[statedef -3] [state RaohAI bySAIKEI 10/07/11] //////////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------------ ==================================================================================== Ataru氏ラオウ-AIパッチ by SAIKEI ==================================================================================== ------------------------------------------------------------------------------------ //////////////////////////////////////////////////////////////////////////////////// 最初に Ataru氏ラオウのAIを作らせてもらいました。 製作者とダウンロードしてくれた人に感謝します。 //////////////////////////////////////////////////////////////////////////////////// 使用法 「SAIKEI-AI」 「Raoh-SAI.def」 「RaohAI.txt」 これらのフォルダ、ファイルをそのままキャラのフォルダに入れてください。 そしてselect.defで登録するとき、「Raoh/Raoh-SAI.def」 この表記で記述してください。 AIパッチが有効になり使用可能になります。 「Raoh」で登録するとパッチを当てる前の状態で使用できます。ご自由にどうぞ。 //////////////////////////////////////////////////////////////////////////////////// パッチ概要 パッチを当てることでAIに動作をさせます。 またキャラそのものに大幅な改変を行っています。 基本的に原作再現に近くなるようにしたつもりですが原作と異なる箇所も多いかもしれません。 改変点はブースト、バニシング、グレイブ、各種浮き補正、バスケの搭載、技のフレーム調整などです。 //////////////////////////////////////////////////////////////////////////////////// 対応カラーパレット(提供:AMさん) A = デフォルトカラー B = 黒カラー C = 青カラー D = 赤カラー E = 白カラー 挑発ボタン = デフォルトサウザーカラー Start + A = 赤サウザーカラー Start + B = クーラ・ダイアモンドカラー Start + C = ポチョムキンカラー Start + D = オリジナルゼロカラー Start + E = 黒王カラー Start + 挑発ボタン = 獅子王(影)カラー ------------------------------------------------------------------------------------ //////////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------------ ★★★設定★★★★ ----AIレベル trigger1=var(58):= 5 ↑1〜5で設定できます。それ以外だと上手くAIが動作しない可能性があります。 ----常時AIスイッチ trigger2= 0 ↑1にすると常にAIが起動します。0にすると通常通りです。 ----魚住モード trigger3= 0 ↑0でモードを解除、1でモードが有効になります。 trigger3=var(54):= 27 ↑空中ヒット数を指定します。 ★モード概要 無条件で空中ヒット数を指定した分だけ稼いだ状態になります。 ただし、コンボ補正などには影響がないため、基本的にはバスケ用になります。 プレイヤー操作時のみ有効です。 ヒット数目安: 百烈(最低:25〜、推奨:27〜) ドリブル(最低:32〜、推奨:40〜) トラベリング(55〜) バスケ(最低:60〜、推奨:80〜) ※最低値よりも低い数値でもできる可能性はありますがその分シビアになり落としやすいです。  推奨の数値なら比較的刻みやすいです。  なおトラベリングは必ず55以上ないとできません。 ------------------------------------------------------------------------------------ レベル概要 Lv1 - 種籾レベル ガードが甘い。 攻めも強くない。 目押しがほとんどできない。 Lv2 - モヒカンレベル  ガード甘め、上下に揺さぶると簡単に崩れる。 攻めはまあまあ。目押しは二回くらいならなんとかできる。 Lv3 - 修羅レベル ガードが固めになってくる。 連携が多彩になってくる。またカウンター行動も取る。 そこそこコンボが繋がるようになる。 Lv4 - 修羅上位レベル ガードがかなり固い。 ガーキャン狩りチョップなどのハイリスクな行動を取る。 ブー小技で奇襲を仕掛けたりしてくる。 よく無想を取ってくる。 たまにコンボ完走する。が、それなりにミスる。  ドリブルルート解禁。 など。 Lv5 - 対AI 観賞用、あるいはコンボムービ(ry 基本ガードは崩れない。 見てから印刷、ブーチョップ余裕でした。 //////////////////////////////////////////////////////////////////////////////////// 更新履歴 【10/07/11】 ガードバックの修正 バニダウンの不具合を修正 【10/07/10】 常時AI起動スイッチ 蓄積ガードバックバグの修正 空中受身ができないのを修正 ヘヴィストライクでKOできていたのを修正 トラベリングの小足拾いをキャラ問わず(おそらく)できるように タイムアップ時に究極奥義使用でKO、勝利してなくても勝利背景が出るのを修正 タイムアップ時に一撃をヒットさせると挙動がおかしくなる不具合を修正 バニの自動ブーストが暴発していたのを修正 バニをヒットさせるとブースト制限中でもブーストが溜まる不具合を修正 コンボを微修正 【10/07/01】 AI微修正 投げの発生4Fに 【10/06/28】 AIの立ち回り修正 投げの頻度をアップ 無想頻度アップ カウンター行動を強く コンボ修正 空中ジャンプ暴発を修正 一部技調整 【10/06/27】 AI立ち回り修正 グレイブの判定がなくなってるのを修正 コンボルート修正 田植えから星を取りにいく 星取り無制限になってるバグを修正 【10/06/24】 連続アジリティーガードの不具合修正 各種技調整 技の判定調整 バスケ処理の調整 ドリブルルート設定 魚住モード搭載 AI調整 地上ヒット、空中ヒットの仕様変更 カラーパレット追加 小ポトレ色化けの修正 その他細かいバグ修正 【10/05/13】 本体大幅改変、より原作に近くなるように。 AI大幅強化 AIレベル実装 ヒットストップキャンセル実装 各種技の調整 各種システムの調整 カラーパレット追加 【10/02/07】 微修正 【10/02/06】 初公開 //////////////////////////////////////////////////////////////////////////////////// 意事項など もしかしたらこのパッチのせいでバグが発生する可能性があります もしバグが見つかった場合はご報告をお願いします。 元ファイルの上書きは一切しません。 //////////////////////////////////////////////////////////////////////////////////// ☆☆スペシャルサンクス Ataru氏 - 改変元のキャラ製作者です。 ドロウィン氏 - このキャラのスプライトデータなどの提供してくれている製作者です。 AM氏 - このキャラのカラーパレットを作っていただきました。 加えてAI製作時のアドバイス、意見を多くもらいました。 MUGENについて語るスレpart438>>695の方 - ラオウの小ポトレ修正ファイルを使わせてもらいました。 //////////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------------ ==================================================================================== //////////////////////////////////////////////////////////////////////////////////// AI //////////////////////////////////////////////////////////////////////////////////// ==================================================================================== ------------------------------------------------------------------------------------ ------------使用変数 fv38,39=p2bodydist fv37=バウンド速度 fv33,34=frontedge,backedge fv30~32=重力加速度 fv29=対空用vel x fv12=空中ヒット浮き補正 fv11=バニコンヒットバック fv10=グレイブ浮き補正 v59=AI v58=AIレベル v57=AI行動制御 --立ち回り-- 30=低ダ 77=無想待ち 90=ガーキャン狩りブーチョップ --コンボ-- 100=壁コンA@低空剛掌波ルート 110=壁コンAA地釵ルート 120=壁コンABチョップルート 130=壁コンACダブルグレルート 140=壁コンB@低ダJBEルート 150=壁コンBAグレ低空ブー釵ルート 160=裏周り壁コン@裏釵ルート(ヒット数25以下で踵使用) 170=印刷カウンタールート 180=裏周り壁コンB印刷ルート※未搭載(上手く再現できない) 190=裏周り壁コンCたーしルート 200=ダブルグレルート@基本ルート 210=ダブルグレルートAオラオラ印刷ルート(オーラゲージ1本)※未搭載 220=裏釵後ダブル地釵ルート@ 230=裏釵後ダブル地釵ルートAオラオラ入り※未搭載 240=往復釵ルート 250=トラベリング 260=2C強化釵ルート 265=2Cグレ空釵ルート 270=対空始動用バニコン 280=チートゴーショーハ 300=ドリブルルート 310=投げドリブルルート v56=AIフラグセット 1=上段:0下段:1 2=オーラガード 4=inguarddist改 8=前要素 16=後ろ要素 32=中段判定 64=溜め判定 128=1ラウンド取得 256=呼法ストック判定 512=リバーサル判定 1024=対ヘルパー飛び道具 2048= v55=HSCE用prevstateno v54=魚住モード v53=コモン用time v52=AIコマンド v51=AI向き認識(左:-1 右:1) v50=中段 v49=中段2 v48=中段2 v47=中段3 v46= v45= v44= v43=着地割り出し v42=割り込みフレーム v41=割り込み判定 v40=使用中(ゲージ位置) v39=targetid v38=playerID計測 v37=待ち v36= v18=トラベリング v17=GOSHOHA空中静止無効フラグ v15=空中hit数 v14=地上hit数 v13=ダウン追撃 ---------------------------------------------------------------------------------- type=null trigger1=0 trigger3=0 trigger2=var(59):=1 ignorehitpause=1 [State 5900, 1] type=VarRangeSet trigger1=stateno=5900 trigger1=!roundstate trigger1=!roundsexisted value=0 [State ] type=VarRangeSet trigger1=stateno=5900 trigger1=!roundstate trigger1=!roundsexisted fvalue=0 ;----------デバッグ [state ] type=varset trigger1=0 var(52)=-1 ignorehitpause=1 [state ] type=varset trigger1=0 trigger1=!numtarget&&!stateno trigger2=0 ;trigger3=palno=12 var(5)=120 ignorehitpause=1 [state ] type=varset trigger1=0 trigger1=!numtarget&&!stateno trigger2=0 var(8)=2 ignorehitpause=1 ;----------手動AIスイッチ [state ] type=varset trigger1=0 trigger1=command="c" var(59)=-var(59) [state ] type=varset trigger1=0 trigger1=enemynear,movetype=h var(59)=1 ;//////////////////////////////////////////////////////////////////////////////////// ;------------------ヘルパーセット [state ] type=helper trigger1=!numhelper(31111) id=31111 keyctrl=1 supermovetime=999999 pausemovetime=999999 [state ] type=helper trigger1=!numhelper(850) id=850 stateno=850 supermovetime=999999 pausemovetime=999999 [state ] type=null;helper trigger1=numhelper(999999)=0 id=999999 stateno=999999 supermovetime=999999 pausemovetime=999999 ;--------------------対戦ID [state ] type=null trigger1=numenemy=1&&numtarget trigger1=target,movetype=h&&target,alive trigger1=var(39):=target,id trigger2=numenemy&&(!playeridexist(var(39))||numenemy>1) trigger2=var(39):=enemynear(!enemynear,alive&&numenemy>1),id trigger3=!playerid(var(39)),alive trigger3=var(39):=enemynear(!enemynear,alive&&numenemy>1),id ignorehitpause=1 ;--------------------AIセット [state ] type=varset triggerall=var(59)!=1 trigger1=command="AI0"||command="AI1"||command="AI2"||command="AI3"||command="AI4" trigger2=command="AI5"||command="AI6"||command="AI7"||command="AI8"||command="AI9" trigger3=command="AI10"||command="AI11"||command="AI12"||command="AI13"||command="AI14" trigger4=command="AI15"||command="AI16"||command="AI17"||command="AI18"||command="AI19" trigger5=command="AI20"||command="AI21"||command="AI22"||command="AI23"||command="AI24" trigger6=command="AI25"||command="AI26"||command="AI27"||command="AI28"||command="AI29" trigger7=command="AI30"||command="AI31"||command="AI32"||command="AI33"||command="AI34" trigger8=command="AI35"||command="AI36"||command="AI37"||command="AI38"||command="AI39" trigger9=command="AI40"||command="AI41"||command="AI42"||command="AI43"||command="AI34" trigger10=command="AI45"||command="AI46"||command="AI47"||command="AI48"||command="AI49"||command="AI50" trigger11=numhelper(31111)&&var(59)!=-1 trigger11=helper(31111),var(59)=1 var(59)=1 [state ] type=varset trigger1=numhelper(31111)&&!var(59) trigger1=helper(31111),var(59)=-1 var(59)=-1 ;------------------ガード [state ] type=varadd trigger1=1 var(56)=-(var(56)&4) ;----------------ガード認識 [state ] type=varadd trigger1=numhelper(31111) var(56)=4*(inguarddist||!!helper(31111),var(57)) ;---------------- [state ] type=varadd trigger1=1 var(56)=-(var(56)&8+16) [state ] type=varadd trigger1=stateno!=600 var(56)=-(var(56)&64) [state ] type=varadd trigger1=!(var(56)&128) ;trigger1=roundstate>2 ;trigger1=win var(56)=128 [state ] type=null triggerall=numhelper(200000) trigger1=!(var(56)&256)&&helper(200000),var(5) trigger1=var(56):=var(56)+256 trigger2=var(56)&256&&!helper(200000),var(5) trigger2=var(56):=var(56)-256 ignorehitpause=1 [state ] type=varset trigger1=stateno!=800&&stateno!=855 trigger1=var(55):=0 trigger2=stateno=855 var(55)=prevstateno ignorehitpause=1 ;--------------------簡易ヘルパー数計測 [state ] type=null triggerall=roundstate!=2 trigger1=numenemy=2 trigger1=var(44):=enemy,numhelper+enemy(1),numhelper trigger2=var(44):=enemy,numhelper ignorehitpause=1 [state ] type=varadd trigger1=1 var(56)=-(var(56)&1024) [state ] type=varadd triggerall=roundstate=2 trigger1=numenemy=2 trigger1=var(44)2 trigger1=helper(31111),var(48) trigger1=helper(31111),var(48)=playerid(var(39)),anim trigger1=var(41):=28 trigger2=helper(31111),var(47) trigger2=helper(31111),var(47)=playerid(var(39)),anim trigger2=var(41):=27 trigger3=helper(31111),var(46) trigger3=helper(31111),var(46)=playerid(var(39)),anim trigger3=var(41):=26 trigger4=helper(31111),var(45) trigger4=helper(31111),var(45)=playerid(var(39)),anim trigger4=var(41):=25 trigger5=helper(31111),var(44) trigger5=helper(31111),var(44)=playerid(var(39)),anim trigger5=var(41):=24 trigger6=helper(31111),var(43) trigger6=helper(31111),var(43)=playerid(var(39)),anim trigger6=var(41):=23 trigger7=helper(31111),var(42) trigger7=helper(31111),var(42)=playerid(var(39)),anim trigger7=var(41):=22 trigger8=helper(31111),var(41) trigger8=helper(31111),var(41)=playerid(var(39)),anim trigger8=var(41):=21 trigger9=helper(31111),var(40) trigger9=helper(31111),var(40)=playerid(var(39)),anim trigger9=var(41):=20 trigger10=helper(31111),var(39) trigger10=helper(31111),var(39)=playerid(var(39)),anim trigger10=var(41):=19 trigger11=helper(31111),var(38) trigger11=helper(31111),var(38)=playerid(var(39)),anim trigger11=var(41):=18 trigger12=helper(31111),var(37) trigger12=helper(31111),var(37)=playerid(var(39)),anim trigger12=var(41):=17 trigger13=helper(31111),var(36) trigger13=helper(31111),var(36)=playerid(var(39)),anim trigger13=var(41):=16 trigger14=helper(31111),var(35) trigger14=helper(31111),var(35)=playerid(var(39)),anim trigger14=var(41):=15 trigger15=helper(31111),var(34) trigger15=helper(31111),var(34)=playerid(var(39)),anim trigger15=var(41):=14 trigger16=helper(31111),var(33) trigger16=helper(31111),var(33)=playerid(var(39)),anim trigger16=var(41):=13 trigger17=helper(31111),var(32) trigger17=helper(31111),var(32)=playerid(var(39)),anim trigger17=var(41):=12 trigger18=helper(31111),var(31) trigger18=helper(31111),var(31)=playerid(var(39)),anim trigger18=var(41):=11 trigger19=helper(31111),var(30) trigger19=helper(31111),var(30)=playerid(var(39)),anim trigger19=var(41):=10 trigger20=helper(31111),var(29) trigger20=helper(31111),var(29)=playerid(var(39)),anim trigger20=var(41):=9 ignorehitpause=1 [state ] type=varset trigger1=var(41) trigger1=numhelper(31111) var(42)=playerid(var(39)),time-helper(31111),var(var(41)) ignorehitpause=1 [state ] type=varset trigger1=enemynear,movetype=h trigger1=enemynear,stateno=35110 trigger1=enemynear,time=1 fvar(37)=enemynear,vel y ignorehitpause=1 [state ] type=null ignorehitpause=1 triggerall=!ishelper&&numenemy triggerall=1||fvar(39):=facing*(playerid(var(39)),pos x-pos x-facing*ifelse(playerid(var(39)),statetype!=a,const(size.ground.front),const(size.air.front))) trigger1=facing!=playerid(var(39)),facing&&fvar(39)>=0||facing=playerid(var(39)),facing&&fvar(39)<0 trigger1=fvar(39):=fvar(39)-(1-2*(fvar(39)<0))*ifelse(playerid(var(39)),statetype!=a,playerid(var(39)),const(size.ground.front),playerid(var(39)),const(size.air.front))||1 trigger2=fvar(39):=fvar(39)-(1-2*(fvar(39)<0))*ifelse(playerid(var(39)),statetype!=a,playerid(var(39)),const(size.ground.back),playerid(var(39)),const(size.air.back)) [state ] type=null trigger1=var(52):=0&&0 trigger2=1||fvar(32):=ceil((playerid(var(39)),pos y-fvar(30)-fvar(31))*1000.0)*(playerid(var(39)),pos y<0)/1000.0 trigger2=1||fvar(31):=playerid(var(39)),pos y-fvar(30) trigger2=1||fvar(30):=playerid(var(39)),pos y trigger2=numhelper(31111) trigger2=1||fvar(33):=ifelse(facing=1,helper(31111),var(51),helper(31111),var(50))-ceil(helper(31111),rootdist x) trigger2=1||fvar(34):=helper(31111),var(50)+helper(31111),var(51)-fvar(33) trigger2=1||fvar(29):=(1-2*(enemynear,facing*(pos x-enemynear,pos x)<0))*enemynear,vel x*(enemynear,statetype=a) ignorehitpause=1 [state ] type=varset trigger1=stateno=855 var(32)=1 ignorehitpause=1 ;----------------------------------------------------------------------------------- ;/////////////////////////////////////////////////////////////////////////////////// ; フィニッシュ ;/////////////////////////////////////////////////////////////////////////////////// ;----------------------------------------------------------------------------------- [state ] type=varset var(52)=ifelse(random<=1000-80*(5-var(58))||var(58)>4,3000,600) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)!=280 triggerall=var(8)<=0&&var(56)&128 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=facing*(enemynear,pos x-pos x)>0 trigger1=enemynear,stateno=[90600,90620] trigger1=ctrl||stateno=800 trigger1=fvar(33)<=240 trigger1=fvar(39)<=240 trigger2=movehit trigger2=stateno=240 [state ] type=null;varset var(52)=2200 triggerall=var(59)=1 triggerall=!var(52) triggerall=power>=1000 triggerall=var(8)>0||!(var(56)&128) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,life<=enemynear,lifemax*8/enemynear,const(data.defence) triggerall=var(57)!=250 triggerall=fvar(39)<=80 triggerall=enemynear,stateno=90620||fvar(33)<=100&&(enemynear,stateno=90600||fvar(33)=[-40,100]) trigger1=stateno=800 ;----------------------------------------------------------------------------------- ;/////////////////////////////////////////////////////////////////////////////////// ; 反撃 ;/////////////////////////////////////////////////////////////////////////////////// ;----------------------------------------------------------------------------------- ;/////////////////////////////////////////////////////////////////////////////////// ; 切り返し ;/////////////////////////////////////////////////////////////////////////////////// ;-----------------リバーサル判定 [state ] type=varadd trigger1=movetype=h trigger1=!(var(56)=512) var(56)=512 ;---------立ち無想 [state ] type=varset var(52)=20 triggerall=var(59)=1 triggerall=var(58)>2 triggerall=!var(52) triggerall=var(12) triggerall=statetype!=a triggerall=enemynear,movetype=a triggerall=enemynear,statetype!=c triggerall=p2dist y>=-60 triggerall=fvar(39)<=50 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=enemynear,facing!=facing triggerall=random<=20*var(58)||var(58)>4 triggerall=(var(42)=[-2,1])||enemynear,hitdefattr=sac,aa,at,ap triggerall=ctrl trigger1=!numhelper(2315) trigger1=anim!=20 trigger1=enemynear,animtime<=-4||var(56)<=3 trigger1=1||var(56):=var(56)+8 ;--------屈み無想 [state ] type=varset var(52)=10 triggerall=var(59)=1 triggerall=var(58)>2 triggerall=!var(52) triggerall=var(12) triggerall=statetype!=a triggerall=enemynear,movetype=a triggerall=enemynear,statetype=c triggerall=fvar(39)<=50 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=enemynear,facing!=facing triggerall=random<=20*var(58)||var(58)>4 triggerall=(var(42)=[-2,1])||enemynear,hitdefattr=sac,aa,at,ap triggerall=ctrl trigger1=!numhelper(2316) trigger1=enemynear,animtime<=-4||var(56)<=3 trigger1=anim!=[10,12] ;------------無想を狙って待機してみよう [state ] type=varset var(37)=120 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=var(37)<=-120 triggerall=!var(52) triggerall=var(12) triggerall=statetype!=a triggerall=enemynear,movetype=a||enemynear,movetype=i triggerall=fvar(39)=[20,120] triggerall=random<=20+(backedgebodydist<=30)*40 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=enemynear,facing!=facing trigger1=ctrl||statetype=l [state ] type=varadd trigger1=1 var(37)=-1 ignorehitpause=1 [state ] type=varset var(37)=0 trigger1=enemynear,movetype=h trigger2=stateno=[2300,2350] trigger3=fvar(39)<20 ignorehitpause=1 [state ] type=varset trigger1=var(37)>0 var(52)=-1 ;-------------------------------------------- [state ] type=varset var(52)=2400 triggerall=var(59)=1&&!var(52) triggerAll=(Power>=1000) triggerall=playerid(var(39)),movetype=a triggerall=playerid(var(39)),animtime<=-41||var(58)<3&&random<=20 triggerall=playerid(var(39)),statetype!=a triggerall=statetype!=a triggerall=random<=5*var(58)||var(58)>4 triggerall=enemynear,vel x<=0 triggerall=ctrl triggerall=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5 trigger1=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5 [state ] type=varset var(52)=2200 triggerall=var(59)=1&&!var(52) triggerall=statetype!=a triggerall=power>=1800 triggerall=(Ctrl)+(StateNo=800) triggerall=playerid(var(39)),movetype!=h triggerall=playerid(var(39)),statetype=a triggerall=playerid(var(39)),stateno>=200&&playerid(var(39)),anim>=200 triggerall=random<=20*var(58)||var(58)>4 triggerall=numhelper(31111) triggerall=playerid(var(39)),pos y+helper(31111),fvar(5)=[-190,0] triggerall=fvar(39)-fvar(29)*5<=40 triggerall=ctrl||stateno=800 triggerall=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5 trigger1=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5 [State -1, ];ガーキャン狩り一撃 type=varset var(52)=3000 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)>2 triggerall=var(8)<=0 triggerall=(playerid(var(39)),prevstateno=[150,155])||moveguarded||playerid(var(39)),gethitvar(hittime)>0 triggerall=playerid(var(39)),hitdefattr=sca,aa,at||(playerid(var(39)),animtime=[-27,-20+!!(var(56)&256)*(11*(fvar(39)<=25))])||var(56)&256 triggerall=playerid(var(39)),animtime<=-20+!!(var(56)&256)*(11*(fvar(39)<=25)) triggerall=playerid(var(39)),statetype!=a triggerall=playerid(var(39)),movetype=a triggerall=fvar(39)<=100 triggerall=random<=20*var(58)||var(58)>4 triggerall=statetype!=a trigger1=(ctrl)+(stateno=800) trigger2=(stateno=200)*(movecontact)+(stateno=210)*(movecontact)+(stateno=220)*(movecontact) trigger3=(stateno=230)*(movecontact)+(stateno=240)*(movecontact)+(stateno=250)*(movecontact) trigger4=(stateno=260)*(movecontact)+(stateno=270)*(movecontact)+(stateno=300)*(movecontact) trigger5=(stateno=310)*(movecontact)+(stateno=320)*(movecontact)+(stateno=330)*(movecontact) ;------------------------ [state ] type=varset var(52)=1100 triggerall=var(59)=1 triggerall=var(58)>2 triggerall=!var(52) triggerall=(playerid(var(39)),prevstateno=[150,155])||moveguarded||playerid(var(39)),gethitvar(hittime)>0 triggerall=playerid(var(39)),hitdefattr=sca,aa,at||(playerid(var(39)),animtime=[-27,-20+!!(var(56)&256)*(11*(fvar(39)<=25))])||var(56)&256 triggerall=playerid(var(39)),animtime<=-20+!!(var(56)&256)*(11*(fvar(39)<=25)) triggerall=playerid(var(39)),statetype!=a triggerall=playerid(var(39)),movetype=a triggerall=fvar(39)<=100 triggerall=random<=40*var(58)||var(58)>4 triggerall=statetype!=a trigger1=(stateno=200)*(movecontact)+(stateno=210)*(movecontact)+(stateno=220)*(movecontact) trigger2=(stateno=230)*(movecontact)+(stateno=240)*(movecontact)+(stateno=250)*(movecontact) trigger3=(stateno=260)*(movecontact)+(stateno=270)*(movecontact)+(stateno=300)*(movecontact) trigger4=(stateno=310)*(movecontact)+(stateno=320)*(movecontact)+(stateno=330)*(movecontact) ;-----------------------ガーキャン狩りブーチョップ [state ] type=varset var(57)=0 trigger1=var(57)=90 trigger1=stateno!=800&&stateno!=855||enemynear,movetype!=a [state ] type=varset var(52)=3000 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(8)<=0 triggerall=var(57)=90 triggerall=enemynear,movetype=a triggerall=fvar(39)-fvar(29)*8<=100 triggerall=random<=40*var(58)||var(58)>4 triggerall=statetype!=a trigger1=(stateNo=800)&&(prevstateno=855) [state ] type=varset var(52)=1100 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=90 triggerall=enemynear,movetype=a triggerall=fvar(39)-fvar(29)*8<=100-75*!!(var(56)&256)||enemynear,hitdefattr=sac,aa,at,ap triggerall=random<=40*var(58)||var(58)>4 triggerall=statetype!=a trigger1=(stateno=800)&&(prevstateno=855) [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=!var(52) triggerall=(playerid(var(39)),prevstateno=[150,155])||moveguarded||playerid(var(39)),gethitvar(hittime)>0 triggerall=playerid(var(39)),hitdefattr=sca,aa,at||(playerid(var(39)),animtime=[-27,-20+!!(var(56)&256)*(11*(fvar(39)<=25))])||var(56)&256 triggerall=playerid(var(39)),animtime<=-20+!!(var(56)&256)*(11*(fvar(39)<=25)) triggerall=playerid(var(39)),statetype!=a triggerall=playerid(var(39)),movetype=a triggerall=fvar(39)<=120 triggerall=random<=50||var(58)>4 triggerall=!var(41)||var(41)&&var(42)<=-1 triggerall=statetype!=a triggerall=hitpausetime>2 trigger1=(stateno=200)*(movecontact)+(stateno=210)*(movecontact)+(stateno=220)*(movecontact) trigger1=var(57):=90 trigger2=(stateno=230)*(movecontact)+(stateno=240)*(movecontact)+(stateno=250)*(movecontact) trigger2=var(57):=90 trigger3=(stateno=260)*(movecontact)+(stateno=270)*(movecontact)+(stateno=300)*(movecontact) trigger3=var(57):=90 trigger4=(stateno=310)*(movecontact)+(stateno=320)*(movecontact)+(stateno=330)*(movecontact) trigger4=var(57):=90 ignorehitpause=1 ;--------強化チョップ [state ] type=varset var(52)=1100 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(56)&256 triggerall=numhelper(31111) triggerall=playerid(var(39)),animtime<=-11||var(58)<=2||var(41)&&var(42)<=0 triggerall=playerid(var(39)),movetype=a triggerall=!playerid(var(39)),numproj triggerall=(enemynear,stateno=[200,899])||var(41)||(enemynear,anim=[200,899]) triggerall=p2dist y+helper(31111),fvar(9)>=-120 triggerall=p2dist y+helper(31111),fvar(9)<0||enemynear,statetype!=a triggerall=(playerid(var(39)),stateno=[200,899])||playerid(var(39)),anim=[200,899] triggerall=fvar(39)-fvar(29)*8-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=25 triggerall=facing*(playerid(var(39)),pos x-pos x)>0 triggerall=enemynear,facing!=facing triggerall=statetype!=a triggerall=random<=20*var(58)&&var(58)<5||var(58)>4&&var(56)&256 triggerall=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5 triggerall=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5 trigger1=(ctrl)+(stateno=800) ;--------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=a triggerall=enemynear,movetype=a trigger1=var(5)>=100||var(6)&&var(5)%100>=20 trigger1=stateno=1150 trigger1=time=1 trigger1=fvar(39)>=20 ;-------ハイジャン逃げ [state ] type=varset var(52)=41 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,animtime<-8||enemynear,statetype=a triggerall=enemynear,movetype=a triggerall=enemynear,stateno>=200||enemynear,anim>=200 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!var(41)||var(42)>-8 triggerall=ctrl triggerall=random<=30*var(58)||1 trigger1=enemynear,statetype!=a&&fvar(39)>=90||enemynear,statetype=a&&fvar(39)-fvar(29)>=140 trigger1=1||var(56):=var(56)+16-8*((fvar(39)<=30||fvar(29)<=0||fvar(34)<=10||fvar(39)>=120)*(random<=500||fvar(39)>=120)) ;--------------アーマー潰し [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)>3 triggerall=random<=100||var(58)>4 triggerall=statetype!=a triggerall=enemynear,statetype!=a triggerall=enemynear,movetype!=h triggerall=enemynear,movetype=a||!enemynear,ctrl&&stateno>=200 trigger1=var(5)>=100||var(6) trigger1=movehit ignorehitpause=1 ;/////////////////////////////////////////////////////////////////////////////////// ; 割り込み、暴れ ;/////////////////////////////////////////////////////////////////////////////////// ;-------------------JA [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=var(58)>2 triggerall=!var(52) triggerall=var(41) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=numhelper(31111) triggerall=pos y+vel y*3+const(movement.yaccel)*4*4/2<0 triggerall=fvar(39)-vel x*3-fvar(29)*3<=40 triggerall=p2dist y+vel y*3+const(movement.yaccel)*4*4/2+helper(31111),fvar(4)=[-80,8] triggerall=ctrl trigger1=var(42)<=-1 ;------------------JB [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=var(58)>2 triggerall=!var(52) triggerall=var(41) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=numhelper(31111) triggerall=pos y+vel y*6+const(movement.yaccel)*6*6/2<0 triggerall=fvar(39)-fvar(29)*6-vel x*6<=80 triggerall=(p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-80,8])||enemynear,statetype!=a&&pos y+vel y*6+const(movement.yaccel)*6*6/2>=-100 triggerall=ctrl trigger1=var(42)<=-6 ;---------------2A暴れ [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=fvar(39)-fvar(29)*4-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=55 triggerall=p2dist y+helper(31111),fvar(3)>=-40 triggerall=enemynear,statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=!enemynear,numproj triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=var(56)&512||(prevstateno=[5000,5270])||(prevstateno=[120,155])||(stateno=[120,139])||var(58)>3 triggerall=(enemynear,movetype=a||!enemynear,ctrl)&&enemynear,stateno>=200&&enemynear,anim=[200,899] triggerall=random<=20*var(58)*var(58)&&var(58)>2||var(58)<=2&&random<=30 triggerall=ctrl||stateno=800 trigger1=!var(41) trigger1=(enemynear,time=[15,40])&&enemynear,time-animtime<=90||stateno=800 trigger2=var(41) trigger2=var(42)<=-2 ;---------------2B暴れ [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80 triggerall=enemynear,statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=!enemynear,numproj triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=var(56)&512||(prevstateno=[5000,5270])||(prevstateno=[120,155])||(stateno=[120,139])||var(58)>3 triggerall=(enemynear,movetype=a||!enemynear,ctrl)&&enemynear,stateno>=200&&enemynear,anim=[200,899] triggerall=random<=100*var(58)&&var(58)>2||var(58)<=2&&random<=30 triggerall=ctrl||stateno=800 trigger1=!var(41) trigger1=(enemynear,time=[15,40])&&enemynear,time-animtime<=90||stateno=800 trigger2=var(41) trigger2=var(42)<=-6 [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=!var(52) triggerall=var(41) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=numhelper(31111) triggerall=fvar(39)-fvar(29)*4-80*(enemynear,statetype!