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Command List — Yuduki_YukariAI.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 ; ;------------------------------------------------------------------------------ ;-| 超必殺技 |----------------------------------------------------------------- [Command] name = "disaster" command = ~B, DB, D, DF, F, a [Command] name = "myukariH" command = ~B, DB, D, DF, F, b [Command] name = "reflector" command = ~B, DB, D, DF, F, x [Command] name = "violence" command = ~B, DB, D, DF, F, y ;------------------------------------------------------------------------------ ;※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。 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "BQC_y" command = ~B, D, DB, y [Command] name = "BQC_x" command = ~B, D, DB, x [Command] name = "BQC_a" command = ~B, D, DB, a [Command] name = "BQC_b" command = ~B, D, DB, b [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QQ_b" command = ~D, D, b [Command] name = "QQ_a" command = ~D, D, a [Command] name = "FQC_a" command = ~F, D, DF, a [Command] name = "FQC_b" command = ~F, D, DF, b [Command] name = "FQC_y" command = ~F, D, DF, y [Command] name = "FQC_x" command = ~F, D, DF, x [Command] name = "BF_x" command = ~B, F, x [Command] name = "BF_y" command = ~B, F, y [Command] name = "BF_a" command = ~B, F, a [Command] name = "BF_b" command = ~B, F, b [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [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_xy" command = ~D, DB, B, x+y [Command] name = "FF_ab" command = F, F, a+b [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_a" command = ~D, DF, F, a ;------------------------------------------------------------------------------ ;-| 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 = "zenten" command =/F, a+b time = 1 [Command] name = "bakuten" command =/B, a+b time = 1 [Command] name = "recovery" ;必須コマンド名 command = x+y time = 1 [Command] name = "fd" command = a+x [Command] name = "fd" command = a+y [Command] name = "fd" command = a+b [Command] name = "fd" command = b+x [Command] name = "fd" command = b+y [Command] name = "fd" command = x+y [Command] name = "burst" command = z+a [Command] name = "burst" command = z+b [Command] name = "cancel" command = z+x [Command] name = "cancel" command = z+y ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "DF_y" command = /DF, y [Command] name = "DF_b" command = /DF, b [Command] name = "F_x" command = /F, x [Command] name = "F_y" command = /F, y [Command] name = "F_a" command = /F, a [Command] name = "F_b" command = /F, b [Command] name = "B_x" command = /B, x [Command] name = "B_y" command = /B, y [Command] name = "B_b" command = /B, b [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 = "hold x" command = /x time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdb" command = /b time = 1 [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 [Command] name = "fwd" ;必須コマンド名 command = F time = 1 [Command] name = "down" ;必須コマンド名 command = D time = 1 ;AI用 [command] name="AI1" command=x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI2" command=x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI3" command=x,x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI4" command=x,x,x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI5" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI6" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI7" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI8" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI9" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI10" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time=1 [command] name="AI11" command=x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI12" command=x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI13" command=x,x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI14" command=x,x,x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI15" command=x,x,x,x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI16" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI17" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI18" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI19" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI20" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,a time=1 [command] name="AI21" command=x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI22" command=x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI23" command=x,x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI24" command=x,x,x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI25" command=x,x,x,x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI26" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI27" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI28" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI29" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI30" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,y time=1 [command] name="AI31" command=x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI32" command=x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI33" command=x,x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI34" command=x,x,x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI35" command=x,x,x,x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI36" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI37" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI38" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI39" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI40" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,b time=1 [command] name="AI41" command=x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI42" command=x,x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI43" command=x,x,x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI44" command=x,x,x,x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI45" command=x,x,x,x,x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI46" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI47" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI48" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI49" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,z time=1 [command] name="AI50" command=x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,z 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,AI] type = varset triggerall = !var(59) triggerall = RoundState = 2 trigger1=command="AI1"||command="AI2"||command="AI3"||command="AI4"||command="AI5" trigger2=command="AI6"||command="AI7"||command="AI8"||command="AI9"||command="AI10" trigger3=command="AI11"||command="AI12"||command="AI13"||command="AI14"||command="AI15" trigger4=command="AI16"||command="AI17"||command="AI18"||command="AI19"||command="AI20" trigger5=command="AI21"||command="AI22"||command="AI23"||command="AI24"||command="AI25" trigger6=command="AI26"||command="AI27"||command="AI28"||command="AI29"||command="AI30" trigger7=command="AI31"||command="AI32"||command="AI33"||command="AI34"||command="AI35" trigger8=command="AI36"||command="AI37"||command="AI38"||command="AI39"||command="AI40" trigger9=command="AI41"||command="AI42"||command="AI43"||command="AI44"||command="AI45" trigger10=command="AI46"||command="AI47"||command="AI48"||command="AI49"||command="AI50" trigger11 = 1;この行の一番左に;がなければ常時AI起動 var(59) = 10;AIレベル。