;--------------------------------------------------------------------------- ; コモン改変部分 ;--------------------------------------------------------------------------- ; Stand [Statedef 0] type = S physics = S sprpriority = 0 [State 0, 1] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State 0, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 2 trigger2 = Time = 4 x = 0 [State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 [State 0, 分身対策] type = DestroySelf trigger1 = IsHelper ;--------------------------------------------------------------------------- ; Jump Land [Statedef 52] type = S physics = S ctrl = 0 anim = 47 [State 52, 着地音] type = PlaySnd trigger1 = Time = 0 value = F7,2 [State 52, 画面を揺らす] type = EnvShake trigger1 = time = 0 time = 6 freq = 12 ampl = -4 [State 52, エフェクト表示] type = Explod trigger1 = Time = 0 anim = F60 pos = 0, 0 postype = p1 sprpriority = 0 [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 52, 3] type = CtrlSet trigger1 = Time = 3 value = 1 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = S anim = 100 sprpriority = 1 [State 100, どすどす] type = EnvShake trigger1 = Animelem = 4 trigger2 = Animelem = 9 time = 6 freq = 12 ampl = -4 [State 100, 足音] type = PlaySnd trigger1 = Time > 9 value = F7,2 Persistent = 15 [State 100, ほこり] type = makedust trigger1 = Time > 9 pos = 20,0 pos2 = 40,0 spacing = 1 Persistent = 15 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 4] type = ChangeState trigger1 = command != "holdfwd" value = 0 ;--------------------------------------------------------------------------- ; 後転 [Statedef 105] type = C physics = C ctrl = 0 anim = 105 sprpriority = 1 [State 105, 無敵] type = HitBy trigger1 = time = [4,16] value = SCA, SA,HA,AT [State 105, 1] type = VelSet trigger1 = time = [4,24] x = const(velocity.run.back.x) y = const(velocity.run.back.y) [State 105, 相手と重なった場合] type = PlayerPush trigger1 = 1 value = 0 [State 105, 3] type = ChangeState trigger1 = animtime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; ガード開始 [Statedef 120] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged [State 120, アニメ指定] type = ChangeAnim trigger1 = Time = 0 value = 120 + (statetype = C) + (statetype = A)*2 [State 120, 立ち状態] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 120, しゃがみ状態] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 120, 空中状態] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 120, 立ち→しゃがみ] type = StateTypeSet triggerall = Var(59) <= 0 triggerall = StateType = S trigger1 = command = "holddown" statetype = C physics = C [State 120, しゃがみ→立ち] type = StateTypeSet triggerall = Var(59) <= 0 triggerall = StateType = C trigger1 = command != "holddown" statetype = S physics = S [State 120, AI用Ctrl封印] type = ctrlset trigger1 = var(59) >= 1 value = 0 IgnoreHitPause = 1 [State 120, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype != A statetype = C physics = C [State 120, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 120, AI用立ち→しゃがみI] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = !NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 120, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype = A statetype = S physics = S [State 120, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 120, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = !NumHelper(26357+ID) trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 120, ガード継続] type = ChangeState trigger1 = AnimTime = 0 value = 130 + (statetype = C) + (statetype = A)*2 [State 120, AI用オートターン] type = Turn trigger1 = var(59) >= 1 && !ctrl && p2dist x < 0 && (anim = 120 || anim = 121) [State 120, Stop Guarding] type = ChangeState triggerall = var(59) <= 0 trigger1 = command != "holdback" trigger2 = !InGuardDist value = 140 [State 120, AI用Stop Guarding] Type = ChangeState triggerall = var(59) >= 1 && !InGuardDist trigger1 = NumHelper(26357+ID) trigger1 = P2BodyDist X >= 0 && (!Helper(26357+ID),InGuardDist) trigger2 = P2BodyDist X < 0 && (enemynear(var(8)),MoveType != A) value = 