=a)*(var(5)>=100||var(6)&&var(5)%100>=20)<=55 triggerall=p2dist y+helper(31111),fvar(3)>=-40 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=ctrl||stateno=800 trigger1=var(42)<=-2||var(58)<4||stateno=800||enemynear,movereversed trigger1=random<=100*var(58)||var(58)>4 trigger2=playerid(var(39)),movecontact trigger2=helper(31111),var(var(41))<=playerid(var(39)),time trigger2=playerid(var(39)),animtime<=-3 trigger2=random<=120*var(58)||var(58)>4 [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=!var(52) triggerall=var(41) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=numhelper(31111) triggerall=fvar(39)-fvar(29)*7-80*(enemynear,statetype!=a)*(var(5)>=100||var(6)&&var(5)%100>=20)<=80 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=enemynear,statetype!=a triggerall=ctrl||stateno=800 trigger1=var(42)<=-6||stateno=800 ;----------------JD [state ] type=varset var(52)=430 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a ;triggerall=enemynear,statetype=a triggerall=enemynear,movetype=a triggerall=random<=100*var(58) trigger1=fvar(39)-vel x*6-fvar(29)*6<=80 trigger1=enemynear,statetype!=a&&vel x>=0||enemynear,statetype=a trigger1=ctrl trigger1=numhelper(31111) trigger1=enemynear,statetype=a&&(p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-100,40])||enemynear,statetype!=a&&pos y+vel y*15+const(movement.yaccel)*15*15/2>=-100&&vel y>2&&fvar(39)-fvar(29)*6-vel x*6=[-30,80] ;-------------対地JD [state ] type=varset var(52)=430 triggerall=var(59)=1 triggerall=var(58)>2 triggerall=!var(52) triggerall=!var(41) triggerall=vel y>2 triggerall=enemynear,movetype=a triggerall=statetype=a triggerall=numhelper(31111) triggerall=pos y+vel y*6+const(movement.yaccel)*6*6/2<0 triggerall=fvar(39)-fvar(29)*6-vel x*6=[-30,90] triggerall=enemynear,statetype!=a&&pos y+vel y*12+const(movement.yaccel)*12*12/2>=-120 trigger1=ctrl ;-----------対地JB [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=var(58)>2 triggerall=!var(52) triggerall=!var(41) triggerall=enemynear,movetype=a triggerall=statetype=a triggerall=numhelper(31111) triggerall=pos y+vel y*6+const(movement.yaccel)*6*6/2<0 triggerall=fvar(39)-fvar(29)*6-vel x*6<=90 triggerall=enemynear,statetype!=a&&pos y+vel y*6+const(movement.yaccel)*6*6/2>=-60 trigger1=ctrl [State ] Type=varset var(52)=3000 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=!var(52) triggerall=var(56)&256 triggerall=var(41)&&var(42)<=-7 triggerall=playerid(var(39)),movetype=a triggerall=fvar(39)<=85 triggerall=statetype!=a triggerall=(ctrl)+(stateno=800) trigger1=random<=60*var(58)||var(58)>4 trigger1=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5 trigger1=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5 [State ] type=varset var(52)=1100 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=!var(52) triggerall=var(56)&256 triggerall=playerid(var(39)),animtime<-9 triggerall=playerid(var(39)),hitdefattr=sca,aa,at triggerall=playerid(var(39)),movetype=a triggerall=enemynear,statetype!=a triggerall=fvar(39)<=25 triggerall=statetype!=a triggerall=(Ctrl)+(StateNo=800) trigger1=random<=60*var(58)||var(58)>4 trigger1=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5 trigger1=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5 [state ] type=varset var(52)=1000 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=!var(52) triggerall=numhelper(31111) triggerall=statetype!=a triggerall=fvar(39)-fvar(29)*3<=100 triggerall=playerid(var(39)),statetype!=a||playerid(var(39)),statetype=a&&p2dist y+helper(31111),fvar(3)=[-120,0] triggerall=enemynear,movetype=a triggerall=var(41)&&(var(42)=[-1,-2])||(enemynear,anim=[200,899])||enemynear,statetype=a||enemynear,hitdefattr=sac,aa,at,ap triggerall=random<=120*var(58)||var(58)>4 trigger1=(stateno=200)*(animelem=4,>=1)+(stateno=210)*(animelem=3,>=1)+(stateno=220)*(animelem=3,>=1) trigger2=(stateno=230)*(animelem=3,>=1)+(stateno=240)*(animelem=3,>=1)+(stateno=250)*(animelem=5,>=1) trigger3=(stateno=260)*(animelem=6,>=1)+(stateno=270)*(animelem=4,>=1)+(stateno=280)*(animelem=5,>=1) trigger4=(stateno=290)*(animelem=5,>=1)+(stateno=300)*(animelem=3,>=1)+(stateno=310)*(animelem=3,>=1) trigger5=(stateno=320)*(animelem=6,>=1)+(stateno=330)*(animelem=5,>=1)+(stateno=400)*(animelem=2,>=1) trigger6=(stateno=410)*(animelem=4,>=1)+(stateno=420)*(animelem=5,>=1)+(stateno=430)*(animelem=3,>=1) trigger7=(stateno=610)*(animelem=3,>=1)+(stateno=615)*(animelem=3,>=1)+(stateno=650)*(animelem=8,>=1) trigger8=(stateno=700)*(animelem=6,>=1)+(stateno=1100)*(animelem=6,>0)+(stateno=1150)*(animelem=6,>0) trigger9=(stateno=1200)*(animelem=8,>0)+(stateno=1250)*(animelem=11,>0)+(stateno=1500)*(animelem=3,>0) trigger10=(stateno=195)*(animelem=3,>=0) ;----------------対空グレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)>3 triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,movetype=a triggerall=enemynear,statetype=a triggerall=p2dist y+helper(31111),fvar(16)=[-160,-60] triggerall=enemynear,vel y<=0 triggerall=random<=40||var(58)>4 trigger1=fvar(39)-fvar(29)*16-vel x*6<=60 trigger1=ctrl ;----------------暴れグレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=!var(52) triggerall=var(41) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=p2dist y+helper(31111),fvar(16)>=-140 trigger1=fvar(39)-fvar(29)*16-vel x*6=[-20,60] trigger1=random<=40||var(58)>4 trigger1=ctrl trigger1=var(42)<=-15 ;--------------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=var(58)>3 triggerall=!var(52) triggerall=var(41) triggerall=statetype!=a triggerall=fvar(39)>50+(stateno=310)*30 triggerall=ctrl trigger1=stateno=300||stateno=310 trigger1=time=1 ;----------------空中ゴーショーハ [state ] type=varset var(52)=1400 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=a triggerall=random<=100*var(58) triggerall=p2dist y>20 trigger1=enemynear,animtime<-20 trigger1=!enemynear,vel x trigger1=fvar(39)>=60 trigger1=(pos y=[fvar(39)-60,fvar(39)+100])||enemynear,statetype!=a&&pos y=[fvar(39)-10,fvar(39)+120] trigger1=ctrl ;------------------ゴーショーハ [state ] type=varset var(52)=1300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,movetype!=i triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=enemynear,pos y<=-60 triggerall=enemynear,vel y>=0 triggerall=enemynear,vel x<=0 triggerall=!enemynear,ctrl triggerall=enemynear,stateno>=100 triggerall=enemynear,anim>=100 triggerall=enemynear,animtime<=-20 triggerall=enemynear,time<=5 triggerall=!var(41) trigger1=fvar(39)>=160 trigger1=ctrl trigger1=random<=5 ;--------------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=a triggerall=enemynear,movetype!=h triggerall=!enemynear,numproj triggerall=enemynear,movetype=a||!enemynear,ctrl&&stateno>=200 trigger1=var(5)>=100||var(6)&&var(5)%100>=20 trigger1=stateno=300||stateno=310 trigger1=time=1 trigger1=fvar(39)>=50+20*(stateno=310) ;/////////////////////////////////////////////////////////////////////////////////// ; 隙付き ;/////////////////////////////////////////////////////////////////////////////////// ;--------------------硬直刺し ;---------------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a triggerall=!enemynear,ctrl triggerall=enemynear,animtime=[-6,-3] triggerall=!(var(56)&4) triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=50 triggerall=ctrl trigger1=random<=fvar(39)*40||var(58)>4 ;---------------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a triggerall=!enemynear,ctrl triggerall=!(var(56)&4) triggerall=enemynear,animtime=[-8,-6] triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80 triggerall=ctrl trigger1=random<=fvar(39)*40||var(58)>4 ;---------------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a triggerall=!enemynear,ctrl triggerall=!(var(56)&4) triggerall=enemynear,animtime=[-8,-6] triggerall=var(5)>=100||var(6)&&var(5)%100>=20 triggerall=fvar(39)>50+(stateno=310)*30 triggerall=stateno=300||stateno=310 triggerall=time=1 trigger1=random<=fvar(39)*40||var(58)>4 ;--------------ブースト [state ] type=null;varset var(52)=800 triggerall=var(59)=1 triggerall=statetype!=a triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=l triggerall=enemynear,animtime<-10 triggerall=enemynear,movetype=i triggerall=!enemynear,ctrl triggerall=!(var(56)&4) triggerall=enemynear,stateno>=200 triggerall=enemynear,stateno!=[5000,5299] triggerall=ctrl||!ctrl&&time=1 triggerall=random<=20*var(58)||var(58)>4 trigger1=fvar(39)>=50+(stateno=310)*30 ;------------------------------------- [State ] Type=varset var(52)=2300 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=statetype!=a trigger1=playerid(var(39)),movetype=a trigger1=playerid(var(39)),statetype=a&&enemynear,vel x<=0||statetype!=a trigger1=fvar(39)>100&&playerid(var(39)),vel x<=0 trigger1=playerid(var(39)),animtime<=-5 trigger1=random<=40*var(58)||var(58)>4&&power>=1000 trigger1=(Ctrl)+(StateNo=800) [state ] type=varset var(52)=1500 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(200000) triggerall=helper(200000),var(5)<3 trigger1=playerid(var(39)),movetype=a trigger1=playerid(var(39)),statetype=a&&enemynear,vel x<=0||statetype!=a trigger1=fvar(39)>80&&playerid(var(39)),vel x<-(enemynear,statetype=a) trigger1=!(var(56)&256)||playerid(var(39)),animtime<=-20 trigger1=random<=20+40*!(var(56)&256) trigger1=(Ctrl)+(StateNo=800) [state ] type=varadd trigger1=ctrl trigger1=movetype!=h var(56)=-(var(56)&512) ;----------------------------------------------------------------------------------- ;///////////////////////////////////////////////////////////////////////////////////// ; コンボ ;///////////////////////////////////////////////////////////////////////////////////// ;----------------------------------------------------------------------------------- ;------リセット [state ] type=varset trigger1=var(57)>=100 trigger1=!numtarget var(57)=0 ;------------無想 [state ] type=varset var(52)=2300 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=65 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) trigger1=fvar(37)<=-14 trigger1=ctrl ;------------☆取り強化釵 [state ] type=varset var(52)=1600 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=65 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=var(56)&256 trigger1=fvar(37)=[-19,-14] trigger1=numhelper(31111) trigger1=p2dist y+helper(31111),fvar(21)=[-120,-60];+enemynear,vel y*21+helper(31111),fvar(0)*21*21/2=[-120,-60] trigger1=numhelper(200000) trigger1=!helper(200000),var(22) trigger1=helper(200000),var(0)<3 trigger1=ctrl ;------------印刷フォロー [state ] type=null;varset var(52)=1000 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=65 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) trigger1=fvar(37)<=-16 trigger1=numhelper(31111) trigger1=p2dist y+helper(31111),fvar(3)=[-120,-100] trigger1=stateno=1500 trigger1=animelem=1,>27 ;------------☆取り呼法 [state ] type=null;varset var(52)=1500 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=65 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=!(var(56)&256) trigger1=fvar(37)<=-16 trigger1=enemynear,vel y<-2 trigger1=numhelper(200000) trigger1=!helper(200000),var(22) trigger1=numhelper(31111) trigger1=power>=1000 trigger1=ctrl ;------------☆取りバニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=65 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) trigger1=fvar(37)=[-19,-14] trigger1=numhelper(31111) trigger1=p2dist y+helper(31111),fvar(21)=[-120,-60];+enemynear,vel y*21+helper(31111),fvar(0)*21*21/2=[-120,-60] trigger1=numhelper(200000) trigger1=!helper(200000),var(16) trigger1=helper(200000),var(0)<3 trigger1=ctrl ;------------☆取りヘヴィ [state ] type=varset var(52)=650 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=65 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) trigger1=fvar(37)=[-19,-14] trigger1=numhelper(31111) trigger1=p2dist y+enemynear,vel y*41+helper(31111),fvar(0)*41*41/2=[-160,-90] trigger1=numhelper(200000) trigger1=!helper(200000),var(18) trigger1=helper(200000),var(0)<3 trigger1=ctrl ;---------------グレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[35000,35110] triggerall=var(15)>=65||var(18)&&var(14)+var(15)>115 triggerall=var(14)+var(15)<110 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=fvar(37)<=-14 triggerall=fvar(39)<=20 triggerall=var(5)>=220 triggerall=p2dist y+helper(31111),fvar(16)=[-120,-90] triggerall=numhelper(200000) trigger1=helper(200000),var(16) trigger1=helper(200000),var(18)||helper(200000),var(22) trigger2=helper(200000),var(0)>=3 ;-----------------待機 [state ] type=varset var(52)=-1 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=65||var(18)&&var(14)+var(15)>115 triggerall=var(14)+var(15)<110 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=fvar(37)=[-22,-14] triggerall=fvar(39)<=20 triggerall=ctrl triggerall=var(5)>=220 triggerall=p2dist y+helper(31111),fvar(16)<=-90 triggerall=numhelper(200000) trigger1=helper(200000),var(16) trigger1=helper(200000),var(18)||helper(200000),var(22) trigger2=helper(200000),var(0)>=3 ;------------バスケJA [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=60||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=numhelper(31111) triggerall=p2dist y+helper(31111),fvar(3)=[-120,-40] triggerall=vel y>2&&enemynear,vel y>0||vel y<=2||var(3) trigger1=ctrl||stateno=400 ;------------バスケジャンプ [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=60||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=fvar(37)<=-12 triggerall=numhelper(31111) triggerall=p2dist y+helper(31111),fvar(8)=[-160-var(3)*60,-100] trigger1=ctrl||movehit&&stateno=700||stateno=1000&&movehit trigger1=1||var(56):=var(56)+8*!var(3) ;------------印刷 [state ] type=varset var(52)=1000 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=power>=1000 ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=80||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=!var(18) triggerall=fvar(3) triggerall=numhelper(31111) triggerall=p2dist y+helper(31111),fvar(3)=[-120,-100] triggerall=movehit trigger1=stateno=260 trigger1=animelem=6,>0 trigger2=stateno=270 ;-------------D [state ] type=varset var(52)=ifelse(p2dist x>80,270,260) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=power>=1000 ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[35000,35110] triggerall=var(15)>=78||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=!var(18) triggerall=fvar(37)<=-7 ;triggerall=fvar(39)=[1,30] triggerall=p2dist y<=-30 ;triggerall=enemynear,vel y<0 trigger1=movehit trigger1=stateno=310 ;--------------------------↑バスケ ;----------------------立ちA [state ] type=varset var(52)=ifelse(p2dist x>=60,210,200) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=45||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=fvar(37)<=-8 triggerall=numhelper(31111) triggerall=p2dist y+helper(31111),fvar(4)=[-100,-80] trigger1=ctrl trigger2=movehit&&stateno=300 ;----------------------ドリブル2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=27||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=fvar(37)<=-5 triggerall=fvar(39)<=45 triggerall=numhelper(31111) triggerall=p2dist y+helper(31111),fvar(4)=[-67,-40] triggerall=enemynear,vel y>-4 trigger1=ctrl trigger2=movehit&&stateno=300 ;----------------------移動ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[35000,35110] triggerall=var(15)>=24||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=!var(18) triggerall=fvar(39)>=80&&fvar(11)<-1||var(6)&&var(5)%100=[20,30] trigger1=stateno=310 trigger1=time<=5 ;----------------------百烈2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[35000,35110] triggerall=var(15)>=24||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=!var(18) triggerall=fvar(37)>=-10 triggerall=p2dist y>=-32 trigger1=movehit&&stateno=310 ;----------------------百烈2B拾い [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110||enemynear,statetype=l triggerall=var(15)>=27||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=!var(18) triggerall=fvar(37)>-7 triggerall=numhelper(31111) triggerall=p2dist y+helper(31111),fvar(6)=[-30,-5] trigger1=ctrl||stateno=800 trigger2=movehit&&stateno=220 ;------------------距離調整 [state ] type=varset var(52)=100 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=27||var(18)&&var(14)+var(15)>115 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=fvar(37)<=-5&&fvar(39)>40||backedgebodydist0 trigger1=ctrl trigger1=1||var(56):=var(56)+8 ;------------------しゃがみ待機(人間っぽく) [state ] type=varset var(52)=10 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35110 triggerall=var(15)>=27 triggerall=!(var(56)&4) triggerall=!var(11) triggerall=var(13) triggerall=!var(18) triggerall=fvar(37)>=-9 trigger1=ctrl ;------------歩き [state ] type=varset var(52)=20 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a ;triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[35000,35110] triggerall=!(var(56)&4) triggerall=!var(11) triggerall=fvar(39)>35||fvar(33)>60 trigger1=ctrl trigger1=1||var(56):=var(56)+8 ;------------------------トラベリング ;----------小パン刻み [state ] type=varset var(52)=ifelse(p2dist x>=60&&var(14)+var(15)>=85&&fvar(39)>45||stateno=210&&p2dist x>=60,210,300) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35050 triggerall=!(var(56)&4) triggerall=!var(11) trigger1=movehit trigger1=stateno=300||stateno=310||stateno=210||stateno=220 ;-------------小足拾い [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=!var(11) triggerall=(enemynear,stateno=[5100,5111])||enemynear,stateno=90630 trigger1=var(14)>=55||var(15)>=55 trigger1=ctrl||stateno=800 ;------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=250 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35050 triggerall=!(var(56)&4) trigger1=stateno=300 trigger1=var(5)%100=[20,30] trigger1=time<4 trigger2=stateno=210 trigger2=time<5 trigger2=var(5)>=120 trigger2=fvar(39)>60+30*(var(14)+var(15)>=115) ;-------------無想 [state ] type=null;varset var(52)=2300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=var(57)=250 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=!var(11) triggerall=enemynear,stateno=[90600,90620] triggerall=power>=1000 triggerall=var(58)>4 trigger1=ctrl ;------自動ブースト [state ] type=varset var(52)=805 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=250 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=movehit trigger1=stateno=610 trigger1=var(14)>=55||var(15)>=55 ignorehitpause=1 ;------呼法 [state ] type=varset var(52)=1500 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=250 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[5110,5120] triggerall=!(var(56)&4) trigger1=var(14)<55&&var(15)<55 ;------トラベミスしたとき [state ] type=varset var(52)=20 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=250 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=35111 triggerall=!(var(56)&4) trigger1=ctrl trigger1=var(56):=var(56)+16 ;/////////////////////////////////////////////////////////////////////////////////// ; 百烈、ドリブル、トラベリング、バスケ ;/////////////////////////////////////////////////////////////////////////////////// ;----------一撃必殺 [state ] type=varset var(52)=3000 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=ctrl trigger1=numhelper(1410)||numhelper(1415) ;----------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=1400||stateno=1450 trigger1=time>=12 trigger1=time%4=0 trigger1=var(5)%100=[21,99] ;------ごうしょうは [state ] type=varset var(52)=1400 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=time>=10 trigger1=ctrl ;------チェイスジャンプ [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=backedgebodydist<=20 trigger1=stateno=700 trigger1=movehit=5 ;------グレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=backedgebodydist<=20 trigger1=ctrl ;------HSCE [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=movehit trigger1=stateno=610 ignorehitpause=1 ;------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time>=140 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time<140 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------- [state ] type=varset var(57)=280 trigger1=var(8)<=0&&var(56)&128 trigger1=enemynear,backedgebodydist>=40 trigger1=fvar(33)<=120 trigger1=enemynear,alive trigger1=enemynear,movetype=h trigger1=var(11) ;trigger1=ctrl ;//////////////////////////////////////////////////////////////////////////////////// ; ↑チートGOSHYOHA ;//////////////////////////////////////////////////////////////////////////////////// ;------自動ブースト [state ] type=varset var(52)=805 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)!=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(56)&128&&var(8)<=0 trigger1=var(11) trigger1=stateno=610 trigger1=movehit ignorehitpause=1 ;------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)!=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(56)&128&&var(8)<=!helper(200000),var(16) trigger1=var(11) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)!=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(56)&128&&var(8)<=!helper(200000),var(16) triggerall=enemynear,statetype!=c trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)!=280 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(56)&128&&var(8)<=!helper(200000),var(16) triggerall=enemynear,statetype!=c trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;-------------釵orグレ [state ] type=varset var(52)=ifelse(enemynear,life<=enemynear,lifemax*4.5/enemynear,const(data.defence),700,1600) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=c triggerall=enemynear,stateno!=[120,155] triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron" trigger1=var(11)&&stateno=260 [state ] type=varset var(52)=260 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=c triggerall=enemynear,stateno!=[120,155] triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron" trigger1=var(11)&&stateno=300 trigger1=numhelper(1605) trigger1=playerid(var(39)),gethitvar(hitcount)<11||helper(1605),time>120||playerid(var(39)),backedgebodydist<=10||enemynear,life<=enemynear,lifemax*4.5/enemynear,const(data.defence) [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=c triggerall=enemynear,stateno!=[120,155] triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron" trigger1=var(11)&&movehit&&stateno=300 ;//////////////////////////////////////////////////////////////////////////////////// ; 田植え ;//////////////////////////////////////////////////////////////////////////////////// [state ] type=varset var(52)=1600 triggerall=var(59)=1 triggerall=!var(52) triggerall=!(var(56)&256) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=c triggerall=enemynear,stateno!=[120,155] triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron" triggerall=!var(11) triggerall=vel x>0 triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=260||stateno=800 trigger2=var(55)=260||var(55)=270 [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=!(var(56)&256) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=c triggerall=enemynear,stateno!=[120,155] triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron" triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>4 triggerall=var(5)>=100||var(5)>=25&&var(6) trigger1=!movehit trigger1=stateno=310||stateno=1600 trigger1=vel x<4 trigger1=fvar(39)>=30 trigger2=movehit trigger2=stateno=260||stateno=270 trigger2=hitpausetime<=12 ignorehitpause=1 [state ] type=varset var(52)=260 triggerall=var(59)=1 triggerall=!var(52) triggerall=!(var(56)&256) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=c triggerall=enemynear,stateno!=[120,155] triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron" triggerall=!var(11) triggerall=var(5)>=100||var(6)&&var(5)>=40 triggerall=random<=200*var(58)||var(58)>4 trigger1=p2dist y<80 trigger1=fvar(39)<30||vel x>=4 trigger1=stateno=310||stateno=800 [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=!(var(56)&256) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=c triggerall=enemynear,stateno!=[120,155] triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron" triggerall=random<=200*var(58)||var(58)>4 trigger1=var(5)>=100 trigger1=!var(11)&&movehit&&(stateno=300||stateno=310) [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=!(var(56)&256) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype=c triggerall=enemynear,stateno!