;===========================================================================
;常時監視ステート
;===========================================================================
[Statedef -2]
;---------------------------------------------------------------------------
[State ^o^]
type=Null
ignorehitpause=1
triggerall=!ishelper
triggerall=!(var(23));Zoom変動バグ防止
triggerall=!(var(24))
;---------------------------------------------------------------------------
;コンフィグ
;---------------------------------------------------------------------------
trigger1=               (   0   );【IKEMENで使用】
                                 ;0-OFF 1-ON
                                 ;Player型HelperをNormal型Helperに変更します
                                 ;IKEMEN GOでは自動でONになるので省略して結構です(0.99にて動作確認)
;---------------------------------------------------------------------------
trigger2=               (   1   );【コンボ補正】
                                 ;0-OFF 1-ON
                                 ;デフォルトは1
;---------------------------------------------------------------------------
trigger3=               (   1   );【根性値】
                                 ;0-OFF 1-ON
                                 ;デフォルトは1
;---------------------------------------------------------------------------
trigger4=               (   0   );【アレンジモード】
                                 ;0-OFF 1-ON
                                 ;デフォルトは0
                                 ;ONにすると画面の下のところにKFAの字が表示されます。
                                 ;内容の詳細は付属のテキストファイルで。
                                 ;カラー差でONにしたい場合は以下のように書き変える
                                 ;ifelse((palno=[4,6]||palno=[10,12]),1,0)
;---------------------------------------------------------------------------
trigger5=0&&var(48):=   (   0   );【ゲジマシ】
                                 ;0-OFF 1以上 ON
                                 ;デフォルトは0
                                 ;"powermax"でゲジマユになります
;---------------------------------------------------------------------------
trigger6=               (   0   );【AI常時起動フラグ】
                                 ;0-OFF 1-ON
                                 ;デフォルトは0
                                 ;新MUGENorIKEMENで使用する場合は"ifelse((ailevel)>=1,1,0)"
;---------------------------------------------------------------------------
trigger7=0&&var(49):=   (   10   );【AIレベル】
                                  ;1～10 ON
                                  ;デフォルトは10
                                  ;新MUGENorIKEMENで使用する場合は"AIlevel+2"
;---------------------------------------------------------------------------
trigger8=0&&var(23):=   (   320   );【解像度横サイズ】※新MUGENorIKEMEN専用
                                   ;デフォルトは320
                                   ;数字を"ceil(gamewidth)"に置き換えれば自動対応
                                   ;WINMUGEN環境でこの数値を変更すると不具合が生じます
;---------------------------------------------------------------------------
trigger9=0&&var(24):=   (   240   );【解像度縦サイズ】※新MUGENorIKEMEN専用
                                   ;デフォルトは240
                                   ;数字を"ceil(gameheight)"に置き換えれば自動対応
                                   ;WINMUGEN環境でこの数値を変更すると不具合が生じます
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※
;いじっちゃだめ
;※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※
;---------------------------------------------------------------------------
trigger1=0&&var(5):=(var(5)|256);IKEMENフラグON
trigger2=0&&var(5):=(var(5)|4);補正ON
trigger3=0&&var(5):=(var(5)|8);根性値ON
trigger4=0&&var(5):=(var(5)|32);アレンジモードON
trigger6=0&&var(5):=(var(5)|16);AI常時起動ON
;---------------------------------------------------------------------------
