をチェック type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;[Statedef 440](足払いのステート)ではない時 trigger2 = movecontact var(1) = 1 ;------------------------------------------------------------------------------ [State -1,ガンダムスパーク(EX)];投げ技 type = ChangeState value = 1067 triggerall = command = "Spark" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = power >= 500 trigger1 = p2bodydist X < 16 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;------------------------------------------------------------------------------ [State -1,ナイトスゥイング];投げ技 type = ChangeState value = 1043 triggerall = command = "Swing" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 16 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;------------------------------------------------------------------------------ [State -1,ナイトサマートリニティ(EX)] type = ChangeState value = 1024 triggerall = statetype != A triggerall = command = "ns_t" triggerall = power >= 500 trigger1 = ctrl trigger1 = var(1) trigger2 = (stateno = [200,240]) || (stateno = [400,440]) trigger2 = movecontact ;------------------------------------------------------------------------------ [State -1,ナイトサマー弱] type = ChangeState value = 1012 triggerall = statetype != A triggerall = command = "ns_a" trigger1 = ctrl trigger1 = var(1) trigger2 = (stateno = [200,240]) || (stateno = [400,440]) trigger2 = movecontact ;------------------------------------------------------------------------------ [State -1,ナイトサマー強] type = ChangeState value = 1013 triggerall = statetype != A triggerall = command = "ns_b" trigger1 = ctrl trigger1 = var(1) trigger2 = (stateno = [200,240]) || (stateno = [400,440]) trigger2 = movecontact ;------------------------------------------------------------------------------ ;---------------------------------------- [State -1,ナイトサマートリニティ空中(EX)] type = ChangeState value = 1027 triggerall = statetype = A triggerall = stateno != 1014 triggerall = stateno != 1056 triggerall = stateno != 1057 triggerall = stateno != 1016 triggerall = stateno != 1058 triggerall = stateno != 1059 triggerall = stateno != 1024 triggerall = stateno != 1025 triggerall = stateno != 1026 triggerall = power >= 500 trigger1 = command = "ns_t" trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 trigger2 = stateno = 630 || stateno = 640 trigger2 = movecontact ;---------------------------------------- [State -1,ナイトサマー空中弱] type = ChangeState value = 1014 triggerall = statetype = A triggerall = stateno != 1014 triggerall = stateno != 1056 triggerall = stateno != 1057 triggerall = stateno != 1016 triggerall = stateno != 1058 triggerall = stateno != 1059 triggerall = stateno != 1024 triggerall = stateno != 1025 triggerall = stateno != 1026 trigger1 = command = "ns_a" trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 trigger2 = stateno = 630 || stateno = 640 trigger2 = movecontact ;---------------------------------------- [State -1,ナイトサマー空中強] type = ChangeState value = 1016 triggerall = statetype = A triggerall = stateno != 1014 triggerall = stateno != 1056 triggerall = stateno != 1057 triggerall = stateno != 1016 triggerall = stateno != 1058 triggerall = stateno != 1059 triggerall = stateno != 1024 triggerall = stateno != 1025 triggerall = stateno != 1026 trigger1 = command = "ns_b" trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 trigger2 = stateno = 630 || stateno = 640 trigger2 = movecontact ;------------------------------------------------------------------------------ [State -1,スカイドライブ(EX)] type = ChangeState value = 1018 triggerall = statetype = A triggerall = NumProjID(191) = 0 triggerall = stateno != 1015 triggerall = stateno != 1018 triggerall = stateno != 1021 triggerall = power >= 500 trigger1 = command = "QCF_xy" trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1,トマホーク弱] type = ChangeState value = 1015 triggerall = statetype = A triggerall = NumProjID(191) = 0 triggerall = stateno != 1015 triggerall = stateno != 1016 triggerall = stateno != 1017 triggerall = stateno != 1018 triggerall = stateno != 1021 triggerall = stateno != 1022 triggerall = stateno != 1023 trigger1 = command = "QCF_x" trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1,トマホーク弱(キャンセル用)] type = ChangeState value = 1061 triggerall = statetype = A triggerall = NumProjID(191) = 0 triggerall = stateno != 1015 triggerall = stateno != 1016 triggerall = stateno != 1017 triggerall = stateno != 1018 triggerall = stateno != 1021 triggerall = stateno != 1022 triggerall = stateno != 1023 triggerall = power >= 1000 trigger1 = command = "QCF_x" trigger1 = stateno = [132,155] ;------------------------------------------------------------------------------ [State -1,トマホーク強] type = ChangeState value = 1021 triggerall = statetype = A triggerall = NumProjID(191) = 0 triggerall = stateno != 1015 triggerall = stateno != 1016 triggerall = stateno != 1017 triggerall = stateno != 1018 triggerall = stateno != 1021 triggerall = stateno != 1022 triggerall = stateno != 1023 trigger1 = command = "QCF_y" trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1,トマホーク強(キャンセル用)] type = ChangeState value = 1064 triggerall = statetype = A triggerall = NumProjID(191) = 0 triggerall = stateno != 1015 triggerall = stateno != 1016 triggerall = stateno != 1017 triggerall = stateno != 1018 triggerall = stateno != 1021 triggerall = stateno != 1022 triggerall = stateno != 1023 triggerall = power >= 1000 trigger1 = command = "QCF_y" trigger1 = stateno = [132,155] ;------------------------------------------------------------------------------ [State -1, 真実の鏡(EX)] type = ChangeState value = 1031 triggerall = statetype != A triggerall = power >= 500 triggerall = command = "sd" trigger1 = ctrl trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1, レイジオブウィンディア(ガードキャンセル)] type = ChangeState value = 1069 triggerall = statetype != A triggerall = command = "QCF_x" triggerall = power >= 1000 trigger1 = stateno = [140,155] trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1, 風車] type = ChangeState value = 1007 triggerall = command = "QCB_x" trigger1 = ctrl trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1, 風車(下段)] type = ChangeState value = 1009 triggerall = command = "QCB_a" trigger1 = ctrl trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1,光の弓矢(EX)] type = ChangeState value = 1030 triggerall = statetype != A triggerall = command = "QCF_xy" triggerall = power >= 500 triggerall = NumProjID(1054) = 0 trigger1 = ctrl trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1, 伸縮電磁スピア] type = ChangeState value = 1000 triggerall = command = "QCF_x" triggerall = NumProjID(1001) = 0 ;IDナンバー「1302」の飛び道具が画面中に1個も出てない時 trigger1 = ctrl trigger1 = var(1) trigger2 = movecontact trigger2 = (stateno = [200,299]) || (stateno = [400,499]) ;------------------------------------------------------------------------------ [State -1, 伸縮電磁スピア];(強) type = ChangeState value = 1010 triggerall = command = "QCF_y" triggerall = NumProjID(1011) = 0 ;IDナンバー「1302」の飛び道具が画面中に1個も出てない時 trigger1 = ctrl trigger1 = var(1) trigger2 = movecontact trigger2 = (stateno = [200,299]) || (stateno = [400,499]) ;------------------------------------------------------------------------------ [State -1, ゲイルスティンガー] type = ChangeState value = 1040 triggerall = command = "nst_a" triggerall = stateno != 1040 trigger1 = statetype != A trigger1 = ctrl trigger1 = var(1) trigger2 = (stateno = [200,240]) trigger2 = movecontact ;------------------------------------------------------------------------------ [State -1, アイテム] type = ChangeState value = 1047 triggerall = command = "c" triggerall = var(9) != 8 trigger1 = teamside = 1 trigger1 = ctrl trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1, アイテム2p] type = ChangeState value = 1048 triggerall = command = "c" triggerall = var(10) != 8 trigger1 = teamside = 2 trigger1 = ctrl trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1, シールドスマイト] type = ChangeState value = 1070 triggerall = command = "SB" triggerall = var(9) != 8 