;-| ボタン配置 |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| 標準化 |------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;-| CPUアルゴリズム用コマンド |------------------------------ [Command] name = "cpu1" command = a,U,D,F,F,B,B,D,U,U time = 0 [Command] name = "cpu2" command = b,U,D,F,B,F,B,D,U,D time = 0 [Command] name = "cpu3" command = c,U,D,B,F,B,F,D,U,B time = 0 [Command] name = "cpu4" command = x,U,D,B,F,F,B,D,U,F time = 0 [Command] name = "cpu5" command = y,U,D,F,F,B,B,D,U,a time = 0 [Command] name = "cpu6" command = z,U,D,F,B,F,B,D,U,b time = 0 [Command] name = "cpu7" command = s,U,D,B,F,B,F,D,U,c time = 0 [Command] name = "cpu8" command = b,U,D,B,F,F,B,D,U,x time = 0 [Command] name = "cpu9" command = c,U,D,F,B,F,B,D,U,y time = 0 [Command] name = "cpu10" command = c,U,D,B,B,F,B,D,U,y time = 0 [Command] name = "cpu11" command = a,U,D,F,F,B,B,B,D,U,U time = 0 [Command] name = "cpu12" command = b,U,D,F,B,F,B,B,D,U,D time = 0 [Command] name = "cpu13" command = c,U,D,B,B,F,B,F,D,U,B time = 0 [Command] name = "cpu14" command = x,U,D,B,F,B,F,B,D,U,F time = 0 [Command] name = "cpu15" command = y,U,D,F,F,B,B,B,D,U,a time = 0 [Command] name = "cpu16" command = z,U,B,D,F,B,F,B,D,U,b time = 0 [Command] name = "cpu17" command = s,U,D,B,F,B,F,B,D,U,c time = 0 [Command] name = "cpu18" command = b,U,D,B,F,B,F,B,D,U,x time = 0 [Command] name = "cpu19" command = c,U,D,F,B,B,F,B,D,U,y time = 0 [Command] name = "cpu20" command = c,U,D,B,B,B,F,B,D,U,y time = 0 [Command] name = "cpu21" command = a,U,D,F,F,s,B,B,D,U,U time = 0 [Command] name = "cpu22" command = b,U,s,D,F,B,F,B,D,U,D time = 0 [Command] name = "cpu23" command = c,U,D,B,F,B,F,s,D,U,B time = 0 [Command] name = "cpu24" command = x,U,D,B,s,F,F,B,D,U,F time = 0 [Command] name = "cpu25" command = y,U,D,s,F,F,B,B,D,U,a time = 0 [Command] name = "cpu26" command = z,U,D,F,B,F,s,B,D,U,b time = 0 [Command] name = "cpu27" command = s,U,D,s,B,F,B,F,D,U,c time = 0 [Command] name = "cpu28" command = b,U,D,B,s,F,F,B,s,D,U,x time = 0 [Command] name = "cpu29" command = c,U,D,F,s,B,F,B,D,U,y time = 0 [Command] name = "cpu30" command = c,U,D,B,B,F,B,s,D,U,y time = 0 [Command] name = "cpu31" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "cpu32" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "cpu33" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "cpu34" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "cpu35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "cpu36" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "cpu37" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "cpu38" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "cpu39" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "cpu40" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "cpu41" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "cpu42" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "cpu43" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "cpu44" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "cpu45" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "cpu46" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "cpu47" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "cpu48" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "cpu49" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "cpu50" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 ;------------------------------------------------------------------------------ ;-| 超必殺技 |----------------------------------------------------------------- [Command] name = "昇竜烈破_X" command = ~D, F, D, DF, x time = 20 [Command] name = "昇竜烈破_Y" command = ~D, F, D, DF, y time = 20 [Command] name = "挿入" command = ~F, D, B, b time = 20 [Command] name = "なか卯抱き" ;Hentai Grab command = z time = 20 ;------------------------------------------------------------------------------ ;-| 必殺技 |------------------------------------------------------------------- [Command] name = "天地返し_Y" command = ~F, D, B, y time = 25 [Command] name = "DD_Y" ;Mount command = ~D, D, y time = 30 [Command] name = "ヨガ_X" command = ~B, D, F ,x time = 20 [Command] name = "ヨガ_Y" command = ~B, D, F ,y time = 20 [Command] name = "波動_X" ;Fuck command = z [Command] name = "波動_Y" command = ~D, F ,y [Command] name = "波動_A" command = ~D, F ,a [Command] name = "波動_B" command = ~D, F ,b [Command] name = "FF_X" command = ~F, F, x [Command] name = "FF_Y" command = ~F, F, y [Command] name = "GC" command = ~B, D, x [Command] name = "jump" command = ~$D,$U time = 10 [Command] name = "一回転" command = ~B, $D, $F, U time = 40 [Command] name = "一回転" command = ~D, $F, $U, B time = 40 [Command] name = "一回転" command = ~F, $U, $B, D time = 40 [Command] name = "一回転" command = ~U, $B, $D, F time = 40 [Command] name = "一回転" command = ~B, $U, $F, D time = 40 [Command] name = "一回転" command = ~U, $F, $D, B time = 40 [Command] name = "一回転" command = ~F, $D, $B, U time = 40 [Command] name = "一回転" command = ~D, $B, $U, F time = 40 [Command] name = "一回転" command = ~B, $F, $D, U time = 40 [Command] name = "一回転" command = ~F, $B, $D, U time = 40 [Command] name = "ドリンク" command = ~F, D, B, a time = 30 ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "helper" command = y+b time = 1 [Command] name = "roll" command = x+a time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "fwd" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー押しっぱなし |----------------------------------------------------- [Command] name = "holdfwd" command = /$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 = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 ;AI起動以外でのコマンド数 48 ;============================================================================== [Statedef -1] ;=========================================================================== [State -1, 初期化] type = VarSet trigger1 = 1 var(1) = 0 [State -1, キャンセル必殺技] type = VarSet triggerall = MoveType != H triggerall = MoveContact trigger1 = StateNo = 200 || StateNo = 400 || StateNo = 600 var(1) = 1 ignorehitpause = 1 PauseMoveTime = 99999 ;============================================================================== [State -1, ヴィクトリア・ハリケーン] type = ChangeState value = 3000 triggerall = var(59) <= 0 triggerall = Power >= 1000 triggerall = command = "昇竜烈破_Y" triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) [State -1, メガマックバスター] type = ChangeState value = 3100 triggerall = var(59) <= 0 triggerall = command = "昇竜烈破_X" triggerall = Power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) trigger3 = StateNo = 3000 || StateNo = 3010 || StateNo = 3020 trigger3 = !MoveContact [State -1, 赤べこスイング] type = VarSet triggerall = var(59) <= 0 triggerall = command = "一回転" triggerall = Power >= 1000 triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(29) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1530 trigger4 = StateNo = 1540 trigger5 = StateNo = 1550 v = 41 value = 1 [State -1, ベリートゥバック・クロスボンバー] type = VarSet triggerall = var(59) <= 0 triggerall = command = "一回転" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1020 trigger3 = StateNo = 1030 trigger4 = StateNo = 1040 trigger5 = StateNo = 1050 trigger6 = StateNo = 7010 trigger7 = StateNo = 7050 trigger8 = StateNo = 7060 trigger9 = StateNo = 7070 trigger10 = StateNo = 7080 v = 41 value = 1 [State -1, 挿入] type = ChangeState value = 1599 triggerall = !var(59) triggerall = Power >= 1000 triggerall = command = "挿入" triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) [State -1, なか卯抱き] type = ChangeState value = 1590 triggerall = !var(59) triggerall = Power >= 1000 triggerall = command = "なか卯抱き" triggerall = statetype != A triggerall = Var(16)+Var(56) >= 6000 trigger1 = ctrl trigger2 = var(1) [State -1, ドリンク] type = ChangeState value = 1598 triggerall = !var(59) ;triggerall = Power < 3000 triggerall = command = "ドリンク" triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- [State -1, 後背位・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_X" triggerall = Power >= 1000 triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1530 trigger4 = StateNo = 1540 trigger5 = StateNo = 1550 v = 29 value = 91 [State -1, 正常位・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_B" triggerall = Power >= 1000 triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1530 trigger4 = StateNo = 1540 trigger5 = StateNo = 1550 v = 29 value = 92 [State -1, 騎乗位・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_A" triggerall = Power >= 1000 triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1530 trigger4 = StateNo = 1540 trigger5 = StateNo = 1550 v = 29 value = 93 [State -1, 茶臼・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_Y" triggerall = Power >= 1000 triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1530 trigger4 = StateNo = 1540 trigger5 = StateNo = 1550 v = 29 value = 94 ;--------------------------------------------------------------------------- [State -1, 立ちバック・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_X" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1020 trigger3 = StateNo = 1030 trigger4 = StateNo = 1040 trigger5 = StateNo = 1050 v = 39 value = 791 [State -1, 立ち松葉・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_B" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1020 trigger3 = StateNo = 1030 trigger4 = StateNo = 1040 trigger5 = StateNo = 1050 v = 39 value = 792 [State -1, 口淫・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_A" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1020 trigger3 = StateNo = 1030 trigger4 = StateNo = 1040 trigger5 = StateNo = 1050 v = 39 value = 793 [State -1, 駅弁・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_Y" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1020 trigger3 = StateNo = 1030 trigger4 = StateNo = 1040 trigger5 = StateNo = 1050 v = 39 value = 794 ;--------------------------------------------------------------------------- [State -1, 後背口淫・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_X" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 7010 trigger2 = StateNo = 7050 trigger3 = StateNo = 7060 trigger4 = StateNo = 7070 trigger5 = StateNo = 7080 v = 39 value = 161 [State -1, 正常拘束・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_B" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 7010 trigger2 = StateNo = 7050 trigger3 = StateNo = 7060 trigger4 = StateNo = 7070 trigger5 = StateNo = 7080 v = 39 value = 162 [State -1, 騎乗後背・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_A" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 7010 trigger2 = StateNo = 7050 trigger3 = StateNo = 7060 trigger4 = StateNo = 7070 trigger5 = StateNo = 7080 v = 39 value = 163 [State -1, 騎乗後背・待機] type = VarSet triggerall = var(59) <= 0 triggerall = command = "波動_Y" triggerall = Power >= 1000 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 7010 trigger2 = StateNo = 7050 trigger3 = StateNo = 7060 trigger4 = StateNo = 7070 trigger5 = StateNo = 7080 v = 39 value = 164 ;--------------------------------------------------------------------------- [State -1, 後背位/立ちバック/後背口淫・体位変更] type = VarSet triggerall = var(59) <= 0 triggerall = command = "x" triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = [1611,1612] trigger2 = StateNo = [1621,1622] trigger3 = StateNo = [1631,1632] trigger4 = StateNo = [1641,1642] trigger5 = StateNo = [1811,1812] trigger6 = StateNo = [1821,1822] trigger7 = StateNo = [1831,1832] trigger8 = StateNo = [1841,1842] trigger9 = StateNo = [1951,1952] trigger10 = StateNo = [7211,7212] trigger11 = StateNo = [7221,7222] trigger12 = StateNo = [7231,7232] trigger13 = StateNo = [7241,7242] v = 21 value = 1 [State -1, 正常位/立ち松葉/正常拘束・体位変更] type = VarSet triggerall = var(59) <= 0 triggerall = command = "b" triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = [1611,1612] trigger2 = StateNo = [1621,1622] trigger3 = StateNo = [1631,1632] trigger4 = StateNo = [1641,1642] trigger5 = StateNo = [1811,1812] trigger6 = StateNo = [1821,1822] trigger7 = StateNo = [1831,1832] trigger8 = StateNo = [1841,1842] trigger9 = StateNo = [1951,1952] trigger10 = StateNo = [7211,7212] trigger11 = StateNo = [7221,7222] trigger12 = StateNo = [7231,7232] trigger13 = StateNo = [7241,7242] v = 22 value = 1 [State -1, 騎乗位/口淫/騎乗後背・体位変更] type = VarSet triggerall = var(59) <= 0 triggerall = command = "a" triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = [1611,1612] trigger2 = StateNo = [1621,1622] trigger3 = StateNo = [1631,1632] trigger4 = StateNo = [1641,1642] trigger5 = StateNo = [1811,1812] trigger6 = StateNo = [1821,1822] trigger7 = StateNo = [1831,1832] trigger8 = StateNo = [1841,1842] trigger9 = StateNo = [1951,1952] trigger10 = StateNo = [7211,7212] trigger11 = StateNo = [7221,7222] trigger12 = StateNo = [7231,7232] trigger13 = StateNo = [7241,7242] v = 23 value = 1 [State -1, 茶臼/駅弁/サンドイッチ・体位変更] type = VarSet triggerall = var(59) <= 0 triggerall = command = "y" triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = [1611,1612] trigger2 = StateNo = [1621,1622] trigger3 = StateNo = [1631,1632] trigger4 = StateNo = [1641,1642] trigger5 = StateNo = [1811,1812] trigger6 = StateNo = [1821,1822] trigger7 = StateNo = [1831,1832] trigger8 = StateNo = [1841,1842] trigger9 = StateNo = [1951,1952] trigger10 = StateNo = [7211,7212] trigger11 = StateNo = [7221,7222] trigger12 = StateNo = [7231,7232] trigger13 = StateNo = [7241,7242] v = 24 value = 1 ;============================================================================== [State -1, 馬] type = ChangeState value = 7000 triggerall = NumHelper(7000) = 0 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command = "y" triggerall = var(10) < 3 triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) [State -1 ,馬待機へ] type = ChangeState triggerall = NumHelper(7000) triggerall = statetype != A triggerall = Helper(7000),StateNo = [7040,7041] trigger1 = ctrl trigger2 = StateNo = [120,140] trigger3 = var(59) >= 1 trigger3 = stateno = 6000 || stateno = 6020 || stateno = 6100 || StateNo = 6500 || StateNo = 6600 || StateNo = 6800 value = 7010 ;============================================================================== [State -1, バスター] type = ChangeState value = 1200 triggerall = var(59) <= 0 triggerall = command = "天地返し_Y" triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) [State -1, 舐め] type = VarSet triggerall = var(59) <= 0 triggerall = command = "x" triggerall = var(31) = 0 triggerall = var(32) = 0 triggerall = var(33) = 0 trigger1 = StateNo = 1250 trigger2 = StateNo = 1260 trigger3 = StateNo = 1271 trigger4 = StateNo = 1280 v = 30 value = 1 [State -1, 指] type = VarSet triggerall = var(59) <= 0 triggerall = command = "y" triggerall = var(30) = 0 triggerall = var(32) = 0 triggerall = var(33) = 0 trigger1 = StateNo = 1250 trigger2 = StateNo = 1271 trigger3 = StateNo = 1280 trigger4 = StateNo = 1290 v = 31 value = 1 [State -1, 尻叩き] type = VarSet triggerall = var(59) <= 0 triggerall = command = "a" triggerall = var(30) = 0 triggerall = var(31) = 0 triggerall = var(33) = 0 trigger1 = StateNo = 1250 trigger2 = StateNo = 1260 trigger3 = StateNo = 1271 trigger4 = StateNo = 1290 v = 32 value = 1 [State -1, バイブ] type = VarSet triggerall = var(59) <= 0 triggerall = command = "b" triggerall = var(30) = 0 triggerall = var(31) = 0 triggerall = var(32) = 0 trigger1 = StateNo = 1250 trigger2 = StateNo = 1260 trigger3 = StateNo = 1280 trigger4 = StateNo = 1290 v = 33 value = 1 ;--------------------------------------------------------------------------- [State -1, なか卯抱き・対地] type = ChangeState value = 1000 triggerall = var(59) <= 0 triggerall = command = "ヨガ_Y" triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) [State -1, サバ折/馬・腹パンチ] type = VarSet triggerall = var(59) <= 0 triggerall = command = "a" triggerall = var(35) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(39) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1030 trigger3 = StateNo = 1040 trigger4 = StateNo = 1050 trigger5 = StateNo = 7010 trigger6 = StateNo = 7050 trigger7 = StateNo = 7060 trigger8 = StateNo = 7070 v = 36 value = 1 [State -1, 立ち弄り/馬・立ち弄り] type = VarSet triggerall = var(59) <= 0 triggerall = command = "y" triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(38) = 0 triggerall = var(39) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1020 trigger3 = StateNo = 1040 trigger4 = StateNo = 1050 trigger5 = StateNo = 7010 trigger6 = StateNo = 7050 trigger7 = StateNo = 7070 trigger8 = StateNo = 7080 v = 37 value = 1 [State -1, 立ち舐め/馬・立ち舐め] type = VarSet triggerall = var(59) <= 0 triggerall = command = "x" triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(39) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1020 trigger3 = StateNo = 1030 trigger4 = StateNo = 1050 trigger5 = StateNo = 7010 trigger6 = StateNo = 7060 trigger7 = StateNo = 7070 trigger8 = StateNo = 7080 v = 38 value = 1 [State -1, 立ち揉み/馬・立ち揉み] type = VarSet triggerall = var(59) <= 0 triggerall = command = "b" triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(39) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1011 trigger2 = StateNo = 1020 trigger3 = StateNo = 1030 trigger4 = StateNo = 1040 trigger5 = StateNo = 7010 trigger6 = StateNo = 7050 trigger7 = StateNo = 7060 trigger8 = StateNo = 7080 v = 35 value = 1 ;--------------------------------------------------------------------------- [State -1, なか卯抱き・対空] type = ChangeState value = 1100 triggerall = var(59) <= 0 triggerall = command = "ヨガ_X" triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- [State -1, ヨシノヤプレス] type = ChangeState value = 1500 triggerall = var(59) <= 0 triggerall = command = "DD_Y" triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) [State -1, マウントパンチ] type = VarSet triggerall = var(59) <= 0 triggerall = command = "a" triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(29) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1530 trigger4 = StateNo = 1540 v = 25 value = 1 [State -1, マウント舐め] type = VarSet triggerall = var(59) <= 0 triggerall = command = "x" triggerall = var(25) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(29) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1530 trigger3 = StateNo = 1540 trigger4 = StateNo = 1550 v = 26 value = 1 [State -1, マウント弄り] type = VarSet triggerall = var(59) <= 0 triggerall = command = "y" triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(28) = 0 triggerall = var(29) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1540 trigger4 = StateNo = 1550 v = 27 value = 1 [State -1, 素股] type = VarSet triggerall = var(59) <= 0 triggerall = command = "b" triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(29) = 0 triggerall = var(41) = 0 trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1530 trigger4 = StateNo = 1550 v = 28 value = 1 ;============================================================================== [State -1, ガードキャンセル] type = ChangeState value = 910 triggerall = var(59) <= 0 triggerall = command = "GC" triggerall = StateType != A triggerall = power >= 500 trigger1 = stateno = [150,153] ;============================================================================== [State -1, ロープスルー] type = ChangeState value = 800 triggerall = var(59) <= 0 triggerall = command = "holdfwd" && command = "a" triggerall = statetype != A triggerall = StateNo != 100 trigger1 = ctrl [State -1, ラリアット] type = VarAdd triggerall = var(59) <= 0 triggerall = command = "x" trigger1 = StateNo = [820,821] v = 30 value = 1 [State -1, ドロップキック] type = VarAdd triggerall = var(59) <= 0 triggerall = command = "y" trigger1 = StateNo = [820,821] v = 31 value = 1 [State -1, ホーンスルー] type = VarAdd triggerall = var(59) <= 0 triggerall = command = "a" trigger1 = StateNo = [820,821] v = 32 value = 1 [State -1, パワースラム] type = VarAdd triggerall = var(59) <= 0 triggerall = command = "b" trigger1 = StateNo = [820,821] v = 33 value = 1 [State -1, ラリアット返し] type = VarSet triggerall = !var(53) triggerall = NumTarget triggerall = Target,command = "x" triggerall = var(46) = 0 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = StateNo = [820,821] v = 45 value = 1 [State -1, ドロップキック返し] type = VarSet triggerall = !var(53) triggerall = NumTarget triggerall = Target,command = "y" triggerall = var(45) = 0 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = StateNo = [820,821] v = 46 value = 1 [State -1, 頭突き返し] type = VarSet triggerall = !var(53) triggerall = NumTarget triggerall = Target,command = "a" triggerall = var(45) = 0 triggerall = var(46) = 0 triggerall = var(48) = 0 trigger1 = StateNo = [820,821] v = 47 value = 1 [State -1, パワースラム返し] type = VarSet triggerall = !var(53) triggerall = NumTarget triggerall = Target,command = "b" triggerall = var(45) = 0 triggerall = var(46) = 0 triggerall = var(47) = 0 trigger1 = StateNo = [820,821] v = 48 value = 1 ;============================================================================== [State -1, 前走り] type = ChangeState value = 100 triggerall = var(59) <= 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, 後転] type = ChangeState value = 105 triggerall = var(59) <= 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl [State -1, 避け] type = ChangeState value = 900 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = statetype != A triggerall = ctrl trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger1 = command != "holdup" trigger1 = command != "holddown" [State -1, ハイジャンプ] type = varset triggerall = var(59) <= 0 trigger1 = command = "jump" trigger1 = ctrl trigger1 = statetype != A v = 3 value = 1 ;============================================================================== [State -1, ダッシュ弱] type = ChangeState value = 300 triggerall = var(59) <= 0 triggerall = statetype != A trigger1 = command = "x" trigger1 = command != "holddown" trigger1 = StateNo = 100 trigger2 = command = "FF_X" trigger2 = var(1) = 1 [State -1, ダッシュ強] type = ChangeState value = 310 triggerall = var(59) <= 0 triggerall = statetype != A trigger1 = command = "y" trigger1 = command != "holddown" trigger1 = StateNo = 100 trigger2 = command = "FF_Y" trigger2 = var(1) = 1 [State -1, レバー入れ強] type = ChangeState value = 220 triggerall = var(59) <= 0 triggerall = command = "b" ;"holdfwd" && command = "y" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl ;============================================================================== [State -1, 立ち弱] type = ChangeState value = ifelse(P2BodyDist X<45,200,205) triggerall = var(59) <= 0 triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = Time >= 12 trigger3 = StateNo = 400 trigger3 = Time >= 7 [State -1, 立ち強] type = ChangeState value = 210 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl [State -1, しゃがみ弱] type = ChangeState value = 400 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = Time >= 12 trigger3 = StateNo = 400 trigger3 = Time >= 7 [State -1, しゃがみ強] type = ChangeState value = 410 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl [State -1, ジャンプ弱] type = ChangeState value = 600 triggerall = var(59) <= 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 trigger2 = Time >= 9 [State -1, ジャンプ強] type = ChangeState value = 610 triggerall = var(59) <= 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl ;============================================================================== [State -1, リバーサル発動] type = ChangeState value = Var(0) triggerall = Var(0) >= 200 trigger1 = StateNo = 900 || StateNo = 5120 trigger1 = AnimTime = 0 trigger2 = statetype = S || statetype = C trigger2 = stateno = 140 || (stateno = [150,155]) trigger2 = ctrl = 1 [State -1, 認識ヘルパー] type = Helper trigger1 = command = "昇竜烈破_X" trigger2 = command = "天地返し_Y" id = 799 name = "Reversal" stateno = 799 helpertype = normal keyctrl = 0 [State -1, リセット] type = Varset trigger1 = stateno != [120,155] trigger1 = ctrl trigger2 = var(0) > 0 trigger2 = Numhelper(799) = 0 trigger3 = var(0) = 3100 trigger3 = command != "hold_x" trigger4 = var(0) = 1200 trigger4 = command != "hold_y" v = 0 value = 0 ;--------------------------------------------------------------------------- [State -1, リバサメガバスター] type = Varset triggerall = var(59) <= 0 triggerall = command = "昇竜烈破_X" triggerall = StateType != A trigger1 = MoveType = H trigger2 = StateNo = 900 || StateNo = 5120 v = 0 value = 3100 [State -1, リバサバスター] type = Varset triggerall = var(59) <= 0 triggerall = command = "天地返し_Y" triggerall = StateType != A trigger1 = MoveType = H trigger2 = StateNo = 900 || StateNo = 5120 v = 0 value = 1200 ;--------------------------------------------------------------------------- [State -1, 透過切り替え] type = VarAdd triggerall = var(59) <= 0 trigger1 = command = "start" v = 50 value = ifelse(Var(50)<2,1,-2) [State -1, 継続モード] type = VarAdd triggerall = var(59) <= 0 trigger1 = command = "c" trigger1 = RoundState = [2,4] v = 52 value = ifelse(Var(52),-1,1) ;========================================================================================================== ;========================================================================================================== ; AI関連 ;========================================================================================================== ;========================================================================================================== [State -1,AI起動用ヘルパー] type = Helper trigger1 = !NumHelper(26357+ID) && !IsHelper && Alive && (RoundState = 1 || RoundState = 2 && ctrl) name = "AI" ID = 26357+ID pos = 0, 524288 stateno = 26357 keyctrl = 1 ownpal = 0 pausemovetime = 0 supermovetime = 0 persistent = 0 keyctrl = 1 ownpal = 0 ignorehitpause = 1 [State -1, AIhelper] type = ChangeState trigger1= IsHelper trigger1= IsHelper(26357+Root,ID) && (StateNo != 26357) value = 26357 [State -1, AIスイッチ] type = VarSet triggerall = var(59) <= 0 triggerall = RoundState = 2 trigger1 = (command="cpu1")||(command="cpu2") trigger2 = (command="cpu3")||(command="cpu4") trigger3 = (command="cpu5")||(command="cpu6") trigger4 = (command="cpu7")||(command="cpu8") trigger5 = (command="cpu9")||(command="cpu10") trigger6 = (command="cpu11")||(command="cpu12") trigger7 = (command="cpu13")||(command="cpu14") trigger8 = (command="cpu15")||(command="cpu16") trigger9 = (command="cpu17")||(command="cpu18") trigger10 = (command="cpu19")||(command="cpu20") trigger11 = (command="cpu21")||(command="cpu22") trigger12 = (command="cpu23")||(command="cpu24") trigger13 = (command="cpu25")||(command="cpu26") trigger14 = (command="cpu27")||(command="cpu28") trigger15 = (command="cpu29")||(command="cpu30") trigger16 = (command="cpu31")||(command="cpu32") trigger17 = (command="cpu33")||(command="cpu34") trigger18 = (command="cpu35")||(command="cpu36") trigger19 = (command="cpu37")||(command="cpu38") trigger20 = (command="cpu39")||(command="cpu40") trigger21 = (command="cpu41")||(command="cpu42") trigger22 = (command="cpu43")||(command="cpu44") trigger23 = (command="cpu45")||(command="cpu46") trigger24 = (command="cpu47")||(command="cpu48") trigger25 = (command="cpu49")||(command="cpu50") trigger26 = NumHelper(26357+ID) trigger26 = Helper(26357+ID),var(59) >= 2 var(59) = -1 IgNoreHitPause = 1 [State -1, Random_AIvar] type = VarRandom trigger1 = stateno != [120,155] trigger1 = Time = 1 v = 58 range = 0,99 ;====================モード固定============================================== [State -1, 透過切り替え] type = VarSet triggerall = var(59) >= 1 trigger1 = 1 v = 50 value = 0 [State -1, 継続モード] type = VarSet triggerall = var(59) >= 1 trigger1 = RoundState = [2,4] v = 52 value = 0 ;====================反撃=================================================== [State -1, 避け] type = ChangeState value = 900 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = ctrl || stateno = 6000 || stateno = 6020 || stateno = 6100 triggerall = StateType != A triggerall = P2MoveType != H trigger1 = P2BodyDist X = [-5,50] trigger1 = Random = [950,964] trigger2 = P2StateType = A trigger2 = Enemy,Vel X > 0 trigger2 = P2BodyDist X = [50,120] trigger2 = P2BodyDist Y = [-120,-50] trigger2 = Random = [950,974] trigger3 = numhelper(26357+ID) trigger3 = inguarddist && (helper(26357+ID),var(39) > 0 || helper(26357+ID),var(37) > 0) trigger3 = var(58) = [0,33] [State -1, ロープスルー] type = ChangeState value = 800 triggerall = var(59) = 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall = p2bodydist X = [-15,15] triggerall = p2statetype != A triggerall = p2statetype != L trigger1 = P2MoveType = A trigger1 = EnemyNear,AnimTime <= -1 trigger1 = ctrl trigger1 = Random = [80,99] [State -1, 立ち弱] type = ChangeState value = 200 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = StateType != A trigger1 = ctrl trigger1 = P2BodyDist X = [-5,30] trigger1 = P2BodyDist Y > -120 trigger1 = Enemy,Vel Y > 0 trigger1 = P2StateType = A trigger1 = Random = [0,48] [State -1, しゃがみ弱] type = ChangeState value = 400 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = StateType != A triggerall = ctrl triggerall = P2StateType != L triggerall = P2BodyDist X = [-5,30] triggerall = EnemyNear,AnimTime <= -6 triggerall = (PrevStateNo=[5000,5050]) || (PrevStateNo=[120,159]) triggerall = EnemyNear,ctrl = 0 trigger1 = Random = [0,74] [State -1, 投げ回避ジャンプ] type = ChangeState value = 40 triggerall = var(59) >= 1 triggerall = roundstate = 2 triggerall = statetype != A trigger1 = ctrl trigger1 = InGuardDist trigger1 = P2MoveType = A trigger1 = P2BodyDist X >= 0 trigger1 = P2BodyDist Y = [-30,0] trigger1 = EnemyNear,HitDefAttr = , NT, ST, HT trigger1 = Random = [0,199] [State -1, バックステップ] type = ChangeState value = 105 triggerall = var(59) >= 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = BackEdgeBodyDist > 30 trigger1 = ctrl trigger1 = InGuardDist trigger1 = P2MoveType = A trigger1 = P2BodyDist X >= 0 trigger1 = P2BodyDist Y = [-30,0] trigger1 = EnemyNear,HitDefAttr = , NT, ST, HT trigger1 = Random = [200,399] [State -1, メガバスター入力] type = ChangeState value = 6800 triggerall = var(59) = 1 triggerall = RoundState = 2 && Alive triggerall = Power >= 1000 triggerall = StateType != A triggerall = P2StateType != L trigger1 = StateNo = 6000 trigger1 = P2StateNo = 1095 trigger1 = StateTime = [1,5] trigger1 = var(58) = [99-(StateTime*(Power*.005)),99] trigger2 = StateNo = 6000 trigger2 = NumTarget(220) trigger2 = Target(220),StateNo = 229 trigger2 = StateTime = [1,10] trigger2 = var(58) = [99-(Power*.03),99] trigger3 = ctrl trigger3 = P2BodyDist X = [70,145] trigger3 = Random = [950,950+(Power*.008)] [State -1, ヨガ入力] type = ChangeState value = 6600 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall = P2StateType != L trigger1 = StateNo = 6000 trigger1 = NumTarget(220) trigger1 = Target(220),StateNo = 229 trigger1 = BackEdgeDist >= 120 trigger1 = StateTime = [1,9] trigger1 = var(58) = [0,StateTime*Ceil(BackEdgeDist/25)] trigger2 = StateNo = 6000 trigger2 = P2StateNo = 316 trigger2 = StateTime = [1,5] trigger2 = var(58) = [0,5+StateTime*20] trigger3 = ctrl trigger3 = P2BodyDist X = [70,145] trigger3 = Random = [950,974] [State -1, バスター] type = ChangeState value = 1200 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall = P2StateType = S || P2StateType = C triggerall = P2BodyDist X = [-5,50] trigger1 = StateNo = 900 && AnimTime = 0 trigger1 = var(58) = [0,25+(50-P2BodyDist X)] trigger2 = StateNo = 5120 && AnimTime = 0 trigger2 = var(58) = [0,5+((50-P2BodyDist