1〜10まで。技の使用頻度が変わるくらいです。調整するなら10と5でやるといいかも。 ;下はいじっちゃだめ [state -1,AI] type = varset triggerall = var(58) != 0 trigger1 = enemynear(0),ctrl = 1 var(58) = 0 ;------------------------------------------------------------------------------ ; 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 ;以下AI用 ;============================================================================== ; 超必殺技 ;============================================================================== ;たくさんでてくる [State -1, 怒涛のみゅかりさん] type = ChangeState value = 3300 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerAll = statetype = S TriggerAll = Power>999 trigger1 = ctrl trigger1 = power >= 2500 trigger1 = p2statetype = L trigger1 = random >= (var(59) * 10) trigger1 = p2bodydist X >= 100 trigger2 = ctrl trigger2 = random >= (var(59) * 99) trigger2 = p2bodydist X >= 180 trigger2 = p2movetype != A || var(59) <= 7 ;シオンのあれ [State -1, ムーンライトディザスター空中] type = ChangeState value = 3250 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerAll = statetype = A TriggerAll = Power>999 trigger1 = ctrl trigger1 = p2bodydist X = [5,20] trigger1 = pos Y = [-90,-150] trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = p2movetype != A trigger1 = random <= (var(59) * 15) [State -1, ムーンライトディザスター地上] type = ChangeState value = 3200 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerAll = statetype = S TriggerAll = Power>999 trigger1 = ctrl trigger1 = power >= 1500 trigger1 = p2statetype = A && p2movetype != A trigger1 = p2bodydist X = [5,30] trigger1 = random <= (var(59) * 9) trigger1 = enemynear(0),pos Y > -130 [State -1, まな板リフレクター] type = ChangeState value = 3100 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerAll = statetype = S TriggerAll = Power>999 trigger1 = ctrl trigger1 = enemynear(0),numproj != 0 trigger1 = p2statetype != A && p2movetype = A trigger1 = p2bodydist X >= 100 trigger1 = random <= (var(59) * 35) trigger1 = life >= 130 trigger2 = ctrl trigger2 = p2statetype != A && p2movetype != H && p2statetype != L trigger2 = p2bodydist X = [5,40] trigger2 = random <= (var(59) * 25) trigger2 = life >= 100 trigger2 = power >= 1400 [State -1, ヴァイオレンスエッジ] type = ChangeState value = 3000 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerAll = statetype != A TriggerAll = Power>999 trigger1 = ctrl trigger1 = power >= 2000 trigger1 = p2statetype != A trigger1 = p2movetype != H trigger1 = time = 1 trigger1 = p2bodydist X = [50,70] trigger1 = p2life >= 60 trigger1 = random <= (var(59) * 30) trigger1 = NumHelper(1550) != 0 ;ガーキャン攻撃 [State -1] type = ChangeState value = 700 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = power >= 1000 triggerall = Stateno = [150,153] trigger1 = p2bodydist X = [1,30] trigger1 = p2statetype != A trigger1 = power >= 2000 trigger1 = random <= var(59) * 20 trigger2 = p2bodydist X = [1,30] trigger2 = p2statetype != A trigger2 = random <= var(59) * 99 || p2Life <= 50 trigger2 = frontedgebodydist <= 60 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;チェンソー弱 [State -1, リベンジスラッシュA] type = ChangeState value = 1700 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = StateNo = 245 && (var(1) || animelemtime(5)>=0) trigger1 = random <= (var(59) * 20) trigger1 = movecontact trigger1 = p2movetype = H trigger2 = stateno = 240 || stateno = 245 trigger2 = movehit trigger2 = p2bodydist X >= 30 ;trigger1 = var(1) ;trigger2 = StateNo = 210 && (var(1) || animelemtime(6)>=0) ;trigger3 = StateNo = 215 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 240 && (var(1) || animelemtime(6)>=0) ;trigger5 = StateNo = 245 && (var(1) || animelemtime(5)>=0) ;trigger6 = StateNo = 410 && (var(1) || animelemtime(6)>=0) ;チェンソー強 [State -1, リベンジスラッシュB] type = ChangeState value = 1750 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = StateNo = 245 && var(1) trigger1 = moveguarded trigger1 = random <= var(59) * 20 trigger2 = ctrl trigger2 = p2movetype != A && p2statetype != L && p2statetype != A trigger2 = p2bodydist X = [60,90] trigger2 = random <= var(59) * 4 ;飛び蹴り弱 [State -1, スティンガーキックA] type = ChangeState value = 1800 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = StateNo = 410 || stateno = 240 trigger1 = movehit trigger1 = p2statetype = A trigger1 = var(59) <= 5 ;飛び蹴り強 [State -1, スティンガーキックB] type = ChangeState value = 1850 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = StateNo = 410 &&var(1) trigger1 = moveguarded trigger1 = random >= (var(59) * 60) trigger1 = var(59) <= 5 ;召喚前から [State -1, みゅかりさん召喚2] type = ChangeState value = 1510 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C triggerall = NumHelper(1550) = 0 trigger1 = ctrl trigger1 = p2bodydist X >= 10 && p2statetype = L trigger1 = backedgebodydist <= 50 && p2bodydist X = [15,60] trigger1 = random >= (var(59) * 85) ;召喚後ろから [State -1, みゅかりさん召喚1] type = ChangeState value = 1500 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C triggerall = NumHelper(1550) = 0 trigger1 = ctrl trigger1 = p2bodydist X >= 100 && p2movetype != A trigger1 = random >= (var(59) * 70) trigger2 = ctrl trigger2 = p2bodydist X >= 60 && p2statetype = L trigger2 = random >= (var(59) * 85) ;派生の空中投げ [State -1, ムーンライトバスター] type = ChangeState value = 1450 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper ;triggerall = command = "QQ_a" ||command = "QQ_b" triggerall = statetype =S||statetype =C trigger1 = (stateno = 1400) && animelemtime(10)>=0 trigger1 = enemynear(0),stateno = [120,155] trigger2 = (stateno = 1420) && animelemtime(10)>=0 trigger2 = enemynear(0),stateno = [120,155] [State -1, ムーンサルトニードロップB] type = ChangeState value = 1420 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = var(1) trigger1 = p2bodydist X = [40,50] trigger1 = moveguarded trigger1 = random >= (var(59) * 90) trigger1 = random >= (var(59) * 79) trigger1 = enemynear(0),backedgebodydist <= 20 [State -1, ムーンサルトニードロップA] type = ChangeState value = 1400 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = var(1) trigger1 = p2bodydist X = [0,25] trigger1 = moveguarded trigger1 = random >= (var(59) * 79) trigger1 = enemynear(0),backedgebodydist <= 20 [State -1, 連環腿強] type = ChangeState value = 1250 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = enemynear(0),backedgebodydist <= 30 trigger1 = StateNo = 410 trigger1 = movehit trigger1 = p2statetype = S trigger2 = enemynear(0),backedgebodydist <= 30 trigger2 = StateNo = 245 || stateno = 215 || stateno = 240 trigger2 = movehit trigger2 = p2statetype = S trigger2 = p2bodydist X >= 5 ;れんかんたい一番つなげられる [State -1, 連環腿弱] type = ChangeState value = 1200 