140 IgnoreHitPause = 1 ;--------------------------------------------------------------------------- ; 立ちガード [Statedef 130] type = S physics = S [State 130, AI用めくり対策] type = ChangeState trigger1 = var(59) >= 1 && !ctrl && p2dist x < 0 value = 120 [State 130, アニメ指定] type = ChangeAnim trigger1 = Anim != 130 value = 130 [State 130, しゃがみ移行] type = ChangeState trigger1 = Var(59) <= 0 trigger1 = command = "holddown" value = 131 [State 130, AI用しゃがみ移行] type = ChangeState triggerall = var(59) >= 1 triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype != A value = 131 [State 130, AI用しゃがみ移行] type = ChangeState triggerall = var(59) >= 1 triggerall = numHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj value = 131 [State 130, AI用しゃがみ移行] type = ChangeState triggerall = var(59) >= 1 triggerall = !numHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj value = 131 [State 130, Stop Guarding] type = ChangeState triggerall = var(59) <= 0 trigger1 = command != "holdback" trigger2 = !InGuardDist value = 140 [State 130, AI用Stop Guarding] Type = ChangeState triggerall = var(59) >= 1 && !InGuardDist trigger1 = NumHelper(26357+ID) trigger1 = P2BodyDist X >= 0 && (!Helper(26357+ID),InGuardDist) trigger2 = P2BodyDist X < 0 && (enemynear(var(8)),MoveType != A) value = 140 IgnoreHitPause = 1 ;--------------------------------------------------------------------------- ; しゃがみガード [Statedef 131] type = C physics = C [State 131, AI用めくり対策] type = ChangeState trigger1 = var(59) >= 1 && !ctrl && p2dist x < 0 value = 120 [State 131, アニメ指定] type = ChangeAnim trigger1 = Anim != 131 value = 131 [State 131, 立ち移行] type = ChangeState trigger1 = Var(59) <= 0 trigger1 = command != "holddown" value = 130 [State 131, AI用立ち移行] type = ChangeState triggerall = var(59) >= 1 triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype = A value = 130 [State 131, AI用立ち移行] type = ChangeState triggerall = var(59) >= 1 triggerall = NumHelper(26357+ID) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj value = 130 [State 131, AI用立ち移行] type = ChangeState triggerall = var(59) >= 1 triggerall = !NumHelper(26357+ID) trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj value = 130 [State 131, Stop Guarding] type = ChangeState triggerall = var(59) <= 0 trigger1 = command != "holdback" trigger2 = !InGuardDist value = 140 [State 131, AI用Stop Guarding] Type = ChangeState triggerall = var(59) >= 1 && !InGuardDist trigger1 = NumHelper(26357+ID) trigger1 = P2BodyDist X >= 0 && (!Helper(26357+ID),InGuardDist) trigger2 = P2BodyDist X < 0 && (enemynear(var(8)),MoveType != A) value = 140 IgnoreHitPause = 1 ;--------------------------------------------------------------------------- ; 空中ガード [Statedef 132] type = A physics = N [State 132, アニメ指定] type = ChangeAnim trigger1 = Anim != 132 value = 132 [State 132, 反動] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) [State 132, 接地関連] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 132, 接地関連] type = VelSet trigger1 = sysvar(0) y = 0 [State 132, 接地関連] type = PosSet trigger1 = sysvar(0) y = 0 [State 132, 接地後ガード継続] type = ChangeState triggerall = var(59) <= 0 trigger1 = sysvar(0) trigger1 = command = "holdback" trigger1 = inguarddist value = 130 [State 132, AI用接地後ガード継続] type = ChangeState triggerall = var(59) >= 1 trigger1 = sysvar(0) trigger1 = inguarddist value = 130 [State 132, 接地関連] type = ChangeState trigger1 = sysvar(0) value = 52 [State 132, Stop Guarding] type = ChangeState triggerall = var(59) <= 0 trigger1 = command != "holdback" trigger2 = !InGuardDist value = 140 [State 132, AI用Stop Guarding] Type = ChangeState triggerall = var(59) >= 1 && !InGuardDist trigger1 = NumHelper(26357+ID) trigger1 = P2BodyDist X >= 0 && (!Helper(26357+ID),InGuardDist) trigger2 = P2BodyDist X < 0 && (enemynear(var(8)),MoveType != A) value = 140 IgnoreHitPause = 1 ;--------------------------------------------------------------------------- ; ガード終了 [Statedef 140] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged ctrl = 1 [State 