=[120,155] triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron" triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>4 triggerall=var(5)>=100||var(5)>=25&&var(6) trigger1=stateno=290 trigger1=movehit ignorehitpause=1 ;//////////////////////////////////////////////////////////////////////////////////// ; ↑田植え繋ぎ ;//////////////////////////////////////////////////////////////////////////////////// [state ] type=varset var(57)=300 triggerall=var(59)=1 trigger1=stateno=330 trigger1=movehit trigger1=!var(57) trigger1=power>=1000 trigger1=fvar(33)<=120 ignorehitpause=1 ;-----------HSCE [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=1250 trigger1=movehit ;trigger1=animelem=10,>0 trigger1=animelem=11,>0 trigger1=enemynear,stateno=35110 trigger1=var(57):=301 ;-----------オラオラ [state ] type=varset var(52)=1200 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(14)+var(15)>=24 trigger1=stateno=320 trigger1=movehit ;-----------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(14)+var(15)>=14 triggerall=random<=200*var(58)||var(58)>4 trigger1=ctrl ;-----------ジャンプキャンセル [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=320 trigger1=movehit ;------2C [state ] type=varset var(52)=320 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=300 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=300 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=300 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time>=110;||var(14)+var(15)=[15,16] trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;-----------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(11) trigger1=stateno=300 trigger1=movehit trigger2=ctrl ;-----------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 triggerall=var(14)+var(15)<10 trigger1=stateno=410 trigger1=movehit ;-----------JB [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=ctrl ;-----------ジャンプキャンセル [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=1000 trigger1=movehit trigger1=1||var(56):=var(56)+16 ;-----------印刷 [state ] type=varset var(52)=1000 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=animelem=1,>27 trigger1=stateno=1500 ;-----------呼法 [state ] type=varset var(52)=1500 triggerall=var(59)=1 triggerall=var(57)=300 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=330 trigger1=movehit ;//////////////////////////////////////////////////////////////////////////////////// ; ↑百烈orドリブルルート ;//////////////////////////////////////////////////////////////////////////////////// ;------コンボ分岐 [state ] type=varset var(57)=120 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=270 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h trigger1=stateno=800 ;------自動ブースト [state ] type=varset var(52)=805 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=270 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=movehit trigger1=stateno=610 ignorehitpause=1 ;------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=270 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=270 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=270 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;//////////////////////////////////////////////////////////////////////////////////// ; ↑対空始動用バニコン ;//////////////////////////////////////////////////////////////////////////////////// ;------コンボ分岐 [state ] type=varset var(57)=ifelse(var(56)&256,260,220) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=enemynear,alive triggerall=enemynear,movetype=h trigger1=stateno=1700 ;------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=400 trigger1=movehit ;trigger1=ctrl ;------JA [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=ctrl ;------ジャンプ [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=700 trigger1=movehit ;------グレ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=320 trigger1=movehit ;------2C [state ] type=varset var(52)=320 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time>=140||var(14)+var(15)>=7||enemynear,backedgedist<=10&&prevstateno=300 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=265 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time<140 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;//////////////////////////////////////////////////////////////////////////////////// ; ↑2C空釵 ;//////////////////////////////////////////////////////////////////////////////////// ;------コンボ分岐 [state ] type=varset var(57)=220 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=260 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=1650 trigger1=movehit ;------強化釵 [state ] type=varset var(52)=1600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=260 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=320 trigger1=movehit ;------2C [state ] type=varset var(52)=320 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=260 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=260 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=260 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=300 trigger1=movehit ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=260 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=300 trigger1=movehit ;//////////////////////////////////////////////////////////////////////////////////// ; ↑2C強化釵 ;//////////////////////////////////////////////////////////////////////////////////// ;------コンボ分岐2 [state ] type=varset triggerall=var(59)=1 triggerall=var(57)=245 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h trigger1=stateno=800 var(57)=250 ;------コンボ分岐 [state ] type=varset triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=240 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h trigger1=var(11) trigger1=ctrl var(57)=ifelse(var(14)+var(15)>=75,245,140) ;------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=240 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=time<=2 trigger1=ctrl [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=240 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=90620&&fvar(39)-fvar(29)*6<=75||fvar(33)<=155 triggerall=!(var(56)&4) trigger1=ctrl ;------自動ブースト [state ] type=varset var(52)=805 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=245 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=movehit trigger1=stateno=610 ignorehitpause=1 ;------ブースト連打 [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=[240,245] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=var(5)%100=[21,99] triggerall=time>=2 trigger1=stateno=800 ;------HSCE [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=240 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=movehit trigger1=stateno=610 ignorehitpause=1 ;------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=[240,245] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=[240,245] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=[240,245] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time>=140 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=[240,245] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time<140 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;//////////////////////////////////////////////////////////////////////////////////// ; ↑往復移動釵 ;//////////////////////////////////////////////////////////////////////////////////// [state ] type=varset trigger1=fvar(33)<=180 trigger1=var(57)=223 trigger1=stateno=300 var(57)=ifelse(var(14)>=45,245,140) ;------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=222 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=330||stateno=240&&movehit trigger1=var(57):=250 ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=222 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=fvar(33)<=150 trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=222 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time>=140 triggerall=fvar(33)<=150 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------2D [state ] type=varset var(52)=330 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=222 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=270 trigger1=movehit ;------遠D [state ] type=varset var(52)=270 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=222 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=p2dist x>=80 trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=222 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=p2dist x>72 trigger1=stateno=300||stateno=310 trigger1=movehit ;------地釵 [state ] type=varset var(52)=1600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=222 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=time=1 trigger1=stateno=800 ;------HSCE [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=221 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=movehit trigger1=stateno=270 trigger1=hitpausetime<=10 trigger1=var(57):=222 ignorehitpause=1 ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=221 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=fvar(39)<10 trigger1=stateno=300||stateno=800||ctrl ;------HSCE [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=220 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=movehit=1 trigger1=stateno=1200&&animelem=6,>0||stateno=1250&&animelem=9,>0 trigger1=hitpausetime<=12 trigger1=var(57):=221 ignorehitpause=1 ;------オラオラ [state ] type=varset var(52)=1200 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=220 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=movehit trigger1=stateno=270 ;------遠D [state ] type=varset var(52)=270 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=[220,221] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=p2dist x>=80 trigger1=stateno=310 trigger1=movehit ;------ ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=[220,222] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=p2dist x>72 trigger1=stateno=300||stateno=310 trigger1=movehit ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=[220,222] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=300 trigger1=movehit ;//////////////////////////////////////////////////////////////////////////////////// ; ↑ダブル地釵ルート ;//////////////////////////////////////////////////////////////////////////////////// ;-----------------------------コンボ分岐(釵補正切り) [state ] type=varset var(57)=200 triggerall=var(59)=1 triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=201 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=400 trigger1=movehit trigger1=var(57):=220 ;trigger2=ctrl ;trigger2=var(57):=220 ;------JA [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=201 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=ctrl ;trigger1=time=1 ;trigger1=random<=220*var(58)||var(58)>4 ;------ジャンプ [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=201 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=700 trigger1=movehit ;------グレ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=201 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 ;trigger1=animelem=6,>0 trigger1=movehit ;------近D [state ] type=varset var(52)=260 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=201 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=250 trigger1=movehit ;------遠C [state ] type=varset var(52)=250 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=201 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=201 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=201 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=200 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=430 trigger1=movehit trigger1=var(57):=201 ;------JD [state ] type=varset var(52)=430 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=200 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=ctrl ;------ジャンプ [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=200 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=700 trigger1=movehit ;------グレ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=200 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=200 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=200 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time>=140 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=200 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time<140 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;//////////////////////////////////////////////////////////////////////////////////// ; ↑ダブルグレルート ;//////////////////////////////////////////////////////////////////////////////////// ;------ [state ] type=varset var(57)=0 trigger1=enemynear,stateno!=[90600,90620] trigger1=var(57)=170 ;------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=170 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=var(14)+var(15)>=6 triggerall=var(3)||var(14)+var(15)>=9 trigger1=ctrl trigger1=var(57):=120 ;------グレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=170 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=var(14)+var(15)>=6 trigger1=ctrl ;------jc [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=170 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=320||stateno=700 trigger1=movehit ;------2C [state ] type=varset var(52)=320 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=170 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=fvar(39)<=100 triggerall=!(var(56)&4) trigger1=ctrl ;------JB [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=170 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=90620 triggerall=fvar(39)<=80 triggerall=!(var(56)&4) trigger1=stateno=110 ;------空中ダッシュ [state ] type=varset var(52)=110 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=170 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=ctrl trigger1=pos y<=-40 ;/////////////////////////////////////////////////////////////////////////////////// ; ↑印刷カウンタールート ;/////////////////////////////////////////////////////////////////////////////////// ;------コンボ分岐(移動釵) [state ] type=varset trigger1=var(15) trigger1=var(57)=[160,199] ;trigger1=stateno=1710 trigger1=var(11) trigger1=ctrl trigger1=var(5)<150 var(57)=240 ;------コンボ分岐(ダブ地釵) [state ] type=varset trigger1=var(15) trigger1=var(57)=[160,199] ;trigger1=stateno=1700 trigger1=var(11) trigger1=ctrl trigger1=var(5)>=150 var(57)=220 ;------コンボ分岐(ダブグレ) [state ] type=varset trigger1=!var(15) trigger1=var(57)=[160,199] trigger1=var(11) trigger1=ctrl;stateno=1700 var(57)=200 ;------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=180 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=backedgebodydistbackedgebodydist trigger1=movehit trigger1=stateno=410||stateno=400 ;trigger2=ctrl ;trigger2=var(14)+var(15)>=13 [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=190 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=frontedgebodydist>backedgebodydist trigger1=ctrl [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=190 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=backedgebodydist<=30 trigger1=ctrl trigger1=1||var(56):=var(56)+8 ;-------------JD [state ] type=varset var(52)=430 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=190 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=enemynear,stateno=[90600,90620] trigger1=stateno=410 trigger1=movehit ;-------------JB [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=190 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=enemynear,stateno=[90600,90620] trigger1=stateno=400 trigger1=movehit ;-------------JA [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=190 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=enemynear,stateno=[90600,90620] trigger1=stateno=800&&time>=3 trigger1=enemynear,backedgebodydist20&&var(6) trigger2=var(14)+var(15)>=9 trigger2=stateno=410 trigger2=time=1 trigger2=random<=200*var(58)||var(58)>4 ;---------------ジャンプキャンセル [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=190 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=enemynear,stateno=[90600,90620] trigger1=stateno=320&&movehit trigger1=1||var(56):=var(56)+8 ;----------------------たーしルート ;------裏釵 [state ] type=varset var(52)=ifelse(random<=200*var(58)||var(58)>4,1700,430) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=backedgebodydist<=20 trigger1=ctrl [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=backedgebodydist<=30 trigger1=ctrl ;------HSCE [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)<0 trigger1=movehit trigger1=stateno=290 trigger1=hitpausetime<=18 ignorehitpause=1 ;------踵 [state ] type=varset var(52)=290 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=var(14)+var(15)<25 triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=800 ;------HSCE [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=movehit trigger1=stateno=610 ignorehitpause=1 ;------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160||var(57)=180 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=0;(helper(1605),time=[108,122])&&!var(15);&&random<=333&&power>=1000 trigger1=var(11) trigger1=stateno=300 trigger1=movehit trigger1=var(57):=180 ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time>=140;-8*(var(14)+var(15)=21) trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=160 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=numhelper(1605) triggerall=helper(1605),time<140 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;//////////////////////////////////////////////////////////////////////////////////// ; ↑裏周り壁コン ;//////////////////////////////////////////////////////////////////////////////////// ;------コンボ分岐 [state ] type=varset triggerall=var(57)=[140,159] triggerall=enemynear,alive triggerall=enemynear,movetype=h trigger1=var(11) trigger1=ctrl var(57)=160 ;------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=410 trigger1=movehit trigger2=pos y<=-30 trigger2=var(14)+var(15)>=18||var(3) trigger2=ctrl ;------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h ;triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=var(14)+var(15)>16 trigger1=stateno=410&&animelem=1,=7 trigger2=stateno=1700&&!vel x&&((var(14)+var(15)>=20&&animelem=2||animelem=1,=6)&&prevstateno!=410) ;------JB [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=110 ;------低ダ [state ] type=varset var(52)=110 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=pos y<-35 trigger1=ctrl ;------jc [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=320||stateno=700 trigger1=movehit ;------2C [state ] type=varset var(52)=ifelse(helper(200000),var(23),320,700) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=fvar(39)<=100 triggerall=!(var(56)&4) trigger1=stateno=800 trigger1=prevstateno=610 ;------自動ブースト [state ] type=varset var(52)=805 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=movehit trigger1=stateno=610 ignorehitpause=1 ;------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=240 trigger1=movehit ;------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=stateno=310 trigger1=movehit ;------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(14)+var(15)>12||enemynear,backedgedist<=10&&prevstateno=300 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=140 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(14)+var(15)<=12 trigger1=var(11) trigger1=stateno=300 trigger1=movehit ;------目押し2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=var(11) triggerall=ctrl trigger1=var(58)>4 trigger2=var(58)=1 trigger2=random<=100-(var(14)+var(15))*3 trigger3=var(58)=2 trigger3=random<=300-(var(14)+var(15))*5 trigger4=var(58)=3 trigger4=random<=600-(var(14)+var(15))*7 trigger5=var(58)=4 trigger5=random<=900-(var(14)+var(15))*5 ;//////////////////////////////////////////////////////////////////////////////////// ; ↑空釵〜壁コン2 ;//////////////////////////////////////////////////////////////////////////////////// ;-------------------------バニコン ;------コンボ分岐2 [state ] type=varset triggerall=var(57)=[100,139] triggerall=enemynear,alive triggerall=enemynear,movetype=h trigger1=var(11) trigger1=ctrl var(57)=140;+20*(var(14)+var(15)<=10&&enemynear,backedgebodydist>=30&&random<=500) ;------コンボ分岐 [state ] type=varset triggerall=var(57)=[100,140] triggerall=enemynear,alive triggerall=enemynear,movetype=h trigger1=var(14)+var(15)<9 trigger1=enemynear,pos y-pos y>=-45 trigger1=var(5)>=20 trigger1=stateno=320 trigger1=movehit var(57)=190 ignorehitpause=1 ;------空釵 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=410 trigger1=movehit trigger2=var(14)+var(15)<=7||(pos y=[-30,-25])&&random<=999||vel y<=-8&&pos y>=-40 trigger2=ctrl ;------JB [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=110 ;------低ダ [state ] type=varset var(52)=110 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=pos y<-40 trigger1=ctrl ;------jc [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=320||stateno=700 trigger1=movehit ;------グレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=p2dist x<80 triggerall=fvar(39)<=100 triggerall=!(var(56)&4) trigger1=stateno=800&&var(55)=700 ;------HSCブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=var(6) trigger1=var(5)%100>=50||var(5)=[21,50] trigger1=stateno=700 trigger1=movehit trigger1=hitpausetime<=8 ignorehitpause=1 ;------グレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=90620 triggerall=time>=45||p2dist x<80 triggerall=var(14)+var(15)<=3 triggerall=fvar(39)<=80 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) triggerall=enemynear,hitshakeover trigger1=stateno=800 ;------2C [state ] type=varset var(52)=320 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=90620 triggerall=time>=45||p2dist x<80 triggerall=fvar(39)<=100 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) triggerall=enemynear,hitshakeover trigger1=stateno=800 ;------2C [state ] type=varset var(52)=320 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=fvar(39)<=100 triggerall=!(var(56)&4) trigger1=stateno=800&&var(55)=1100 trigger2=ctrl ;------HSCブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=1100||stateno=1650||fvar(39)>=80&&stateno=270||stateno=280||stateno=650 trigger1=movehit trigger1=hitpausetime<=4 trigger2=stateno=650 trigger2=animelem=1,=30 ignorehitpause=1 ;------強化釵 [state ] type=varset var(52)=ifelse(random<=250-50*var(58)&&var(58)<=4,330,1600) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(56)&256 triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=fvar(39)<=90 triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=270 trigger1=movehit ;------チョップ [state ] type=varset var(52)=ifelse(random<=500-100*var(58)&&var(58)<=4,280,1100) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=fvar(39)<=90 triggerall=enemynear,stateno=[90600,90620] triggerall=!(var(56)&4) trigger1=stateno=270 trigger1=movehit ;------遠D [state ] type=varset var(52)=270 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=p2dist x>=80 triggerall=fvar(39)<=120||p2dist x<=120 triggerall=enemynear,stateno=90620 triggerall=var(14)+var(15)<8 triggerall=!(var(56)&4) triggerall=var(14)+var(15)>=5 trigger1=ctrl||stateno=800 ;------ヘヴィ [state ] type=varset var(52)=650 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=120 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=90601 triggerall=!(var(56)&4) trigger1=fvar(33)=[330,500] trigger1=stateno=800 ;//////////////////////////////////////////////////////////////////////////////////// ; ↑壁コン ;//////////////////////////////////////////////////////////////////////////////////// [state ] type=varset var(57)=300 triggerall=var(59)=1 triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(11) trigger1=var(56)&256 trigger1=fvar(33)<=80 ;-----------------------------コンボ分岐(対空始動用) [state ] type=varset var(57)=265 triggerall=var(59)=1 triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(5)>=40&&!var(6) trigger1=!var(6) trigger1=fvar(33)>=360 trigger1=var(15)>0 trigger1=var(11) ;-----------------------------コンボ分岐(対空始動用2) [state ] type=varset var(57)=270 triggerall=var(59)=1 triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=!(var(56)&4) trigger1=var(15)>0 trigger1=var(11) ;-----------------------------空対空始動 [state ] type=varset var(52)=1700 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=(enemynear,stateno=[5000,5100])||enemynear,stateno=[35000,35105] triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=movehit trigger1=stateno=400||stateno=410||stateno=430 ;-------------カウンターヒットブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno=[90600,90620] triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) triggerall=fvar(33)>=240 triggerall=random<=200*var(58)||var(58)>4 trigger1=ctrl||stateno=1000||stateno=1450||stateno=1200||stateno=1250 trigger1=var(5)>=100||var(5)>=20&&var(6) trigger1=fvar(39)>20 ;------------------ブースト無いjc [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno=[90600,90620] triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=1000 trigger1=fvar(39)>20 trigger1=var(57):=170 ;------------------ブーグレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)<=60 triggerall=p2dist y+helper(31111),fvar(16)=[-180,-10] triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=800||ctrl [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=var(5)>=100||var(6)&&var(5)>=20 triggerall=random<=200*var(58)||var(58)>4 triggerall=hitpausetime<=12 triggerall=movehit=1 triggerall=enemynear,statetype=a||stateno=290&&enemynear,statetype!=a trigger1=stateno=1200 trigger1=animelem=8,>0 trigger2=stateno=1250 trigger2=animelem=11,>0 trigger3=stateno=290 trigger3=animelem=5,>0 ignorehitpause=1 ;-------------------印刷 [state ] type=varset var(52)=1000 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=power>=1000 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=random<=200*var(58)||var(58)>4 triggerall=movehit>=3 trigger1=stateno=1200 trigger1=animelem=9,>2 trigger2=stateno=1250 trigger2=animelem=11,>2 trigger3=stateno=290 trigger3=animelem=5,>0 ;-------------------オラオラ [state ] type=varset var(52)=1200 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)<=120 triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=random<=200*var(58)||var(58)>4 triggerall=!(var(56)&256) trigger1=movehit trigger1=stateno=330 ;-------------------投げ拾いブーグレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno=90700 triggerall=!(var(56)&4) triggerall=fvar(39)<=60 triggerall=p2dist y+helper(31111),fvar(16)=[-180,-10] triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=800||ctrl [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=animelem=13,>3 trigger1=stateno=760 trigger2=stateno=700&&0 trigger2=enemynear,stateno=90700 trigger2=time=1 trigger2=fvar(33)>120 ;-----------------------------グレイブ〜空釵始動 [state ] type=varset var(52)=430 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) ;triggerall=p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-160,40] triggerall=p2dist y+helper(31111),fvar(6)=[-160,0] triggerall=random<=200*var(58)||var(58)>4 trigger1=ctrl [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) ;triggerall=p2dist y+vel y*3+const(movement.yaccel)*3*3/2+helper(31111),fvar(3)=[-120,40] triggerall=p2dist y+helper(31111),fvar(3)=[-160,0] triggerall=random<=200*var(58)||var(58)>4 trigger1=ctrl [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=movehit trigger1=stateno=700||var(3)&&(stateno=1100||stateno=1150)||stateno=1000 trigger1=1||var(56):=var(56)+8*(!var(3)||fvar(39)>=30) [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=fvar(39)-fvar(29)*16>40 trigger1=vel x<2 trigger1=time<16 trigger1=stateno=700 trigger1=(prevstateno=[240,290])||prevstateno=[320,330] [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,statetype=a triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=movehit trigger1=stateno=[200,300] ;-----------------------------バニコン始動 ;------コンボ分岐1 [state ] type=varset triggerall=var(57)<100 triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[90600,90620] trigger1=stateno=800 trigger1=time=1 var(57)=120 ;------ブースト [state ] type=varset var(52)=805 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=!(var(56)&4) triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno=[90600,90620] triggerall=random<=200*var(58)||var(58)>4 trigger1=movehit trigger1=stateno=1000 ignorehitpause=1 ;------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=!(var(56)&4) triggerall=random<=200*var(58)||var(58)>4 trigger1=movehit trigger1=stateno=610 trigger1=fvar(33)>=360&&0||!hitpausetime ignorehitpause=1 ;-------バニ [state ] type=varset var(52)=1200 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)>=70 triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>2 trigger1=movehit trigger1=stateno=270 ;-------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)<=80 triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>2 trigger1=(stateno=330||stateno=335)&&time<=1 trigger1=prevstateno=270 trigger2=stateno=240&&movehit ;-------2D [state ] type=varset var(52)=330 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=enemynear,statetype!=a triggerall=!(var(56)&4) ;triggerall=fvar(39)<=80 triggerall=!var(11) triggerall=movehit triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=270 ;-------近C [state ] type=varset var(52)=240 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype=s triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=p2dist x<80 triggerall=fvar(39)<=20 triggerall=!var(11) triggerall=movehit triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=310 trigger1=var(14)+var(15)>=3 ;-----------2D [state ] type=varset var(52)=330 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)<=70 triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>4 trigger1=var(14)+var(15)>=2 trigger1=movehit trigger1=p2dist x>80 trigger1=power>=1000 trigger1=stateno=310 trigger1=fvar(33)<=120 ;trigger1=var(57):=300 ;-------2D [state ] type=varset var(52)=330 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)>70 triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>4 trigger1=!