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = StateNo = 410 && (var(1) || animelemtime(6)>=0) trigger1 = movehit trigger1 = p2bodydist X = [0,40] trigger2 = StateNo = 215 && (var(1) || animelemtime(6)>=0) trigger2 = movehit trigger2 = p2bodydist X = [0,40] trigger3 = var(1) trigger3 = movehit trigger3 = p2statetype = A trigger3 = 0 trigger4 = StateNo = 245 || stateno = 240 trigger4 = movehit trigger4 = p2statetype = S ;trigger1 = var(1) ;trigger2 = StateNo = 210 && (var(1) || animelemtime(6)>=0) ;trigger3 = StateNo = 215 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 240 && (var(1) || animelemtime(6)>=0) ;trigger5 = StateNo = 245 && (var(1) || animelemtime(5)>=0) ;trigger6 = StateNo = 410 && (var(1) || animelemtime(6)>=0) ;スラッシュ [State -1, アンダースライドA] type = ChangeState value = 1350 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = stateno = 215 || stateno = 245 trigger1 = moveguarded trigger1 = random >= (var(59) * 94) ;派生、中段 [State -1, ダウンスマッシュ] type = ChangeState value = 1310 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = (stateno = 1300) && animelemtime(7)>=0 trigger1 = moveguarded trigger1 = var(58) := 1 ;派生、つながる [State -1, アンダースライドB] type = ChangeState value = 1320 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = (stateno = 1300) && animelemtime(7)>=0 trigger1 = movehit [State -1, ターンスライド] type = ChangeState value = 1300 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = stateno = 215 || stateno = 245 trigger1 = movehit trigger2 = stateno = 215 || stateno = 245 trigger2 = moveguarded trigger2 = random >= (var(59) * 88) trigger3 = ctrl trigger3 = p2movetype != A && p2statetype != L && p2statetype != A trigger3 = p2bodydist X = [30,70] trigger3 = random <= var(59) * 8 [State -1, 分裂シュート] type = ChangeState value = 1150 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = ctrl trigger1 = p2bodydist X >= 170 trigger1 = p2statetype = L trigger1 = random <= (var(59) * 40) [State -1, ノーマルシュート] type = ChangeState value = 1100 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = ctrl trigger1 = p2bodydist X >= 180 trigger1 = p2movetype != A trigger1 = enemynear(0),numproj = 0 trigger1 = random <= (var(59) * 10) [State -1, クレセントエッジ空中] type = ChangeState value = 1070 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =A trigger1 = ctrl trigger1 = 0 ;trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) trigger2 = StateNo = 610 && (var(1) || animelemtime(6)>=0) trigger2 = movehit trigger2 = p2statetype = A ;trigger4 = StateNo = 630 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 640 && (var(1) || animelemtime(5)>=0) trigger3 = (stateno = 110 || stateno = 115) && time >= 8 trigger3 = movehit trigger3 = p2statetype = A [State -1, クレセントエッジ強] type = ChangeState value = 1050 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = ctrl trigger1 = p2statetype = A && p2movetype = A trigger1 = p2bodydist X = [10,20] trigger1 = random <= (var(59) * 8) [State -1, クレセントエッジ弱] type = ChangeState value = 1000 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype =S||statetype =C trigger1 = ctrl trigger1 = p2statetype = A && p2movetype = A trigger1 = p2bodydist X = [10,20] trigger1 = random <= (var(59) * 6) ;------------------------------------------------------------------------------ ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 前投げ];投げ技 type = ChangeState value = 800 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != A trigger1 = p2statetype != L && p2statetype != A trigger1 = random <= (var(59) * 30) ;trigger2 = p2bodydist X < 5 ;trigger2 = (p2statetype = S) || (p2statetype = C) ;trigger2 = p2movetype != H [State -1, 後ろ投げ];投げ技 type = ChangeState value = 850 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = p2movetype != A trigger1 = p2statetype != L && p2statetype != A trigger1 = random <= (var(59) * 60) ;------------------------------------------------------------------------------ ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 前強パンチ] type = ChangeState value = 215 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = stateno = 210 && (var(1) || animelemtime(6)>=0) trigger1 = p2bodydist X <= 35 trigger1 = p2movetype = H ;trigger1 = ctrl ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 205 && (var(1) || animelemtime(6)>=0) ;trigger5 = StateNo = 400 && (var(1) || animelemtime(4)>=0) ;trigger6 = StateNo = 430 && (var(1) || animelemtime(6)>=0) ;trigger7 = StateNo = 235 && (var(1) || animelemtime(6)>=0) [State -1, 前強キック] type = ChangeState value = 245 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = StateNo = 240 && (var(1) || animelemtime(5)>=0) trigger1 = p2movetype = H trigger1 = movecontact trigger2 = ctrl trigger2 = p2bodydist X = [20,40] trigger2 = p2statetype != A && p2movetype != A trigger2 = random <= var(59) * 20 ;trigger1 = ctrl ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 230 && (var(1) || animelemtime(5)>=0) ;trigger5 = StateNo = 240 && (var(1) || animelemtime(5)>=0) ;trigger6 = StateNo = 205 && (var(1) || animelemtime(6)>=0) ;trigger7 = StateNo = 400 && (var(1) || animelemtime(4)>=0) ;trigger8 = StateNo = 410 && (var(1) || animelemtime(5)>=0) ;trigger9 = StateNo = 430 && (var(1) || animelemtime(6)>=0) ;trigger10 = StateNo = 235 && (var(1) || animelemtime(6)>=0) [State -1, 前弱パンチ] type = ChangeState value = 205 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = stateno = 200 && (var(1) || animelemtime(4)>=0) trigger1 = p2bodydist X <= 15 trigger1 = p2movetype = H ;trigger1 = ctrl ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 400 && (var(1) || animelemtime(4)>=0) ;地上通常技のジャンプキャンセル [State -1,JumpC]; Type=ChangeState value=40 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper TriggerAll=StateType!=A Trigger1=Movehit Trigger1=StateNo=[200,299] trigger1 = p2statetype = A [State -1, 前弱キック] type = ChangeState value = 235 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = stateno = 200 && (var(1) || animelemtime(4)>=0) trigger1 = p2bodydist X <= 15 trigger1 = p2movetype = H && p2statetype = C ;trigger1 = ctrl ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 230 && (var(1) || animelemtime(5)>=0) ;trigger5 = StateNo = 205 && (var(1) || animelemtime(6)>=0) ;trigger6 = StateNo = 245 && (var(1) || animelemtime(9)>=0) ;trigger7 = StateNo = 400 && (var(1) || animelemtime(4)>=0) ;trigger8 = StateNo = 430 && (var(1) || animelemtime(5)>=0) [State -1, しゃがみ弱パンチ] type = ChangeState value = 400 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist X <= 14 trigger1 = p2statetype != A trigger1 = p2statetype != L && p2movetype != A trigger1 = random <= (var(59) * 35) trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger2 = random <= (var(59) * 50) trigger2 = movehit trigger3 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger3 = 0 [State -1, しゃがみ弱キック] type = ChangeState value = 430 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger1 = random <= (var(59) * 25) trigger2 = ctrl trigger2 = p2bodydist X <= 17 trigger2 = p2statetype != A trigger2 = p2statetype != L && p2movetype != A trigger2 = random <= (var(59) * 35) ;trigger1 = ctrl ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 400 && (var(1) || animelemtime(4)>=0) [State -1, 立ち弱キック] type = ChangeState value = 230 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist X <= 20 trigger1 = p2statetype = C trigger1 = p2statetype != L && p2movetype != A trigger1 = p2movetype = H || random <= (var(59) * 35) trigger2 = ctrl trigger2 = p2bodydist X <= 20 trigger2 = p2movetype = A && p2statetype != A trigger2 = facing = enemynear(0),facing trigger2 = random <= (var(59) * 96) ;trigger1 = ctrl ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 400 && (var(1) || animelemtime(4)>=0) [State -1, 立ち弱パンチ] type = ChangeState value = 200 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist X <= 25 trigger1 = p2statetype = A trigger1 = p2movetype = H trigger1 = enemynear(0), pos Y >= -90 trigger2 = ctrl trigger2 = p2bodydist X <= 25 trigger2 = p2statetype = S trigger2 = p2statetype != L && p2movetype != A trigger2 = p2movetype = H || random <= (var(59) * 25) ;trigger1 = ctrl ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 400 && (var(1) || animelemtime(4)>=0) [State -1, 立ち強キック] type = ChangeState value = 240 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = ctrl trigger1 = p2bodydist X = [20,25] trigger1 = p2statetype = A trigger1 = p2movetype = H || random >= (var(59) * 93) trigger1 = enemynear(0), pos Y >= -70 trigger1 = 0 trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger2 = p2statetype = C trigger2 = movecontact trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger3 = p2statetype = C trigger3 = movecontact trigger4 = StateNo = 230 && (var(1) || animelemtime(5)>=0) trigger4 = p2statetype = C trigger4 = movecontact trigger5 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger5 = p2statetype = C trigger5 = movecontact trigger6 = ctrl trigger6 = p2bodydist X = [21,35] trigger6 = p2movetype = A && p2statetype != A trigger6 = facing = enemynear(0),facing trigger6 = random <= (var(59) * 96) trigger7 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger7 = movecontact ;trigger6 = StateNo = 400 && (var(1) || animelemtime(4)>=0) ;trigger7 = StateNo = 410 && (var(1) || animelemtime(5)>=0) ;trigger8 = StateNo = 430 && (var(1) || animelemtime(6)>=0) ;trigger9 = StateNo = 235 && (var(1) || animelemtime(6)>=0) [State -1, 立ち強パンチ] type = ChangeState value = 210 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = ctrl trigger1 = 0 trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger2 = movecontact trigger3 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger3 = movecontact ;trigger4 = StateNo = 400 && (var(1) || animelemtime(4)>=0) ;trigger5 = StateNo = 430 && (var(1) || animelemtime(6)>=0) ;trigger6 = StateNo = 230 && (var(1) || animelemtime(5)>=0) ;trigger7 = StateNo = 235 && (var(1) || animelemtime(4)>=0) ;------------------------------------------------------------------------------ [State -1, 挑発] type = ChangeState value = 195 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper trigger1 = statetype != A trigger1 = ctrl trigger1 = 0 ;------------------------------------------------------------------------------ [State -1, しゃがみ強パンチ] type = ChangeState value = 410 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger1 = movehit trigger2 = ctrl trigger2 = p2bodydist X = [5,25] trigger2 = p2statetype != A && p2statetype != L trigger2 = p2movetype = H || random >= (var(59) * 93) ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 205 && (var(1) || animelemtime(6)>=0) ;trigger5 = StateNo = 235 && (var(1) || animelemtime(6)>=0) ;trigger6 = StateNo = 400 && (var(1) || animelemtime(4)>=0) ;trigger7 = StateNo = 430 && (var(1) || animelemtime(5)>=0) [State -1, しゃがみ強キック] type = ChangeState value = 440 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype != A trigger1 = StateNo = 430 && (var(1) || animelemtime(5)>=0) trigger2 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger2 = moveguarded ;trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) ;trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 240 && (var(1) || animelemtime(6)>=0) ;trigger5 = StateNo = 205 && (var(1) || animelemtime(6)>=0) ;trigger6 = StateNo = 245 && (var(1) || animelemtime(9)>=0) ;trigger7 = StateNo = 400 && (var(1) || animelemtime(4)>=0) ;trigger8 = StateNo = 430 && (var(1) || animelemtime(5)>=0) ;trigger9 = StateNo = 235 && (var(1) || animelemtime(6)>=0) ;------------------------------------------------------------------------------ [State -1, ジャンプ弱パンチ] type = ChangeState value = 600 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype = A trigger1 = ctrl trigger1 = p2statetype = A && p2movetype = H trigger1 = p2bodydist X = [-5,30] trigger1 = p2bodydist Y = [-30,30] trigger2 = ctrl trigger2 = p2statetype != A trigger2 = p2bodydist X = [35,1] trigger2 = pos Y = [-64,-55] trigger2 = Vel Y > 0 trigger2 = Vel X = 0 trigger3 = (stateno = 110 || stateno = 115) && time >= 8 trigger3 = p2bodydist X = [-3,20] ;trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) ;trigger3 = (stateno = 110 || stateno = 115) && time >= 8 [State -1, ジャンプ強パンチ] type = ChangeState value = 610 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype = A trigger1 = ctrl trigger1 = p2statetype != A trigger1 = p2bodydist X = [20,60] trigger1 = pos Y = [-75,-65] trigger1 = Vel Y > 0 trigger1 = Vel X > 0 trigger2 = ctrl trigger2 = p2statetype != A trigger2 = p2bodydist X = [35,1] trigger2 = pos Y = [-75,-65] trigger2 = Vel Y > 0 trigger2 = Vel X = 0 trigger3 = ctrl trigger3 = p2statetype != A trigger3 = p2bodydist X = [-10,50] trigger3 = pos Y = [-75,-65] trigger3 = Vel Y > 0 trigger4 = StateNo = 600 && (var(1) || animelemtime(3)>=0) trigger5 = (stateno = 110 || stateno = 115) && time >= 8 trigger5 = p2statetype != A trigger5 = p2bodydist X = [35,1] trigger5 = Vel X >= 0 ;trigger3 = StateNo = 630 && (var(1) || animelemtime(4)>=0) ;trigger4 = (stateno = 110 || stateno = 115) && time >= 8 [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype = A trigger1 = ctrl trigger1 = p2statetype = A && p2movetype != H trigger1 = p2bodydist X = [0,30] trigger1 = p2bodydist Y = [-30,30] ;trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) ;trigger3 = (stateno = 110 || stateno = 115) && time >= 8 [State -1, ジャンプ強キック] type = ChangeState value = 640 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype = A trigger1 = StateNo = 630 && (var(1) || animelemtime(4)>=0) ;trigger1 = ctrl ;trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) ;trigger3 = StateNo = 610 && (var(1) || animelemtime(6)>=0) ;trigger4 = StateNo = 630 && (var(1) || animelemtime(4)>=0) ;trigger5 = (stateno = 110 || stateno = 115) && time >= 8 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;-------------------------------------------------------------------------- ;攻撃中バースト [State -2];金バースト type = ChangeState value = 750 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = fvar(33) >= 1.5 ;triggerall = command = "burst" triggerall = alive && roundstate = 2 triggerall = 0 trigger1 = (ctrl||fvar(28)) trigger2 = stateno = [100,101] trigger3 = time <= 1 trigger3 = movetype = A trigger3 = stateno = [200,640] trigger3 = prevstateno != [200,640] ;食らいバースト [State -2];青バースト type = ChangeState value = 755 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper ;triggerall = var(59) <= 0 triggerall = fvar(33) >= 1.5 triggerall = alive && roundstate = 2 triggerall = !var(38) triggerall = movetype = H triggerall =!hitshakeover trigger1 = (anim = [120,159])&&stateno!