trigger1 = teamside = 1 trigger1 = statetype != A trigger1 = ctrl trigger1 = var(1) ;------------------------------------------------------------------------------ [State -1, シールドスマイト2p] type = ChangeState value = 1071 triggerall = command = "SB" triggerall = var(10) != 8 trigger1 = teamside = 2 trigger1 = statetype != A trigger1 = ctrl trigger1 = var(1) ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 走る] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, バックステップ] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, カンフースルー];投げ技 type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;------------------------------------------------------------------------------ ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 立ち弱パンチ] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 [State -1, 立ち強パンチ] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 [State -1, 立ち対空強パンチ(ふっとばし)] type = ChangeState value = 211 triggerall = (command = "y") && (command = "holdfwd") triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) || (stateno = [400,430]) trigger2 = movecontact [State -1, 立ち弱キック] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 [State -1, 立ち強キック] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;------------------------------------------------------------------------------ [State -1, 挑発] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1, しゃがみ弱パンチ] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl [State -1, しゃがみ強パンチ] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) [State -1, 電磁スピアで足払い] type = ChangeState value = 441 triggerall = (command = "b") && (command = "holdfwd") triggerall = statetype != A trigger1 = ctrl [State -1, しゃがみ弱キック] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) [State -1, しゃがみ強キック] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;------------------------------------------------------------------------------ [State -1, ジャンプ弱パンチ] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 ;trigger3 = stateno = 1350 ;Win版のカンフーマンには「ブロッキング」が搭載予定だったらしい [State -1, ジャンプ強パンチ] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;trigger3 = stateno = 1350 ;Win版のカンフーマンには「ブロッキング」が搭載予定だったらしい [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;trigger2 = stateno = 1350 ;Win版のカンフーマンには「ブロッキング」が搭載予定だったらしい [State -1, ジャンプ強キック] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;trigger3 = stateno = 1350 ;Win版のカンフーマンには「ブロッキング」が搭載予定だったらしい ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [state -1, Enemynear Check 1] type = varset triggerall = roundstate = 2 trigger1 = numenemy = 1 trigger2 = numenemy = 2 trigger2 = enemynear(0),life > 0 var(58) = 0 IgnoreHitPause = 1 [state -1, Enemynear Check 2] type = varset triggerall = roundstate = 2 trigger1 = numenemy = 2 trigger1 = enemynear(0),life <= 0 var(58) = 1 IgnoreHitPause = 1 ;当身 [state -1,当身連発防止] type = varset trigger1 = var(40) <= 0 trigger1 = stateno = 1007 || stateno = 1009 var(40) = 60 [state -1,当身連発防止] type = varadd trigger1 = var(40) > 0 var(40) = -1 [state -1,風車(上)] type = changestate value = 1007 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = facing != enemynear(var(58)),facing trigger1 = ctrl trigger1 = p2bodydist X = [-10,80];inguarddist trigger1 = enemynear(var(58)),hitdefattr = S,AA trigger1 = enemynear(var(58)),time > 3 trigger1 = var(40) <= 0 trigger1 = random <= 650 [state -1,風車(下)] type = changestate value = 1009 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = facing != enemynear(var(58)),facing trigger1 = ctrl trigger1 = p2bodydist X = [-10,80];inguarddist trigger1 = enemynear(var(58)),hitdefattr = C,AA trigger1 = enemynear(var(58)),time > 3 trigger1 = var(40) <= 0 trigger1 = random <= 650 ;奥の手! [state -1,三種の神器] type = changestate value = 3010 triggerall = var(59) triggerall = var(3) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl || stateno = 100 trigger1 = p2bodydist X = [-10,15] trigger1 = enemynear(var(58)),statetype != A trigger1 = enemynear(var(58)),movetype != H trigger1 = enemy(var(58)),time > 5 trigger1 = random <= 350 + (life <= lifemax * 0.1) * 350 + (life <= lifemax * 0.05) * 300 ;連携用 [state -1,ナイトスゥイング] type = varset trigger1 = stateno = 1044 var(50) = 1043 [state -1,投げ] type = varset trigger1 = stateno = 810 var(50) = 800 [state -1,投げフラグクリア] type = varset trigger1 = var(50) = 1043 trigger1 = stateno = 1000 || stateno = 1013 || stateno = 1024 trigger2 = var(50) = 800 trigger2 = stateno = 3003 || stateno = 1000 var(50) = 0 [state -1,ダウン攻撃] type = varset trigger1 = enemynear(var(58)),statetype = L trigger1 = stateno = 440 var(50) = 440 [state -1,クリア] type = varset trigger1 = movetype = H trigger2 = enemynear(var(58)),ctrl = 1 var(50) = 0 ;ダウン攻撃 [state -1,しゃがみ大K] type = changestate value = 440 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype = L trigger1 = var(50) != 440 trigger1 = ctrl trigger1 = p2bodydist X = [-10,25] ;投げ [state -1,投げ] type = changestate value = 800 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl || stateno = 100 trigger1 = p2bodydist X = [-10,5) trigger1 = enemynear(var(58)),statetype != A trigger1 = enemynear(var(58)),movetype != H trigger1 = random <= 200 + (enemynear(var(58)),ctrl = 0) * 300 + (power >= 1000) * 200 [state -1,ナイトスゥイング] type = changestate value = 1043 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl || stateno = 100 trigger1 = p2bodydist X = [-10,15) trigger1 = enemynear(var(58)),statetype != A trigger1 = enemynear(var(58)),movetype != H trigger1 = random <= 200 + (enemynear(var(58)),ctrl = 0) * 200 [state -1,停止] type = changestate value = 1 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl trigger1 = var(50) = 1043 [state -1,ナイトサマー・EX] type = changestate value = 1024 triggerall = var(59) triggerall = power >= 500 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 1 && time > 35 trigger1 = var(50) = 1043 trigger1 = frontedgebodydist < 100 [state -1,ナイトサマー・強] type = changestate value = 1013 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 1 && time > 35 trigger1 = var(50) = 1043 trigger1 = frontedgebodydist < 100 [state -1,ナイトサマー・追加攻撃] type = changestate value = 1054 triggerall = var(59) triggerall = stateno = 1053 && time > 4 trigger1 = movehit [state -1,電磁スピア・弱] type = changestate value = 1000 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 1 && time > 20 trigger1 = var(50) = 1043 trigger1 = frontedgebodydist >= 100 [state -1,立ち強K] type = changestate value = 240 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl trigger1 = var(50) = 800 [state -1,霞の鎧] type = changestate value = 3003 triggerall = var(59) triggerall = power >= 1000 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 240 trigger1 = movehit trigger1 = var(50) = 800 [state -1,電磁スピア・弱] type = changestate value = 1000 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = numprojID(1001) = 0 trigger1 = stateno = 240 trigger1 = movehit trigger1 = var(50) = 800 ;GC [state -1,レイジオブウィンディア] type = changestate value = 1069 triggerall = var(59) triggerall = power >= 1000 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno = [150,155] trigger1 = p2bodydist X = [-5,50] trigger1 = enemynear(var(58)),ctrl = 0 trigger1 = random <= (life <= lifemax * 0.3) * 150 + (life <= lifemax * 0.2) * 200 + (life <= lifemax * 0.1) * 250 ;防御 [state -1,防御準備] type = changestate value = 120 triggerall = var(59) triggerall = roundstate = 2 triggerall = !enemynear(var(58)),hitdefattr = ,AT triggerall = ctrl || stateno = 1 || stateno = 100 trigger1 = inguarddist trigger2 = p2bodydist X = [-60,10] trigger2 = enemynear(var(58)),statetype = A trigger2 = enemynear(var(58)),hitdefattr = ,AA,AP ;起き攻め [state -1,立ち強P] type = changestate value = 210 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),stateno = [5120,5130] trigger1 = ctrl || (stateno = 1 && var(50) = 0) trigger1 = p2bodydist X = [10,90] trigger1 = random <= 300 [state -1,後ろジャンプ] type = changestate value = 39 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),stateno = [5120,5130] trigger1 = !