(var(5)>=100||var(6)&&var(5)%100>=20) trigger1=movehit trigger1=p2dist x>80 trigger1=stateno=310 ;-------遠D [state ] type=varset var(52)=270 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)<=80 triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>4 trigger1=var(14)+var(15)>=2||!(var(5)>=100||var(6)&&var(5)%100>=20||var(5)>=120&&!var(6)) trigger1=movehit trigger1=p2dist x>80 trigger1=stateno=310||stateno=230 ;--------------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype!=l triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) trigger1=var(5)>=100||var(6)&&var(5)%100>=20||var(5)>=120&&!var(6) trigger1=stateno=310 trigger1=vel x<=3 trigger1=!movehit trigger1=fvar(39)>=65 trigger1=var(14)+var(15)<=2 ;-------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype!=l triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80 triggerall=p2dist x<=75||enemynear,gethitvar(hittime)<=8 triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>4 trigger1=movehit trigger1=stateno=300||stateno=310 ;-------2A(目押し用) [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=50 triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>4 trigger1=ctrl||stateno=800 ;-------2B(目押し用) [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(57) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[90600,90620] triggerall=!(var(56)&4) triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80 triggerall=!var(11) triggerall=random<=200*var(58)||var(58)>4 trigger1=ctrl||stateno=800 ;------------無想 [state ] type=varset var(52)=2300 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=!var(12) triggerall=power>=1000 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[90600,90620] triggerall=(enemynear,stateno=[5050,5109])||enemynear,stateno=[35000,35110] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=random<=200*var(58)||var(58)>4 trigger1=ctrl ;-------------------こほー [state ] type=varset var(52)=1500 triggerall=var(59)=1 triggerall=!var(57) triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno!=[90600,90620] triggerall=(enemynear,stateno=[5050,5109])||enemynear,stateno=[35000,35110] triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=fvar(39)>=60 triggerall=random<=200*var(58)||var(58)>4 trigger1=ctrl ;////////////////////////////////////////////////////////////////////////////////////// ; 固め ;////////////////////////////////////////////////////////////////////////////////////// ;-------------釵あり ;--------踵 [state ] type=varset var(52)=290 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=random<=10 triggerall=var(11) trigger1=ctrl||stateno=300||stateno=310 ;---------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=random<=300||var(58)>=3 triggerall=var(11) trigger1=ctrl||stateno=300||stateno=310 ;-------------釵なし ;---------JB [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)<=120 triggerall=!var(11) ;triggerall=enemynear,gethitvar(hittime)>=6 triggerall=random<=40*var(58) trigger1=stateno=110 ;---------低ダ [state ] type=varset var(52)=110 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)<=180 triggerall=!var(11) triggerall=random<=20*var(58)||var(58)>=3 trigger1=ctrl trigger1=pos y<=-30 ;---------jc,ブースト [state ] type=varset var(52)=ifelse(random%2&&var(5)>=100,800,40) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype!=a triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)<=100 triggerall=!var(11) triggerall=random<=60*var(58) triggerall=movecontact trigger1=stateno=1000 trigger1=1||var(56):=var(56)+8*(enemynear,backedgebodydist>30) trigger1=hitpausetime&&random<=50||!hitpausetime ignorehitpause=1 ;-----------------印刷、ブースト [state ] type=varset var(52)=ifelse(random%3=0,1000,800) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)<5 triggerall=power>=1000||var(5)>=100||var(6)&&var(5)>=20 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)<=100 triggerall=!var(11) triggerall=random<=40*var(58) trigger1=stateno=1200 trigger1=animelem=9,>0 trigger2=stateno=1250 trigger2=animelem=11,>0 trigger3=stateno=[1100,1150] trigger4=stateno=290 trigger4=animelem=5,>0 trigger5=stateno=650 trigger5=movecontact ;-----------------バニorオラオラ [state ] type=varset var(52)=ifelse(random%3,1200,600) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)<4||!(var(56)&256) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)=[20,80] triggerall=!var(11) trigger1=random<=20*var(58)||var(58)>4 trigger1=movecontact trigger1=stateno=270 ;--------------遠D [state ] type=varset var(52)=270 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)<4||!(var(56)&256) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=!var(11) trigger1=random<=20*var(58)||var(58)>4 trigger1=movecontact trigger1=stateno=230 ;--------------遠B [state ] type=varset var(52)=230 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=p2dist x>65 triggerall=!var(11) trigger1=random<=20*var(58) trigger1=movecontact trigger1=stateno=310 ;------------待機 [state ] type=varset trigger1=var(57)=50 trigger1=stateno!=310 var(57)=0 [state ] type=varset var(52)=-1 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)>40 triggerall=!var(11) triggerall=stateno=310 trigger1=random<=30*var(58) trigger1=movecontact=1 trigger1=var(57):=50 [state ] type=varset var(52)=-1 trigger1=stateno=310 trigger1=var(57)=50 ;--------------ブースト [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)>=35 triggerall=!var(11) triggerall=var(5)>=100||var(6)&&var(5)%100>=20 triggerall=random<=40*var(58) trigger1=random<=200||stateno=290 trigger1=stateno=310||stateno=290 trigger1=time=1 trigger2=var(6)&&var(5)%100=[20,25] ignorehitpause=1 :--------------ブー踵 [state ] type=varset var(52)=290 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)<=120 triggerall=!var(11) trigger1=stateno=800 trigger1=var(55)=[300,310] [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)=[3,4] triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)<=80 triggerall=!var(11) triggerall=random<=20 triggerall=var(5)>=100||var(6)&&(var(5)%100>=50||var(5)=[21,70]) triggerall=hitpausetime=[7,10] trigger1=movecontact trigger1=stateno=300||stateno=310 ignorehitpause=1 ;--------------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)-vel x*6<=45 triggerall=!var(11) triggerall=enemynear,gethitvar(hittime)>=6 trigger1=random<=40*var(58)||var(58)>4 trigger1=ctrl||stateno=800 trigger2=movecontact trigger2=stateno=300||stateno=310 ;---------------ガードフォロー [state ] type=varset var(52)=ifelse(random=200&&power>=1000,1000,800) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=fvar(39)<=150 triggerall=!var(11) triggerall=var(5)>=100||power>=1000 trigger1=random<=40*var(58) trigger1=stateno=270||stateno=330||stateno=700||stateno=290||stateno=650 trigger1=movecontact ;///////////////////////////////////////////////////////////////////////////////////// ; 起き攻め ;///////////////////////////////////////////////////////////////////////////////////// ;----------無想 [state ] type=varset var(52)=2300 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=statetype!=a triggerall=enemynear,statetype=l triggerall=random<=var(58)*100 triggerall=ctrl trigger1=enemynear,stateno=5120 trigger1=enemynear,animtime>=-5 ;---------2B [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=statetype!=a triggerall=enemynear,statetype=l triggerall=random<=var(58)*20 triggerall=ctrl triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80 trigger1=enemynear,stateno=5120 trigger1=enemynear,animtime=-3 [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=statetype!=a triggerall=enemynear,statetype=l triggerall=fvar(39)>=50 triggerall=var(5)>=120&&var(6)&&var(5)%100>=20 trigger1=enemynear,stateno=5120 trigger1=stateno=310 trigger1=time=2 ;----------呼法 [state ] type=varset var(52)=1500 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=fvar(39)>=60 triggerall=statetype!=a triggerall=enemynear,statetype=l triggerall=random<=var(58)*100 triggerall=ctrl trigger1=enemynear,stateno!=5120 ;---------ダッシュ [state ] type=varset var(52)=100 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype=l triggeral=ctrl trigger1=fvar(39)>=120 trigger1=random<=60*var(58)||anim=100 trigger1=1||var(56):=var(56)+8 ;--------歩き [state ] type=varset var(52)=20 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype=l triggerall=ctrl trigger1=fvar(39)>=60 trigger1=random<=60*var(58)||anim=20 trigger1=1||var(56):=var(56)+8 ;-------ちょっと近すぎかも [state ] type=varset var(52)=20 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,stateno=[5110,5120] triggerall=enemynear,statetype=l triggerall=ctrl trigger1=fvar(39)<=50 trigger1=random<=60*var(58)||anim=21 trigger1=1||var(56):=var(56)+16 [state ] type=varset trigger1=var(37)>0 trigger1=var(52)=-1 var(52)=0 ;/////////////////////////////////////////////////////////////////////////////////// ; 投げ ;/////////////////////////////////////////////////////////////////////////////////// [state ] type=varset var(52)=751-(random<=1000-200*var(58)&&var(58)<5) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[5000,5210] triggerall=enemynear,statetype!=a ;triggerall=!(var(56)&4) triggerall=fvar(39)<20 triggerall=!var(11) triggerall=fvar(33)4&&var(5)>=100 trigger1=ctrl [state ] type=varset var(52)=750+(random<=1000-200*var(58)&&var(58)<5) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,stateno!=[120,155] triggerall=enemynear,stateno!=[5000,5210] triggerall=enemynear,statetype!=a ;triggerall=!(var(56)&4) triggerall=fvar(39)<20 triggerall=!var(11) triggerall=fvar(33)>fvar(34) triggerall=random<=20*var(58)||var(58)>4&&var(5)>=100 trigger1=ctrl ;----------------------------------------------------------------------------------- ;/////////////////////////////////////////////////////////////////////////////////// ; ガード ;/////////////////////////////////////////////////////////////////////////////////// ;----------------------------------------------------------------------------------- ;-------------ガードキャンセル [state ] type=varset var(52)=900 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=movetype=h triggerall=enemynear,movetype=a triggerall=stateno=[150,155] triggerall=power>=1000 triggerall=fvar(39)<=60 triggerall=enemynear,pos y>=-60 trigger1=var(58)<3 trigger1=random<=50 trigger2=var(58)=[3,4] trigger2=enemynear,animtime<=-5 trigger2=random<=5 trigger3=var(58)>4 trigger3=enemynear,hitpausetime>7 trigger3=random<=20 ;-----------ガー不連携拒否用 trigger4=var(58)>=4 trigger4=!enemynear,hitpausetime trigger4=!enemynear,movecontact trigger4=enemynear,animtime<-7 trigger4=enemynear,time>18||enemynear,animelemtime(1)>18||enemynear,hitdefattr=sac,aa,at,ap ;-------------アジガ待機 [state ] type=varset var(52)=-1 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(56)&4 triggerall=ctrl triggerall=anim!=[120,155] triggerall=statetype!=a triggerall=!enemynear,numproj&&!(var(56)&1024) triggerall=random<=200*var(58)||var(58)>=4 triggerall=enemynear,movetype=a trigger1=var(41) trigger1=var(42)<=-1 ;-------------ガード [state ] type=varset var(52)=120 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(56)&4 triggerall=ctrl trigger1=anim=[120,155] trigger1=enemynear,p2dist x>=0&&p2dist x>=0 trigger2=random<=200*var(58) trigger2=enemynear,p2dist x>=0||random<=200*var(58) trigger3=var(58)>4 ;----------------------------------------------------------------------------------- ;/////////////////////////////////////////////////////////////////////////////////// ; 立ち回り ;/////////////////////////////////////////////////////////////////////////////////// ;----------------------------------------------------------------------------------- [state ] type=varset trigger1=var(37)>0 trigger1=!var(52) var(52)=-1 ;/////////////////////////////////////////////////////////////////////////////////// ; ぶっぱ、暴発 ;/////////////////////////////////////////////////////////////////////////////////// ;----------ホンレツ [state ] type=varset var(52)=2400 triggerall=var(59)=1 triggerall=!var(52) triggerall=power>=1000 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=a||enemynear,ctrl triggerall=!(var(56)&4) trigger1=var(58)<=3 trigger1=ifelse(var(58)>2,random<=10*(5-var(58)),random<=10*var(58)) trigger1=ctrl ;----------マント [state ] type=varset var(52)=2200 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=power>=1000 triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=a||enemynear,ctrl triggerall=!(var(56)&4) trigger1=fvar(39)<60 trigger1=var(58)<=3 trigger1=ifelse(var(58)>2,random<=10*(5-var(58)),random<=10*var(58)) trigger1=ctrl ;----------ムソー [state ] type=varset var(52)=2300 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=power>=1000 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=a||enemynear,ctrl triggerall=!(var(56)&4) trigger1=var(58)<=3 trigger1=ifelse(var(58)>2,random<=20*(5-var(58)),random<=20*var(58)) trigger1=ctrl ;----------チョップ [state ] type=varset var(52)=1100 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=a||enemynear,ctrl triggerall=!(var(56)&4) triggerall=fvar(39)<=120 trigger1=var(58)<=3 trigger1=ifelse(var(58)>2,random<=20*(5-var(58)),random<=20*var(58)) trigger1=ctrl ;----------バニ [state ] type=varset var(52)=600 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=a||enemynear,ctrl triggerall=!(var(56)&4) triggerall=fvar(39)<=80 trigger1=var(58)<=4 trigger1=ifelse(var(58)>2,random<=20*(5-var(58)),random<=20*var(58)) trigger1=ctrl ;/////////////////////////////////////////////////////////////////////////////////// ; 釣り ;/////////////////////////////////////////////////////////////////////////////////// ;-------------------こほー [state ] type=varset var(52)=1500 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)>=3 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=h triggerall=enemynear,stateno=[150,155] triggerall=!(var(56)&4) triggerall=random<=10 triggerall=fvar(39)>=50 triggerall=power>=1000 triggerall=random<=20*var(58)||var(58)>4&&random<=100 trigger1=movecontact trigger1=ctrl||stateno=300||stateno=310||stateno=270||stateno=230 ;-------------------こほー [state ] type=varset var(52)=1500 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)>=3 triggerall=statetype!=a triggerall=enemynear,alive triggerall=enemynear,movetype=i triggerall=enemynear,statetype!=a triggerall=!(var(56)&4) triggerall=random<=20 triggerall=fvar(39)>=160 triggerall=power>=1000 triggerall=random<=20*var(58)||var(58)>4&&random<=100 trigger1=ctrl ;/////////////////////////////////////////////////////////////////////////////////// 裏周り攻め ;/////////////////////////////////////////////////////////////////////////////////// [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=l triggerall=enemynear,statetype!=a triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing=enemynear,facing triggerall=!enemynear,ctrl triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=55 triggerall=statetype!=a triggerall=enemynear,animtime<=-3 triggerall=random<=200*var(58)||var(58)>4 trigger1=(ctrl)+(stateno=800) trigger1=random<=100*var(58) [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=l triggerall=enemynear,statetype!=a triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing=enemynear,facing triggerall=!enemynear,ctrl triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80 triggerall=statetype!=a triggerall=random<=200*var(58)||var(58)>4 trigger1=(Ctrl)+(StateNo=800) trigger1=random<=100*var(58) [state ] type=varset var(52)=800 triggerall=var(59)=1 triggerall=!var(52) triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=l triggerall=enemynear,statetype!=a triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing=enemynear,facing triggerall=!enemynear,ctrl triggerall=fvar(39)>45+(stateno=310)*30 triggerall=statetype!=a triggerall=enemynear,animtime<=-3 ;triggerall=random<=200*var(58)||var(58)>4 trigger1=stateno=300||stateno=310 trigger1=time=1 ;///////////////////////////////////////////////////////////////////////////////// ; 対空 ;///////////////////////////////////////////////////////////////////////////////// ;----------------グレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,movetype!=a triggerall=enemynear,statetype=a triggerall=!(var(56)&4) triggerall=p2dist y+helper(31111),fvar(16)>=-140 trigger1=fvar(39)-fvar(29)*16-vel x*6=[-20,60] trigger1=random<=20*var(58) trigger1=ctrl ;----------------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,movetype!=a triggerall=enemynear,statetype=a||enemynear,stateno!=[120,155] triggerall=!(var(56)&4) triggerall=p2dist x<80 triggerall=fvar(39)-fvar(29)*4-vel x*5<=55 triggerall=p2dist y+helper(31111),fvar(3)>=-40 trigger1=random<=30*var(58) trigger1=ctrl ;----------------立ちA [state ] type=varset var(52)=ifelse(p2dist x<80,200,210) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,movetype!=a triggerall=enemynear,statetype=a triggerall=!(var(56)&4) triggerall=fvar(39)-fvar(29)*6-vel x*6<=60 triggerall=p2dist y+helper(31111),fvar(6)=[-100,-40] trigger1=random<=30*var(58) trigger1=ctrl ;--------------- [state ジャンプ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,movetype!=a triggerall=enemynear,statetype=a triggerall=!(var(56)&4) triggerall=fvar(39)<=120 triggerall=enemynear,vel y<=1||pos y<=-60 trigger1=random<=20*var(58) trigger1=1||var(56):=var(56)+8 ;///////////////////////////////////////////////////////////////////////////////// ; 中段 ;///////////////////////////////////////////////////////////////////////////////// [state ] type=varset var(52)=290 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)<4 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,statetype!=a triggerall=enemynear,statetype=c||enemynear,movetype=i triggerall=enemynear,movetype!=h triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing!=enemynear,facing triggerall=!(var(56)&4) triggerall=random<=300/var(58) triggerall=fvar(39)<=80 triggerall=var(5)>=100||var(58)<=2 trigger1=ctrl||stateno=800 trigger1=random%3=0 ;-----------------低ダ [state ] type=varset var(57)=0 trigger1=var(57)=30 trigger1=stateno!=40&&stateno!=50&&stateno!=110 [state ] type=varset var(52)=ifelse(enemynear,statetype=a&&(random<=30*var(58)||var(58)>4),400,410) triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=30 triggerall=statetype=a triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=l trigger1=stateno=110 [state ] type=varset var(52)=110 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(57)=30 triggerall=statetype=a triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=l triggerall=ctrl trigger1=pos y<=-30 [state ] type=varset var(52)=40 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)<5 triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a triggerall=enemynear,statetype=c||enemynear,movetype=i triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing!=enemynear,facing triggerall=statetype!=a trigger1=fvar(39)=[80,120] trigger1=(ctrl)+(stateno=800) trigger1=random<=10*var(58) trigger1=var(57):=30 trigger1=1||var(56):=var(56)+16-8*(fvar(39)>=105) ;///////////////////////////////////////////////////////////////////////////////// ; 下段 ;///////////////////////////////////////////////////////////////////////////////// [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a triggerall=enemynear,statetype=s||enemynear,statetype=c||enemynear,movetype=i triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing!=enemynear,facing triggerall=fvar(39)-vel x*6<=50 triggerall=statetype!=a trigger1=(ctrl)+(stateno=800) trigger1=random<=50*var(58) [state ] type=varset var(52)=310 triggerall=var(59)=1 triggerall=!var(52) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a triggerall=enemynear,statetype=s||enemynear,statetype=c||enemynear,movetype=i triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing!=enemynear,facing triggerall=fvar(39)-vel x*6<=70 triggerall=statetype!=a trigger1=(ctrl)+(stateno=800) trigger1=random<=50*var(58) [state ] type=varset var(52)=330 triggerall=var(59)=1 triggerall=!var(52) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a triggerall=enemynear,statetype=s||enemynear,statetype=c||enemynear,movetype=i triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing!=enemynear,facing triggerall=fvar(39)=[60,100] triggerall=statetype!=a triggerall=var(58)<=2||(power>=1000&&var(5)>=100) trigger1=(ctrl)+(stateno=800) trigger1=random<=ifelse(var(58)<3,150-30*var(58),20) ;///////////////////////////////////////////////////////////////////////////////// ; 牽制 ;///////////////////////////////////////////////////////////////////////////////// ;-------------------遠Dグレイブ [state ] type=varset var(52)=700 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h ;triggerall=enemynear,statetype!=a||enemynear,stateno!=[120,155] triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) trigger1=fvar(39)-fvar(29)*11<=50 trigger1=p2dist y+helper(31111),fvar(3)>=-180 trigger1=random<=60*var(58) trigger1=stateno=270 trigger1=!movecontact ;-------------------遠D [state ] type=varset var(52)=270 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a||enemynear,stateno!=[120,155] triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) triggerall=p2dist x>80 trigger1=fvar(39)-fvar(29)*11<=90 trigger1=p2dist y+helper(31111),fvar(11)>=-90 trigger1=var(58)<=2||(enemynear,statetype=a||enemynear,vel x>4)&&enemynear,stateno>=100&&fvar(39)>=60&&power>=1000&&var(5)>=100 trigger1=random<=10*var(58) trigger1=ctrl ;-------------------遠B [state ] type=varset var(52)=230 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)<4 triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a||enemynear,stateno!=[120,155] triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) triggerall=p2dist x>80 trigger1=fvar(39)-fvar(29)*11-vel x*6<=70 trigger1=p2dist y+helper(31111),fvar(11)>=-70 trigger1=random<=30*var(58) trigger1=ctrl ;------------------2A [state ] type=varset var(52)=300 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(31111) triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=enemynear,statetype!=a||enemynear,stateno!=[120,155] triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) trigger1=fvar(39)-fvar(29)*11-vel x*5<=55 trigger1=p2dist y+helper(31111),fvar(3)>=-40 trigger1=random<=50*var(58) trigger1=ctrl ;------------------ゴーショーハ [state ] type=varset var(52)=1300 triggerall=var(59)=1 triggerall=!var(52) triggerall=var(58)<5 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 trigger1=ctrl||stateno=[110,115] trigger1=fvar(39)>=160 trigger1=random<=40-5*var(58) [state ] type=varset var(52)=2300 triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=power>=1000 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=playerid(var(39)),movetype!=h triggerall=fvar(39)>=160-80*(playerid(var(39)),vel x<0) triggerall=playerid(var(39)),statetype=a&&enemynear,vel x<=0||statetype!=a triggerall=random<=100 triggerall=playerid(var(39)),statetype!=l trigger1=(Ctrl)+(StateNo=800) trigger2=(StateNo=330)*(MoveContact) [state ] type=varset var(52)=1500 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=numhelper(200000) triggerall=helper(200000),var(5)<3 triggerall=playerid(var(39)),movetype!=h triggerall=power>=1000||var(58)<3 trigger1=fvar(39)>=160-80*(playerid(var(39)),vel x<0)||p2dist y<=-100&&enemynear,vel y>=0 trigger1=fvar(39)<=0||statetype!=a trigger1=random<=100 trigger1=playerid(var(39)),statetype!=l trigger1=!helper(200000),var(5) trigger1=(ctrl)+(stateno=800) ;/////////////////////////////////////////////////////////////////////////////////// ; 空中制御 ;/////////////////////////////////////////////////////////////////////////////////// [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,statetype=a||enemynear,movetype=i triggerall=enemynear,movetype!=h triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) triggerall=random<=200*var(58) trigger1=fvar(39)<=50 trigger1=enemynear,statetype!=a&&vel y>=0||enemynear,statetype=a trigger1=ctrl trigger1=numhelper(31111) trigger1=p2dist y+helper(31111),fvar(3)=[-120,-40] [state ] type=varset var(52)=400 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,statetype=a||enemynear,movetype=i triggerall=enemynear,movetype!=h triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=!(var(56)&4) triggerall=random<=200*var(58) trigger1=fvar(39)<=90 trigger1=stateno=110 trigger1=numhelper(31111) trigger1=p2dist y+helper(31111),fvar(3)=[-120,-40] [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,statetype=a||enemynear,movetype=i triggerall=enemynear,movetype!=h triggerall=facing*(enemynear,pos x-pos x)>-20 triggerall=!(var(56)&4) triggerall=random<=100*var(58) trigger1=fvar(39)-vel x*6-fvar(29)*6<=60 trigger1=enemynear,statetype!=a&&vel y>=0||enemynear,statetype=a trigger1=ctrl trigger1=numhelper(31111) trigger1=(p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-100,40])||pos y+vel y*12+const(movement.yaccel)*12*12/2>=-60&&enemynear,statetype!=a trigger1=pos y+vel y*6+const(movement.yaccel)*6*6/2<0 [state ] type=varset var(52)=410 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,statetype=c||enemynear,movetype=i triggerall=enemynear,movetype!=h triggerall=facing*(enemynear,pos x-pos x)>-20 triggerall=!(var(56)&4) triggerall=random<=100*var(58)+(time<=1&&fvar(39)<=80&&enemynear,statetype!=a)*300 trigger1=fvar(39)-vel x*6-fvar(29)*6<=80 trigger1=stateno=110 trigger1=numhelper(31111) trigger1=(p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-100,40])||pos y>=-60&&enemynear,statetype!=a [state ] type=varset var(52)=430 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,statetype=a||enemynear,movetype=i&&var(58)<4 triggerall=enemynear,movetype!=h triggerall=!(var(56)&4) triggerall=random<=40*var(58) triggerall=fvar(39)-vel x*6-fvar(29)*6<=90 triggerall=enemynear,statetype!=a&&vel y>=0||enemynear,statetype=a triggerall=ctrl trigger1=p2dist y+helper(31111),fvar(7)=[-100,40] [state ] type=varset var(52)=430 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,statetype=c||enemynear,movetype=i&&var(58)<4 triggerall=enemynear,movetype!=h triggerall=!(var(56)&4) triggerall=random<=50*var(58) triggerall=var(58)<4 trigger1=fvar(39)<=100 trigger1=stateno=110 trigger1=pos y=[-80,40] [state ] type=varset var(52)=110 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,statetype=c||enemynear,movetype=i triggerall=enemynear,movetype!