=700 trigger1 = 0 trigger2 = (anim = [5000,5119]) || ((vel x != 0 || vel y != 0)&&(stateno != [5000,5499])) trigger2 = gethitvar(isbound)=0 trigger2 = 0 trigger3 = stateno = [5000,5119] trigger3 = p2bodydist X = [-5,20] trigger3 = Life = [100,800] trigger3 = p2Life <= 500 trigger3 = p2bodydist X = [-5,20] trigger3 = p2movetype = A trigger4 = stateno = 5120&&animtime=0 trigger4 = Life = [100,800] trigger4 = p2Life <= 500 trigger4 = p2movetype = A ;------------------------------------------------------------------------------ [State -1];地上ロマンキャンセルEX type = ChangeState value = 984 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = movetype !=H triggerall = enemy,movetype !=H triggerall = power >= 500 triggerall = stateno != [1305,1335] triggerall = RoundState = 2 triggerall =var(44)=0 triggerall =var(13)=0 triggerall = stateno != [3000,3010] triggerall = stateno != [3040,3050] triggerall = stateno != [3300,3550] triggerall = stateno != 3100 trigger1 = statetype =S||statetype =C trigger1 = 0 ;=========================================================================== [State -1];地上ロマンキャンセル type = ChangeState value = 980 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = movetype !=H triggerall = power >= 1000 triggerall =var(44)=0 triggerall = statetype =S||statetype =C triggerall = stateno != [1305,1335] triggerall = stateno != [3000,3010] triggerall = stateno != [3040,3050] triggerall = stateno != [3300,3550] triggerall = stateno != 3100 triggerall = RoundState = 2 triggerall = 0 trigger1 = movecontact trigger2 = enemy,movetype =H trigger2 =stateno !=810 trigger2 =stateno !=860 trigger3 =var(13)=1 trigger4 = enemy,movetype =H trigger4 =stateno =810 && animelemtime(11)>=0 trigger5 = enemy,movetype =H trigger5 =stateno =860 && animelemtime(17)>=0 ;-------------------------------------------------------------------------- [State -1];空中ロマンキャンセルEX type = ChangeState value = 994 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = movetype !=H triggerall = enemy,movetype !=H triggerall = power >= 500 triggerall =var(44)=0 triggerall =var(13)=0 trigger1 = statetype =A trigger1 = 0 [State -1];空中ロマンキャンセル type = ChangeState value = 990 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = movetype !=H triggerall = power >= 1000 triggerall = command = "cancel" triggerall = statetype = A triggerall =var(44)=0 triggerall = 0 trigger1 = movecontact trigger1 = enemy,movetype =H trigger2 =var(13)=1 ;=========================================================================== ;[State -1];前転 ;type = ChangeState ;value = ifelse(command = "holdback",108,107) ;triggerall = var(59) > 0 && roundstate = 2 ;triggerall = !ishelper ;triggerall = command = "zenten" ;triggerall = stateNO != 6700 ;trigger1 = MoveType != H ;trigger1 = ctrl && statetype != A ;trigger2 = stateno = 100 ;[State -1];バク転 ;type = ChangeState ;value = ifelse(command = "holdback",108,107) ;triggerall = var(59) > 0 && roundstate = 2 ;triggerall = !ishelper ;triggerall = command = "bakuten" ;triggerall = stateNO != 6700 ;trigger1 = MoveType != H ;trigger1 = ctrl && statetype != A ;trigger2 = stateno = 100 [State -1];前転 type = ChangeState value = 107 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = stateNO != 6700 trigger1 = MoveType != H trigger1 = ctrl && statetype != A trigger1 = p2movetype = A && p2statetype != A trigger1 = p2bodydist X = [1,15] trigger1 = random <= (var(59) * 10) ;trigger2 = stateno = 100 [State -1];バク転 type = ChangeState value = 108 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = stateNO != 6700 trigger1 = MoveType != H trigger1 = ctrl && statetype != A trigger1 = p2movetype = A trigger1 = p2bodydist X = [10,30] trigger1 = random <= (var(59) * 10) trigger1 = backedgebodydist >= 50 trigger2 = stateno = 100 trigger2 = p2movetype = A trigger2 = p2bodydist X = [20,40] trigger2 = random <= (var(59) * 10) trigger2 = backedgebodydist >= 50 ;------------------------------------------------------------------------------ ;---------------------------------------------------------------------------- [State -1];Bフィールド(空中) type = ChangeState value = 2152 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype = A triggerall = power >= 500 trigger1 = 0 trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1];Bフィールド(しゃがみ) type = ChangeState value = 2151 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = power >= 500 trigger1 = ctrl trigger1 = p2statetype = C && p2movetype = A trigger1 = p2bodydist X = [0,20] trigger1 = random <= (var(59) * 2) ;---------------------------------------------------------------------------- [State -1];Bフィールド(立ち) type = ChangeState value = 2150 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = power >= 500 trigger1 = ctrl trigger1 = p2statetype = S && p2movetype = A trigger1 = p2bodydist X = [0,20] trigger1 = random <= (var(59) * 2) ;--------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ ;空中でのジャンプキャンセル [State -1,AJumpC]; Type=ChangeState value=45 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper TriggerAll=StateType=A TriggerAll=MoveContAct Trigger1 = ctrl = 1 trigger1 = 0 Trigger2=(StateNo=[200,699]) || StateNo= 6430 Trigger2 = var(2) <= 0 Trigger2=MoveHit trigger2 = 0 Trigger3=(StateNo=1250) && (animelemtime(13)>=0) Trigger3 = var(2) <= 0 Trigger3=MoveHit [State -1,A dashC]; Type=ChangeState value=110 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper TriggerAll=StateType=A Trigger1 = ctrl = 1 Trigger1 = var(3) <= 0 trigger1 = p2bodydist X = [40,150] trigger1 = p2statetype != A trigger1 = p2movetype != H && p2statetype != L trigger1 = pos Y >= -30 Trigger2=(StateNo=[200,699]) || StateNo= 6430 Trigger2=MoveHit trigger2 = 0 ;空中バクステ [State -1,A back dashC]; Type=ChangeState value=115 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper TriggerAll=StateType=A Trigger1 = ctrl = 1 Trigger1 = var(3) <= 0 trigger1 = p2movetype = A trigger1 = p2bodydist X = [30,60] trigger1 = backedgebodydist >= 50 trigger1 = random >= (var(59) * 95) ;Trigger2=(StateNo=[200,699]) || StateNo= 6430 ;Trigger2=MoveHit [State -1, 走る] type = ChangeState value = 100 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype = S trigger1 = ctrl trigger1 = p2movetype = H trigger1 = p2bodydist X = [60,100] trigger1 = random >= (var(59) * 99) [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper triggerall = statetype = S trigger1 = ctrl trigger1 = MoveType != H trigger1 = ctrl && statetype != A trigger1 = p2statetype = L trigger1 = p2bodydist X = [0,20] trigger1 = random <= (var(59) * 80) trigger1 = backedgebodydist >= 50 [State -1,air dash Forward] Type=ChangeState value=110 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper TriggerAll=Alive!