; 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
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------