=h triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=facing!=enemynear,facing triggerall=!(var(56)&4) triggerall=ctrl triggerall=random<=40*var(58)+(fvar(39)<=120)*(60*var(58)) trigger1=fvar(39)<=180 trigger1=pos y=[-80,-40] ;-------------------空中ゴーショーハ [state ] type=varset var(52)=1400 triggerall=var(59)=1 triggerall=!var(52) triggerall=!(var(56)&256)||var(58)<3 triggerall=statetype=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 trigger1=ctrl||stateno=110 trigger1=p2dist x-p2dist y-90=[-40,100] trigger1=random<=40 trigger1=var(58)<3||var(58)>=3&&fvar(39)>=80 ;////////////////////////////////////////////////////////////////////////////////// ; 移動 ;////////////////////////////////////////////////////////////////////////////////// [State ムソーテンセイ] Type=varset var(52)=2300 Triggerall=var(59)=1 triggerall=!var(52) triggerall=!var(12) triggerall=power>=1000 triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype=i triggerall=ctrl triggerall=fvar(39)>=80 triggerall=random<=333 triggerall=var(58)>=4 trigger1=(Ctrl)+(StateNo=800) ;------------ジャンプ [state ] type=varset var(52)=ifelse((fvar(34)<=40||fvar(39)>=80||random<=100),41,40) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=!(var(56)&4) triggerall=ctrl triggerall=random<=10 triggerall=enemynear,statetype!=a&&fvar(39)>=120||enemynear,statetype=a&&fvar(39)=[60,160] trigger1=1||var(56):=var(56)+16-8*(fvar(39)>=160||(1-2*(random%2))) [state ] type=varset trigger1=var(37)>0 trigger1=var(52)=-1 var(52)=0 ;------------ダッシュ [state ] type=varset var(52)=ifelse(stateno=100,-1,100) triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=!(var(56)&4) triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=ctrl trigger1=fvar(39)>=180||fvar(39)<180&&enemynear,movetype=i&&enemynear,vel x<(enemynear,statetype=a)||time=ifelse(P2bodydist X<=90,8,16)&&P2statetype!=L ;trigger2=P2stateno=5120 ;trigger3=P2statetype=L ;trigger3=enemynear,alive ;trigger3=P2bodydist X<=40 ;------------後ろ歩き [state ] type=varset var(52)=20 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=ctrl trigger1=fvar(39)>=60 trigger1=random<=10*var(58)||anim=21&&(var(53)<=8||random<750||fvar(29)>0||enemynear,vel x>=5) trigger1=1||var(56):=var(56)+16 ;------------歩き [state ] type=varset var(52)=20 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=facing*(enemynear,pos x-pos x)>0 triggerall=var(37)<=0 triggerall=ctrl trigger1=fvar(39)>=90 trigger1=random<=25||anim=20&&(var(53)<=8||random<=970-(fvar(39)-60)*9) trigger1=1||var(56):=var(56)+8 ;-------------しゃがみ待機(人間っぽく) [state ] type=varset var(52)=10 triggerall=var(59)=1 triggerall=!var(52) triggerall=enemynear,movetype!=h triggerall=statetype!=a triggerall=var(37)<=0 trigger1=var(56)&1 trigger1=!anim||(anim=[10,11])&&(enemynear,statetype!=a||enemynear,vel y<=0)||var(11) trigger1=ctrl ;------------空中ダッシュ [state ] type=varset var(52)=110 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=!(var(56)&4) triggerall=(fvar(39)!=[80,160])||enemynear,backedgebodydist<=20&&fvar(39)<=120 triggerall=ctrl triggerall=pos y<=-30 trigger1=random<=40 trigger1=enemynear,statetype!=a||var(58)<3 trigger1=fvar(39)>=-10 trigger2=enemynear,backedgebodydist<=20&&fvar(39)<=120 trigger2=random<=150 ;------------空中バックダッシュ [state ] type=varset var(52)=115 triggerall=var(59)=1 triggerall=!var(52) triggerall=statetype!=a triggerall=enemynear,statetype!=l triggerall=enemynear,movetype!=h triggerall=!(var(56)&4) triggerall=backedgebodydist>=62 triggerall=ctrl triggerall=random<=100*var(58) triggerall=prevstateno=40 trigger1=fvar(39)=[20,160] ;========================================================================================================== ;デバック━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;========================================================================================================== [State -2, デバック(変数確認)] Type =DisplayToClipBoard Trigger1 = 1 Text = "p2X=%d,p2y=%d,F=%d,v57=%d,v52=%d" Params = floor(fvar(39)),floor(enemynear,pos x-pos x),floor(fvar(33)),var(57),var(52) IgnoreHitPause=1 [State -2, 距離確認デバック] type = AppendToClipboard trigger1 = numhelper(200000) text = "\nAI%d,%f,%d,%d,%f" params = var(59),p2dist y,var(15),var(3),fvar(7) IgnoreHitPause = 1 ;//////////////////////////////////////////////////////////////////////////////////////// [StateDef -1] [state ] type=selfstate trigger1=ishelper(31111) value=31111 ;---------------------------------------------------------------------------------------------------------- ;無想転生 ;---------------------------------------------------------------------------------------------------------- [State a] Type = ChangeState Trigger1 = NumHelper(2315) Trigger1 = Helper(2315),StateNo=2317 trigger2 = Numhelper(2316) trigger2 = Helper(2316),StateNo=2317 Value = 2310 [state ] type=nothitby trigger1=numhelper(2315) value=sa [state ] type=nothitby trigger1=numhelper(2316) value=c [State a] Type = RemoveExplod Trigger1 = (StateNo!=2300) ID = 11010 [state ] type=changestate trigger1=alive trigger1=stateno=[5110,5111] trigger1=time>=10+(20*(command="holddown"))*(var(59)!=1) value=5120 ;__________________________________________________________________________________________________________ ;========================================================================================================== [State -1,挑発] Type = ChangeState Value = 195 TriggerAll= StateType!= A TriggerAll=(Command = "start")*(var(59)!=1)||var(52)=195&&roundstate=2 Trigger1 =(Ctrl)+(StateNo=800) [State -1,ガードキャンセル] Type = ChangeState Value = 900 TriggerAll= StateType!= A TriggerAll=(Command = "6C+D")*(var(59)!=1)||var(52)=900&&roundstate=2 TriggerAll=(Power>=1000) Trigger1=StateNo=[150,155] Trigger1=!Ctrl [State a] Type = ChangeState Value = 800 TriggerAll=((Command = "F")+(Command = "holdfwd"))*(var(59)!=1)||(var(52)=800||var(52)=805)&&roundstate=2 Trigger1 =(StateNo=610)*(Movehit)*(!Var(1)) Trigger2 =(StateNo=615)*(Movehit)*(!Var(1)) [State -1, 北斗滅天把] Type = ChangeState Value = 3000 TriggerAll=(Var(8)<=0) TriggerAll=((Command = "236C+D"))*(var(59)!=1)||var(52)=3000&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=280)*(MoveContact) Trigger11 =(StateNo=290)*(MoveContact) Trigger12 =(StateNo=300)*(MoveContact) Trigger13 =(StateNo=310)*(MoveContact) Trigger14 =(StateNo=320)*(MoveContact) Trigger15 =(StateNo=330)*(MoveContact) [State -1, 天将奔烈] Type = ChangeState Value = 2400 TriggerAll=(Command = "214214C")*(var(59)!=1)||var(52)=2400&&roundstate=2 TriggerAll=(Power>=1000) TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=280)*(MoveContact) Trigger11 =(StateNo=290)*(MoveContact) Trigger12 =(StateNo=300)*(MoveContact) Trigger13 =(StateNo=310)*(MoveContact) Trigger14 =(StateNo=320)*(MoveContact) Trigger15 =(StateNo=330)*(MoveContact) [State -1, 無想転生] Type = ChangeState Value = 2300 TriggerAll=(Command = "214214B")*(var(59)!=1)||var(52)=2300&&roundstate=2 TriggerAll=(Power>=1000) TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=280)*(MoveContact) Trigger11 =(StateNo=290)*(MoveContact) Trigger12 =(StateNo=300)*(MoveContact) Trigger13 =(StateNo=310)*(MoveContact) Trigger14 =(StateNo=320)*(MoveContact) Trigger15 =(StateNo=330)*(MoveContact) [State -1, 秘孔新血愁] Type = ChangeState Value = 2200 TriggerAll=(Command = "214214A")*(var(59)!=1)||var(52)=2200&&roundstate=2 TriggerAll=(Power>=1000) TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=280)*(MoveContact) Trigger11 =(StateNo=290)*(MoveContact) Trigger12 =(StateNo=300)*(MoveContact) Trigger13 =(StateNo=310)*(MoveContact) Trigger14 =(StateNo=320)*(MoveContact) Trigger15 =(StateNo=330)*(MoveContact) [State -1, Dash] Type = ChangeState Value = 100 TriggerAll= !Var(11) TriggerAll= Command = "66"&&var(59)!=1||var(52)=100&&roundstate=2 TriggerAll= Ctrl Trigger1 = StateType != A [State -1, Dash] Type = ChangeState Value = 105 TriggerAll= Command = "44"&&var(59)!=1||var(52)=105&&roundstate=2 TriggerAll= Ctrl Trigger1 = StateType != A [State -1, JDash] Type = ChangeState Value = 110 TriggerAll= Command = "66"&&var(59)!=1||var(52)=110&&roundstate=2 TriggerAll= Ctrl TriggerAll= (StateNo != 710) TriggerAll= (StateNo != 110)*(StateNo != 115) TriggerAll= (PrevStateNo!=110)*(PrevStateNo!=115) triggerall=pos y<=-30 Trigger1 = StateType = A [State -1, JDash] Type = ChangeState Value = 115 TriggerAll= Command = "44"&&var(59)!=1||var(52)=115&&roundstate=2 TriggerAll= Ctrl TriggerAll= (StateNo != 710) TriggerAll= (StateNo != 110)*(StateNo != 115) TriggerAll= (PrevStateNo!=110)*(PrevStateNo!=115) triggerall=pos y<=-30 Trigger1 = StateType = A [State -1, HJ] Type = ChangeState Value = 41 TriggerAll=((Command = "27")+(Command = "28")+(Command = "29"))&&var(59)!=1||var(52)=41&&roundstate=2 Trigger1 =Ctrl Trigger1 =StateType!=A Trigger2 =(StateNo=320)*(MoveContact) Trigger3 =(StateNo=327)*(MoveContact) Trigger4 =(StateNo=1000)*(MoveContact) [State -1, JC] Type = ChangeState Value = 40 TriggerAll=((Command = "U")+(Command = "UF")+(Command = "UB"))&&var(59)!=1||var(52)=40&&roundstate=2 Trigger1 =(StateNo=320)*(MoveContact) Trigger2 =(StateNo=327)*(MoveContact) Trigger3 =(StateNo=1000)*(MoveContact) [State -1, バニシングストライク] Type = ChangeState Value = 600 TriggerAll=(Command = "C+D")&&var(59)!=1||var(52)=600&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact||AnimElem=4,>=1) Trigger3 =(StateNo=210)*(MoveContact||AnimElem=3,>=1) Trigger4 =(StateNo=220)*(MoveContact||AnimElem=3,>=1) Trigger5 =(StateNo=230)*(MoveContact||AnimElem=3,>=1) Trigger6 =(StateNo=240)*(MoveContact||AnimElem=3,>=1) Trigger7 =(StateNo=250)*(MoveContact||AnimElem=5,>=1) Trigger8 =(StateNo=260)*(MoveContact||AnimElem=6,>=1) Trigger9 =0;(StateNo=270)*(MoveContact||AnimElem=4,>=1) Trigger10 =(StateNo=300)*(MoveContact||AnimElem=3,>=1) Trigger11 =(StateNo=310)*(MoveContact||AnimElem=3,>=1) Trigger12 =(StateNo=320)*(MoveContact||AnimElem=6,>=1) Trigger13 =(StateNo=330)*(MoveContact||AnimElem=5,>=1) Trigger14 =(StateNo=330)*(Time<=2||AnimElem=5,>=1) Trigger15 =(StateNo=247)*(MoveContact||time>0) Trigger16 =(StateNo=257)*(MoveContact||time>0) Trigger17 =(StateNo=327)*(MoveContact||time>0) Trigger18 =(StateNo=337)*(MoveContact||time>0) Trigger19 =(StateNo=335)*(MoveContact||time>0) [State -1, エリアルジャンプ] Type = ChangeState Value = 40 TriggerAll=((Command = "holdup")+((Command = "holdup")*((Command = "holdfwd")+(Command = "holdback"))))&&var(59)!=1||var(52)=40&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(StateNo=700)*(Movehit) Trigger2 =var(3) Trigger2 =(StateNo=1100) Trigger2 =MoveHit Trigger3 =var(3) Trigger3 =(StateNo=1150) Trigger3 =MoveHit [State -1, グレイブシュート] Type = ChangeState Value = 700 TriggerAll=(Command = "A+C")&&var(59)!=1||var(52)=700&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact||AnimElem=4,>=1) Trigger3 =(StateNo=210)*(MoveContact||AnimElem=3,>=1) Trigger4 =(StateNo=220)*(MoveContact||AnimElem=3,>=1) Trigger5 =(StateNo=230)*(MoveContact||AnimElem=3,>=1) Trigger6 =(StateNo=240)*(MoveContact||AnimElem=3,>=1) Trigger7 =(StateNo=250)*(MoveContact||AnimElem=5,>=1) Trigger8 =(StateNo=260)*(MoveContact||AnimElem=6,>=1) Trigger9 =(StateNo=270)*(MoveContact||AnimElem=4,>=1) Trigger10 =(StateNo=300)*(MoveContact||AnimElem=3,>=1) Trigger11 =(StateNo=310)*(MoveContact||AnimElem=3,>=1) Trigger12 =(StateNo=320)*(MoveContact||AnimElem=6,>=1) Trigger13 =(StateNo=330)*(MoveContact||AnimElem=5,>=1) Trigger14 =(StateNo=330)*(Time<=2||AnimElem=5,>=1) Trigger15 =(StateNo=247)*(MoveContact||time>0) Trigger16 =(StateNo=257)*(MoveContact||time>0) Trigger17 =(StateNo=327)*(MoveContact||time>0) Trigger18 =(StateNo=337)*(MoveContact||time>0) Trigger19 =(StateNo=335)*(MoveContact||time>0) [State -1, ヘヴィストライク] Type = ChangeState Value = 650 TriggerAll=(Command = "A+B")&&var(59)!=1||var(52)=650&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact||AnimElem=4,>=1) Trigger3 =(StateNo=210)*(MoveContact||AnimElem=3,>=1) Trigger4 =(StateNo=220)*(MoveContact||AnimElem=3,>=1) Trigger5 =(StateNo=230)*(MoveContact||AnimElem=3,>=1) Trigger6 =(StateNo=240)*(MoveContact||AnimElem=3,>=1) Trigger7 =(StateNo=250)*(MoveContact||AnimElem=5,>=1) Trigger8 =(StateNo=260)*(MoveContact||AnimElem=6,>=1) Trigger9 =(StateNo=270)*(MoveContact||AnimElem=4,>=1) Trigger10 =(StateNo=300)*(MoveContact||AnimElem=3,>=1) Trigger11 =(StateNo=310)*(MoveContact||AnimElem=3,>=1) Trigger12 =(StateNo=320)*(MoveContact||AnimElem=6,>=1) Trigger13 =(StateNo=330)*(MoveContact||AnimElem=5,>=1) Trigger14 =(StateNo=330)*(Time<=2||AnimElem=5,>=1) Trigger15 =(StateNo=247)*(MoveContact||time>0) Trigger16 =(StateNo=257)*(MoveContact||time>0) Trigger17 =(StateNo=327)*(MoveContact||time>0) Trigger18 =(StateNo=337)*(MoveContact||time>0) Trigger19 =(StateNo=335)*(MoveContact||time>0) [State -1, 無想陰殺] Type = ChangeState Value = 1000 TriggerAll=(Command = "41236D"&&var(59)!=1)||var(52)=1000&&roundstate=2 TriggerAll= StateType!= A TriggerAll= Power >= 1000 Trigger1 =(StateNo=200)*(AnimElem=4,>=1) Trigger2 =(StateNo=210)*(AnimElem=3,>=1) Trigger3 =(StateNo=220)*(AnimElem=3,>=1) Trigger4 =(StateNo=230)*(AnimElem=3,>=1) Trigger5 =(StateNo=240)*(AnimElem=3,>=1) Trigger6 =(StateNo=250)*(AnimElem=5,>=1) Trigger7 =(StateNo=260)*(AnimElem=6,>=1) Trigger8 =(StateNo=270)*(AnimElem=4,>=1) Trigger9 =(StateNo=280)*(AnimElem=5,>=1) Trigger10 =(StateNo=290)*(AnimElem=5,>=1) Trigger11 =(StateNo=300)*(AnimElem=3,>=1) Trigger12 =(StateNo=310)*(AnimElem=3,>=1) Trigger13 =(StateNo=320)*(AnimElem=6,>=1) Trigger14 =(StateNo=330)*(AnimElem=5,>=1) Trigger15 =(StateNo=400)*(AnimElem=2,>=1) Trigger16 =(StateNo=410)*(AnimElem=4,>=1) Trigger17 =(StateNo=420)*(AnimElem=5,>=1) Trigger18 =(StateNo=430)*(AnimElem=3,>=1) Trigger19 =(StateNo=610)*(AnimElem=3,>=1) Trigger20 =(StateNo=615)*(AnimElem=3,>=1) Trigger21 =(StateNo=650)*(AnimElem=8,>=1) Trigger22 =(StateNo=700)*(AnimElem=6,>=1) ;Trigger23 =(StateNo=1000)*(AnimElem=3,>0) Trigger23 =(StateNo=1100)*(AnimElem=6,>0) Trigger24 =(StateNo=1150)*(AnimElem=6,>0) Trigger25 =(StateNo=1200)*(AnimElem=8,>0) Trigger26 =(StateNo=1250)*(AnimElem=11,>0) Trigger27 =(StateNo=1500)*(AnimElem=3,>0) Trigger28 =(StateNo=195)*(AnimElem=3,>=0) [State -1, 北斗天将雷撃] Type = ChangeState Value = IfElse(Helper(200000),Var(5),1150,1100) TriggerAll=(Command = "623A")&&var(59)!=1||var(52)=1100&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=300)*(MoveContact) Trigger11 =(StateNo=310)*(MoveContact) Trigger12 =(StateNo=320)*(MoveContact) Trigger13 =(StateNo=330)*(MoveContact) [State -1, 北斗羅裂拳] Type = ChangeState Value = IfElse(Helper(200000),Var(5),1250,1200) TriggerAll=(Command = "623C"&&var(59)!=1)||var(52)=1200&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=300)*(MoveContact) Trigger11 =(StateNo=310)*(MoveContact) Trigger12 =(StateNo=320)*(MoveContact) Trigger13 =(StateNo=330)*(MoveContact) [State -1, 北斗GOSHOHA!] Type = ChangeState Value = IfElse(Helper(200000),Var(5),1350,1300) TriggerAll=(Command = "236C"&&var(59)!=1)||var(52)=1300&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=300)*(MoveContact) Trigger11 =(StateNo=310)*(MoveContact) Trigger12 =(StateNo=320)*(MoveContact) Trigger13 =(StateNo=330)*(MoveContact) [State -1, 北斗GOSHOHA!] Type = ChangeState Value = IfElse(Helper(200000),Var(5),1450,1400) TriggerAll=(Command = "236C"&&var(59)!=1)||var(52)=1400&&roundstate=2 TriggerAll= StateType= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=400)*(MoveContact) Trigger3 =(StateNo=410)*(MoveContact) Trigger4 =(StateNo=420)*(MoveContact) [State -1, 釵] Type = ChangeState Value = IfElse(Helper(200000),Var(5),1650,1600) TriggerAll=(Command = "214D"&&var(59)!=1)||var(52)=1600&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=300)*(MoveContact) Trigger11 =(StateNo=310)*(MoveContact) Trigger12 =(StateNo=320)*(MoveContact) Trigger13 =(StateNo=330)*(MoveContact) [State -1, 空中釵] Type = ChangeState Value = 1700 TriggerAll=(Command = "214D"&&var(59)!=1)||var(52)=1700&&roundstate=2 TriggerAll= StateType = A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=400)*(MoveContact) Trigger3 =(StateNo=410)*(MoveContact) Trigger4 =(StateNo=420)*(MoveContact) Trigger5 =(StateNo=430)*(MoveContact) [State -1, 北斗呑龍呼法] Type = ChangeState Value = 1500 TriggerAll=(Command = "214A"&&var(59)!=1)||var(52)=1500&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=300)*(MoveContact) Trigger11 =(StateNo=310)*(MoveContact) Trigger12 =(StateNo=320)*(MoveContact) Trigger13 =(StateNo=330)*(MoveContact) [State -1, 通常投げ] Type = ChangeState Value = 500 TriggerAll=(Command = "B+D"&&var(59)!=1)||var(52)=500&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(AnimElem=4,>=1) Trigger3 =(StateNo=210)*(AnimElem=3,>=1) Trigger4 =(StateNo=220)*(AnimElem=3,>=1) Trigger5 =(StateNo=230)*(AnimElem=3,>=1) Trigger6 =(StateNo=300)*(AnimElem=3,>=1) Trigger7 =(StateNo=310)*(AnimElem=3,>=1) [State -1, 掴み投げ] Type = ChangeState Value = 750 TriggerAll=(NumEnemy) TriggerAll=(Statetype = S) TriggerAll=(P2BodyDist X < 20) TriggerAll=(Enemynear,MoveType != H)*(Enemynear,StateType != A) TriggerAll=(((Command = "holdfwd")+(command = "holdback"))*(Command = "y")*(Command != "holddown"))&&var(59)!=1||(var(52)=[750,751])&&roundstate=2 Trigger1 =(Ctrl)+(StateNo=800) [State -1, 突進] Type = ChangeState Value = 280 TriggerAll=(Command = "6P"&&var(59)!=1)||var(52)=280&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=300)*(MoveContact) Trigger11 =(StateNo=310)*(MoveContact) Trigger12 =(StateNo=320)*(MoveContact) Trigger13 =(StateNo=330)*(MoveContact) Trigger14 =(StateNo=330)*(Time<=2) Trigger15 =(StateNo=247)*(MoveContact) Trigger16 =(StateNo=257)*(MoveContact) Trigger17 =(StateNo=327)*(MoveContact) Trigger18 =(StateNo=337)*(MoveContact) [State -1, 踵落とし] Type = ChangeState Value = 290 TriggerAll=(Command = "6K"&&var(59)!=1)||var(52)=290&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=300)*(MoveContact) Trigger11 =(StateNo=310)*(MoveContact) Trigger12 =(StateNo=320)*(MoveContact) Trigger13 =(StateNo=330)*(MoveContact) Trigger14 =(StateNo=330)*(Time<=2) Trigger15 =(StateNo=247)*(MoveContact) Trigger16 =(StateNo=257)*(MoveContact) Trigger17 =(StateNo=327)*(MoveContact) Trigger18 =(StateNo=337)*(MoveContact) [State -1, JHP] Type = ChangeState Value = IfElse(Helper(200000),Var(5),425,420) TriggerAll=(Command = "y"&&var(59)!=1)||var(52)=420&&roundstate=2 TriggerAll= StateType= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=400)*(MoveContact) Trigger3 =(StateNo=410)*(MoveContact) Trigger4 =(StateNo=420)*(MoveContact) [State -1, JP] Type = ChangeState Value = 400 TriggerAll=(Command = "x"&&var(59)!=1)||var(52)=400&&roundstate=2 TriggerAll= StateType= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=420)*(MoveContact) [State -1, JHK] Type = ChangeState Value = 430 TriggerAll=(Command = "b"&&var(59)!=1)||var(52)=430&&roundstate=2 TriggerAll= StateType= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=400)*(MoveContact) Trigger3 =(StateNo=410)*(MoveContact) Trigger4 =(StateNo=420)*(MoveContact) [State -1, JK] Type = ChangeState Value = 410 TriggerAll=(Command = "a"&&var(59)!=1)||var(52)=410&&roundstate=2 TriggerAll= StateType= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=400)*(MoveContact) Trigger3 =(StateNo=420)*(MoveContact) [State -1, 強化通常技] Type = ChangeState Value = 325 TriggerAll=(Movehit) TriggerAll=(StateType!=A) TriggerAll=(Command = "2HP")*(Command = "holddown")&&var(59)!=1||var(52)=320&&roundstate=2 TriggerAll=(Helper(200000),Var(5)) Trigger1 =(StateNo=247) Trigger2 =(StateNo=257) Trigger3 =(StateNo=327) Trigger4 =(StateNo=337) [State -1, 強化通常技] Type = ChangeState Value = 335 TriggerAll=(Movehit) TriggerAll=(StateType!=A) TriggerAll=(Command = "2HK")&&var(59)!=1||var(52)=330&&roundstate=2 TriggerAll=(Helper(200000),Var(5)) Trigger1 =(StateNo=247) Trigger2 =(StateNo=257) Trigger3 =(StateNo=327) Trigger4 =(StateNo=337) [State -1, 強化通常技] Type = ChangeState Value = 255 TriggerAll=(Movehit) TriggerAll=(StateType!=A) TriggerAll= P2Dist X >= 80 TriggerAll=(Command = "y")&&var(59)!=1||var(52)=250&&roundstate=2 TriggerAll=(Helper(200000),Var(5)) Trigger1 =(StateNo=247) Trigger2 =(StateNo=257) Trigger3 =(StateNo=327) Trigger4 =(StateNo=337) [State -1, 強化通常技] Type = ChangeState Value = 245 TriggerAll=(Movehit) TriggerAll=(StateType!=A) TriggerAll=(Command = "y")&&var(59)!=1||var(52)=240&&roundstate=2 TriggerAll=(Helper(200000),Var(5)) Trigger1 =(StateNo=247) Trigger2 =(StateNo=257) Trigger3 =(StateNo=327) Trigger4 =(StateNo=337) [State -1, 屈HP] Type = ChangeState Value = IfElse(Helper(200000),Var(5),325,320) TriggerAll=(Command = "2HP")&&var(59)!=1||var(52)=320&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=300)*(MoveContact) Trigger9 =(StateNo=310)*(MoveContact) Trigger10 =(StateNo=247)*(MoveContact) Trigger11 =(StateNo=257)*(MoveContact) [State -1, 屈P] Type = ChangeState Value = 300 TriggerAll=(Command = "2P")&&var(59)!=1||var(52)=300&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=300)*(MoveContact) Trigger7 =(StateNo=310)*(MoveContact||AnimElem=3,>=1) [State -1, 屈HK] Type = ChangeState Value = IfElse(Helper(200000),Var(5),335,330) TriggerAll=(Command = "2HK")&&var(59)!=1||var(52)=330&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=260)*(MoveContact) Trigger9 =(StateNo=270)*(MoveContact) Trigger10 =(StateNo=300)*(MoveContact) Trigger11 =(StateNo=310)*(MoveContact) Trigger12 =(StateNo=320)*(MoveContact) Trigger13 =(StateNo=247)*(MoveContact) Trigger14 =(StateNo=257)*(MoveContact) Trigger15 =(StateNo=327)*(MoveContact) [State -1, 屈K] Type = ChangeState Value = 310 TriggerAll=(Command = "2K")&&var(59)!=1||var(52)=310&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=300)*(MoveContact||AnimElem=3,>=1) Trigger7 =(StateNo=310)*(MoveContact) Trigger8 =(StateNo=310)*(AnimElem=4,>0) [State -1, 遠HP] Type = ChangeState Value = IfElse(Helper(200000),Var(5),255,250) TriggerAll=(Command = "y")&&var(59)!=1||var(52)=250&&roundstate=2 TriggerAll= StateType!= A TriggerAll= P2Dist X >= 80 Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=300)*(MoveContact) Trigger7 =(StateNo=310)*(MoveContact) [State -1, 遠HP] Type = ChangeState Value = 250 TriggerAll=(Command = "y")&&var(59)!=1||var(52)=250&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(StateNo=240)*(AnimElem=3,>=1) Trigger2 =(StateNo=247)*(MoveContact) [State -1, 近HP] Type = ChangeState Value = IfElse(Helper(200000),Var(5),245,240) TriggerAll=(Command = "y")&&var(59)!=1||var(52)=240&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=300)*(MoveContact) Trigger7 =(StateNo=310)*(MoveContact) [State -1, 遠P] Type = ChangeState Value = 210 TriggerAll=(Command = "x")&&var(59)!=1||var(52)=210&&roundstate=2 TriggerAll= StateType!= A TriggerAll= P2Dist X >= 60 Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=300)*(MoveContact) [State -1, 近P] Type = ChangeState Value = 200 TriggerAll=(Command = "x")&&var(59)!=1||var(52)=200&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=300)*(MoveContact) [State -1, 遠HK] Type = ChangeState Value = 270 TriggerAll=(Command = "b")&&var(59)!=1||var(52)=270&&roundstate=2 TriggerAll= StateType!= A TriggerAll= P2Dist X >= 80 Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=300)*(MoveContact) Trigger9 =(StateNo=310)*(MoveContact) Trigger10 =(StateNo=320)*(MoveContact) Trigger11 =(StateNo=247)*(MoveContact) Trigger12 =(StateNo=257)*(MoveContact) Trigger13 =(StateNo=327)*(MoveContact) [State -1, 近HK] Type = ChangeState Value = 260 TriggerAll=(Command = "b")&&var(59)!=1||var(52)=260&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=240)*(MoveContact) Trigger7 =(StateNo=250)*(MoveContact) Trigger8 =(StateNo=300)*(MoveContact) Trigger9 =(StateNo=310)*(MoveContact) Trigger10 =(StateNo=320)*(MoveContact) Trigger11 =(StateNo=247)*(MoveContact) Trigger12 =(StateNo=257)*(MoveContact) Trigger13 =(StateNo=327)*(MoveContact) [State -1, 遠K] Type = ChangeState Value = 230 TriggerAll=(Command = "a")&&var(59)!=1||var(52)=230&&roundstate=2 TriggerAll= StateType!= A TriggerAll= P2Dist X >= 65 Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*((MoveContact)+(AnimElem=4,>=2)) Trigger6 =(StateNo=300)*(MoveContact) Trigger7 =(StateNo=310)*(MoveContact) [State -1, 近K] Type = ChangeState Value = 220 TriggerAll=(Command = "a")&&var(59)!=1||var(52)=220&&roundstate=2 TriggerAll= StateType!= A Trigger1 =(Ctrl)+(StateNo=800) Trigger2 =(StateNo=200)*(MoveContact) Trigger3 =(StateNo=210)*(MoveContact) Trigger4 =(StateNo=220)*(MoveContact) Trigger5 =(StateNo=230)*(MoveContact) Trigger6 =(StateNo=300)*(MoveContact) Trigger7 =(StateNo=310)*(MoveContact) [State -1, ブースト] Type = ChangeState Value = 855 TriggerAll=(!Var(11))&&numhelper(31111) TriggerAll=(Command = "z")*((Command != "holdback")||hitpausetime&&helper(31111),command!="holdback")&&var(59)!=1||var(52)=800&&roundstate=2 TriggerAll=(Var(5)>=100)+((Var(6)=1)*(Var(5)>=20)) Trigger1 =(Ctrl) Trigger2 =(StateNo=200)*(AnimElem=4,>0||movecontact) Trigger3 =(StateNo=210)*(AnimElem=3,>0||movecontact) Trigger4 =(StateNo=220)*(AnimElem=3,>0||movecontact) Trigger5 =(StateNo=230)*(AnimElem=3,>0||movecontact) Trigger6 =(StateNo=240)*(AnimElem=3,>0||movecontact) Trigger7 =(StateNo=250)*(AnimElem=5,>0||movecontact) Trigger8 =(StateNo=260)*(AnimElem=3,>0||movecontact) Trigger9 =(StateNo=270)*(AnimElem=4,>0||movecontact) Trigger10 =(StateNo=280)*(AnimElem=5,>0||movecontact) Trigger11 =(StateNo=290)*(AnimElem=5,>0||movecontact) Trigger12 =(StateNo=300)*(AnimElem=3,>0||movecontact) Trigger13 =(StateNo=310)*(AnimElem=3,>0||movecontact) Trigger14 =(StateNo=320)*(AnimElem=6,>0||movecontact) Trigger15 =(StateNo=330)*(AnimElem=5,>0||movecontact) Trigger16 =(StateNo=400)*(AnimElem=2,>0||movecontact) Trigger17 =(StateNo=410)*(AnimElem=4,>0||movecontact) Trigger18 =(StateNo=420)*(AnimElem=5,>0||movecontact) Trigger19 =(StateNo=430)*(AnimElem=3,>0||movecontact) Trigger20 =(StateNo=510)*(AnimElem=5,>0||movecontact) Trigger21 =(StateNo=610)*(AnimElem=3,>0||movecontact) Trigger22 =(StateNo=615)*(AnimElem=3,>0||movecontact) Trigger23 =(StateNo=650)*(AnimElem=8,>0||movecontact) Trigger24 =(StateNo=700)*(AnimElem=6,>0||movecontact) Trigger25 =(StateNo=760)*(AnimElem=13,>0||movecontact) Trigger26 =(StateNo=1000)*(AnimElem=2,>0||movecontact) Trigger27 =(StateNo=1100)*(AnimElem=6,>0||movecontact) Trigger28 =(StateNo=1150)*(AnimElem=3,>0||movecontact) Trigger29 =(StateNo=1200)*(AnimElem=4,>0);*(MoveContact) Trigger30 =(StateNo=1250)*(AnimElem=4,>0);*(MoveContact) Trigger31 =(StateNo=1300)*(AnimElem=11,>0||movecontact) Trigger32 =(StateNo=1400)*(AnimElem=5,>0||movecontact) Trigger33 = NumTarget Trigger33 = Target,StateType=A Trigger33 =(StateNo=1600)*(AnimElem=10,>0||movecontact) Trigger34 =(StateNo=247)*(AnimElem=1,>0||movecontact) Trigger35 =(StateNo=257)*(AnimElem=2,>0||movecontact) Trigger36 =(StateNo=327)*(AnimElem=3,>0||movecontact) Trigger37 =(StateNo=337)*(AnimElem=3,>0||movecontact) Trigger38 =(StateNo=427)*(AnimElem=2,>0||movecontact) Trigger39 =(StateNo=1450)*(AnimElem=5,>0||movecontact) Trigger40 =(StateNo=1650)*(AnimElem=10,>0||movecontact) ignorehitpause=1 ;------------AI用 [state ] type=changestate trigger1=roundstate=2 trigger1=var(52)=120 trigger1=ctrl||anim=[120,132] value=120 [state ] type=changestate triggerall=statetype!