=0 TriggerAll=StateType=A TriggerAll= pos y <= ifelse(vel y < 0,-30,-10) TriggerAll=anim!=110 TriggerAll = var(3) <= 0 triggerall = 0 Trigger1=((stateno = [50,59])||(stateno = [120,140])) && ctrl trigger2 = ((stateno = [5200,5210]) || stateno = 5040) && ctrl [State -1,air dash Back] Type=ChangeState value=115 triggerall = var(59) > 0 && roundstate = 2 triggerall = !ishelper TriggerAll=Alive!=0 TriggerAll=0 TriggerAll=StateType=A TriggerAll=pos y <= ifelse(vel y < 0,-30,-10) TriggerAll=anim!=115 TriggerAll = var(3) <= 0 Trigger1=((stateno = [50,59])||(stateno = [120,140])) && ctrl trigger2 = ((stateno = [5200,5210]) || stateno = 5040) && ctrl [State -1, guard] ;ガードの記述 別の自分製作AIのをそのまま持ってきました。 type = ChangeState value = 120 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = ctrl && stateno != [120,155] triggerall = InGuardDist triggerall = random <= (var(59) * 40) trigger1 = p2movetype = A || enemynear,movetype = A trigger1 = statetype != A ;trigger2 = p2movetype = A || enemynear,movetype = A || enemynear,NumProj != 0 ;trigger2 = statetype = A [State -1, jump];ジャンプstate40に飛ぶための条件。完全制御しているので勝手にジャンプしない。 type = ChangeState value = 40 triggerall = roundstate = 2 triggerall = var(59) >= 10 && RoundState = 2 triggerall = statetype != A && ctrl triggerall = p2statetype != A && p2movetype != H triggerall = stateno != 100 ;ダッシュ中にジャンプさせたくない trigger1 = p2bodydist X = [70,170] trigger1 = random >= var(59) * 95 trigger1 = p2movetype != H trigger1 = p2statetype != L [State -1, Walk];state20に飛ぶための条件→これ+commonの条件で歩く type = ChangeState value = 20 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = statetype = S triggerall = stateno != 100 triggerall = stateno != 20 trigger1 = ctrl && stateno != 20 trigger1 = p2bodydist X = [0,300] trigger1 = p2movetype != A; || p2statetype != L trigger1 = enemynear,NumProj = 0 ctrl = 1 ;以下操作 ;============================================================================== ; 超必殺技 ;============================================================================== [State -1, 怒涛のみゅかりさん] type = ChangeState value = 3300 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command ="myukariH" triggerAll = statetype = S TriggerAll = Power>999 trigger1 = ctrl [State -1, ムーンライトディザスター空中] type = ChangeState value = 3250 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command ="disaster" triggerAll = statetype = A TriggerAll = Power>999 trigger1 = ctrl [State -1, ムーンライトディザスター地上] type = ChangeState value = 3200 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command ="disaster" triggerAll = statetype = S TriggerAll = Power>999 trigger1 = ctrl [State -1, まな板リフレクター] type = ChangeState value = 3100 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command ="reflector" triggerAll = statetype = S TriggerAll = Power>999 trigger1 = ctrl [State -1, ヴァイオレンスエッジ] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command ="violence" triggerAll = statetype = S TriggerAll = Power>999 trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1] type = ChangeState value = 700 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "holdfwd" triggerall = command = "fd" triggerall = command != "holddown" triggerall = power >= 1000 trigger1 = Stateno = [150,153] ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State -1, リベンジスラッシュA] type = ChangeState value = 1700 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "BQC_x" triggerall = statetype =S||statetype =C trigger1 = var(1) trigger2 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger3 = StateNo = 215 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 240 && (var(1) || animelemtime(6)>=0) trigger5 = StateNo = 245 && (var(1) || animelemtime(5)>=0) trigger6 = StateNo = 410 && (var(1) || animelemtime(6)>=0) [State -1, リベンジスラッシュB] type = ChangeState value = 1750 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "BQC_y" triggerall = statetype =S||statetype =C trigger1 = var(1) [State -1, スティンガーキックA] type = ChangeState value = 1800 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "BQC_a" triggerall = statetype =S||statetype =C trigger1 = var(1) [State -1, スティンガーキックB] type = ChangeState value = 1850 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "BQC_b" triggerall = statetype =S||statetype =C trigger1 = var(1) [State -1, みゅかりさん召喚2] type = ChangeState value = 1510 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "FQC_y" triggerall = statetype =S||statetype =C trigger1 = NumHelper(1550) = 0 trigger1 = var(1) [State -1, みゅかりさん召喚1] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "FQC_x" triggerall = statetype =S||statetype =C trigger1 = NumHelper(1550) = 0 trigger1 = var(1) [State -1, ムーンライトバスター] type = ChangeState value = 1450 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QQ_a" ||command = "QQ_b" triggerall = statetype =S||statetype =C trigger1 = (stateno = 1400) && animelemtime(10)>=0 trigger2 = (stateno = 1420) && animelemtime(10)>=0 [State -1, ムーンサルトニードロップB] type = ChangeState value = 1420 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCB_b" triggerall = statetype =S||statetype =C trigger1 = var(1) [State -1, ムーンサルトニードロップA] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCB_a" triggerall = statetype =S||statetype =C trigger1 = var(1) [State -1, アンダースライドA] type = ChangeState value = 1350 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCB_y" triggerall = statetype =S||statetype =C trigger1 = var(1) [State -1, ダウンスマッシュ] type = ChangeState value = 1310 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "y" triggerall = statetype =S||statetype =C trigger1 = (stateno = 1300) && animelemtime(7)>=0 [State -1, アンダースライドB] type = ChangeState value = 1320 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "x" triggerall = statetype =S||statetype =C trigger1 = (stateno = 1300) && animelemtime(7)>=0 [State -1, ターンスライド] type = ChangeState value = 1300 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCB_x" triggerall = statetype =S||statetype =C trigger1 = var(1) [State -1, 連環腿強] type = ChangeState value = 1250 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "FQC_b" triggerall = statetype =S||statetype =C trigger1 = var(1) [State -1, 連環腿弱] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "FQC_a" triggerall = statetype =S||statetype =C trigger1 = var(1) trigger2 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger3 = StateNo = 215 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 240 && (var(1) || animelemtime(6)>=0) trigger5 = StateNo = 245 && (var(1) || animelemtime(5)>=0) trigger6 = StateNo = 410 && (var(1) || animelemtime(6)>=0) [State -1, 分裂シュート] type = ChangeState value = 