[State バグ修正]
type=Null
triggerall=!ishelper
ignorehitpause=1
trigger1=var(23)<=0
trigger1=1||var(23):=320
trigger2=var(24)<=0
trigger2=1||var(24):=240
trigger3=var(49)<=-1
trigger3=1||var(49):=0
trigger4=var(48)<=-1
trigger4=1||var(48):=0
[State ゲジマシ]
type=PowerAdd
triggerall=!ishelper&&RoundState=2&&var(48)
trigger1=gametime%2=1
value=var(48)
ignorehitpause=1
[State (HELPER)暴発防止]
type=DestroySelf
triggerall=ishelper
trigger1=(root,var(5)&256);親変数IKEMENフラグ
removeexplods=1
ignorehitpause=1
persistent=256
[State ステート奪取検知]
type=VarSet
triggerall=!ishelper
trigger1=sysvar(4)!=gametime
sysvar(4)=-1
ignorehitpause=1
[State ヒットポーズ検知]
type=varset
triggerall=!ishelper
trigger1=movecontact=1&&var(35)<0
var(35)=hitpausetime
ignorehitpause=1
[State 残像消去]
type=AfterImageTime
triggerall=!ishelper
triggerall=!(stateno=6000)
trigger1=ctrl
trigger2=movetype=H
trigger3=sysvar(4)=-1
time=0
ignorehitpause=1
[State Timeリセット]
type=VarSet
triggerall=!ishelper
triggerall=(stateno=[1010,1013])
trigger1=movetype=H
trigger2=sysvar(4)=-1
trigger3=!(stateno=[1010,1013])
var(2)=0
ignorehitpause=1
[State ヒットスパーク初期化]
type=Null
ignorehitpause=1
triggerall=!ishelper
triggerall=movetype!=A
trigger1=1||var(30):=-1;ヒットスパーク
trigger1=1||var(31):=-1;ヒットスパーク補助
trigger1=1||var(32):=-1;ガードスパーク
trigger1=1||var(33):=0;X座標
trigger1=1||var(34):=0;Y座標
trigger1=1||fvar(10):=1.00;ヒットスパークX拡縮
trigger1=1||fvar(11):=1.00;ヒットスパークY拡縮
trigger1=1||fvar(12):=1.00;ヒットスパーク補助X拡縮
trigger1=1||fvar(13):=1.00;ヒットスパーク補助Y拡縮
trigger1=1||fvar(14):=1.00;ガードスパークX拡縮
trigger1=1||fvar(15):=1.00;ガードスパークY拡縮
[State 相手ダウン揺れ演出検知]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(movetype=H)||(stateno=[5120,5299])
trigger1=0&&var(37):=0;初期化
trigger2=!(stateno=[5101,5119])
trigger2=movetype=H&&(statetype=L||statetype=A)
trigger2=gethitvar(fall.envshake.time)
trigger2=1||var(37):=gethitvar(fall.envshake.time)
[State 投げ変数バグ防止]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(stateno=[800,899])
trigger1=1||var(5):=(var(5)|512)-512
trigger1=1||var(5):=(var(5)|1024)-1024
trigger1=1||var(5):=(var(5)|4096)-4096
[State 連打バグ防止]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(stateno=[1010,1019])
trigger1=1||var(5):=(var(5)|8192)-8192
trigger1=1||var(5):=(var(5)|4096)-4096
[State キャンセルバグ防止]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(stateno=[3000,3999])
trigger1=1||var(5):=(var(5)|65536)-65536
;---------------------------------------------------------------------------
;Enemy取得
;---------------------------------------------------------------------------
[State EnemyNear]
Type=VarSet
Trigger1=!ishelper
var(55)=(NumEnemy>1&&EnemyNear,Alive=0)
;---------------------------------------------------------------------------
;PlayerID取得
;---------------------------------------------------------------------------
[State -2,VarSet]
Type=Null
triggerall=!ishelper
Trigger1=NumEnemy=1
Trigger1=var(58):=Enemy(0),ID
IgnoreHitPause=1
[State -2,VarSet]
Type=Null
triggerall=!ishelper
triggerall=NumEnemy>1
Trigger1=Enemy(0),ID=EnemyNear(0),ID
Trigger1=Enemy(0),Alive
Trigger1=0&&var(58):=Enemy(0),ID
Trigger2=NumEnemy=2
Trigger2=!Enemy(1),Alive
Trigger2=0&&var(58):=Enemy(0),ID
Trigger3=NumEnemy=3
Trigger3=!Enemy(1),Alive
Trigger3=!Enemy(2),Alive
Trigger3=0&&var(58):=Enemy(0),ID
Trigger4=NumEnemy=4
Trigger4=!Enemy(1),Alive
Trigger4=!Enemy(2),Alive
Trigger4=!Enemy(3),Alive
Trigger4=0&&var(58):=Enemy(0),ID
IgnoreHitPause=1
[State -2,VarSet]
Type=Null
triggerall=!ishelper
triggerall=NumEnemy>1
Trigger1=Enemy(1),ID=EnemyNear(0),ID
Trigger1=Enemy(1),Alive