X)*.3)] trigger3 = StateType = S || StateType = C trigger3 = StateNo = 140 || (StateNo = [150,155]) trigger3 = Ctrl trigger3 = var(58) = [0,((50-P2BodyDist X)*.1)] [State -1, ガードキャンセル] type = ChangeState value = 910 triggerall = var(59) >= 1 triggerall = roundstate = 2 triggerall = StateType != A triggerall = power >= 1500 triggerall = stateno = [150,153] triggerall = P2BodyDist X = [-10,60] trigger1 = random = [900,900+(Power/ifelse(P2StateType=A,300,150))] trigger2 = BackEdgeBodyDist <= 30 trigger2 = random = [900,900+(Power/ifelse(P2StateType=A,150,75))] ;===========================ガード======================================================================= [State -3,敵が複数] type = ChangeState value = 120 triggerall = var(59) >= 1 triggerall = roundstate < 3 triggerall = numenemy >= 2 triggerall = enemy(0),life > 0 && enemy(1),life > 0 && var(6)%100 > 0 triggerall = stateno != [120,159] triggerall = ctrl || stateno = 6000 || stateno = 6020 || stateno = 6100 || (StateNo = 6500 && Vel X <= 0) trigger1 = inguarddist && (enemynear(0),movetype = A && enemynear(0),hitdefattr = SCA, NA, SA, HA || enemynear(1),movetype = A && enemynear(1),hitdefattr = SCA, NA, SA, HA) trigger2 = numhelper(26357+ID) trigger2 = inguarddist && (helper(26357+ID),var(39) > 0 || helper(26357+ID),var(37) > 0) trigger3 = numhelper(26357+ID) trigger3 = helper(26357+ID),inguarddist && !enemynear(var(8)),hitdefattr = SCA,AT && !enemynear(var(8)),hitdefattr = SCA, NT, ST, HT ignorehitpause = 0 [State -3,敵が単体] type = ChangeState value = 120 triggerall = var(59) >= 1 triggerall = stateno != [120,159] triggerall = ctrl || stateno = 6000 || stateno = 6020 || stateno = 6100 || (StateNo = 6500 && Vel X <= 0) trigger1 = inguarddist && facing*(enemynear(var(8)),pos x - pos x) > 0 && enemynear(var(8)),movetype = A && enemynear(var(8)),hitdefattr = SCA, NA, SA, HA trigger2 = numhelper(26357+ID) trigger2 = inguarddist && (helper(26357+ID),var(39) > 0 || helper(26357+ID),var(37) > 0) trigger3 = numhelper(26357+ID) trigger3 = helper(26357+ID),inguarddist && !enemynear(var(8)),hitdefattr = SCA,AT && !enemynear(var(8)),hitdefattr = SCA, NT, ST, HT ignorehitpause = 0 ;=============================AI専用======================================== [State -1, 待機] type = ChangeState value = 6000 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = StateNo = 220 && AnimTime = 0 trigger1 = NumTarget(220) trigger1 = var(58) = [0,97] trigger2 = ctrl trigger2 = (P2StateNo = [213,215]) || P2StateNo = 1095 trigger3 = StateNo = 210 && AnimTime = 0 trigger3 = P2StateNo = [211,215] trigger4 = StateNo = 6020 && (PrevStateNo = 410 || PrevStateNo = 910) trigger4 = P2BodyDist X < 60 trigger5 = StateNo = 52 && AnimTime = 0 trigger5 = PrevStateNo = 301 trigger5 = P2MoveType = H && (P2StateNo != [120,159]) trigger6 = StateNo = 311 && AnimTime = 0 trigger7 = StateNo = 831 && AnimTime = 0 trigger7 = NumTarget trigger8 = StateNo = 999 && Time = 1 trigger8 = PrevStateNo = 1251 trigger9 = StateNo = 910 && AnimTime = 0 trigger9 = P2StateNo = [915,916] trigger9 = P2BodyDist X < 60 [State -1, 歩き] type = ChangeState value = 6020 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = StateNo = 410 && AnimTime = 0 trigger1 = P2StateNo = [412,415] trigger2 = ctrl trigger2 = P2StateType != L trigger2 = P2MoveType != H trigger2 = P2BodyDist X = [50,120] trigger2 = var(58) = [80,99] trigger3 = StateNo = 910 && AnimTime = 0 trigger3 = P2StateNo = [915,916] trigger3 = P2BodyDist X >= 60 [State -1, ダッシュ] type = ChangeState value = 6100 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = StateNo = 6000 trigger1 = NumTarget(220) trigger1 = BackEdgeDist < 75 trigger1 = StateTime = [1,10] trigger1 = var(58) = [0,StateTime*10] trigger2 = StateNo = 6000 trigger2 = BackEdgeDist >= 75 trigger2 = P2BodyDist X > 5 trigger2 = NumTarget(220) trigger2 = Target(220),StateNo = 229 trigger2 = (Target(220),Vel Y > 0) trigger2 = var(58) = [0,ifelse(BackEdgeDist>=100,66,97)] trigger3 = ctrl trigger3 = P2StateType != L trigger3 = P2MoveType != H trigger3 = P2BodyDist X > 120 trigger3 = var(58) = [80,99] ;=================投げ========================================================= [State -1, ロープスルー] type = ChangeState value = 800 triggerall = var(59) = 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall = p2bodydist X = [-15,30] triggerall = p2statetype != A triggerall = p2statetype != L trigger1 = statetype = S trigger1 = ctrl trigger1 = Random = [30,79] trigger2 = StateNo = 6020 trigger2 = (P2StateNo != [412,415]) trigger2 = !NumTarget(220) trigger2 = var(58) = [76,99-(P2BodyDist X-7)] [State -1, ラリアット] type = VarSet triggerall = var(59) >= 1 trigger1 = StateNo = 821 trigger1 = var(58) = [0,22] v = 30 value = 1 [State -1, ドロップキック] type = VarSet triggerall = var(59) >= 1 trigger1 = StateNo = 821 trigger1 = var(58) = [25,47] v = 31 value = 1 [State -1, ホーンスルー] type = VarSet triggerall = var(59) >= 1 trigger1 = StateNo = 821 trigger1 = var(58) = [50,72] v = 32 value = 1 [State -1, パワースラム] type = VarSet triggerall = var(59) >= 1 trigger1 = StateNo = 821 trigger1 = var(58) = [75,97] v = 33 value = 1 [State -1, ラリアット返し] type = VarSet triggerall = var(53) triggerall = NumTarget triggerall = var(46) = 0 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = StateNo = 820 trigger1 = var(58) = [0,22] v = 45 value = 1 [State -1, ドロップキック返し] type = VarSet triggerall = var(53) triggerall = NumTarget triggerall = var(45) = 0 triggerall = var(47) = 0 triggerall = var(48) = 0 trigger1 = StateNo = 820 trigger1 = var(58) = [25,47] v = 46 value = 1 [State -1, 頭突き返し] type = VarSet triggerall = var(53) triggerall = NumTarget triggerall = var(45) = 0 triggerall = var(46) = 0 triggerall = var(48) = 0 trigger1 = StateNo = 820 trigger1 = var(58) = [50,72] v = 47 value = 1 [State -1, パワースラム返し] type = VarSet triggerall = var(53) triggerall = NumTarget triggerall = var(45) = 0 triggerall = var(46) = 0 triggerall = var(47) = 0 trigger1 = StateNo = 820 trigger1 = var(58) = [75,97] v = 48 value = 1 ;=============================超必殺技========================================= [State -1, ヴィクトリア・ハリケーン] type = ChangeState value = 3000 triggerall = var(59) = 1 triggerall = RoundState = 2 && Alive triggerall = Power >= 1000 triggerall = statetype != A trigger1 = StateNo = 200 trigger1 = PrevStateNo = 6000 trigger1 = MoveHit = [1,6] trigger1 = var(58) = [0,MoveHit*(4+(Power*.003))] trigger2 = StateNo = 400 trigger2 = PrevStateNo = 400 trigger2 = MoveHit = [1,6] trigger2 = var(58) = [0,MoveHit*(Power*.004)] trigger3 = StateNo = 6800 trigger3 = NumTarget(220) trigger3 = Target(220),StateNo = 229 trigger3 = StateTime > 11 trigger3 = BackEdgeDist > 100 trigger3 = P2Life > Floor(250*((Target,Const(data.defence))*.01)*(1-fvar(10))) trigger4 = StateNo = 6800 trigger4 = NumTarget(220) trigger4 = Target(220),StateNo = 229 trigger4 = StateTime > 11 trigger4 = BackEdgeDist <= 100 [State -1, メガマックバスター] type = ChangeState value = 3100 triggerall = var(59) = 1 triggerall = RoundState = 2 && Alive triggerall = Power >= 1000 triggerall = statetype != A trigger1 = StateNo = 6800 && StateTime > 10 trigger1 = P2StateNo = 1095 trigger2 = StateNo = 3020 && !MoveContact trigger2 = P2StateNo = 3050 trigger2 = StateTime = [16,25] trigger2 = var(58) = [0,(StateTime-15)*(1.5+(Power*.0025))] trigger3 = StateNo = 6800 && StateTime > 11 trigger3 = P2StateType = A trigger3 = P2BodyDist X = [-10,75] trigger3 = P2BodyDist Y = [-160,-35] trigger3 = var(58) = [0,20*(StateTime-11)] trigger4 = stateno = 5120 trigger4 = AnimTime = 0 trigger4 = enemynear,vel Y > 0 trigger4 = P2BodyDist X = [-10,55] trigger4 = P2BodyDist Y = [-120,-60] trigger4 = var(58) = [0,(Power*.002)] trigger5 = StateNo = 6800 trigger5 = NumTarget(220) trigger5 = Target(220),StateNo = 229 trigger5 = StateTime > 11 trigger5 = BackEdgeDist > 100 trigger5 = P2Life <= Floor(250*((Target,Const(data.defence))*.01)*(1-fvar(10))) ;--------------------------------------------------------------------------- [State -1, 赤べこスイング] type = VarSet triggerall = var(59) = 1 triggerall = RoundState = 2 && Alive triggerall = Power >= 1000 triggerall = var(15) = [1,74] triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(29) = 0 triggerall = var(41) = 0 triggerall = StateNo = 1550 trigger1 = var(58) = [0,((Power*(.01+((75-Var(15))*.00015))))] trigger2 = NumTarget trigger2 = P2Life < 67+Floor(50*((Target,Const(data.defence))*.01)*(1-fvar(10))) trigger2 = var(58) = [0,89] v = 41 value = 1 [State -1, リセット] type = VarAdd triggerall = var(59) = 1 trigger1 = StateNo = 3201 trigger1 = Time = 20 v = 15 value = 108+(Random/14) ;--------------------------------------------------------------------------- [State -1, ベリートゥバック/クロスボンバー] type = VarSet triggerall = var(59) = 1 triggerall = RoundState = 2 && Alive triggerall = Power >= 1000 triggerall = var(15) = [1,49] triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = (StateNo = 1020) || (StateNo = 7080) trigger1 = var(58) = [0,((Power*(.01+((100-Var(15))*.0001))))] trigger2 = NumTarget trigger2 = P2Life < Floor(150*((Target,Const(data.defence))*.01)*(1-fvar(10))) trigger2 = var(58) = [0,89] v = 41 value = 1 ;--------------------------------------------------------------------------- [State -1, ダウン挿入・待機] type = VarSet triggerall = var(59) = 2 triggerall = RoundState = 2 && Alive triggerall = Power >= 1000 triggerall = var(56)+var(57) > 5500 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(15) = [1,99] triggerall = var(58) = [0,(Power+var(56)+var(57)-5000)*(.01+((100-Var(15))*.000125))] trigger1 = StateNo = 1510 trigger2 = StateNo = 1520 trigger3 = StateNo = 1530 trigger4 = StateNo = 1540 trigger5 = StateNo = 1550 v = 29 value = 91+Random%4 [State -1, 後背位・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 1611 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 1612 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 1611 || StateNo = 1621 || StateNo = 1631 || StateNo = 1641 trigger3 = StateTime > 162 trigger3 = var(58) = [70,70+(StateTime-162)*.072] trigger4 = StateNo = 1612 || StateNo = 1622 || StateNo = 1632 || StateNo = 1642 trigger4 = StateTime > 130 trigger4 = var(58) = [70,70+(StateTime-130)*.09] v = 21 value = 1 [State -1, 正常位・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 1621 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 1622 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 1611 || StateNo = 1621 || StateNo = 1631 || StateNo = 1641 trigger3 = StateTime > 162 trigger3 = var(58) = [60,60+(StateTime-162)*.072] trigger4 = StateNo = 1612 || StateNo = 1622 || StateNo = 1632 || StateNo = 1642 trigger4 = StateTime > 130 trigger4 = var(58) = [60,60+(StateTime-130)*.09] v = 22 value = 1 [State -1, 騎乗位・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 1631 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 1632 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 1611 || StateNo = 1621 || StateNo = 1631 || StateNo = 1641 trigger3 = StateTime > 162 trigger3 = var(58) = [80,80+(StateTime-162)*.072] trigger4 = StateNo = 1612 || StateNo = 1622 || StateNo = 1632 || StateNo = 1642 trigger4 = StateTime > 130 trigger4 = var(58) = [80,80+(StateTime-130)*.09] v = 23 value = 1 [State -1, 茶臼・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 1641 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 1642 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 1611 || StateNo = 1621 || StateNo = 1631 || StateNo = 1641 trigger3 = StateTime > 162 trigger3 = var(58) = [90,90+(StateTime-162)*.072] trigger4 = StateNo = 1612 || StateNo = 1622 || StateNo = 1632 || StateNo = 1642 trigger4 = StateTime > 130 trigger4 = var(58) = [90,90+(StateTime-130)*.09] v = 24 value = 1 ;--------------------------------------------------------------------------- [State -1, 立ち挿入・待機] type = VarSet triggerall = var(59) = 2 triggerall = RoundState = 2 && Alive triggerall = Power >= 1000 triggerall = var(56)+var(57) > 5500 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 triggerall = var(15) = [1,99] triggerall = var(58) = [0,(Power+var(56)+var(57)-5000)*(.01+((100-Var(15))*.000125))] trigger1 = StateNo = 1030 trigger2 = StateNo = 1040 trigger3 = StateNo = 1050 v = 39 value = ifelse(FrontEdgeDist < 90,791,791+Random%4) [State -1, 立ちバック・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 1811 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 1812 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 1811 || StateNo = 1821 || StateNo = 1831 || StateNo = 1841 trigger3 = StateTime > 162 trigger3 = var(58) = [60,60+(StateTime-162)*.072] trigger4 = StateNo = 1812 || StateNo = 1822 || StateNo = 1832 || StateNo = 1842 trigger4 = StateTime > 130 trigger4 = var(58) = [60,60+(StateTime-130)*.09] trigger5 = StateNo = 1951 && StateTime > 162 trigger5 = var(58) = [0,(StateTime-162)*.71] trigger6 = StateNo = 1952 && StateTime > 130 trigger6 = var(58) = [0,(StateTime-130)*.89] v = 21 value = 1 [State -1, 立ち松葉・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 1821 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 1822 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 1811 || StateNo = 1821 || StateNo = 1831 || StateNo = 1841 trigger3 = StateTime > 162 trigger3 = var(58) = [70,70+(StateTime-162)*.072] trigger4 = StateNo = 1812 || StateNo = 1822 || StateNo = 1832 || StateNo = 1842 trigger4 = StateTime > 130 trigger4 = var(58) = [70,70+(StateTime-130)*.09] v = 22 value = 1 [State -1, 口淫・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 1831 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 1832 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 1811 || StateNo = 1821 || StateNo = 1831 || StateNo = 1841 trigger3 = StateTime > 162 trigger3 = var(58) = [80,80+(StateTime-162)*.072] trigger4 = StateNo = 1812 || StateNo = 1822 || StateNo = 1832 || StateNo = 1842 trigger4 = StateTime > 130 trigger4 = var(58) = [80,80+(StateTime-130)*.09] v = 23 value = 1 [State -1, 駅弁・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 1841 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 1842 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 1811 || StateNo = 1821 || StateNo = 1831 || StateNo = 1841 trigger3 = StateTime > 162 trigger3 = var(58) = [90,90+(StateTime-162)*.072] trigger4 = StateNo = 1812 || StateNo = 1822 || StateNo = 1832 || StateNo = 1842 trigger4 = StateTime > 130 trigger4 = var(58) = [90,90+(StateTime-130)*.09] v = 24 value = 1 ;--------------------------------------------------------------------------- [State -1, 馬挿入・待機] type = VarSet triggerall = var(59) = 2 triggerall = RoundState = 2 && Alive triggerall = Power >= 1000 triggerall = var(56)+var(57) > 5500 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(41) = 0 triggerall = var(15) = [1,99] triggerall = var(58) = [0,(Power+var(56)+var(57)-5000)*(.01+((100-Var(15))*.000125))] trigger1 = StateNo = 7050 trigger2 = StateNo = 7060 trigger3 = StateNo = 7070 v = 39 value = 161+Random%4 [State -1, 後背口淫・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 7211 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 7212 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 7211 || StateNo = 7221 || StateNo = 7231 || StateNo = 7241 trigger3 = StateTime > 162 trigger3 = var(58) = [60,60+(StateTime-162)*.072] trigger4 = StateNo = 7212 || StateNo = 7222 || StateNo = 7232 || StateNo = 7242 trigger4 = StateTime > 130 trigger4 = var(58) = [60,60+(StateTime-130)*.09] v = 21 value = 1 [State -1, 正常拘束・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 7221 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 7222 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 7221 || StateNo = 7221 || StateNo = 7231 || StateNo = 7241 trigger3 = StateTime > 162 trigger3 = var(58) = [70,70+(StateTime-162)*.072] trigger4 = StateNo = 7212 || StateNo = 7222 || StateNo = 7232 || StateNo = 7242 trigger4 = StateTime > 130 trigger4 = var(58) = [70,70+(StateTime-130)*.09] v = 22 value = 1 [State -1, 騎乗後背・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 7231 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 7232 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 7211 || StateNo = 7221 || StateNo = 7231 || StateNo = 7241 trigger3 = StateTime > 162 trigger3 = var(58) = [80,80+(StateTime-162)*.072] trigger4 = StateNo = 7212 || StateNo = 7222 || StateNo = 7232 || StateNo = 7242 trigger4 = StateTime > 130 trigger4 = var(58) = [80,80+(StateTime-130)*.09] v = 23 value = 1 [State -1, サンドイッチ・体位変更] type = VarSet triggerall = var(59) = 2 triggerall = Var(21) = 0 triggerall = Var(22) = 0 triggerall = Var(23) = 0 triggerall = Var(24) = 0 trigger1 = StateNo = 7241 && StateTime > 162 trigger1 = var(58) = [0,(StateTime-162)*.42] trigger2 = StateNo = 7242 && StateTime > 130 trigger2 = var(58) = [0,(StateTime-130)*.52] trigger3 = StateNo = 7211 || StateNo = 7221 || StateNo = 7231 || StateNo = 7241 trigger3 = StateTime > 162 trigger3 = var(58) = [90,90+(StateTime-162)*.072] trigger4 = StateNo = 7212 || StateNo = 7222 || StateNo = 7232 || StateNo = 7242 trigger4 = StateTime > 130 trigger4 = var(58) = [90,90+(StateTime-130)*.09] v = 24 value = 1 ;============================================================================== [State -1, 馬] type = ChangeState value = 7000 triggerall = var(59) >= 1 triggerall = NumHelper(7000) = 0 triggerall = var(10) < 3 triggerall = statetype != A triggerall = ctrl triggerall = (P2StateType = S) || (P2StateType = C) triggerall = P2MoveType != H triggerall = enemynear(var(8)),BackEdgeDist < 90 trigger1 = P2BodyDist X > 120 trigger1 = var(58) = [60,79] trigger2 = P2BodyDist X = [80,120] trigger2 = var(58) = [70,79] ;=============================必殺技========================================= [State -1, バスター入力] type = ChangeState value = 6500 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = StateType != A triggerall = P2StateType = S || P2StateType = C triggerall = P2BodyDist X = [-5,50] trigger1 = Ctrl trigger1 = Random = [500,560-P2BodyDist X] trigger2 = StateNo = 6020 || StateNo = 6100 trigger2 = (P2StateNo != [412,415]) trigger2 = !NumTarget(220) trigger2 = var(58) = [0,75-P2BodyDist X] [State -1, 尻叩き] type = VarSet triggerall = var(59) = 1 triggerall = var(30) = 0 triggerall = var(31) = 0 triggerall = var(33) = 0 trigger1 = StateNo = 1250 trigger1 = var(58) = [0,StateTime*3] v = 32 value = 1 [State -1, バイブ] type = VarSet triggerall = var(59) = 2 triggerall = var(30) = 0 triggerall = var(31) = 0 triggerall = var(32) = 0 triggerall = var(56) >= 3000 trigger1 = StateNo = 1250 trigger1 = var(58) = [26,26+StateTime*1.5] trigger2 = StateNo = 1260 || StateNo = 1290 trigger2 = var(58) = [50,50+StateTime*.2] v = 33 value = 1 [State -1, 舐め] type = VarSet triggerall = var(59) = 2 triggerall = var(31) = 0 triggerall = var(32) = 0 triggerall = var(33) = 0 trigger1 = StateNo = 1250 trigger1 = var(58) = [0,StateTime*ifelse(var(56)<3000,1.5,.76)] trigger2 = StateNo = 1260 || StateNo = 1271 trigger2 = var(58) = [0,StateTime*.2] v = 30 value = 1 [State -1, 指] type = VarSet triggerall = var(59) = 2 triggerall = var(30) = 0 triggerall = var(32) = 0 triggerall = var(33) = 0 trigger1 = StateNo = 1250 trigger1 = var(58) = [50,99-((33-StateTime)*ifelse(var(56)<3000,1.5,.76))] trigger2 = StateNo = 1271 || StateNo = 1290 trigger2 = var(58) = [90,90+StateTime*.2] v = 31 value = 1 ;--------------------------------------------------------------------------- [State -1, なか卯抱き・対空] type = ChangeState value = 1100 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = StateNo = 6600 trigger1 = NumTarget(220) trigger1 = Target(220),StateNo = 229 trigger1 = P2BodyDist X < 75 trigger1 = StateTime = 9 trigger2 = StateNo = 6600 trigger2 = P2StateNo = 316 trigger2 = StateTime = 9 trigger3 = StateNo = 6600 && StateTime > 8 trigger3 = !NumTarget(220) trigger3 = P2StateType = A trigger3 = P2BodyDist X = [-10,75] trigger3 = P2BodyDist Y = [-160,-35] trigger3 = var(58) = [0,16*(StateTime-8)] ;--------------------------------------------------------------------------- [State -1, なか卯抱き・対地] type = ChangeState value = 1000 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = ctrl trigger1 = P2BodyDist X = [30,120] trigger1 = Random = [976,989] trigger2 = StateNo = 200 || StateNo = 400 trigger2 = MoveGuarded trigger2 = var(58) = [0,MoveGuarded*2] trigger3 = StateNo = 200 trigger3 = Time >= 12 trigger3 = P2StateType = A trigger3 = MoveContact trigger3 = var(58) = [80,80+MoveContact*2] [State -1, サバ折] type = VarSet triggerall = var(59) = 1 triggerall = var(35) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(39) = 0 triggerall = var(41) = 0 trigger1 = (StateNo = 1011) || (StateNo = 7010) trigger1 = var(58) = [0,StateTime*3] v = 36 value = 1 [State -1, 立ち弄り] type = VarSet triggerall = var(59) = 2 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(38) = 0 triggerall = var(39) = 0 triggerall = var(41) = 0 trigger1 = (StateNo = 1011) || (StateNo = 7010) trigger1 = var(58) = [0,StateTime] trigger2 = StateNo = 1040 || StateNo = 1050 trigger2 = var(58) = [0,StateTime*.2] trigger3 = StateNo = 7050 || StateNo = 7070 trigger3 = var(58) = [0,StateTime*.2] v = 37 value = 1 [State -1, 立ち舐め] type = VarSet triggerall = var(59) = 2 triggerall = var(35) = 0 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(39) = 0 triggerall = var(41) = 0 trigger1 = (StateNo = 1011) || (StateNo = 7010) trigger1 = var(58) = [34,34+StateTime] trigger2 = StateNo = 1030 || StateNo = 1050 trigger2 = var(58) = [34,34+StateTime*.2] trigger3 = StateNo = 7060 || StateNo = 7070 trigger3 = var(58) = [34,34+StateTime*.2] v = 38 value = 1 [State -1, 立ち揉み] type = VarSet triggerall = var(59) = 2 triggerall = var(36) = 0 triggerall = var(37) = 0 triggerall = var(38) = 0 triggerall = var(39) = 0 triggerall = var(41) = 0 trigger1 = (StateNo = 1011) || (StateNo = 7010) trigger1 = var(58) = [66,66+StateTime] trigger2 = StateNo = 7060 || StateNo = 7050 trigger2 = var(58) = [66,66+StateTime*.2] v = 35 value = 1 ;--------------------------------------------------------------------------- [State -1, ヨシノヤプレス] type = ChangeState value = 1500 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall = P2BodyDist X < 100 triggerall = P2MoveType = H trigger1 = StateNo = 6000 trigger1 = (P2StateNo = [211,215]) || (P2StateNo = [412,415]) || (P2StateNo = 916) trigger1 = var(58) = [0,StateTime*4] trigger2 = StateNo = 6000 trigger2 = (P2StateNo = [1222,1224]) || (P2StateNo = [5100,5101]) trigger2 = var(58) = [0,StateTime*3.5] [State -1, マウントパンチ] type = VarSet triggerall = var(59) = 1 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(29) = 0 trigger1 = StateNo = 1510 trigger1 = var(58) = [0,StateTime*3] v = 25 value = 1 [State -1, マウント舐め] type = VarSet triggerall = var(59) = 2 triggerall = var(25) = 0 triggerall = var(27) = 0 triggerall = var(28) = 0 triggerall = var(29) = 0 trigger1 = StateNo = 1510 trigger1 = var(58) = [0,StateTime] trigger2 = StateNo = 1530 trigger2 = var(58) = [0,StateTime*.15] trigger3 = StateNo = 1540 trigger3 = var(58) = [0,StateTime*.15] v = 26 value = 1 [State -1, マウント弄り] type = VarSet triggerall = var(59) = 2 triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(28) = 0 triggerall = var(29) = 0 trigger1 = StateNo = 1510 trigger1 = var(58) = [34,34+StateTime] trigger2 = StateNo = 1520 trigger2 = var(58) = [0,StateTime*.15] trigger3 = StateNo = 1540 trigger2 = var(58) = [50,50+StateTime*.15] v = 27 value = 1 [State -1, 素股] type = VarSet triggerall = var(59) = 