1150 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCF_b" triggerall = statetype =S||statetype =C trigger1 = ctrl [State -1, ノーマルシュート] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCF_a" triggerall = statetype =S||statetype =C trigger1 = ctrl [State -1, クレセントエッジ空中] type = ChangeState value = 1070 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCF_x" triggerall = statetype =A trigger1 = ctrl trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) trigger3 = StateNo = 610 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 630 && (var(1) || animelemtime(4)>=0) trigger5 = StateNo = 640 && (var(1) || animelemtime(5)>=0) trigger5 = (stateno = 110 || stateno = 115) && time >= 8 [State -1, クレセントエッジ強] type = ChangeState value = 1050 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCF_y" triggerall = statetype =S||statetype =C trigger1 = ctrl [State -1, クレセントエッジ弱] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "QCF_x" triggerall = statetype =S||statetype =C trigger1 = ctrl ;------------------------------------------------------------------------------ ;-------------------------------------------------------------------------- [State -2];金バースト type = ChangeState value = 750 triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = fvar(33) >= 1.5 triggerall = command = "burst" triggerall = alive && roundstate = 2 trigger1 = (ctrl||fvar(28)) trigger2 = stateno = [100,101] trigger3 = time <= 1 trigger3 = movetype = A trigger3 = stateno = [200,640] trigger3 = prevstateno != [200,640] [State -2];青バースト type = ChangeState value = 755 triggerall = var(59) = 0 triggerall = !ishelper triggerall = var(59) <= 0 triggerall = fvar(33) >= 1.5 triggerall = command = "burst" triggerall = alive && roundstate = 2 triggerall = !var(38) triggerall = movetype = H triggerall =!hitshakeover trigger1 = (anim = [120,159])&&stateno!=700 trigger2 = (anim = [5000,5119]) || ((vel x != 0 || vel y != 0)&&(stateno != [5000,5499])) trigger2 = gethitvar(isbound)=0 trigger3 = stateno = [5000,5119] trigger4 = stateno = 5120&&animtime=0 ;------------------------------------------------------------------------------ [State -1];地上ロマンキャンセルEX type = ChangeState value = 984 triggerall = var(59) = 0 triggerall = !ishelper triggerall = movetype !=H triggerall = enemy,movetype !=H triggerall = power >= 500 triggerall = command = "cancel" triggerall = stateno != [1305,1335] triggerall = RoundState = 2 triggerall =var(44)=0 triggerall =var(13)=0 triggerall = stateno != [3000,3010] triggerall = stateno != [3040,3050] triggerall = stateno != [3300,3550] triggerall = stateno != 3100 trigger1 = statetype =S||statetype =C ;=========================================================================== [State -1];地上ロマンキャンセル type = ChangeState value = 980 triggerall = var(59) = 0 triggerall = !ishelper triggerall = movetype !=H triggerall = power >= 1000 triggerall = command = "cancel" triggerall =var(44)=0 triggerall = statetype =S||statetype =C triggerall = stateno != [1305,1335] triggerall = stateno != [3000,3010] triggerall = stateno != [3040,3050] triggerall = stateno != [3300,3550] triggerall = stateno != 3100 triggerall = RoundState = 2 trigger1 = movecontact trigger2 = enemy,movetype =H trigger2 =stateno !=810 trigger2 =stateno !=860 trigger3 =var(13)=1 trigger4 = enemy,movetype =H trigger4 =stateno =810 && animelemtime(11)>=0 trigger5 = enemy,movetype =H trigger5 =stateno =860 && animelemtime(17)>=0 ;-------------------------------------------------------------------------- [State -1];空中ロマンキャンセルEX type = ChangeState value = 994 triggerall = var(59) = 0 triggerall = !ishelper triggerall = movetype !=H triggerall = enemy,movetype !=H triggerall = power >= 500 triggerall = command = "cancel" triggerall =var(44)=0 triggerall =var(13)=0 trigger1 = statetype =A [State -1];空中ロマンキャンセル type = ChangeState value = 990 triggerall = var(59) = 0 triggerall = !ishelper triggerall = movetype !=H triggerall = power >= 1000 triggerall = command = "cancel" triggerall = statetype = A triggerall =var(44)=0 trigger1 = movecontact trigger1 = enemy,movetype =H trigger2 =var(13)=1 ;=========================================================================== [State -1];前転 type = ChangeState value = ifelse(command = "holdback",108,107) triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "zenten" triggerall = stateNO != 6700 trigger1 = MoveType != H trigger1 = ctrl && statetype != A trigger2 = stateno = 100 [State -1];バク転 type = ChangeState value = ifelse(command = "holdback",108,107) triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "bakuten" triggerall = stateNO != 6700 trigger1 = MoveType != H trigger1 = ctrl && statetype != A trigger2 = stateno = 100 ;------------------------------------------------------------------------------ ;---------------------------------------------------------------------------- [State -1];Bフィールド(空中) type = ChangeState value = 2152 triggerall = var(59) = 0 triggerall = !ishelper triggerall = alive triggerall = statetype = A triggerall = power >= 500 trigger1 = command = "b" &command = "a" trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1];Bフィールド(しゃがみ) type = ChangeState value = 2151 triggerall = var(59) = 0 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = power >= 500 trigger1 = command = "b" &command = "a" trigger1 = command = "holddown" trigger1 = ctrl ;---------------------------------------------------------------------------- [State -1];Bフィールド(立ち) type = ChangeState value = 2150 triggerall = var(59) = 0 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = power >= 500 trigger1 = command = "b" &command = "a" trigger1 = command != "holddown" trigger1 = ctrl ;--------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;============================================================================== ; 移動関連 ;============================================================================== ;------------------------------------------------------------------------------ [State -1,JumpC]; Type=ChangeState value=40 triggerall = var(59) = 0 triggerall = !ishelper TriggerAll=StateType!=A TriggerAll=command="holdup" Trigger1=MoveContAct Trigger1=StateNo=[200,699] [State -1,AJumpC]; Type=ChangeState value=45 triggerall = var(59) = 0 triggerall = !ishelper TriggerAll=StateType=A TriggerAll=command="holdup" TriggerAll=MoveContAct Trigger1 = ctrl = 1 Trigger2=(StateNo=[200,699]) || StateNo= 6430 Trigger2 = var(2) <= 0 Trigger2=MoveHit Trigger3=(StateNo=1250) && (animelemtime(13)>=0) Trigger3 = var(2) <= 0 Trigger3=MoveHit [State -1,A dashC]; Type=ChangeState value=110 triggerall = var(59) = 0 triggerall = !ishelper TriggerAll=StateType=A TriggerAll=command="FF" Trigger1 = ctrl = 1 Trigger1 = var(3) <= 0 Trigger2=(StateNo=[200,699]) || StateNo= 6430 Trigger2=MoveHit [State -1,A back dashC]; Type=ChangeState value=115 triggerall = var(59) = 0 triggerall = !ishelper TriggerAll=StateType=A TriggerAll=command="BB" Trigger1 = ctrl = 1 Trigger1 = var(3) <= 0 Trigger2=(StateNo=[200,699]) || StateNo= 6430 Trigger2=MoveHit [State -1, 走る] type = ChangeState value = 100 triggerall = var(59) = 0 triggerall = !ishelper trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(59) = 0 triggerall = !ishelper trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl [State -1,air dash Forward] Type=ChangeState value=110 triggerall = var(59) = 0 triggerall = !ishelper TriggerAll=Alive!