140, AI用めくり対策] type = ChangeState trigger1 = var(59) >= 1 && p2dist x < 0 && statetype != A value = 120 [State 140, 1] type = ChangeAnim trigger1 = time = 0 value = 140 + (statetype = C) + (statetype = A)*2 [State 140, 2] type = statetypeset trigger1 = time = 0 && statetype = S physics = S [State 140, 3] type = statetypeset trigger1 = time = 0 && statetype = C physics = C [State 140, 4] type = statetypeset trigger1 = time = 0 && statetype = A physics = A [State 140, 立ち→しゃがみ] type = StateTypeSet triggerall = Var(59) <= 0 triggerall = StateType = S trigger1 = command = "holddown" statetype = C physics = C [State 140, しゃがみ→立ち] type = StateTypeSet triggerall = Var(59) <= 0 triggerall = StateType = C trigger1 = command != "holddown" statetype = S physics = S [State 140, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype != A statetype = C physics = C [State 140, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 140, AI用立ち→しゃがみI] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = !NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 140, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype = A statetype = S physics = S [State 140, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 140, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = !NumHelper(26357+ID) trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S ;--------------------------------------------------------------------------- ;立ちガードヒット [Statedef 150] type = S movetype= H physics = N velset = 0,0 [State 150, アニメ指定] type = ChangeAnim trigger1 = 1 value = 150 [State 150, ノックバック移行] type = ChangeState trigger1 = Var(59) <= 0 trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") [State 150, 立ち→しゃがみ] type = StateTypeSet triggerall = StateType = S trigger1 = Var(59) <= 0 trigger1 = command = "holddown" statetype = C physics = C [State 150, しゃがみ→立ち] type = StateTypeSet triggerall = StateType = C trigger1 = Var(59) <= 0 trigger1 = command != "holddown" statetype = S physics = S [State 150, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype != A statetype = C physics = C [State 150, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 150, AI用立ち→しゃがみI] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = !NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 150, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype = A statetype = S physics = S [State 150, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 150, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = !NumHelper(26357+ID) trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 150, AI用ノックバック移行] type = ChangeState triggerall = var(59) >= 1 trigger1 = HitShakeOver value = 151 + 2*(StateType = C) [State 150, よくわからん] type = ForceFeedback trigger1 = time = 0 waveform = square time = 3 ;--------------------------------------------------------------------------- ; 立ちノックバック [Statedef 151] type = S movetype= H physics = S anim = 150 [State 151, ノックバック] type = HitVelSet trigger1 = Time = 0 x = 1 [State 151, ブレーキ] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = HitOver x = 0 [State 151, コントロール復帰] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 151, 立ち→しゃがみ] type = StateTypeSet triggerall = StateType = S trigger1 = Var(59) <= 0 trigger1 = command = "holddown" statetype = C physics = C [State 151, しゃがみ→立ち] type = StateTypeSet triggerall = StateType = C trigger1 = Var(59) <= 0 trigger1 = command != "holddown" statetype = S physics = S [State 151, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype != A statetype = C physics = C [State 151, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 151, AI用立ち→しゃがみI] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = !NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 151, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype = A statetype = S physics = S [State 151, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 151, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = !NumHelper(26357+ID) trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 