=a triggerall=ctrl trigger1=roundstate=2 trigger1=var(52)=10 value=10 [state ] type=changestate triggerall=statetype!=a triggerall=ctrl trigger1=roundstate=2 trigger1=var(52)=40 value=40 [state ] type=changestate triggerall=statetype!=a triggerall=ctrl trigger1=roundstate=2 trigger1=var(52)=20 value=20 [state ] type=changestate trigger1=var(59)=1 trigger1=ctrl trigger1=anim=[10,12] value=12 [state ] type=changestate trigger1=!time trigger1=stateno=10||stateno=20||stateno=40 trigger1=statetype!=a trigger1=var(59)=1 trigger1=ctrl value=0 [state ] type=changestate trigger1=!time trigger1=stateno=45 trigger1=statetype=a trigger1=var(59)=1 trigger1=ctrl value=50 ;---------------------------------------------------------------------------------- ;================================================================================== ; AI用サポートヘルパー ;================================================================================== ;---------------------------------------------------------------------------------- [statedef 31111] [state ] type=selfstate trigger1=!ishelper value=50 ignorehitpause=1 ;---------------------------------------------------------------------------------- ; 初期設定 ;---------------------------------------------------------------------------------- [state ] type=changeanim trigger1=anim!=31111 value=31111 [state ] type=posset trigger1=animelem=1 trigger1=var(53):=100000000 x=0 y=0 [state ] type=null trigger1=fvar(39):=pos x ;---------------------------------------------------------------------------------- ; AIフラグセット ;---------------------------------------------------------------------------------- [state ] type=varset triggerall=!var(59) trigger1=command="up"&&root,command="up" trigger2=command="down"&&root,command="down" trigger3=command="back"&&root,command="back" trigger4=command="fwd"&&root,command="fwd" trigger5=command="a"&&root,command="a" trigger6=command="b"&&root,command="b" trigger7=command="c"&&root,command="c" trigger8=command="x"&&root,command="x" trigger9=command="y"&&root,command="y" trigger10=command="z"&&root,command="z" trigger11=command="start"&&root,command="start" var(59)=-1 [state ] type=varset triggerall=var(59)!=-1 trigger1=root,command="up" trigger2=root,command="down" trigger3=root,command="back" trigger4=root,command="fwd" trigger5=root,command="a" trigger6=root,command="b" trigger7=root,command="c" trigger8=root,command="x" trigger9=root,command="y" trigger10=root,command="z" trigger11=root,command="start" trigger12=root,var(59)&1 var(59)=1 ;---------------------------------------------------------------------------------- ; カウント ;---------------------------------------------------------------------------------- [state ] type=varadd trigger1=roundstate=2&&root,fvar(10) var(58)=1 ;---------------------------------------------------------------------------------- ; めくり対策 ;---------------------------------------------------------------------------------- [state ] type=posset trigger1=1 x=root,pos x-60*facing y=0 [state ] type=varadd trigger1=var(57):=0||1 var(57)=inguarddist [state ] type=posset trigger1=1 x=root,pos x+60*facing y=0 [state ] type=varadd trigger1=1 var(56)=inguarddist [state ] type=posset trigger1=1 x=root,pos x-90*facing y=0 [state ] type=varadd trigger1=1 var(56)=inguarddist [state ] type=posset trigger1=1 x=root,pos x+90*facing y=0 [state ] type=varadd trigger1=1 var(56)=inguarddist ;---------------------------------------------------------------------------------- ; 重力計算 ;---------------------------------------------------------------------------------- [state ] type=null trigger1=numenemy trigger1=1||fvar(0):=ceil((playerid(root,var(39)),pos y-fvar(36)-fvar(37))*1000.0)*(playerid(root,var(39)),pos y<0)/1000.0 trigger1=1||fvar(37):=playerid(root,var(39)),pos y-fvar(36) trigger1=1||fvar(36):=playerid(root,var(39)),pos y [state ] type=null trigger1=numenemy trigger1=1||fvar(1):=playerid(root,var(39)),vel y+fvar(0)/2 trigger1=1||fvar(2):=playerid(root,var(39)),vel y*2+fvar(0)*2*2/2 trigger1=1||fvar(3):=playerid(root,var(39)),vel y*3+fvar(0)*3*3/2 trigger1=1||fvar(4):=playerid(root,var(39)),vel y*4+fvar(0)*4*4/2 trigger1=1||fvar(5):=playerid(root,var(39)),vel y*5+fvar(0)*5*5/2 trigger1=1||fvar(6):=playerid(root,var(39)),vel y*6+fvar(0)*6*6/2 trigger1=1||fvar(7):=playerid(root,var(39)),vel y*7+fvar(0)*7*7/2 trigger1=1||fvar(8):=playerid(root,var(39)),vel y*8+fvar(0)*8*8/2 trigger1=1||fvar(9):=playerid(root,var(39)),vel y*9+fvar(0)*9*9/2 trigger1=1||fvar(10):=playerid(root,var(39)),vel y*10+fvar(0)*10*10/2 trigger1=1||fvar(11):=playerid(root,var(39)),vel y*11+fvar(0)*11*11/2 trigger1=1||fvar(12):=playerid(root,var(39)),vel y*12+fvar(0)*12*12/2 trigger1=1||fvar(13):=playerid(root,var(39)),vel y*13+fvar(0)*13*13/2 trigger1=1||fvar(14):=playerid(root,var(39)),vel y*14+fvar(0)*14*14/2 trigger1=1||fvar(15):=playerid(root,var(39)),vel y*15+fvar(0)*15*15/2 trigger1=1||fvar(16):=playerid(root,var(39)),vel y*16+fvar(0)*16*16/2 trigger1=1||fvar(17):=playerid(root,var(39)),vel y*17+fvar(0)*17*17/2 trigger1=1||fvar(18):=playerid(root,var(39)),vel y*18+fvar(0)*18*18/2 trigger1=1||fvar(19):=playerid(root,var(39)),vel y*19+fvar(0)*19*19/2 trigger1=1||fvar(20):=playerid(root,var(39)),vel y*20+fvar(0)*20*20/2 trigger1=1||fvar(21):=playerid(root,var(39)),vel y*21+fvar(0)*21*21/2 trigger1=1||fvar(22):=playerid(root,var(39)),vel y*22+fvar(0)*22*22/2 trigger1=1||fvar(23):=playerid(root,var(39)),vel y*23+fvar(0)*23*23/2 trigger1=1||fvar(24):=playerid(root,var(39)),vel y*24+fvar(0)*24*24/2 trigger1=1||fvar(25):=playerid(root,var(39)),vel y*25+fvar(0)*25*25/2 trigger1=1||fvar(26):=playerid(root,var(39)),vel y*26+fvar(0)*26*26/2 trigger1=1||fvar(27):=playerid(root,var(39)),vel y*27+fvar(0)*27*27/2 trigger1=1||fvar(28):=playerid(root,var(39)),vel y*28+fvar(0)*28*28/2 trigger1=1||fvar(29):=playerid(root,var(39)),vel y*29+fvar(0)*29*29/2 trigger1=1||fvar(30):=playerid(root,var(39)),vel y*30+fvar(0)*30*30/2 trigger1=1||fvar(31):=playerid(root,var(39)),vel y*31+fvar(0)*31*31/2 ;---------------------------------------------------------------------------------- ; 発生フレーム検知(割り込み、暴れ用)v48~v29=stateno v28~v8=time ;---------------------------------------------------------------------------------- ;var(40)~var(20) [state ] type=varset triggerall=!var(48)||var(48)=playerid(root,var(39)),anim trigger1=playerid(root,var(39)),movecontact=1 ;trigger1=playerid(root,var(39)),time-1>=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-1=5 trigger1=playerid(root,var(39)),time-10||var(52):=0||var(53):=var(53)/10 trigger1=root,numprojid(10000) trigger1=var(50):=var(50)+root,numprojid(10000)*var(53)*10&&0 trigger2=root,numprojid(10001) trigger2=var(51):=var(51)+root,numprojid(10001)*var(53)*10 [state ] type=turn trigger1=facing=-1 [state ] type=projectile trigger1=var(52)*var(53)>0 velocity=1 projid=10000 projanim=31111 offset=var(50)+var(52)*var(53),0 projstagebound=-9 guard.dist=0 projedgebound=2000000000 projremovetime=1 supermovetime=99999990 pausemovetime=99999990 [state ] type=turn trigger1=facing=1 [state ] type=projectile trigger1=var(52)*var(53)>0 velocity=1 projid=10001 projanim=31111 offset=var(51)+var(52)*var(53),0 projstagebound=-9 guard.dist=0 projedgebound=2000000000 projremovetime=1 supermovetime=99999990 pausemovetime=99999990 [state ] type=changestate trigger1=var(52)<9 trigger1=var(52):=var(52)+1 trigger1=var(53)>0 trigger1=var(49):=0||1 value=stateno [state ] type=turn trigger1=root,facing!=facing [state ] type=posset trigger1=var(49):=1 x=fvar(39) y=0 ;--------------------テスト [statedef 999999] anim=31111 [state ] type=varset trigger1=time var(1)=0 [state ] type=changestate trigger1=time value=stateno [state ] type=varadd trigger1=1 var(1)=1 [state ] type=posset trigger1=1 x=enemynear,pos x-root,fvar(29)*var(1) y=enemynear,pos y-80+helper(31111),fvar(var(1)) [state ] type=projectile trigger1=1 velocity=1 projid=999999 projanim=31112 offset=0,0 attr= projstagebound=-9 guard.dist=0 projedgebound=2000000000 projremovetime=1 supermovetime=99999990 pausemovetime=99999990 [state ] type=changestate trigger1=var(1)<31 value=stateno [StateDef -2] [state ] type = NotHitBy trigger1 = p2name != "DrDoom" trigger1 = p2name != "Hulk" trigger1 = p2name != "Hulk 2099" trigger1 = p2name != "SUPERMAN" trigger1 = p2name != "RHINO_EOH" trigger1 = p2name != "THOUTHER" trigger1 = p2name != "RAOH" trigger1 = p2name != "RAOH ATL" value = , NT,ST,HT time = -1 [state ] ; cannot be thrown type = HitOverride trigger1 = 1 trigger1 = p2name != "Mouser" trigger1 = p2name != "Reflector" trigger1 = p2name != "shao kahn" trigger1 = p2name != "KingpinMTO" trigger1 = p2name != "DrDoom" trigger1 = p2name != "Hulk" trigger1 = p2name != "Hulk 2099" trigger1 = p2name != "SUPERMAN" trigger1 = p2name != "RAOH" trigger1 = p2name != "KENSHIRO" trigger1 = p2name != "THOUTHER" trigger1 = p2name != "RAOH ATL" time = 1 hitflag = MAF attr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT, AA, AT, AP [state ] type = SelfState triggerall = stateno != 7777 triggerall = life >= 0.1*lifemax trigger1 = gethitvar(damage) >= life trigger1 = Life != 0 value = 7777 [state ] type=selfstate trigger1=ishelper(31111) value=31111 [state ] type=attackmulset trigger1=1 value=1 [state ] type=null trigger1=numenemy=1&&numtarget trigger1=target,movetype=h&&target,alive trigger1=var(39):=target,id trigger2=numenemy&&(!playeridexist(var(39))||numenemy>1||!numtarget) trigger2=var(39):=enemynear(!enemynear,alive&&numenemy>1),id trigger3=!playerid(var(39)),alive trigger3=var(39):=enemynear(!enemynear,alive&&numenemy>1),id ignorehitpause=1 ;------AI;中段判定 [state ] type=varset trigger1=var(59)=1&&numenemy trigger1=enemynear,statetype!=a trigger1=enemynear,movehit trigger1=var(56)&32&&!var(47) trigger1=var(50)!=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno) trigger1=var(49)!=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno) trigger1=var(48)!=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno) trigger1=var(47)!=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno) var(50-(var(50)>0)-(var(49)>0)-(var(48)>0))=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno) ignorehitpause=1 ;------------------上下段ガードフラグ ;-------正立ちガード [state ] type=varadd triggerall=var(56)&1 triggerall=random<=20*var(58)||var(58)>4 triggerall=!enemynear,movecontact||var(58)>4 trigger1=playerid(var(39)),statetype=a trigger2=playerid(var(39)),stateno=var(50)&&var(50) trigger3=playerid(var(39)),stateno=var(49)&&var(49) trigger4=playerid(var(39)),stateno=var(48)&&var(48) trigger5=playerid(var(39)),stateno=var(47)&&var(47) var(56)=-1 ;-------正屈ガード [state ] type=varadd triggerall=!(var(56)&1) triggerall=random<=20*var(58)||var(58)>4||var(11) triggerall=!enemynear,movecontact||var(58)>4 trigger1=playerid(var(39)),statetype!=a trigger1=playerid(var(39)),stateno!=var(50)||!var(50) trigger1=playerid(var(39)),stateno!=var(49)||!var(49) trigger1=playerid(var(39)),stateno!=var(48)||!var(48) trigger1=playerid(var(39)),stateno!=var(47)||!var(47) var(56)=1 ;------------------誤立ちガード [state ] type=varadd triggerall=var(56)&1 trigger1=enemynear,statetype!=a trigger1=enemynear,movecontact>=5 trigger1=fvar(39)>=60 trigger1=var(58)<=4 trigger1=!var(11) trigger1=random<=100-20*var(58)+2*(fvar(39)-60) var(56)=-1 ;------------------誤屈ガード [state ] type=varadd triggerall=!(var(56)&1) trigger1=enemynear,statetype=a trigger1=enemynear,movecontact trigger1=enemynear,pos y>=-60 trigger1=var(58)<=4 trigger1=random<=100-20*var(58)+2*(60+enemynear,pos y) var(56)=1 [state ] type=varadd trigger1=1;stateno!=[120,155] ;trigger2=statetype!=c var(56)=-(var(56)&32) ignorehitpause=1 [State a];gage位置 Type = VarSet Trigger1 = 1 V = 40 Value=225 [State a] type = AssertSpecial Trigger1 = MoveType!=H ;Trigger1 = (StateNo!=2210)*(StateNo!=2400) flag =nokoslow IgnoreHitPause=1 [State a] type = AssertSpecial trigger1 = Var(11) flag = nowalk ;flag2 = nojump [State a];疑似処理落ち Type =null;SuperPause TriggerAll=(StateNo!=2200)*(StateNo!=2400) TriggerAll=NumHelper(200000) TriggerAll=MoveType!=H TriggerAll=GameTime%2=0 Trigger1 = NumTarget Trigger1 = Random=[1200-Floor(Helper(200000),FVar(1)*IfElse(Target,GetHitVar(HitCount)<40,Target,GetHitVar(HitCount)*.5,20)*.2),1100] Trigger2 = NumTarget Trigger2 = StateNo=[1600,1800) Trigger2 = Random=[1200-Floor(Helper(200000),FVar(1)*IfElse(Target,GetHitVar(HitCount)<40,Target,GetHitVar(HitCount)*.5,20)),1500] Time = 1 Anim = -1 ;pos = 0, 0 ;movetime = 0 darken = 0 p2defmul = 1 ;poweradd = -1000 ;unhittable = 1 [State a] Type = AssertSpecial Trigger1 = NumExplod(11000) Trigger2 = NumExplod(11001) Trigger3 = NumExplod(11005) Trigger4 = NumExplod(11010) Trigger5 = NumExplod(11015) Trigger6 = NumExplod(12000) Trigger7 = NumExplod(20000) flag=noFG IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;テーレッテー [State a] Type = VarSet Trigger1 = StateNo=3000 Trigger1 = MoveHit=1 Trigger1 = roundstate=2 V = 30 Value = 1 ;テーレッテー [State a] Type = VarSet Trigger1 = RoundState=[0,1] V = 30 Value = 0 [State a] Type = AssertSpecial Trigger1 = Var(30) flag=nomusic IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;========================================================================================================== ;効果音設定━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;========================================================================================================== ;着地 [State a] Type = PlaySnd Trigger1 = StateNo=52 Trigger1 = AnimElem=1,=1 Value = 90, 8 ;ジャンプ [State a] Type = PlaySnd Trigger1 = (StateNo=50) Trigger1 = AnimElem=1,=1 Value = 100, 1 ;ジャンプ [State a] Type = PlaySnd Trigger1 = (StateNo=710) Trigger1 = AnimElem=1,=1 Value = 100, 2 ;衣類靡き [State a] Type = PlaySnd Trigger1 = (StateNo=190) Trigger1 = (AnimElem=14,=1) Value = 100, 3 volume = -120 ;空ダ [State a] Type = PlaySnd Trigger1 = (StateNo=110)+(StateNo=115) Trigger1 = AnimElem=1,=1 Value = 100, 29 volume = 255 ;イントロ [State a] Type = null; PlaySnd Trigger1 = (StateNo=190) Trigger1 = Time = 1 Value = 0, 1 volume = 255 channel = 0 ;勝利 [State a] Type = PlaySnd Trigger1 = (StateNo=180) Trigger1 = Time = 0 Value = 0, 95+Random%6 volume = 255 channel = 0 ; [State a] Type = PlaySnd Trigger1 = (StateNo = 5050)+(StateNo = 5070) Trigger1 = Time = 1 Trigger1 = LoseKO Value = 0, 49+Random%6 volume = 255 channel = 0 ;テーレッテー [State a] Type = PlaySnd Trigger1 = StateNo=3000 Trigger1 = MoveHit=1 Trigger1 = roundstate=2 Value = 100,27 volume = 255 channel = 10 loop = 1 lowpriority = 1 ;セリフ [State a] Type = PlaySnd TriggerAll= Random<=600 TriggerAll= Time = 1 Trigger1 = (Anim=5000) Trigger2 = (Anim=5001) Trigger3 = (Anim=5002) Value = 0, 57+Random%3 volume = 255 channel = 0 ;セリフ [State a] Type = PlaySnd TriggerAll= Random<=300 TriggerAll= Time = 1 Trigger1 = (Anim=5010) Trigger2 = (Anim=5011) Trigger3 = (Anim=5012) Value = 0, 60+Random%3 volume = 255 channel = 0 ;セリフ [State a] Type = PlaySnd TriggerAll= Random<=200 TriggerAll= Time = 1 Trigger1 = (Anim=5020) Trigger2 = (Anim=5021) Trigger3 = (Anim=5022) Value = 0, 67+Random%2 volume = 255 channel = 0 ;セリフ [State a] Type = PlaySnd TriggerAll= Time = 1 Trigger1 = Anim=5300 Value = 0, 69 volume = 255 channel = 0 ;========================================================================================================== ;位置設定━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;========================================================================================================== ;コーナーバック ;---------------------------------------------------------------------------------------------------------- [State CornerPush] Type = Velset x=0 TriggerAll= !Var(11)&&!var(13) TriggerAll= MoveContact=1 TriggerAll= NumTarget Trigger1= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10) Trigger1=vel x<0 [State CornerPush] Type = VelAdd TriggerAll= !Var(11)&&!var(13) TriggerAll= MoveContact=1 TriggerAll= NumTarget TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10) Trigger1 =(StateNo=200)+(StateNo=210)+(StateNo=220)+(StateNo=300)+(StateNo=310);+((StateNo=1200)*(AnimElem=4,>=1)) Trigger2 =(StateNo=330)+(StateNo=320);+((StateNo=1200)*(AnimElem=8,>=1)) Trigger3 =(StateNo=1600) Trigger4 =(StateNo=240)+(StateNo=270)+(StateNo=290)+(StateNo=1000) Trigger5 =(StateNo=1100) X = Ifelse(moveguarded,-5.2,-5.2*IfElse(FVar(7)>1,0.46+FVar(7)*.0742,1)*.8) IgnoreHitPause=0 [State CornerPush] Type = VelAdd TriggerAll= !Var(11)&&!var(13) TriggerAll= MoveContact=1 TriggerAll= NumTarget TriggerAll= Target,GetHitVar(Fall)=0 TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10) Trigger1 =(StateNo=230) X = Ifelse(moveguarded,-8.2,-8.2*IfElse(FVar(7)>1,0.5+FVar(7)*.134,1)*.8) IgnoreHitPause=0 [State CornerPush] Type = null;VelAdd TriggerAll= !Var(11)&&!var(13) TriggerAll= MoveContact=1 TriggerAll= NumTarget TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10) Trigger1 = Target,GetHitVar(Fall)=0 Trigger1 =(StateNo=240)+(StateNo=270)+(StateNo=290)+(StateNo=1000) Trigger2 =(StateNo=1100) X = -11.6*IfElse(FVar(7)>1,0.5+FVar(7)*.134,1)*.8 IgnoreHitPause=0 [State CornerPush] Type = VelAdd TriggerAll= !Var(11)&&!var(13) TriggerAll= MoveContact=1 TriggerAll= NumTarget TriggerAll= Target,GetHitVar(Fall)=0 TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10) ;Trigger1 =(Target,Anim=5002)+(Target,StateNo=[120,155]) Trigger1 =(StateNo=250)+(StateNo=260) X = Ifelse(moveguarded,-4.8,-4.8*IfElse(FVar(7)>1,0.72+FVar(7)*.134,1)*.8) IgnoreHitPause=0 [State CornerPush] Type =VelAdd TriggerAll= !Var(11)&&!var(13) TriggerAll= MoveContact=1 TriggerAll= NumTarget TriggerAll= !Var(3) TriggerAll= Target,GetHitVar(Fall)=1 TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=5) Trigger1 = (StateNo=200) Trigger2 = (StateNo=210) Trigger3 =(StateNo=220) Trigger4 =(StateNo=230) Trigger5 =(StateNo=240) Trigger6 =(StateNo=250) Trigger7 =(StateNo=260) Trigger8 =(StateNo=270) Trigger9 =(StateNo=280) Trigger10 =(StateNo=290) Trigger11 =(StateNo=300) Trigger12 =(StateNo=310) Trigger13 =(StateNo=400);&&target,stateno!=[90600,90620] Trigger14 =(StateNo=410);&&target,stateno!=[90600,90620] Trigger15 =(StateNo=420);&&target,stateno!=[90600,90620] Trigger16 =(StateNo=430);&&target,stateno!=[90600,90620] Trigger17 =(StateNo=500) Trigger18 =(StateNo=600) Trigger19 =(StateNo=610) Trigger20 =(StateNo=615) Trigger21 =(StateNo=650) Trigger22 =(StateNo=700) Trigger23 =(StateNo=750) Trigger24 =(StateNo=800) Trigger25 =(StateNo=1000) Trigger26 =(StateNo=1100) ;Trigger27 =(StateNo=1200) X = Ifelse(moveguarded,-3,-3*IfElse(FVar(7)>1,0.2+FVar(7)*.1,1)*.8) IgnoreHitPause=0 ;========================================================================================================== ;エフェクト━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;========================================================================================================== ;着地 [State a] Type = Explod TriggerAll= NumHelper(6002)=0 Trigger1 = StateNo=52 Trigger1 = AnimElem = 1,=1 ;アニメ関連 ID = 6002 Anim = 6002 ;位置設定 Pos = 0, 0 Postype = p1 Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = 1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 2 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 ;---------------------------------------------------------------------------------------------------------- ;無想陰殺 ;---------------------------------------------------------------------------------------------------------- [State a] Type = RemoveExplod Trigger1 = Var(21) Trigger1 = Time=0 Trigger1 = StateNo=[5000,5150) Trigger2 = !Var(21) Trigger2 = StateNo!=1000 Trigger2 = StateNo!=4000 Trigger2 = (StateNo!=[5000,5150)) ID = 1010 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;北斗剛掌波 ;---------------------------------------------------------------------------------------------------------- [State a] Type = ModifyExplod TriggerAll=NumHelper(200000) Trigger1 =(StateNo=1300)+(StateNo=1350) Trigger1 = AnimElem=9,>0 ID = 1315 Scale = 1-Helper(200000),Var(2)*.1,1-Helper(200000),Var(2)*.1 [State a] Type = ModifyExplod TriggerAll=NumHelper(200000) Trigger1 = Helper(200000),Var(2)>=10 ID = 1315 Anim = 9999 RemoveTime = 1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = ModifyExplod TriggerAll=NumHelper(200000) Trigger1 =(StateNo=1300)+(StateNo=1350) Trigger1 = AnimElem=9,<=0 ID = 1310 Scale = 0+Helper(200000),Var(3)*.008,.75 [State a] Type = ModifyExplod TriggerAll=NumHelper(200000) Trigger1 =(StateNo=1300)+(StateNo=1350) Trigger1 = AnimElem=9,>0 ID = 1310 Scale = 5,.75-Helper(200000),Var(2)*.1 [State a] Type = ModifyExplod TriggerAll=NumHelper(200000) Trigger1 = Helper(200000),Var(2)>=8 ID = 1310 Anim = 9999 RemoveTime = 1 ;---------------------------------------------------------------------------------------------------------- ;RemoveExplod [State a] Type = RemoveExplod Trigger1 =(StateNo!=1300) ID = 1305 [State a] Type = RemoveExplod Trigger1 =(StateNo!=1350) ID = 1306 [State a] Type = RemoveExplod Trigger1 =(StateNo!=1300)*(StateNo!=1350) ID = 1310 [State a] Type = RemoveExplod Trigger1 =(StateNo!=1300)*(StateNo!=1350) ID = 1315 ;---------------------------------------------------------------------------------------------------------- ;空中北斗剛掌波 ;---------------------------------------------------------------------------------------------------------- [State a] Type = ModifyExplod Trigger1 = StateNo=1400 Trigger1 = AnimElem=5,>0 ID = 1410 Scale = 0+Helper(200000),Var(4)*.05,0+Helper(200000),Var(4)*.02 ;---------------------------------------------------------------------------------------------------------- ;RemoveExplod [State a] Type = RemoveExplod Trigger1 = StateNo!=1300 ID = 1410 ;---------------------------------------------------------------------------------------------------------- ;北斗呑龍呼法 ;---------------------------------------------------------------------------------------------------------- ;左側 ;---------------------------------------------------------------------------------------------------------- [state a]; Type = Explod Trigger1 = TeamSide=1 Trigger1 = !NumExplod(1510) Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)>=1 ID = 1510 Anim = 1510 Pos = 15, Var(40)-8 PosType = Left Random = 0, 0 Vel = 0, 0 Accel = 0, 0 BindTime = -1 RemoveTime = -1 SprPriority = 1 Scale = .5,.5 OnTop = 1 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [state a]; Type = Explod Trigger1 = TeamSide=1 Trigger1 = !NumExplod(1511) Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)>=2 ID = 1511 Anim = 1510 Pos = 30, Var(40)-8 PosType = Left Random = 0, 0 Vel = 0, 0 Accel = 0, 0 BindTime = -1 RemoveTime = -1 SprPriority = 1 Scale = .5,.5 OnTop = 1 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [state a]; Type = Explod Trigger1 = TeamSide=1 Trigger1 = !NumExplod(1512) Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)>=3 ID = 1512 Anim = 1510 Pos = 45, Var(40)-8 PosType = Left Random = 0, 0 Vel = 0, 0 Accel = 0, 0 BindTime = -1 RemoveTime = -1 SprPriority = 1 Scale = .5,.5 OnTop = 1 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;右側 ;---------------------------------------------------------------------------------------------------------- [state a]; Type = Explod Trigger1 = TeamSide=2 Trigger1 = !NumExplod(1513) Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)=1 ID = 1513 Anim = 1510 Pos = -15, Var(40)-8 PosType = Right Random = 0, 0 Vel = 0, 0 Accel = 0, 0 BindTime = -1 RemoveTime = -1 SprPriority = 1 Scale = .5,.5 OnTop = 1 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [state a]; Type = Explod Trigger1 = TeamSide=2 Trigger1 = !NumExplod(1514) Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)=2 ID = 1514 Anim = 1510 Pos = -30, Var(40)-8 PosType = Right Random = 0, 0 Vel = 0, 0 Accel = 0, 0 BindTime = -1 RemoveTime = -1 SprPriority = 1 Scale = .5,.5 OnTop = 1 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [state a]; Type = Explod Trigger1 = TeamSide=2 Trigger1 = !NumExplod(1515) Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)=3 ID = 1515 Anim = 1510 Pos = -45, Var(40)-8 PosType = Right Random = 0, 0 Vel = 0, 0 Accel = 0, 0 BindTime = -1 RemoveTime = -1 SprPriority = 1 Scale = .5,.5 OnTop = 1 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- [State a] Type = RemoveExplod Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)<1 ID = 1510 [State a] Type = RemoveExplod Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)<2 ID = 1511 [State a] Type = RemoveExplod Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)<3 ID = 1512 [State a] Type = RemoveExplod Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)<1 ID = 1513 [State a] Type = RemoveExplod Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)<2 ID = 1514 [State a] Type = RemoveExplod Trigger1 = NumHelper(200000) Trigger1 = Helper(200000),Var(5)<3 ID = 1515 ;---------------------------------------------------------------------------------------------------------- ;秘孔新血愁 ;---------------------------------------------------------------------------------------------------------- [State a] Type = ModifyExplod Trigger1 = (StateNo!=2210)*(AnimElem=5) ID = 11000 [State a] Type = RemoveExplod Trigger1 = MoveHit ID = 2220 [State a] Type = RemoveExplod Trigger1 = (StateNo!=2200) ID = 11000 [State a] Type = RemoveExplod Trigger1 = (StateNo!=2210) ID = 11005 ;---------------------------------------------------------------------------------------------------------- ;左側 ;---------------------------------------------------------------------------------------------------------- [state a]; Type = Explod Trigger1 = TeamSide=1 Trigger1 = !NumExplod(2315) Trigger1 = Var(12)>0 ID = 2315 Anim = 2315 Pos = 110, Var(40)-8 PosType = Left Random = 0, 0 Vel = 0, 0 Accel = 0, 0 BindTime = -1 RemoveTime = -1 SprPriority = 1 Scale = .5,.5 OnTop = 1 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(12)=0 ID = 2315 ;---------------------------------------------------------------------------------------------------------- ;右側 ;---------------------------------------------------------------------------------------------------------- [state a]; Type = Explod Trigger1 = TeamSide=2 Trigger1 = !NumExplod(2316) Trigger1 = Var(12)>0 ID = 2316 Anim = 2315 Pos = -110, Var(40)-8 PosType = Right Random = 0, 0 Vel = 0, 0 Accel = 0, 0 BindTime = -1 RemoveTime = -1 SprPriority = 1 Scale = .5,.5 OnTop = 1 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(12)=0 ID = 2316 ;---------------------------------------------------------------------------------------------------------- ;天将奔烈 ;---------------------------------------------------------------------------------------------------------- [State a] Type = RemoveExplod Trigger1 = (StateNo!