(palno =12 && enemynear(var(58)),life <= 100) trigger1 = ctrl || (stateno = 1 && var(50) = 0) trigger1 = p2bodydist X = [-10,50] trigger1 = random <= 200 [state -1,ジャンプK強] type = changestate value = 640 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype = A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl || (stateno = 1 && var(50) = 0) trigger1 = p2bodydist X = [-10,70] trigger1 = pos Y < -20 trigger1 = random <= 800 trigger1 = vel Y < 0 trigger1 = vel X < 0 [state -1,空中霞の鎧] type = changestate value = 3019 triggerall = var(59) triggerall = power >= 1000 triggerall = roundstate = 2 triggerall = statetype = A triggerall = numprojID(191) = 0 triggerall = ctrl triggerall = enemynear(var(58)),movetype = H trigger1 = p2bodydist X > 10 trigger1 = p2bodydist Y >= 10 || enemynear(var(58)),statetype = A trigger1 = stateno = [600,640] trigger1 = movehit ;対空 [state -1,ナイトサマー弱] type = changestate value = 1012 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = enemynear(var(58)),movetype != H trigger1 = ctrl || stateno = 100 trigger1 = p2bodydist X = [20,55] trigger1 = p2bodydist Y = [-90,-30] trigger1 = enemynear(var(58)),statetype = A trigger1 = random <= 200 + enemynear(var(58)),movetype = A * 300 ;陸戦 [state -1,立ち弱P] type = changestate value = 200 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl || stateno = 100 trigger1 = p2bodydist X = [-10,35] trigger1 = enemynear(var(58)),statetype != A trigger1 = random <= 300 [state -1,立ち強P] type = changestate value = 210 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl trigger1 = p2bodydist X = [60,90] trigger1 = enemynear(var(58)),statetype != A trigger1 = random <= 300 trigger2 = stateno = 200 && time > 5 trigger2 = movecontact > 3 trigger3 = ctrl trigger3 = projhittime(1054) = [0,30] trigger3 = p2bodydist X = [-5,100] [state -1,炎の剣] type = changestate value = 3000 triggerall = var(59) triggerall = power >= 1000 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = enemynear(var(58)),statetype != A trigger1 = stateno = 210 trigger1 = movehit > 3 trigger1 = p2bodydist X = [60,80] [state -1,光の弓矢] type = changestate value = 1030 triggerall = var(59) triggerall = power >= 500 triggerall = numprojID(1054) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = power >= 1500 trigger1 = stateno = 210 trigger1 = movehit > 3 trigger1 = p2bodydist X < 40 [state -1,電磁スピア・強] type = changestate value = 1010 triggerall = var(59) triggerall = power >= 500 triggerall = numprojID(1011) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 210 trigger1 = movehit > 3 trigger1 = p2bodydist X > 70 [state -1,ゲイルスティンガー] type = changestate value = 1040 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 210 || stateno = 410 trigger1 = movehit > 3 [state -1,ライトニングシングル] type = changestate value = 1041 triggerall = var(59) triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = stateno = 1040 trigger1 = enemynear(var(58)),statetype != A trigger1 = movehit > 3 trigger2 = enemynear(var(58)),statetype = A trigger2 = movehit [state -1,クロスエッジフィニッシュ] type = changestate value = 1042 triggerall = var(59) triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 1041 trigger1 = movehit > 3 [state -1,炎の剣] type = changestate value = 3000 triggerall = var(59) triggerall = power >= 1000 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 1042 trigger1 = movehit > 3 [state -1,しゃがみ弱P] type = changestate value = 400 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = ctrl trigger1 = p2bodydist X = [-10,35] trigger1 = enemynear(var(58)),statetype != A trigger1 = random <= 300 trigger1 = !