151, 立ちガードに戻る] type = ChangeState trigger1 = HitOver value = 130 ctrl = 1 ;--------------------------------------------------------------------------- ;しゃがみガードヒット [Statedef 152] type = C movetype= H physics = N velset = 0,0 [State 152, アニメ指定] type = ChangeAnim trigger1 = 1 value = 151 [State 152, ノックバック移行] type = ChangeState trigger1 = Var(59) <= 0 trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") [State 152, 立ち→しゃがみ] type = StateTypeSet triggerall = StateType = S trigger1 = Var(59) <= 0 trigger1 = command = "holddown" statetype = C physics = C [State 152, しゃがみ→立ち] type = StateTypeSet triggerall = StateType = C trigger1 = Var(59) <= 0 trigger1 = command != "holddown" statetype = S physics = S [State 152, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype != A statetype = C physics = C [State 152, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 152, AI用立ち→しゃがみI] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = !NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 152, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype = A statetype = S physics = S [State 152, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 152, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = !NumHelper(26357+ID) trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 152, AI用ノックバック移行] type = ChangeState triggerall = var(59) >= 1 trigger1 = HitShakeOver value = 151 + 2*(p2statetype = C) [State 152, よくわからん] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; しゃがみノックバック [Statedef 153] type = C movetype= H physics = C anim = 151 [State 153, ノックバック] type = HitVelSet trigger1 = Time = 0 x = 1 [State 153, ブレーキ] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = HitOver x = 0 [State 153, コントロール復帰] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 153, 立ち→しゃがみ] type = StateTypeSet triggerall = StateType = S trigger1 = Var(59) <= 0 trigger1 = command = "holddown" statetype = C physics = C [State 153, しゃがみ→立ち] type = StateTypeSet triggerall = StateType = C trigger1 = Var(59) <= 0 trigger1 = command != "holddown" statetype = S physics = S [State 153, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype != A statetype = C physics = C [State 153, AI用立ち→しゃがみ] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 153, AI用立ち→しゃがみI] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = S triggerall = !NumHelper(26357+ID) && !(enemy(var(8)),hitdefattr = A,AA) trigger1 = enemynear(var(8)),statetype = C trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time < 20 trigger2 = !enemynear(var(8)),numproj trigger3 = enemynear(var(8)),statetype = S trigger3 = enemynear(var(8)),numproj statetype = C physics = C [State 153, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) trigger1 = Helper(26357+ID),var(39) > 0 && enemynear(var(8)),statetype = A statetype = S physics = S [State 153, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = NumHelper(26357+ID) triggerall = Helper(26357+ID),var(39) <= 0 trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 153, AI用しゃがみ→立ち] type = StateTypeSet triggerall = var(59) >= 1 triggerall = StateType = C triggerall = !NumHelper(26357+ID) trigger1 = enemynear(var(8)),statetype = A trigger2 = enemynear(var(8)),statetype = S trigger2 = enemynear(var(8)),time >= 20 trigger2 = !enemynear(var(8)),numproj statetype = S physics = S [State 153, しゃがみガードに戻る] type = ChangeState trigger1 = HitOver value = 131 ctrl = 1 ;--------------------------------------------------------------------------- ; 空中ノックバック [Statedef 155] type = A movetype= H physics = N anim = 152 [State 155, 1] type = HitVelSet trigger1 = time = 0 x = 1 y = 1 [State 155, 2] type = veladd trigger1 = 1 y = const(movement.yaccel) [State 155, 3] type = ctrlset trigger1 = time = GetHitvar(ctrltime) value = 1 [State 155, 4] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 155, 5] type = VelSet trigger1 = sysvar(0) y = 0 [State 155, 6] type = PosSet trigger1 = sysvar(0) y = 0 [State 155, 