Trigger1=0&&var(58):=Enemy(1),ID
Trigger2=NumEnemy=2
Trigger2=!Enemy(0),Alive
Trigger2=0&&var(58):=Enemy(1),ID
Trigger3=NumEnemy=3
Trigger3=!Enemy(0),Alive
Trigger3=!Enemy(2),Alive
Trigger3=0&&var(58):=Enemy(1),ID
Trigger4=NumEnemy=4
Trigger4=!Enemy(0),Alive
Trigger4=!Enemy(2),Alive
Trigger4=!Enemy(3),Alive
Trigger4=0&&var(58):=Enemy(1),ID
IgnoreHitPause=1
[State -2,VarSet]
Type=Null
triggerall=!ishelper
triggerall=NumEnemy>2
Trigger1=Enemy(2),ID=EnemyNear(0),ID
Trigger1=Enemy(2),Alive
Trigger1=0&&var(58):=Enemy(2),ID
Trigger2=NumEnemy=3
Trigger2=!Enemy(0),Alive
Trigger2=!Enemy(1),Alive
Trigger2=0&&var(58):=Enemy(2),ID
Trigger3=NumEnemy=4
Trigger3=!Enemy(0),Alive
Trigger3=!Enemy(1),Alive
Trigger3=!Enemy(3),Alive
Trigger3=0&&var(58):=Enemy(2),ID
IgnoreHitPause=1
[State -2,VarSet]
Type=Null
triggerall=!ishelper
triggerall=NumEnemy>3
Trigger1=Enemy(3),ID=EnemyNear(0),ID
Trigger1=Enemy(3),Alive
Trigger1=0&&var(58):=Enemy(3),ID
Trigger2=NumEnemy=4
Trigger2=!Enemy(0),Alive
Trigger2=!Enemy(1),Alive
Trigger2=!Enemy(2),Alive
Trigger2=0&&var(58):=Enemy(3),ID
IgnoreHitPause=1
[State P2BodyDist]
Type=Null
TriggerAll=!IsHelper&&PlayerIDExist(Var(58))
;[X座標]
Trigger1=1||FVar(8):=IfElse(PlayerID(Var(58)),StateType!=A,IfElse(Pos X<=PlayerID(Var(58)),Pos X^^PlayerID(Var(58)),Facing=1,PlayerID(Var(58)),Const(Size.Ground.Front),PlayerID(Var(58)),Const(Size.Ground.back)),0);地上
Trigger1=1||FVar(8):=IfElse(PlayerID(Var(58)),StateType=A,IfElse(Pos X<=PlayerID(Var(58)),Pos X^^PlayerID(Var(58)),Facing=1,PlayerID(Var(58)),Const(Size.Air.Front),PlayerID(Var(58)),Const(Size.Air.back)),FVar(8));空中
Trigger1=1||FVar(7):=(Pos X-PlayerID(Var(58)),Pos X)*Facing*-1;相手までの距離
Trigger1=1||FVar(7):=FVar(7)-FVar(8)*IfElse(FVar(7)>0,1,-1);キャラ幅加算
Trigger1=1||FVar(7):=FVar(7)-IfElse(StateType!=A,Const(Size.Ground.Front),Const(Size.Air.Front));自分情報
;[Y座標]
Trigger1=1||FVar(8):=(PlayerID(Var(58)),Pos Y-Pos Y)
;[P2Dist X]
Trigger1=1||FVar(9):=Floor(PlayerID(Var(58)),Pos X-Pos X)*Facing
IgnoreHitPause=1
;---------------------------------------------------------------------------
;AI用重力加速度計測
;---------------------------------------------------------------------------
[State -2,yaccel]
type=VarSet
triggerall=!ishelper
TriggerAll=PlayerIDEXist(var(58))
trigger1=fvar(39)!=PlayerID(var(58)),const(movement.yaccel)
trigger1=PlayerID(var(58)),stateno!=[5000,5210]
trigger1=PlayerID(var(58)),Vel Y!=0
fvar(39)=PlayerID(var(58)),const(movement.yaccel)
ignorehitpause=1
[State -2,yaccel]
type=VarSet
triggerall=!ishelper
TriggerAll=PlayerIDEXist(var(58))
trigger1=fvar(39)!=PlayerID(var(58)),GetHitVar(yaccel)
trigger1=PlayerID(var(58)),stateno=[5000,5210]
trigger1=PlayerID(var(58)),Vel Y!=0
fvar(39)=PlayerID(var(58)),GetHitVar(yaccel);(打撃当てた時のyaccel値)
ignorehitpause=1
[State -2,敵が空中じゃない時]
type=VarSet
triggerall=!ishelper
TriggerAll=PlayerIDEXist(var(58))
trigger1=fvar(39)!=0
trigger1=PlayerID(var(58)),Vel Y=0
fvar(39)=0;(打撃当てた時のyaccel値)
ignorehitpause=1
;---------------------------------------------------------------------------
[State -2,AI用-振り向く]
type=Turn
trigger1=!IsHelper
trigger1=StateType!=A&&ctrl&&var(59)>0&&PlayerIDExist(var(58))
trigger1=(PlayerID(var(58)),Pos X>Pos X)*2-1-facing
;---------------------------------------------------------------------------
[State フライング対策]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=RoundState!=2
trigger1=1||var(5):=(var(5)|1)-1
trigger2=RoundState=2
trigger2=Ctrl
trigger2=1||var(5):=(var(5)|1)
[State リバーサル判定]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=0&&var(5):=(var(5)|2)-2
trigger2=animtime=0