=0 TriggerAll=command="FF" TriggerAll=StateType=A TriggerAll= pos y <= ifelse(vel y < 0,-30,-10) TriggerAll=anim!=110 TriggerAll = var(3) <= 0 Trigger1=((stateno = [50,59])||(stateno = [120,140])) && ctrl trigger2 = ((stateno = [5200,5210]) || stateno = 5040) && ctrl [State -1,air dash Back] Type=ChangeState value=115 triggerall = var(59) = 0 triggerall = !ishelper TriggerAll=Alive!=0 TriggerAll=command="BB" TriggerAll=StateType=A TriggerAll=pos y <= ifelse(vel y < 0,-30,-10) TriggerAll=anim!=115 TriggerAll = var(3) <= 0 Trigger1=((stateno = [50,59])||(stateno = [120,140])) && ctrl trigger2 = ((stateno = [5200,5210]) || stateno = 5040) && ctrl ;============================================================================== ; 特殊技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 前投げ];投げ技 type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "F_b" 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 [State -1, 後ろ投げ];投げ技 type = ChangeState value = 850 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "B_b" 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 [State -1];前転 type = ChangeState value = ifelse(command = "holdback",108,107) triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "zenten" triggerall = stateNO != 6700 trigger1 = MoveType != H trigger1 = ctrl && statetype != A trigger2 = stateno = 100 [State -1];バク転 type = ChangeState value = ifelse(command = "holdback",108,107) triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "bakuten" triggerall = stateNO != 6700 trigger1 = MoveType != H trigger1 = ctrl && statetype != A trigger2 = stateno = 100 ;------------------------------------------------------------------------------ ;============================================================================== ; 通常攻撃技 ;============================================================================== ;------------------------------------------------------------------------------ [State -1, 前強パンチ] type = ChangeState value = 215 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "F_y" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger5 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger6 = StateNo = 430 && (var(1) || animelemtime(6)>=0) trigger7 = StateNo = 235 && (var(1) || animelemtime(6)>=0) [State -1, 前弱パンチ] type = ChangeState value = 205 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "F_x" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 400 && (var(1) || animelemtime(4)>=0) [State -1, 前強キック] type = ChangeState value = 245 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "F_b" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 230 && (var(1) || animelemtime(5)>=0) trigger5 = StateNo = 240 && (var(1) || animelemtime(5)>=0) trigger6 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger7 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger8 = StateNo = 410 && (var(1) || animelemtime(5)>=0) trigger9 = StateNo = 430 && (var(1) || animelemtime(6)>=0) trigger10 = StateNo = 235 && (var(1) || animelemtime(6)>=0) [State -1, 前弱キック] type = ChangeState value = 235 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "F_a" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 230 && (var(1) || animelemtime(5)>=0) trigger5 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger6 = StateNo = 245 && (var(1) || animelemtime(9)>=0) trigger7 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger8 = StateNo = 430 && (var(1) || animelemtime(5)>=0) [State -1, 立ち弱パンチ] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 400 && (var(1) || animelemtime(4)>=0) [State -1, 立ち強パンチ] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger5 = StateNo = 430 && (var(1) || animelemtime(6)>=0) trigger6 = StateNo = 230 && (var(1) || animelemtime(5)>=0) trigger7 = StateNo = 235 && (var(1) || animelemtime(4)>=0) [State -1, 立ち弱キック] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 400 && (var(1) || animelemtime(4)>=0) [State -1, 立ち強キック] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 230 && (var(1) || animelemtime(5)>=0) trigger5 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger6 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger7 = StateNo = 410 && (var(1) || animelemtime(5)>=0) trigger8 = StateNo = 430 && (var(1) || animelemtime(6)>=0) trigger9 = StateNo = 235 && (var(1) || animelemtime(6)>=0) ;------------------------------------------------------------------------------ [State -1, 挑発] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;------------------------------------------------------------------------------ [State -1, しゃがみ弱パンチ] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 400 && (var(1) || animelemtime(4)>=0) [State -1, しゃがみ強パンチ] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger5 = StateNo = 235 && (var(1) || animelemtime(6)>=0) trigger6 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger7 = StateNo = 430 && (var(1) || animelemtime(5)>=0) [State -1, しゃがみ弱キック] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 400 && (var(1) || animelemtime(4)>=0) [State -1, しゃがみ強キック] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 && (var(1) || animelemtime(4)>=0) trigger3 = StateNo = 210 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 240 && (var(1) || animelemtime(6)>=0) trigger5 = StateNo = 205 && (var(1) || animelemtime(6)>=0) trigger6 = StateNo = 245 && (var(1) || animelemtime(9)>=0) trigger7 = StateNo = 400 && (var(1) || animelemtime(4)>=0) trigger8 = StateNo = 430 && (var(1) || animelemtime(5)>=0) trigger9 = StateNo = 235 && (var(1) || animelemtime(6)>=0) ;------------------------------------------------------------------------------ [State -1, ジャンプ弱パンチ] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) trigger3 = (stateno = 110 || stateno = 115) && time >= 8 [State -1, ジャンプ強パンチ] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) trigger3 = StateNo = 630 && (var(1) || animelemtime(4)>=0) trigger4 = (stateno = 110 || stateno = 115) && time >= 8 [State -1, ジャンプ弱キック] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) trigger3 = (stateno = 110 || stateno = 115) && time >= 8 [State -1, ジャンプ強キック] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = !ishelper triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && (var(1) || animelemtime(3)>=0) trigger3 = StateNo = 610 && (var(1) || animelemtime(6)>=0) trigger4 = StateNo = 630 && (var(1) || animelemtime(4)>=0) trigger5 = (stateno = 110 || stateno = 115) && time >= 8 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------
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