接地後ガード継続] type = ChangeState triggerall = var(59) <= 0 trigger1 = sysvar(0) trigger1 = command = "holdback" trigger1 = inguarddist value = 130 [State 155, AI用接地後ガード継続] type = ChangeState triggerall = var(59) >= 1 trigger1 = sysvar(0) trigger1 = inguarddist value = 130 [State 155, 7] type = ChangeState trigger1 = sysvar(0) value = 52 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 5101] type = L movetype= H physics = N [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger2 = !SelfAnimExist(5160 + (anim % 10)) value = 5160 [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 5101, 3] type = HitFallVel trigger1 = Time = 0 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4*ifelse((var(19)<=400),1,(var(19)/400.0)) [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = ChangeState value = 5110 ;--------------------------------------------------------------------------- ; HIT_LIEDEAD [Statedef 5150] type = L movetype= H physics = N sprpriority = -3 [State 5150, 1] ;Normal anim type = ChangeAnim triggerall = Name != "Bara Delga 3" triggerall = Name != "Othello" triggerall = Name != "mo-mo-dainamaitu" triggerall = Name != "mo-mo-dainamaitu(vore-free)" triggerall = Anim != 36699 triggerall = Time = 0 triggerall = SelfAnimExist(5140) trigger1 = (anim != [5111,5119]) || (anim != [5171,5179]) || anim = 36699 trigger2 = !SelfAnimExist(5140 + (anim % 10)) value = 5140 [State 5150, 3] ;Hit up type anim type = ChangeAnim triggerall = Name != "Bara Delga 3" triggerall = Name != "Othello" triggerall = Name != "mo-mo-dainamaitu" triggerall = Name != "mo-mo-dainamaitu(vore-free)" triggerall = Anim != 36699 trigger1 = Time = 0 trigger1 = (anim = [5111,5119]) || (anim = [5171,5179]) || anim = 36699 trigger1 = SelfAnimExist(5140 + (anim % 10)) value = 5140 + (anim % 10) [State 5150, 4] ;Match over anim type = ChangeAnim triggerall = Name != "Bara Delga 3" triggerall = Name != "Othello" triggerall = Name != "mo-mo-dainamaitu" triggerall = Name != "mo-mo-dainamaitu(vore-free)" triggerall = Anim != 36699 trigger1 = MatchOver = 1 trigger1 = Anim = [5140,5149] trigger1 = SelfAnimExist(anim+10) value = anim+10 [State 5150, 4] ;Match over anim type = ChangeAnim persistent = 0 triggerall = Anim != 36699 triggerall = Anim != 42128 ;trigger1 = Time = 0 trigger1 = MatchOver = 1 trigger1 = Anim = [5140,5149] trigger1 = SelfAnimExist(anim+10) value = anim+10 [State 5150, 5] ;Switch to 5110 if liedead anim does not exist type = ChangeAnim triggerall = Name != "Bara Delga 3" triggerall = Name != "Othello" triggerall = Name != "mo-mo-dainamaitu" triggerall = Name != "mo-mo-dainamaitu(vore-free)" triggerall = Anim != 36699 trigger1 = Time = 0 trigger1 = Anim != [5140,5159] trigger1 = Anim != [5110,5119] value = 5110 [State 5150, 6] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5150, 7] ;Friction type = VelSet trigger1 = Vel x < .05 persistent = 0 x = 0 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5150, 特殊KO用] type = ChangeState triggerall = Name != "Bara Delga 3" trigger1 = RoundState = 4 trigger1 = (PrevStateno = 1699) || (PrevStateno = 1899) trigger1 = EnemyNear,StateNo = 4010 value = 4020 [State 5150, 特殊KO用] type = ChangeState triggerall = Name != "Othello" trigger1 = RoundState = 4 trigger1 = (PrevStateno = 1699) || (PrevStateno = 1899) trigger1 = EnemyNear,StateNo = 4010 value = 4020 [State 5150, 特殊KO用] type = ChangeState triggerall = Name != "mo-mo-dainamaitu" trigger1 = RoundState = 4 trigger1 = (PrevStateno = 1699) || (PrevStateno = 1899) trigger1 = EnemyNear,StateNo = 4010 value = 4020 [State 5150, 特殊KO用] type = ChangeState triggerall = Name != "mo-mo-dainamaitu(vore-free)" trigger1 = RoundState = 4 trigger1 = (PrevStateno = 1699) || (PrevStateno = 1899) trigger1 = EnemyNear,StateNo = 4010 value = 4020 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, ラウンド開始時に減少] type = VarSet trigger1 = time = 0 v = 56 value = Ceil(Var(56)*.75) [State 5900, 3] ;Intro for round 1 type = ChangeState trigger1 = roundno = 1 value = 190