; 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