(stateno = 400 && animtime < 0) [state -1,しゃがみ強P] type = changestate value = 410 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L trigger1 = stateno = 400 && time > 5 trigger1 = movecontact [state -1,足払い] type = changestate value = 441 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = enemynear(var(58)),statetype != A trigger1 = !inguarddist trigger1 = ctrl trigger1 = p2bodydist X = [70,130] trigger1 = random <= 30 [state -1,電磁スピア・弱] type = changestate value = 1000 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = enemynear(var(58)),movetype != H triggerall = numprojID(1001) = 0 trigger1 = !inguarddist trigger1 = ctrl trigger1 = p2bodydist X > 180 trigger1 = random <= 40 [state -1,光の弓矢] type = changestate value = 1030 triggerall = var(59) triggerall = power >= 500 triggerall = numprojID(1054) = 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = enemynear(var(58)),statetype != L triggerall = ctrl trigger1 = enemynear(var(58)),movetype != H trigger1 = p2bodydist X > 100 trigger1 = (enemynear(var(58)),numproj > 0) trigger1 = random <= 350 trigger2 = !inguarddist trigger2 = enemynear(var(58)),movetype != H trigger2 = p2bodydist X > 100 trigger2 = (enemynear(var(58)),movetype = A && enemynear(var(58)),time > 10 && enemynear(var(58)),animtime < -5) trigger2 = random <= 250 ;空戦 [state -1,ジャンプK弱] type = changestate value = 630 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype = A triggerall = ctrl trigger1 = p2bodydist X = [-10,30] trigger1 = p2bodydist Y = [20,50] trigger1 = random <= 900 [state -1,ジャンプP強] type = changestate value = 610 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = vel X >= 0 trigger1 = p2bodydist X = [-10,30] trigger1 = p2bodydist Y = [-20,50] trigger1 = random <= 700 trigger2 = stateno = 630 trigger2 = movecontact [state -1,ジャンプK強] type = changestate value = 640 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype = A triggerall = ctrl trigger1 = p2bodydist X = [30,70] trigger1 = p2bodydist Y = [50,90] trigger1 = pos Y < -60 trigger1 = vel Y > 0 trigger1 = random <= 600 [state -1,トマホーク・弱] type = changestate value = 1015 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype = A triggerall = numprojID(191) = 0 triggerall = ctrl triggerall = enemynear(var(58)),movetype != H trigger1 = p2bodydist X > 100 trigger1 = p2bodydist Y >= 60 || enemynear(var(58)),statetype != A trigger1 = pos Y < -60 trigger1 = random <= 700 trigger1 = vel X < 0 [state -1,トマホーク・強] type = changestate value = 1021 triggerall = var(59) triggerall = roundstate = 2 triggerall = statetype = A triggerall = numprojID(191) = 0 triggerall = ctrl triggerall = enemynear(var(58)),movetype != H trigger1 = p2bodydist X > 100 trigger1 = p2bodydist Y < 30 trigger1 = pos Y < -60 trigger1 = random <= 700 trigger1 = vel X < 0 [state -1,スカイドライブ] type = changestate value = 1018 triggerall = var(59) triggerall = power >= 500 triggerall = roundstate = 2 triggerall = statetype = A triggerall = numprojID(1051) = 0 triggerall = ctrl triggerall = enemynear(var(58)),movetype != H trigger1 = p2bodydist X > 100 trigger1 = p2bodydist Y >= 60 || enemynear(var(58)),statetype != A trigger1 = pos Y < -60 trigger1 = random <= 850 trigger1 = vel X < 0 [state -1,空中炎の剣] type = changestate value = 3016 triggerall = var(59) triggerall = power >= 1000 triggerall = roundstate = 2 triggerall = statetype = A triggerall = numprojID(1121) = 0 triggerall = ctrl triggerall = enemynear(var(58)),movetype != H trigger1 = p2bodydist X > 100 trigger1 = p2bodydist Y < 30 trigger1 = pos Y < -60 trigger1 = random <= 900 trigger1 = vel X < 0 [state -1,地を打つ炎の剣] type = changestate value = 3030 triggerall = var(59) triggerall = power >= 1000 triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = vel X >= 0 trigger1 = p2bodydist X = [-10,30] trigger1 = p2bodydist Y = [-20,50] trigger1 = random <= 700 trigger2 = stateno = 610 trigger2 = movecontact [state -1,空中霞の鎧] type = changestate value = 3019 triggerall = var(59) triggerall = power >= 1010 triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger1 = vel X >= 0 trigger1 = p2bodydist X = [-10,30] trigger1 = p2bodydist Y = [-20,50] trigger1 = random <= 900 trigger2 = stateno = 610 trigger2 = movecontact [state -1] type = changestate triggerall = var(59) value = 0 trigger1 = stateno = 10 || stateno = 40 ctrl = 1
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