=2400) ID = 11015 [State a] Type = RemoveExplod Trigger1 = (Anim!=2400) ID = 2460 [State a] Type = RemoveExplod Trigger1 = (Anim!=2405) ID = 2461 [State a] Type = RemoveExplod Trigger1 = (StateNo!=2400) ID = 2465 [State a] Type = ModifyExplod Trigger1 = 1 ID = 2465 Scale = Const(size.xscale),Const(size.yscale)-Helper(200000),fvar(0) IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;七星ゲージ ;---------------------------------------------------------------------------------------------------------- ;P1側 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod Trigger1 = TeamSide=1 Trigger1 = NumExplod(9050)=0 ;アニメ関連 ID = 9050 Anim = 9050 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 100 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=7 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9060)=0 ;アニメ関連 ID = 9060 Anim = 9060 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=6 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9061)=0 ;アニメ関連 ID = 9061 Anim = 9061 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=5 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9062)=0 ;アニメ関連 ID = 9062 Anim = 9062 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;========================================================================================================== [State a] Type = Explod TriggerAll=Var(8)>=4 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9063)=0 ;アニメ関連 ID = 9063 Anim = 9063 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=3 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9064)=0 ;アニメ関連 ID = 9064 Anim = 9064 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=2 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9065)=0 ;アニメ関連 ID = 9065 Anim = 9065 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=1 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9066)=0 ;アニメ関連 ID = 9066 Anim = 9066 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)<=0 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9067)=0 ;アニメ関連 ID = 9067 Anim = 9067 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)<=0 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9090)=0 ;アニメ関連 ID = 9090 Anim = 9090 ;位置設定 Pos = -88,38 Postype = Right ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 102 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State TheBigDipper7] Type = RemoveExplod Trigger1 = Var(8)<7 ID = 9060 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper6] Type = RemoveExplod Trigger1 = Var(8)<6 ID = 9061 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper5] Type = RemoveExplod Trigger1 = Var(8)<5 ID = 9062 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper4] Type = RemoveExplod Trigger1 = Var(8)<4 ID = 9063 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper3] Type = RemoveExplod Trigger1 = Var(8)<3 ID = 9064 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper2] Type = RemoveExplod Trigger1 = Var(8)<2 ID = 9065 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper1] Type = RemoveExplod Trigger1 = Var(8)<1 ID = 9066 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper1] Type = RemoveExplod Trigger1 = Var(8)>0 ID = 9067 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper1] Type = RemoveExplod Trigger1 = Var(8)>0 ID = 9090 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;P2側 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod Trigger1 = TeamSide=2 Trigger1 = NumExplod(9070)=0 ;アニメ関連 ID = 9070 Anim = 9070 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 100 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=7 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9080)=0 ;アニメ関連 ID = 9080 Anim = 9080 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=6 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9081)=0 ;アニメ関連 ID = 9081 Anim = 9081 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=5 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9082)=0 ;アニメ関連 ID = 9082 Anim = 9082 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;========================================================================================================== [State a] Type = Explod TriggerAll=Var(8)>=4 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9083)=0 ;アニメ関連 ID = 9083 Anim = 9083 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=3 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9084)=0 ;アニメ関連 ID = 9084 Anim = 9084 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=2 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9085)=0 ;アニメ関連 ID = 9085 Anim = 9085 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)>=1 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9086)=0 ;アニメ関連 ID = 9086 Anim = 9086 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)<=0 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9087)=0 ;アニメ関連 ID = 9087 Anim = 9087 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 101 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(8)<=0 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9091)=0 ;アニメ関連 ID = 9091 Anim = 9091 ;位置設定 Pos = 88,38 Postype = Left ; Bindtime = -1 Removetime = -1 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 102 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State TheBigDipper7] Type = RemoveExplod Trigger1 = Var(8)<7 ID = 9080 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper6] Type = RemoveExplod Trigger1 = Var(8)<6 ID = 9081 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper5] Type = RemoveExplod Trigger1 = Var(8)<5 ID = 9082 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper4] Type = RemoveExplod Trigger1 = Var(8)<4 ID = 9083 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper3] Type = RemoveExplod Trigger1 = Var(8)<3 ID = 9084 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper2] Type = RemoveExplod Trigger1 = Var(8)<2 ID = 9085 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper1] Type = RemoveExplod Trigger1 = Var(8)<1 ID = 9086 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper1] Type = RemoveExplod Trigger1 = Var(8)>0 ID = 9087 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State TheBigDipper1] Type = RemoveExplod Trigger1 = Var(8)>0 ID = 9091 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;ブースト ;---------------------------------------------------------------------------------------------------------- ;左側 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod Trigger1 = TeamSide=1 Trigger1 = NumExplod(9000)=0 ;アニメ関連 ID = 9000 Anim = 9000 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 100 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;ブースト [State a] Type = Explod TriggerAll=Var(8)>=6 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9002)=0 ;アニメ関連 ID = 9002 Anim = 9002 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 80 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;ブースト [State a] Type = Explod Trigger1 = TeamSide=1 Trigger1 = NumExplod(9005)=0 ;アニメ関連 ID = 9005 Anim = 9005 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 90 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = ModifyExplod Trigger1 = 1 ID = 9005 scale = IfElse(Var(5)>=100,.5,Var(5)*0.005), .5 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;ブースト [State a] Type = Explod Trigger1 = TeamSide=1 Trigger1 = NumExplod(9006)=0 ;アニメ関連 ID = 9006 Anim = 9006 ;位置設定 Pos = 47, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 90 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = ModifyExplod Trigger1 = 1 ID = 9006 scale = IfElse(Var(5)>=300,1,IfElse(Var(5)>=100,Var(5)*0.005-.5,0)), .5 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(5)>=100 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9007)=0 ;アニメ関連 ID = 9007 Anim = 9007 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 95 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = Explod TriggerAll=Var(5)>=200 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9008)=0 ;アニメ関連 ID = 9008 Anim = 9008 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 95 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = Explod TriggerAll=Var(5)>=300 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9009)=0 ;アニメ関連 ID = 9009 Anim = 9009 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 95 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = RemoveExplod Trigger1 = Var(5)<100 ID = 9007 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(5)<200 ID = 9008 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(5)<300 ID = 9009 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(5)=[100,200) Trigger1 = TeamSide=1 Trigger1 = NumExplod(9010)=0 Trigger1 = NumExplod(9011)=0 Trigger1 = NumExplod(9012)=0 ;アニメ関連 ID = 9010 Anim = 9010 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 96 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 Trans = addalpha Alpha = 256,256 IgnoreHitPause=1 [State a] Type = Explod TriggerAll=Var(5)=[200,300) Trigger1 = TeamSide=1 Trigger1 = NumExplod(9010)=0 Trigger1 = NumExplod(9011)=0 Trigger1 = NumExplod(9012)=0 ;アニメ関連 ID = 9011 Anim = 9011 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 96 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 Trans = addalpha Alpha = 256,256 IgnoreHitPause=1 [State a] Type = Explod TriggerAll=Var(5)>=300 Trigger1 = TeamSide=1 Trigger1 = NumExplod(9010)=0 Trigger1 = NumExplod(9011)=0 Trigger1 = NumExplod(9012)=0 ;アニメ関連 ID = 9012 Anim = 9012 ;位置設定 Pos = 5, Var(40) Postype = left Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 96 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 Trans = addalpha Alpha = 256,256 IgnoreHitPause=1 [State a] Type = RemoveExplod Trigger1 = Var(5)<100 ID = 9010 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(5)<200 ID = 9011 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(5)<300 ID = 9012 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;右側 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod Trigger1 = TeamSide=2 Trigger1 = NumExplod(9001)=0 ;アニメ関連 ID = 9001 Anim = 9001 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 100 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;ブースト [State a] Type = Explod Trigger1 = TeamSide=2 Trigger1 = NumExplod(9003)=0 ;アニメ関連 ID = 9003 Anim = 9003 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 80 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;ブースト [State a] Type = Explod Trigger1 = TeamSide=2 Trigger1 = NumExplod(9015)=0 ;アニメ関連 ID = 9015 Anim = 9015 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 90 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = ModifyExplod Trigger1 = 1 ID = 9015 scale = IfElse(Var(5)>=100,.5,Var(5)*0.005), .5 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;ブースト [State a] Type = Explod Trigger1 = TeamSide=2 Trigger1 = NumExplod(9016)=0 ;アニメ関連 ID = 9016 Anim = 9016 ;位置設定 Pos = -47, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 90 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = ModifyExplod Trigger1 = 1 ID = 9016 scale = IfElse(Var(5)>=300,1,IfElse(Var(5)>=100,Var(5)*0.005-.5,0)), .5 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(5)>=100 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9017)=0 ;アニメ関連 ID = 9017 Anim = 9017 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 95 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = Explod TriggerAll=Var(5)>=200 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9018)=0 ;アニメ関連 ID = 9018 Anim = 9018 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 95 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = Explod TriggerAll=Var(5)>=300 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9019)=0 ;アニメ関連 ID = 9019 Anim = 9019 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 95 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 ;Trans = addalpha ;Alpha = 256,256 IgnoreHitPause=1 [State a] Type = RemoveExplod Trigger1 = Var(5)<100 ID = 9017 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(5)<200 ID = 9018 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(5)<300 ID = 9019 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Explod TriggerAll=Var(5)=[100,200) Trigger1 = TeamSide=2 Trigger1 = NumExplod(9020)=0 Trigger1 = NumExplod(9021)=0 Trigger1 = NumExplod(9022)=0 ;アニメ関連 ID = 9020 Anim = 9020 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 96 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 Trans = addalpha Alpha = 256,256 IgnoreHitPause=1 [State a] Type = Explod TriggerAll=Var(5)=[200,300) Trigger1 = TeamSide=2 Trigger1 = NumExplod(9020)=0 Trigger1 = NumExplod(9021)=0 Trigger1 = NumExplod(9022)=0 ;アニメ関連 ID = 9021 Anim = 9021 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 96 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 Trans = addalpha Alpha = 256,256 IgnoreHitPause=1 [State a] Type = Explod TriggerAll=Var(5)>=300 Trigger1 = TeamSide=2 Trigger1 = NumExplod(9020)=0 Trigger1 = NumExplod(9021)=0 Trigger1 = NumExplod(9022)=0 ;アニメ関連 ID = 9022 Anim = 9022 ;位置設定 Pos = -5, Var(40) Postype = Right Random = 0, 0 ;速度設定 Vel = 0, 0 Accel = 0, 0 ; Bindtime = -1 Removetime = -2 ; SuperMoveTime = 99999 PauseMoveTime = 99999 ;スプライト設定 SprPriority = 96 Scale = .5, .5 ; Ontop = 0 Ownpal = 1 ;透過設定 Trans = addalpha Alpha = 256,256 IgnoreHitPause=1 [State a] Type = RemoveExplod Trigger1 = Var(5)<100 ID = 9020 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(5)<200 ID = 9021 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = RemoveExplod Trigger1 = Var(5)<300 ID = 9022 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;========================================================================================================== ;removeexplod━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State Remove] Type = removeexplod Trigger1 = var(21)>=1 Trigger1 = StateNo!=3000 Trigger1 = StateNo!=3010 Trigger2 = !Var(21) Trigger2 = StateNo!=3000 Trigger2 = StateNo!=3010 Trigger2 = StateNo!=4000 Trigger2 = (StateNo!=[5000,5150)) Trigger3 = !Alive ID = 3105 [State Remove] Type = RemoveExplod Trigger1 = var(21)>=1 Trigger1 = StateNo!=3000 Trigger1 = StateNo!=3010 Trigger2 = !Var(21) Trigger2 = StateNo!=3000 Trigger2 = StateNo!=3010 Trigger2 = StateNo!=4000 Trigger2 = (StateNo!=[5000,5150)) Trigger3 = !Alive ID = 12000 [State Remove] Type = RemoveExplod Trigger1 = var(21)>=1 Trigger1 = StateNo!=3000 Trigger1 = StateNo!=3010 Trigger2 = !Var(21) Trigger2 = StateNo!=3000 Trigger2 = StateNo!=3010 Trigger2 = StateNo!=4000 Trigger2 = (StateNo!=[5000,5150)) Trigger3 = !Alive ID = 12001 [State Remove] Type = RemoveExplod Trigger1 = stateno!=1000;!Alive ID = 1010 [State Remove] Type = RemoveExplod Trigger1 = stateno!=1000;!Alive ID = 1020 [State Remove] Type = RemoveExplod Trigger1 = stateno!=1100;!Alive ID = 1110 ;========================================================================================================== ;ヘルパー━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;========================================================================================================== [state a] Type = Helper TriggerAll=NumHelper(200000)=0 Trigger1 = RoundState=[0,2] HelperType = normal Name = "VarHelper" ID = 200000 StateNo = 200000 Pos = 0, 0 PosType = Left Facing = 1 KeyCtrl = 0 OwnPal = 1 size.shadowoffset = 11 IgnoreHitPause=1 SuperMoveTime = 99999 SauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;無想転生 ;---------------------------------------------------------------------------------------------------------- [state a] Type = Helper TriggerAll=Var(16)<=0 TriggerAll=Var(12)>0 TriggerAll=(Ctrl) TriggerAll=(StateType=S)+(StateType=C) Trigger1 = Command="F"&&var(59)!=1||var(52)=20&&anim!=20 Trigger1 = !numhelper(2315) HelperType = normal Name = "Musotensei" ID = 2315 StateNo = 2315 Pos = 0,0 PosType = P1 Facing = 1 KeyCtrl = 0 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 SauseMoveTime = 99999 [state a] Type = Helper TriggerAll=Var(16)<=0 TriggerAll=Var(12)>0 TriggerAll=(Ctrl) TriggerAll=(StateType=S)+(StateType=C) Trigger1 = Command="D"&&(var(59)!=1)||var(52)=10&&anim!=10 Trigger1 = !numhelper(2316) HelperType = normal Name = "Musotensei" ID = 2316 StateNo = 2316 Pos = 0,0 PosType = P1 Facing = 1 KeyCtrl = 0 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 SauseMoveTime = 99999 [state ] type=varset trigger1=var(16):=var(16)-1&&0 trigger2=numhelper(2315)||numhelper(2316) var(16)=15 ;---------------------------------------------------------------------------------------------------------- ;七星 ;---------------------------------------------------------------------------------------------------------- [state a] Type = null;Helper Trigger1 = NumHelper(150000)=0 HelperType = normal Name = "SICHISEI" ID = 150000 StateNo = 150000 Pos = -33,-178 Postype = Right Facing = 0 KeyCtrl = 0 OwnPal = 1 IgnoreHitPause=1 SuperMoveTime = 99999 SauseMoveTime = 99999 ;========================================================================================================== ;変数━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;========================================================================================================== ;---------------------------------------------------------------------------------------------------------- ;バニシングストライク ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarSet Trigger1 = RoundState=[0,1] V = 1 Value = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarSet Trigger1 =0;(NumTarget) Trigger1 =(Target,Pos Y > 0) Trigger1 =(Target,StateNo=[90600,90620]) Trigger2 =(NumTarget) Trigger2 =(Target,StateType!=A) Trigger3 =(!Var(1)) Trigger3 =(MoveHit=0) Trigger3 =(StateNo=[610,615])+(StateNo=247)+(StateNo=257)+(StateNo=427) V = 1 Value = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarSet TriggerAll=(Var(1)) TriggerAll=(MoveHit) TriggerAll=(NumTarget) Trigger1 =(StateNo=[610,615])+(StateNo=257)+(StateNo=427) Trigger1 =(Target,StateType!=A)*(Target,statetype!=L) Trigger2 =(StateNo=[610,615])+(StateNo=257)+(StateNo=427) Trigger2 =(Target,GetHitVar(HitCount)<=1)*(Target,StateType=A) Trigger3 =(StateNo=2210) V = 1 Value = 0 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;ヘヴィーストライク ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarAdd TriggerAll=NumTarget TriggerAll=Target,StateNo=90650 Trigger1 = Target,Command="U" Trigger2 = Target,Command="D" Trigger3 = Target,Command="F" Trigger4 = Target,Command="B" Trigger5 = Target,Command="a" Trigger6 = Target,Command="b" Trigger7 = Target,Command="c" Trigger8 = Target,Command="x" Trigger9 = Target,Command="y" Trigger10= Target,Command="z" Trigger11= Target,Command="UF" Trigger12= Target,Command="DF" Trigger13= Target,Command="UB" Trigger14= Target,Command="DB" V = 2 Value = 1 [State a] Type = VarSet TriggerAll=NumTarget Trigger1 = Target,StateNo!=90650 V = 2 Value = 0 ;---------------------------------------------------------------------------------------------------------- ;グレイヴシュート ;---------------------------------------------------------------------------------------------------------- [State a];グレイヴシュート Type = VarSet TriggerAll=(MoveHit) ;trigger1=stateno=41 Trigger1 =(StateNo=700) Trigger2 =Var(20) Trigger2 =(StateNo=1100) Trigger3 =Var(20) Trigger3 =(StateNo=1150) V = 3 Value = 1 ignorehitpause=1 [State a] Type = VarSet Trigger1 = (NumEnemy) Trigger1 = EnemyNear,movetype != H Trigger2 = EnemyNear,stateno = 5100 Trigger3 = StateNo = 52 Trigger4 = MoveType = H Trigger5 = stateno=1600 Trigger6 = statetype!=a Trigger6 = movehit Trigger6 = stateno!=700&&stateno!=1100&&stateno!=1150 V = 3 Value = 0 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;七星 ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarSet Trigger1 = Var(8)<0 V = 8 Value = 0 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarSet Trigger1 = Var(9) Trigger1 = RoundState=[0,1] V = 8 Value = 7 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarSet Triggerall=Var(9) Trigger1 = RoundState=[0,1] V = 9 Value = 0 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarSet Triggerall=!Var(9) Trigger1 = RoundState=[0,1] Trigger1 = RoundNo=1 V = 8 Value = 7 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = null;VarSet Triggerall=!Var(9) Trigger1 = RoundState=[0,1] Trigger1 = RoundNo>1 Trigger1 = Var(8)<2 V = 8 Value = 2 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarSet Trigger1 = Var(21)>=1 Trigger1 = Time=0 Trigger1 = StateNo=[5000,5150] Trigger1 = PrevStateNo=3000 V = 8 Value = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;ブースト ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarAdd Trigger1 = 1 V = 4 Value = -1 IgnoreHitPause=1 [State a] Type = VarSet Trigger1 = Var(5)!=[0,300] V = 5 Value = ifelse(var(5)<0,0,300) IgnoreHitPause=1 [State a] Type = VarAdd Triggerall= RoundState=2 Trigger1 = Var(6)=1 Trigger1 = GameTime%2=0 V = 5 Value = -1 IgnoreHitPause=1 [State a] Type = VarSet Triggerall= RoundState=2 TriggerAll=((Command = "F")+(Command = "holdfwd")+(Command = "z"))*(var(59)!=1)+(var(52)=800)+(var(52)=805) TriggerAll=(Var(5)<100) Trigger1 =(StateNo=610)*(MoveHit) Trigger2 =(StateNo=615)*(MoveHit) V = 5 Value = 100 IgnoreHitPause=1 [State a] Type = VarAdd TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0) Trigger1 =GetHitVar(Damage)=(0,10] V = 5 Value = 2 IgnoreHitPause=1 [State a] Type = VarAdd TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0) Trigger1 =GetHitVar(Damage)=(10,40] V = 5 Value = 5 IgnoreHitPause=1 [State a] Type = VarAdd TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0) Trigger1 =GetHitVar(Damage)=(40,100] V = 5 Value = 8 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarAdd TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0) Trigger1 =GetHitVar(Damage)=(100,200] V = 5 Value = 10 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarAdd TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0) Trigger1 =GetHitVar(Damage)>200 V = 5 Value = 20 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarSet Trigger1 = Var(5)=200 Trigger2 = Var(5)=100 Trigger3 = Var(5)=0 Trigger4 = RoundState=[0,1] V = 6 Value = 0 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarAdd Trigger1 = var(7)>0 V = 7 Value = -1 IgnoreHitPause=1 [State a] Type = VarAdd Trigger1 = var(7)<=0 V = 7 Value = -30 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;釵 ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarSet Trigger1 =(StateNo=280)*(MoveHit) Trigger2 =(StateNo=320)*(MoveHit) Trigger3 =(StateNo=330)*(MoveHit) Trigger4 =(StateNo=510) Trigger5 =(StateNo=610)*(MoveHit) Trigger6 =(StateNo=615)*(MoveHit) Trigger7 =(StateNo=700)*(MoveHit) Trigger8 =(StateNo=760) Trigger9 =(StateNo=1100)*(MoveHit) Trigger10=(StateNo=1150)*(MoveHit) Trigger11=(StateNo=1200)*(AnimElem=8)*(MoveHit) Trigger12=(StateNo=1250)*(AnimElem=11)*(MoveHit) Trigger13=(NumHelper(1605)) Trigger13=Helper(1605),Time>=300-(enemynear,movetype=h||movetype=h)*120 Trigger14=(NumHelper(1605)) Trigger14=(Helper(1605),Time>=105) && (var(14)+var(15)>=10) Trigger14=(EnemyNear,BackEdgeBodyDist<=10) Trigger15=(Pos Y<0) Trigger16=(StateType=A) Trigger17=(RoundState!=2) Trigger18=NumHelper(200000) Trigger18=Helper(200000),Var(7)!=[P2Dist x-10,P2Dist x+10] V = 11 Value = 0 ;IgnoreHitPause=1 [State a] Type = TargetFacing Trigger1 = Var(11) [State a] Type = TargetBind TriggerAll= Var(11) TriggerAll= NumTarget Trigger1 = Target,StateType=S Trigger2 = Target,StateType=C Time = 100 Pos = IfElse(P2Dist X<40,40,Helper(200000),Var(7)),0 ;---------------------------------------------------------------------------------------------------------- ;カウンターヒット ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarSet Trigger1 = EnemyNear,MoveType=A V = 20 Value = enemynear,stateno IgnoreHitPause=1 [State a] Type = VarSet Trigger1 = EnemyNear,MoveType!=A Trigger1 = EnemyNear,MoveType!=H Trigger1 = Enemynear,StateNo!=var(20) Trigger2 = Enemynear,MoveType=h Trigger2 = Enemynear,Time>=3;||movehit Trigger2 = stateno!=[2200,2210] V = 20 Value = 0 IgnoreHitPause=1 [State a] Type = VarSet TriggerAll= Time=1 TriggerAll= NumTarget TriggerAll= Target,GetHitVar(HitCount)>0 Trigger1 =(StateNo=200) Trigger2 =(StateNo=210) Trigger3 =(StateNo=220) Trigger4 =(StateNo=230) Trigger5 =(StateNo=240) Trigger6 =(StateNo=250) Trigger7 =(StateNo=260) Trigger8 =(StateNo=270) Trigger9 =(StateNo=280) Trigger10 =(StateNo=290) Trigger11 =(StateNo=300) Trigger12 =(StateNo=310) Trigger13 =(StateNo=320) Trigger14 =(StateNo=330) Trigger15 =(StateNo=400) Trigger16 =(StateNo=410) Trigger17 =(StateNo=420) Trigger18 =(StateNo=430) Trigger19 =(StateNo=500) Trigger20 =(StateNo=600) Trigger21 =(StateNo=610) Trigger22 =(StateNo=615) Trigger23 =(StateNo=650) Trigger24 =(StateNo=700) Trigger25 =(StateNo=750) Trigger26 =(StateNo=800) Trigger27 =(StateNo=1000) Trigger28 =(StateNo=1100) Trigger29 =(StateNo=1200) Trigger30 =(StateNo=1300) Trigger31 =(StateNo=1400) Trigger32 =(StateNo=1500) Trigger33 =(StateNo=1600) Trigger34 =(StateNo=1700) Trigger35 =(StateNo=245) Trigger36 =(StateNo=255) Trigger37 =(StateNo=325) Trigger38 =(StateNo=335) Trigger39 =(StateNo=425) Trigger40 =(StateNo=1250) Trigger41 =(StateNo=1350) Trigger42 =(StateNo=1650) Trigger43 =(StateNo=2200) Trigger44 =(StateNo=2400) V = 20 Value = 0 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;アジリティーディフェンス ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarAdd Trigger1 = 1 V = 23 Value = -1 IgnoreHitPause=1 [State a] Type = VarSet Trigger1 = StateNo!=[120,155] Trigger2 = StateNo=130 Trigger3 = StateNo=131 Trigger4 = StateNo=132 V = 24 Value = 0 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ;オーラガード ;---------------------------------------------------------------------------------------------------------- [State a] Type = PowerSet TriggerAll=NumHelper(210000) Trigger1 = Var(26) Value = Helper(210000),Var(0) [State a] Type = LifeAdd TriggerAll=NumHelper(210000) Trigger1 = Var(26) Value = GetHitVar(Damage) [State a] Type = VarAdd ;Trigger1 = Var(AI) TriggerAll=(Ctrl) Triggerall= Power>0 Trigger1 = !((StateNo=0)*(!Ctrl)) Trigger1 = RoundState=2 Trigger1 = (Command="holdback")*(Command="Holdz")*(var(59)!=1) V = 26 Value = 1 [State a] Type = VarSet TriggerAll= Var(26) Trigger1 = StateNo!