2 triggerall = var(25) = 0 triggerall = var(26) = 0 triggerall = var(27) = 0 triggerall = var(29) = 0 trigger1 = StateNo = 1510 trigger1 = var(58) = [67,67+StateTime] trigger2 = StateNo = 1520 trigger2 = var(58) = [50,50+StateTime*.15] trigger3 = StateNo = 1530 trigger3 = var(58) = [50,50+StateTime*.15] v = 28 value = 1 ;==============================特殊技======================================== [State -1, ダッシュ弱] type = ChangeState value = 300 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = StateNo = 6100 trigger1 = !NumTarget(220) trigger1 = P2BodyDist X = [51,100] trigger1 = var(58) = [86,99-((P2BodyDist X-51)*.27)] trigger2 = StateNo = 6100 trigger2 = NumTarget(220) trigger2 = P2BodyDist X = [80,159] trigger2 = StateTime > 2 [State -1, ダッシュ強] type = ChangeState value = 310 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = StateNo = 6100 trigger1 = P2BodyDist X = [51,85] trigger1 = var(58) = [66,85-((P2BodyDist X-51)*.56)] trigger2 = StateNo = 6000 && PrevStateNo = 52 trigger2 = P2StateType = A && P2MoveType = H trigger2 = StateTime = [1,5] trigger2 = var(58) = [0,StateTime*17] trigger3 = StateNo = 200 trigger3 = PrevStateNo = 6000 trigger3 = MoveHit trigger3 = var(58) = [0,MoveHit*17] trigger4 = StateNo = 200 || StateNo = 400 trigger4 = PrevStateNo = 400 trigger4 = MoveHit = [1,9] trigger4 = var(58) = [0,MoveHit*ifelse(StateNo=400,11,13)] trigger5 = StateNo = 6100 trigger5 = NumTarget(220) trigger5 = Target(220),StateNo = 229 trigger5 = (AnimTime = 0) || ((Target(220),Vel Y > 0) && (Target(220),Pos Y > -55)) [State -1, レバー入れ強] type = ChangeState value = 220 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = Ctrl trigger1 = P2BodyDist X = [0,75] trigger1 = P2StateType != L trigger1 = random = [200,249] trigger2 = StateNo = 6500 && Time = 13 trigger2 = var(58) = [0,9] trigger3 = StateNo = 6000 && PrevStateNo = 52 trigger3 = P2StateType = A && P2MoveType = H trigger3 = StateTime = [1,5] trigger3 = var(58) = [84+StateTime*3,99] ;==============================通常技========================================== [State -1, 立ち強] type = ChangeState value = 210 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = StateNo = 6000 trigger1 = P2StateNo = 1095 trigger1 = var(58) = [0,5+(StateTime-2)*10] trigger2 = StateNo = 6000 trigger2 = BackEdgeDist >= 75 trigger2 = NumTarget(220) trigger2 = Target(220),StateNo = 229 trigger2 = (Target(220),Vel Y > 0) trigger2 = P2BodyDist X < 70 trigger2 = var(58) = [ifelse(P2BodyDist X<5,25,49),99] trigger3 = Ctrl trigger3 = P2BodyDist X = [30,65] trigger3 = P2StateType != L trigger3 = random = [100,ifelse(P2StateType=A,111,133)] trigger4 = Ctrl trigger4 = P2BodyDist X = [-30,15] trigger4 = P2BodyDist Y > -120 trigger4 = P2StateType=A trigger4 = random = [100,124] [State -1, 立ち弱] type = ChangeState value = ifelse(P2BodyDist X<45,200,205) triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = StateNo = 6000 && PrevStateNo = 52 trigger1 = P2StateType = S || P2StateType = C trigger1 = var(58) = [0,StateTime*20] trigger2 = Ctrl trigger2 = P2BodyDist X = [50,84] trigger2 = (P2StateType != L) && (P2StateType != A) trigger2 = random = [0,49] trigger3 = Ctrl trigger3 = P2BodyDist X = [-20,40] trigger3 = P2BodyDist Y > -120 trigger3 = P2StateType != L trigger3 = random = [0,24] trigger4 = StateNo = 200 trigger4 = Time >= 12 trigger4 = MoveContact trigger4 = var(58) = [40,40+MoveContact*ifelse(P2StateType=A,5,1)] trigger5 = P2BodyDist X = [0,34] trigger5 = StateNo = 400 trigger5 = MoveContact trigger5 = Time >= 7 trigger5 = var(58) = [0,39-P2BodyDist X] [State -1, しゃがみ強] type = ChangeState value = 410 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = Ctrl trigger1 = P2BodyDist X = [66,115] trigger1 = (P2StateType != L) && (P2StateType != A) trigger1 = random = [100,124] [State -1, しゃがみ弱] type = ChangeState value = 400 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A trigger1 = Ctrl trigger1 = P2BodyDist X = [0,64] trigger1 = (P2StateType != L) && (P2StateType != A) trigger1 = random = [300,366] trigger2 = P2BodyDist X = [0,74] trigger2 = StateNo = 400 trigger2 = Time >= 7 trigger2 = var(58) = [0,ifelse(MoveContact,90,60)-P2BodyDist X] [State -1, ジャンプ強] type = ChangeState value = 610 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype = A triggerall = ctrl trigger1 = P2BodyDist X < 60 trigger1 = random = [100,199] [State -1, ジャンプ弱] type = ChangeState value = 600 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype = A trigger1 = ctrl trigger1 = P2StateType = A trigger1 = P2BodyDist X = [50,100] trigger1 = random = [0,49-(P2BodyDist X-50)*.6] trigger2 = StateNo = 600 trigger2 = Time >= 9 trigger2 = var(58) = [33,33+(StateTime-9)*6] ;=================特殊行動===================================================== [State -1, 後転] type = ChangeState value = 105 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall = BackEdgeDist >= 30 triggerall = ctrl trigger1 = p2statetype = L trigger1 = Var(58) = [0,33] trigger1 = p2bodydist X <= 80 [State -1, ジャンプ] type = ChangeState value = 40 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall = Ctrl trigger1 = P2BodyDist X <= 80 trigger1 = P2StateNo = 5120 trigger1 = EnemyNear,AnimTime = -6 trigger1 = var(58) = [75,99] [State -1, 前にジャンプ] type = VarSet sysvar(1) = 1 triggerall = var(59) >= 1 triggerall = stateno = 40 trigger1 = Random < (P2BodyDist X) * 4 [State -1, ハイジャンプ] type = varset triggerall = var(59) >= 1 triggerall = statetype != A triggerall = ctrl trigger1 = P2BodyDist X > 65 trigger1 = var(58) = [0,(P2BodyDist X-65)*.5] v = 3 value = 1 [State -1, ガード2] type = ChangeState value = 120 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = InGuardDist triggerall = StateNo != [120,159] trigger1 = ctrl trigger1 = Var(58) = [0,49] [State -1, CPU用オートターン] type = Turn triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive trigger1 = P2BodyDist X < -200 trigger1 = StateType != A trigger1 = (StateNo = [200,299]) || (StateNo = [400,499]) trigger1 = Time = 1 trigger2 = P2Dist X < 0 trigger2 = StateNo = 52 trigger2 = AnimTime = 0 [State -1, 次の手を思案中] type = VarRandom triggerall = var(59) >= 1 triggerall = stateno = [0,12] triggerall = animelemtime(2) > 0 trigger1 = ctrl trigger1 = roundstate = 2 v = 58 range = 0,99 [State -1, 地上受身] type = ChangeState value = 5200 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = stateno = 5050 triggerall = vel Y > 0 triggerall = alive triggerall = canrecover triggerall = pos Y < ifelse((anim = [5051,5059])||(anim = [5061,5069]), 0, 25) triggerall = pos Y >= -20 trigger1 = var(58) < 5*StateTime trigger2 = var(58) = [20,25+(9*var(59))] trigger2 = enemy,hitdefattr = SC, AA, AT, AP [State -1, 空中受身] type = ChangeState value = 5210 triggerall = var(59) >= 1 triggerall = RoundState = 2 && Alive triggerall = stateno = 5050 triggerall = vel Y > -1 triggerall = alive triggerall = canrecover triggerall = pos Y = [-120,-20) trigger1 = var(58) < 3*StateTime trigger2 = P2BodyDist X = [-90,90] trigger2 = var(58) = [30,30+(6*var(59))] trigger2 = enemy,hitdefattr = SA, AA, AT, AP ;============================================================================== ;デバッグ用 [State -1, いろいろMAX] type = null;ChangeState value = 930 triggerall = var(59) <= 0 triggerall = command = "z" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;デバッグ用いろいろMAX [Statedef 930] type = S movetype = I physics = S anim = 930 poweradd = 0 ctrl = 0 velset = 0,0 sprpriority = 3 [State 930, ういー] type = PlaySnd trigger1 = AnimElem = 5 value = 3100,1 [State 930, 快感度MAX] type = VarSet trigger1 = AnimElem = 5 v = 56 value = 12000 [State 930, 角笛MAX] type = VarSet trigger1 = AnimElem = 5 v = 10 value = 0 [State 930, ゲージMAX] type = PowerSet trigger1 = AnimElem = 5 value = PowerMax [State 930, 本体の動きは終了] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1