=[200,3000] Trigger1 = StateNo!=[120,155] Trigger1 = MoveType=H Trigger2 = (Ctrl) Trigger2 = (Command="holdback")*(Command!="Holdz")*(var(59)=1)||var(59)=1 V = 26 Value = 0 [state a]; Type = Helper TriggerAll=!NumHelper(210000) Trigger1 = Var(26) HelperType = normal Name = "" ID = 210000 StateNo = 210000 Pos = (EnemyNear,Const(size.ground.front))+25,0 PosType = p2 Facing = 1 KeyCtrl = 0 OwnPal = 1 Persistent=0 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [state a]; Type = Helper TriggerAll=!NumHelper(210001) Trigger1 = Var(26) HelperType = normal Name = "" ID = 210001 StateNo = 210001 Pos = 0,0 PosType = p1 Facing = 1 KeyCtrl = 0 OwnPal = 1 Persistent=0 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [state a]; Type = Helper TriggerAll=!NumHelper(210002) TriggerAll= BackEdgeBodyDist<10 Triggerall= Var(26) Trigger1 = StateNo=151 Trigger2 = StateNo=153 Trigger3 = StateNo=155 HelperType = normal Name = "" ID = 210002 StateNo = 210002 Pos = (EnemyNear,Const(size.ground.front))+25,0 PosType = p2 Facing = 1 KeyCtrl = 0 OwnPal = 1 Persistent=0 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 ;---------------------------------------------------------------------------------------------------------- ;蓄積 ;---------------------------------------------------------------------------------------------------------- [State a] Type = VarSet Trigger1 = (RoundState=[0,1]) Trigger2 = NumEnemy Trigger2 = (enemynear,Anim=!5) Trigger2 = (enemynear,stateno=0) Trigger3 = NumEnemy Trigger3 = (enemynear,Anim=!6) Trigger3 = (enemynear,stateno=11) FV = 6 Value = 1 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = VarAdd Trigger1 = (NumTarget) Trigger1 = (Target,GetHitVar(HitCount)>0) Trigger1 = 20*(fvar(6)-1.0)=-140-100*(statetype=s) trigger1=target,frontedgebodydist<=5||target,backedgebodydist<=5||target,stateno=90620||target,stateno=90605 trigger1=facing*(target,pos x-pos x)>0 edge=40,0 ignorehitpause=1 [state ] type=varset trigger1=abs(fvar(11))<1 trigger1=!var(1) trigger2=abs(fvar(11))<=.1 fvar(11)=0 ignorehitpause=1 [state ] type=posadd Trigger1=1 x=ifelse(fvar(11)>0,floor(fvar(11)),ceil(fvar(11))) [state ] type=varset trigger1=1 fvar(11)=(fvar(11)*.86) [state ] type=varset TriggerAll=(!Var(1)) TriggerAll=(NumTarget) Trigger1=(Movehit=1) Trigger1=!target,hitshakeover&&target,stateno=[5000,5099] trigger1=target,backedgebodydist<=40||target,frontedgebodydist<=40 trigger1=stateno!=1700&&stateno!=1710&&stateno!=610&&stateno!=615 trigger1=stateno<2000 fvar(11)=(1-2*(facing*(enemynear,pos x-pos x)>=0))*(1+(enemynear,gethitvar(hitcount)-1)*ifelse(enemynear,gethitvar(hitcount)<=10,0.5,1)) ignorehitpause=1 [state ] type=varset TriggerAll=(!Var(1)) TriggerAll=(NumTarget) TriggerAll=(Movehit=2) TriggerAll=target,stateno=[90600,90620] TriggerAll=target,backedgebodydist<=40||target,frontedgebodydist<=40 Trigger1=stateno=610||stateno=615 fvar(11)=ifelse(facing*(enemynear,pos x-pos x)>=0,-10,10) ignorehitpause=1 [State a] Type = TargetState TriggerAll=(MoveHit=1) TriggerAll=(NumEnemy) Triggerall=numtarget triggerall=!target,hitshakeover&&target,stateno=[5000,5099] TriggerAll=((StateNo=610)*(AnimElem=4,<=0))+((StateNo=615)*(AnimElem=4,<=0))+((StateNo=257)*(AnimElem=3,<=0))+((StateNo=427)*(AnimElem=3,<=0)) Trigger1 = (EnemyNear,StateType=S)+(EnemyNear,StateType=C) Trigger2 = (EnemyNear,GetHitVar(HitCount)<=1)*(EnemyNear,StateType=A) Value = 90601 IgnoreHitPause=1 [State a] Type = TargetState TriggerAll=(!Var(1)) TriggerAll=(MoveHit=1) TriggerAll=(NumTarget)*(Target,StateType=A) triggerall=!target,hitshakeover&&target,stateno=[5000,5099] trigger1=(stateno=400)+(stateno=1200||stateno=1250) Value = 90600 IgnoreHitPause=1 [State a] Type = TargetState TriggerAll=(!Var(1)) TriggerAll=(MoveHit=1) TriggerAll=(NumTarget)*(Target,StateType=A) triggerall=!target,hitshakeover&&target,stateno=[5000,5099] triggerall=!(target,backedgebodydist<=5||target,frontedgebodydist<=5) Trigger1 =(StateNo=240)+(StateNo=250)+(StateNo=260)+(StateNo=270) Trigger2 =(StateNo=280)+(StateNo=290) Trigger3 =(StateNo=320)+(StateNo=330) Trigger4 =(StateNo=420)+(StateNo=430)+(StateNo=410) Trigger5 =(StateNo=650)+(StateNo=700) Trigger6 =(StateNo=1000)+(StateNo=1100)+(StateNo=1150) Trigger7 =(StateNo=1600)+(StateNo=1650) Value = 90600 ignorehitpause=1 [State a] Type = TargetState TriggerAll=(!Var(1)) TriggerAll=(MoveHit=1) TriggerAll=(NumTarget)*(Target,StateType=A) triggerall=!target,hitshakeover&&target,stateno=[5000,5099] Trigger1 =(StateNo=200)+(StateNo=210)+(StateNo=220)+(StateNo=230) Trigger2 =(StateNo=300)+(StateNo=310)+(StateNo=400) Value = 90610 ignorehitpause=1 [State a] Type = TargetState TriggerAll=(!Var(1)) TriggerAll=(MoveHit=1) TriggerAll=(NumTarget)*(Target,StateType=A) triggerall=!target,hitshakeover&&target,stateno=[5000,5099] triggerall=target,backedgebodydist<=10||target,frontedgebodydist<=10 Trigger1 =(StateNo=240)+(StateNo=250)+(StateNo=260)+(StateNo=270) Trigger2 =(StateNo=280)+(StateNo=290) Trigger3 =(StateNo=320)+(StateNo=330)+(StateNo=310)+(StateNo=410) Trigger4 =(StateNo=410)+(StateNo=420)+(StateNo=430) Trigger5 =(StateNo=650)+(StateNo=700) Trigger6 =(StateNo=1000)+(StateNo=1100)+(StateNo=1150) Trigger7 =(StateNo=1600)+(StateNo=1650) Value = 90605 ignorehitpause=1 ;---------------------------------------------------------------------------------------------------------- ;ヘヴィーストライク ;---------------------------------------------------------------------------------------------------------- [State a]; Type = TargetState TriggerAll=(MoveHit) TriggerAll=(NumEnemy) Trigger1 = (StateNo=650)+(StateNo=247) Trigger1 = EnemyNear,GetHitVar(HitCount)<=1 Trigger1 = (EnemyNear,StateType=S)+(EnemyNear,StateType=C) Trigger1 =(NumTarget) Trigger1 =(Target,StateNo!=90650) Value = 90650 ignorehitpause=1 [State a];ヘヴィーストライク Type = TargetState TriggerAll=NumTarget TriggerAll=Target,StateNo=90650 Trigger1 = Target,Time >= 14 Trigger1 = Var(2)>=8 Trigger2 = Target,Time >= 110 Value = 90651 ;---------------------------------------------------------------------------------------------------------- ;グレイヴシュート ;---------------------------------------------------------------------------------------------------------- [state a]; Type = VelSet Trigger1 =(Var(3)) Trigger1 =(Movehit=1) Trigger1 = var(1) Trigger1 =(StateNo=400)+(StateNo=410)+(StateNo=420) Y = -5 IgnoreHitPause=1 [state a]; Type = VelSet Trigger1 =(Var(3)) Trigger1 = var(1) Trigger1 =(Movehit=1) Trigger1 =(StateNo=430) Y = -4 IgnoreHitPause=1 [state a]; Type = VelSet Trigger1 =(Var(3)) Trigger1 = var(1) Trigger1 =(Movehit=1) Trigger1 =(stateno=1700) Y = -6 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- [State a] Type = PalFX ;TriggerAll= Var(AI) TriggerAll= !Var(11) ;TriggerAll= Time!=0 TriggerAll= (Var(5)>=100)+((Var(6)=1)*(Var(5)>=25)) Trigger1 = RoundState>=2 ;Trigger1 =(StateNo=200)*(AnimElem=4,<=0) ;Trigger2 =(StateNo=210)*(AnimElem=3,<=0) ;Trigger3 =(StateNo=220)*(AnimElem=3,<=0) ;Trigger4 =(StateNo=230)*(AnimElem=3,<=0) ;Trigger5 =(StateNo=240)*(AnimElem=3,<=0) ;Trigger6 =(StateNo=250)*(AnimElem=5,<=0) ;Trigger7 =(StateNo=260)*(AnimElem=3,<=0) ;Trigger8 =(StateNo=270)*(AnimElem=4,<=0) ;Trigger9 =(StateNo=280)*(AnimElem=5,<=0) ;Trigger10 =(StateNo=290)*(AnimElem=5,<=0) ;Trigger11 =(StateNo=300)*(AnimElem=3,<=0) ;Trigger12 =(StateNo=310)*(AnimElem=3,<=0) ;Trigger13 =(StateNo=320)*(AnimElem=6,<=0) ;Trigger14 =(StateNo=330)*(AnimElem=5,<=0) ;Trigger15 =(StateNo=400)*(AnimElem=2,<=0) ;Trigger16 =(StateNo=410)*(AnimElem=4,<=0) ;Trigger17 =(StateNo=420)*(AnimElem=5,<=0) ;Trigger18 =(StateNo=430)*(AnimElem=3,<=0) ;Trigger19 =(StateNo=500) ;Trigger20 =(StateNo=600) ;Trigger21 =(StateNo=610)*(AnimElem=3,<=0) ;Trigger22 =(StateNo=615)*(AnimElem=3,<=0) ;Trigger23 =(StateNo=650)*(AnimElem=8,<=0) ;Trigger24 =(StateNo=700)*(AnimElem=6,<=0) ;Trigger25 =(StateNo=750) ;Trigger26 =(StateNo=800) ;Trigger27 =(StateNo=1000)*(AnimElem=3,<=0) ;Trigger28 =(StateNo=1100)*(AnimElem=6,<=0) ;Trigger29 =(StateNo=1200)*(AnimElem=8,<=0) ;Trigger30 =(StateNo=1300)*(AnimElem=8,<=0) ;Trigger31 =(StateNo=1400)*(AnimElem=5,<=0) ;Trigger32 =(StateNo=1500) ;Trigger33 =(StateNo=1600)*(AnimElem=10,<=0) ;Trigger34 =(((Anim=1700)+(Anim=1701))*(AnimElem=3,<=0)) ;Trigger35 =(StateNo=245) ;Trigger36 =(StateNo=255) ;Trigger37 =(StateNo=325) ;Trigger38 =(StateNo=335) ;Trigger39 =(StateNo=425) ;Trigger40 =(StateNo=1250)*(AnimElem=11,<=0) ;Trigger41 =(StateNo=1350)*(AnimElem=8,<=0) ;Trigger41 =(StateNo=1650)*(AnimElem=10,<=0) time = 1 add = IfElse(Var(7)+255<=0,0,Var(7)+255),IfElse(Var(7)+255<=0,0,Var(7)+255),IfElse(Var(7)+255<=0,0,Var(7)+255) invertall = 0 color = 256 IgnoreHitPause=1 ;---------------------------------------------------------------------------------------------------------- ; ;---------------------------------------------------------------------------------------------------------- ;========================================================================================================== ;固有システム━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;========================================================================================================== ;空中釵 ;---------------------------------------------------------------------------------------------------------- [State a]; Type = TargetState Trigger1 = NumTarget Trigger1 = Target,StateNo=91700 ;Trigger1 = Target,Pos Y>-20&&pos y>=20 Trigger1=stateno=1600 Value = 91710 ;---------------------------------------------------------------------------------------------------------- ;釵 ;---------------------------------------------------------------------------------------------------------- [State a] Type = Helper TriggerAll= !NumHelper(1610) TriggerAll= Var(11) Trigger1 = Helper(200000),Var(7)>P2Dist x;EnemyNear,Vel X > 0 HelperType = normal Name = "" ID = 1610 StateNo = 1610 Pos = (EnemyNear,Const(size.ground.front))+25, 0 PosType = p2 Facing = 1 KeyCtrl = 0 OwnPal = 1 size.ground.back = 25 size.ground.front = 25 IgnoreHitPause=1 SuperMoveTime = 99999 PauseMoveTime = 99999 [State a] Type = Helper TriggerAll= !NumHelper(1611) TriggerAll= Var(11) Trigger1 = Helper(200000),Var(7)var(14)+var(15) trigger1=var(14):=var(14)+!var(15)*(stateno!=700&&stateno!=320&&stateno!=330&&stateno!=760||!var(1))*(target,statetype!=a||!var(1))||1 trigger1=var(15):=var(15)+(var(15)>0||target,statetype=a&&var(1)||(stateno=700||stateno=320||stateno=330||stateno=760)&&var(1))||1 trigger2=!numtarget trigger2=var(14):=0&&var(15):=var(54)*(var(59)=-1) ignorehitpause=1 ;----------------ダウン追撃判定 [state ] type=null trigger1=!numtarget trigger1=var(13):=0 trigger2=numtarget trigger2=target,stateno!=5104 trigger2=target,statetype=l||(target,stateno=[5100,5110])||target,stateno=35110||target,stateno=90630 trigger2=var(13):=1 [state ] type=varset triggerall=(numtarget) triggerall=var(13) triggerall=var(14)+var(15)>=26||var(18) triggerall=enemynear,stateno=[5000,5099] trigger1=(Movehit=1) trigger1=!var(3) trigger1=!target,hitshakeover trigger1=!fvar(11) trigger1=target,backedgebodydist<=20||target,frontedgebodydist<=20 trigger1=stateno<2000 fvar(11)=-4.5-(stateno=[610,615])*6 ignorehitpause=1 [state ] type=varset triggerall=(NumTarget) triggerall=var(13) triggerall=var(14)+var(15)<26 triggerall=enemynear,stateno=[5000,5099] Trigger1=(Movehit=1) Trigger1=!target,hitshakeover trigger1=!fvar(11) trigger1=target,backedgebodydist<=10||target,frontedgebodydist<=10 trigger1=stateno<2000 fvar(11)=-10 ignorehitpause=1 ;---------トラベリング [state ] type=null trigger1=!numtarget||enemynear,stateno=5050 trigger1=var(18):=0 trigger2=numtarget trigger2=var(13) trigger2=target,statetype=l||target,stateno=[5100,5110] trigger2=target,prevstateno=90620 trigger2=var(14)>=55||var(15)>=55 trigger2=var(18):=1 ignorehitpause=1 [state ] type=targetstate trigger1=numtarget trigger1=movehit=1 trigger1=!target,hitshakeover&&(target,stateno=[5000,5099])&&target,stateno!=5051 trigger1=target,statetype=a||target,statetype=l trigger1=var(13) trigger1=var(18) trigger1=var(14)+var(15)<115 value=35050 ignorehitpause=1 ;---------百烈、ドリブル [state バスケ1] type=targetstate trigger1=numtarget trigger1=movehit=1 trigger1=!target,hitshakeover&&(target,stateno=[5000,5099])&&target,stateno!=5051 trigger1=target,statetype=a trigger1=var(15)>15||var(13) ;trigger1=!var(11) trigger1=!var(18) trigger1=stateno!=320||var(13) value=35100+5*!var(13) ignorehitpause=1 [state バスケ2] type=targetstate trigger1=numtarget trigger1=movehit=1 trigger1=!target,hitshakeover&&(target,stateno=[5000,5099])&&target,stateno!=5051 trigger1=target,statetype=a trigger1=var(13) trigger1=var(18) trigger1=var(14)+var(15)>=115 value=35051 ignorehitpause=1 ;========================================================================================================== [State a];★マックス Type = null;VarSet Trigger1 = command="c" V = 8 Value=0 [State a];ブースト Type =null;VarSet Trigger1 = command="c" V = 5 Value=300 IgnoreHitPause=1 [State a];ゲジマユ Type = null;PowerAdd Trigger1 = 1 Value=3001 IgnoreHitPause=1 ;=========================================================================================================== ;---------------------------------------------------------------------- ; Combo Count [State -2, VarSet] type = VarSet triggerall = NumEnemy trigger1 = EnemyNear,MoveType != H fvar(1) = 1.0 IgnoreHitPause = 1 [State -2, VarSet] type = VarSet triggerall=NumEnemy triggerall=EnemyNear,MoveType=H trigger1 = var(14)+var(15) <= 1 trigger2 = EnemyNear,MoveType != H fvar(1) = 1.0 IgnoreHitPause = 1 [State -2, VarSet] type = VarSet triggerall = NumEnemy triggerall=EnemyNear,MoveType=H trigger1 = var(14)+var(15) = [2,10] fvar(1) = 1.1 - (var(14)+var(15))*0.1 [State -2, VarSet] type = VarSet triggerall = NumEnemy triggerall=EnemyNear,MoveType=H trigger1 = var(14)+var(15) = [11,15] fvar(1) = 0.2 - (var(14)+var(15))*0.01 [State -2, VarSet] type = VarSet triggerall = NumEnemy triggerall=EnemyNear,MoveType=H trigger1 = var(14)+var(15) >= 16 fvar(1) = 0.05 ;---------------------重力加速度 [state ] type=varset trigger1=1 fvar(12)=ifelse(enemynear,statetype=a,.9,.6)+!!var(15)*(var(15)-1)*.15 ignorehitpause=1 ;---------------------------------------------------------------------- ; Enemy's Life [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = (EnemyNear,Life)*2 > (EnemyNear,LifeMax) fvar(2) = 1.00 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = (EnemyNear,Life)*2 <= (EnemyNear,LifeMax) trigger1 = (EnemyNear,Life)*3 > (EnemyNear,LifeMax) fvar(2) = 0.85 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = (EnemyNear,Life)*3 <= (EnemyNear,LifeMax) trigger1 = (EnemyNear,Life)*4 > (EnemyNear,LifeMax) fvar(2) = 0.80 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = (EnemyNear,Life)*4 <= (EnemyNear,LifeMax) fvar(2) = 0.75 ;重複防止 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,AuthorName = "Sander71113" trigger2 = EnemyNear,AuthorName = "DALA" trigger3 = EnemyNear,AuthorName = "y.y" trigger4 = EnemyNear,AuthorName = "muteki" trigger5 = EnemyNear,AuthorName = "Akutagawa" ;trigger5 = EnemyNear,Helper(10000),Var(7) = 0 trigger6 = EnemyNear,AuthorName = "EL" trigger7 = EnemyNear,AuthorName = "Drowin hokuto" trigger8 = EnemyNear,AuthorName = "Drowin arcana" trigger9 = EnemyNear,AuthorName = "Ina" trigger10 = EnemyNear,AuthorName = "Toma" trigger11 = EnemyNear,AuthorName = "shiroto" trigger12 = EnemyNear,AuthorName = "wraith" trigger13 = EnemyNear,AuthorName = "kuro" trigger14 = EnemyNear,AuthorName = "Nachel" trigger15 = EnemyNear,AuthorName = "Daiya(Diamond)" trigger16 = EnemyNear,AuthorName = "586" trigger16 = EnemyNear,Var(40) % 10 = 1 trigger17 = EnemyNear,AuthorName = "shikkoku" trigger18 = EnemyNear,AuthorName = "hanma" trigger19 = EnemyNear,AuthorName = "BF" trigger20 = EnemyNear,AuthorName = "DABA" trigger21 = EnemyNear,AuthorName = "kayui uma" trigger22 = EnemyNear,AuthorName = "bunshi&rouge noir&Slayer" trigger23 = EnemyNear,AuthorName = "rouge noir(+Rekku)" trigger24 = EnemyNear,AuthorName = "Rekku" trigger25 = EnemyNear,AuthorName = "Nachel_Unknown" trigger26 = EnemyNear,AuthorName = "frule" trigger27 = EnemyNear,AuthorName = "suigin" trigger28 = EnemyNear,AuthorName = "woman" trigger29 = EnemyNear,AuthorName = "baggy" fvar(2) = 1.00 ;---------------------------------------------------------------------- ; Enemy's Action [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,MoveType != A fvar(3) = 1.0 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,MoveType = A fvar(3) = 1.2 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,MoveType = H fvar(4) = 1.0 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 triggerall = EnemyNear,MoveType != H trigger1 = EnemyNear,StateType = S fvar(4) = 1.0 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 triggerall = EnemyNear,MoveType != H trigger1 = EnemyNear,StateType = C trigger1 = EnemyNear,StateType = A fvar(4) = 1.1 ;---------------------------------------------------------------------- ; Normal Combo [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = var(14)+var(15) <= 1 trigger2 = EnemyNear,StateType != A trigger2 = EnemyNear,StateType != L trigger3 = EnemyNear,MoveType != H trigger4 = StateNo != [200,999] fvar(5) = 1.0 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = var(14)+var(15) >= 2 trigger1 = EnemyNear,StateType = A || EnemyNear,StateType = L trigger1 = EnemyNear,MoveType = H trigger1 = StateNo = [200,999] fvar(5) = 0.5 ;---------------------------------------------------------------------- ; Grave Shoot Combo ;---------------------------------------------------------------------- ; Vanishing Strike Combo ;---------------------------------------------------------------------- ; Result [State -2, VarSet] type = VarSet trigger1 = 1 fvar(0) = fvar(1) * fvar(2) * fvar(3) * fvar(4) * fvar(5) ;---------------------------------------------------------------------- ; Special Features ;---------------------------------------------------------------------- ;---------------------------------------------------------------------- ; Enemy Detector ; ケンシロウ [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "KENSHIRO" var(10) = 1 ; ラオウ [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "RAOH" var(10) = 2 ; トキ [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "TOKI" trigger2 = EnemyNear,Name = "TOKI-(NERICYA)" var(10) = 3 ; ジャギ [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "JAGI" var(10) = 4 ; シン [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "SHIN" var(10) = 5 ; レイ [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "REI" var(10) = 6 ; ユダ [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "JUDA" trigger2 = EnemyNear,Name = "JUDA-(NERICYA)" var(10) = 7 ; サウザー [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "THOUTHER" var(10) = 8 ; ハート様 [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "Mr.HEART" var(10) = 9 ; マミヤ [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "MAMIYA" trigger2 = EnemyNear,Name = "MAMIYA-(NERICYA)" var(10) = 10 ; 残る余生を安らかに暮らしてほしい人たち [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "Grant" trigger2 = EnemyNear,Name = "Ukyo Tachibana" trigger3 = EnemyNear,Name = "Eddie" trigger4 = EnemyNear,Name = "Cable" trigger5 = EnemyNear,Name = "Shiori" trigger6 = EnemyNear,Name = "Shiori Misaka" trigger7 = EnemyNear,Name = "Misuzu" trigger8 = EnemyNear,Name = "Misuzu Kamio" var(10) = 11 ; おまえもレイか [State -2, VarSet] type = VarSet triggerall = NumEnemy > 0 trigger1 = EnemyNear,Name = "Ray" var(10) = 12 ;---------------------------------------------------------------------- ; Voice Admin. ;---------------------------------------------------------------------- ; Poison Damage for Dieu Mort by Drowin [State -2, PowerAdd] type = PowerAdd TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "Drowin arcana" TriggerAll = Enemy,Fvar(20) > 0 Trigger1 = Power > 0 Value = -1 [State -2, LifeAdd] type = LifeAdd TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "Drowin arcana" TriggerAll = Enemy,Fvar(20) > 0 Trigger1 = GameTime % 7 = 0 Value = -1 Kill = 0 [State -2, PalFX] type = PalFX TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "Drowin arcana" Trigger1 = Enemy,Fvar(20) > 0 Add = 100,0,110 Mul = 220,220,220 Time = 5 ;---------------------------------------------------------------------- ; Curse Damage for Misuzu Kamio by 586 [State -2, LifeAdd] Type = LifeAdd TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "586" TriggerAll = Enemy,Name = "Misuzu Kamio" TriggerAll = Enemy,Fvar(11) > 0 Trigger1 = Enemy,Var(13) = 1 Trigger1 = GameTime % 13 = 0 Trigger2 = Enemy,Var(13) = 2 Trigger2 = GameTime % 11 = 0 Trigger3 = Enemy,Var(13) = 3 Trigger3 = GameTime % 8 = 0 Trigger4 = Enemy,Var(13) = 4 Trigger4 = GameTime % 6 = 0 Trigger5 = Enemy,Var(13) = 5 Trigger5 = GameTime % 3 = 0 Value = -1 Kill = 0 IgnoreHitPause = 1 [State -2, PalFX] Type = PalFX TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "586" TriggerAll = Enemy,Name = "Misuzu Kamio" Trigger1 = Enemy,Fvar(11) > 0 Add = -50,150,150 Time = 1 IgnoreHitPause = 1 ;---------------------------------------------------------------------- ; Fire Damage for Akiha Vermilion by 9 [State -2, LifeAdd] Type = LifeAdd TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "H" TriggerAll = Enemy,Name = "Akiha_Vermilion" Trigger1 = Enemy,Var(47) = 1 Value = -5 Kill = 0 [State -2, PowerAdd] Type = PowerAdd TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "H" TriggerAll = Enemy,Name = "Akiha_Vermilion" Trigger1 = Enemy,Var(47) = 1 Value = -26 ;---------------------------------------------------------------------- ; Curse Damage for Yuyuko Saigyouji by Souki [State -2, LifeAdd] Type = LifeAdd TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "Souki" TriggerAll = Enemy,Name = "Yuyuko Saigyouji" Trigger1 = Enemy,Var(3) = 1 || Enemy,Var(3) = 2 Trigger1 = GameTime % 6 = 0 Value = IfElse(Enemy,Var(3) = 1, -2, -3) Kill = 0 ;---------------------------------------------------------------------- ; Poison Damage for Reisen Udongein Inaba by Shiroto [State -2, LifeAdd] Type = LifeAdd TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "Shiroto" TriggerAll = Enemy,Name = "Reisen Udongein Inaba" Trigger1 = Enemy,Var(40) != 0 Trigger1 = Pos Y = [-30,10] Trigger1 = GameTime % 3 = 0 Value = -Enemy,Var(40) Kill = 0 ;---------------------------------------------------------------------- ; Special Transposition for Komachi Onoduka by Mikage [State -2, AssertSpecial] type = AssertSpecial TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "Mikage" TriggerAll = Enemy,Name = "Komachi Onoduka" Trigger1 = Enemy,StateNo = 820 Trigger1 = Enemy,Anim = 823 Trigger1 = Enemy,AnimElem = 6,13 Trigger2 = Enemy,StateNo = 821 Trigger2 = Enemy,Anim = 823 Trigger2 = Enemy,AnimElem = 6,43 Flag = NoAutoTurn [State -2, PosAdd] type = Posadd TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "Mikage" TriggerAll = Enemy,Name = "Komachi Onoduka" Trigger1 = Enemy,StateNo = 820 Trigger1 = Enemy,Anim = 823 Trigger1 = Enemy,AnimElem = 6,13 Trigger2 = Enemy,StateNo = 821 Trigger2 = Enemy,Anim = 823 Trigger2 = Enemy,AnimElem = 6,43 x = -ceil(Enemy,Fvar(24))*(Facing)*(Enemy,Facing) y = -ceil(Enemy,Fvar(25))*(StateType != L) [State -2, ChangeState] type = Changestate TriggerAll = NumEnemy > 0 TriggerAll = (Enemy,TeamMode = Simul) = 0 TriggerAll = (TeamMode = Simul) = 0 TriggerAll = Enemy,AuthorName = "Mikage" TriggerAll = Enemy,Name = "Komachi Onoduka" TriggerAll = StateType != A TriggerAll = Pos Y != 0 TriggerAll = StateType != L Trigger1 = Enemy,StateNo = 820 Trigger1 = Enemy,Anim = 823 Trigger1 = Enemy,AnimElem = 6,13 Trigger2 = Enemy,StateNo = 821 Trigger2 = Enemy,Anim = 823 Trigger2 = Enemy,AnimElem = 6,43 Value = 50 ;========================================================================================================== ;キー設定━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [Command] name = "236C+D" command = D,DF,F,y+b time = 30 [Command] name = "214214C" command = D,DB,B,D,DB,B,y time = 30 [Command] name = "214214B" command = D,DB,B,D,DB,B,a time = 30 [Command] name = "214214A" command = D,DB,B,D,DB,B,x time = 30 [Command] name = "41236D" command = B,DB,D,DF,F,b time = 25 [Command] name = "623C" command = F,D,DF,y time = 25 [Command] name = "214D" command = D,DB,B,b time = 25 [Command] name = "214A" command = D,DB,B,x time = 25 [Command] name = "236C" command = D,DF,F,y time = 25 [Command] name = "623A" command = F,D,DF,x time = 25 [Command] name = "HC+HD" command = /$b+y [Command] name = "6C+D" command = F,b+y [Command] name = "C+D" command = b+y [Command] name = "B+D" command = a+b [Command] name = "A+C" command = x+y [Command] name = "A+B" command = a+x [Command] name = "2HP" command = /$D,y [Command] name = "2HK" command = /$D,b [Command] name = "2P" command = /$D,x [Command] name = "2K" command = /$D,a [Command] name = "6P" command = /$F,x [Command] name = "6K" command = /$F,a [Command] name = "xx" command = x,x Time = 25 [Command] name = "29" command = D,UF time = 8 [Command] name = "28" command = D,U time = 8 [Command] name = "27" command = D,UB time = 8 [Command] name = "66" command = F,F time = 10 [Command] name = "44" command = B,B time = 10 [Command] name = "22" command = D,D time = 10 [Command] name = "recovery" command = a time = 1 ;========================================================================================================== ;キー設定━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [Command] name = "DF" command = DF time = 1 [Command] name = "UF" command = UF time = 1 [Command] name = "DB" command = DB time = 1 [Command] name = "UB" command = UB time = 1 [Command] name = "U" command = U time = 1 [Command] name = "D" command = D time = 1 [Command] name = "B" command = B time = 1 [Command] name = "F" command = F time = 1 [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "start" command = s time = 1 [Command] name = "z" command = z time = 1 ;========================================================================================================== ;ホールドコマンド━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [Command] name = "Holdx" command = /x time = 1 [Command] name = "Holdy" command = /y time = 1 [Command] name = "Holdz" command = /z time = 1 [Command] name = "Holda" command = /a time = 1 [Command] name = "Holdb" command = /b time = 1 [Command] name = "Holdc" command = /c time = 1 [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [command] name="fwd" command=F time=1 [command] name="back" command=B time=1 [command] name="up" command=U time=1 [command] name="down" command=D time=1 [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0