trigger2=anim=200||anim=210||anim=220||anim=230||anim=240||anim=250||anim=251||anim=255||anim=260||anim=400||anim=410||anim=420||anim=430||anim=440||anim=600||anim=610||anim=620||anim=630||anim=640
trigger2=1||var(5):=(var(5)|2)
trigger3=animtime=0
trigger3=anim=1000||anim=1015||anim=1016||anim=1017||anim=1018||anim=1020||anim=1030||anim=1100||anim=1110||anim=1200||anim=1201||anim=1210
trigger3=1||var(5):=(var(5)|2)
trigger4=animtime=0
trigger4=anim=3000||anim=3001||anim=3012||anim=3100||anim=3101||anim=3103
trigger4=1||var(5):=(var(5)|2)
trigger5=!(sysvar(4)=-1)
trigger5=numhelper(50000)
trigger5=(helper(50000),var(10))
trigger5=1||var(5):=(var(5)|2)
;-----------------------------------------------------------------------------
;カウンターヒット判定
;-----------------------------------------------------------------------------
[State カウンター検知]
type=VarSet
triggerall=!ishelper&&(var(5)&32)
trigger1=EnemyNear(var(55)),MoveType=A
var(26)=1
[State ヒットポーズ増加]
type=Pause
triggerall=!ishelper&&(var(5)&32)
triggerall=movecontact=1&&var(35)=hitpausetime
triggerall=var(26)=1
trigger1=movehit=1
time=5
movetime=5
endcmdbuftime=5
pausebg=0
ignorehitpause=1
[State カウンターヒット後の時間計測]
type = VarAdd
triggerall=!ishelper&&(var(5)&32)
trigger1=!(EnemyNear(var(55)),MoveType=A)
trigger1=var(26)>=1
var(26)=1
[State 一定時間をすぎると計測リセット]
type=VarSet
triggerall=!ishelper&&(var(5)&32)
trigger1=var(26)>3
var(26)=0
ignorehitpause=1
;---------------------------------------------------------------------------
;コンボ補正
;---------------------------------------------------------------------------
[state ヒットカウント初期化]
type=null
triggerall=!ishelper
TriggerAll=!NumTarget
triggerall=(var(5)&4)
triggerall=!var(26)
Trigger1=NumEnemy
Trigger1=Enemy(0),MoveType!=H||(Enemy(0),Stateno=5150)
Trigger1=1||var(13):=0
Trigger2=NumEnemy>=2
Trigger2=Enemy(0),MoveType!=H||(Enemy(0),Stateno=5150)
Trigger2=Enemy(1),MoveType!=H||(Enemy(1),Stateno=5150)
Trigger2=1||var(13):=0
Trigger3=NumEnemy>=3
Trigger3=Enemy(0),MoveType!=H||(Enemy(0),Stateno=5150)
Trigger3=Enemy(1),MoveType!=H||(Enemy(1),Stateno=5150)
Trigger3=Enemy(2),MoveType!=H||(Enemy(2),Stateno=5150)
Trigger3=1||var(13):=0
Trigger4=NumEnemy>=4
Trigger4=Enemy(0),MoveType!=H||(Enemy(0),Stateno=5150)
Trigger4=Enemy(1),MoveType!=H||(Enemy(1),Stateno=5150)
Trigger4=Enemy(2),MoveType!=H||(Enemy(2),Stateno=5150)
Trigger4=Enemy(3),MoveType!=H||(Enemy(3),Stateno=5150)
Trigger4=1||var(13):=0
IgnoreHitPause=1
[State ヒットカウント上昇]
type=null
triggerall=!ishelper
triggerall=(var(5)&4)
triggerall=!var(26)
triggerall=!var(14)
trigger1=!(Anim=[800,999])
trigger1=movehit=1
Trigger1=1||var(13):=var(13)+1
IgnoreHitPause=1
[State 2]
type=null
triggerall=!ishelper
triggerall=(var(5)&4)
triggerall=!var(26)
trigger1=ProjHitTime(0)=0
Trigger1=1||var(13):=var(13)+1
IgnoreHitPause=1
[State 3]
type=null
triggerall=!ishelper
triggerall=(var(5)&4)
triggerall=!var(26)
trigger1=!var(14)
Trigger1=1||var(14):=1
IgnoreHitPause=1
[State 4]
type=null
triggerall=!ishelper
triggerall=(var(5)&4)
triggerall=!var(26)
trigger1=var(14)
Trigger1=1||var(14):=0
;---------------------------------------------------------------------------
;コンボによるダメージ補正
;---------------------------------------------------------------------------
[state 超必殺技カウンター倍率]
type=null
triggerall=!ishelper
triggerall=var(26)
triggerall=(stateno=[3000,3999])
Trigger1=1||fvar(30):=1.10
IgnoreHitPause=1
[state 必殺技カウンター倍率]
type=null
triggerall=!ishelper
triggerall=var(26)
triggerall=(stateno=[1000,1999])
Trigger1=1||fvar(30):=1.30
IgnoreHitPause=1
[state 通常技カウンター倍率]
type=null
triggerall=!ishelper
triggerall=var(26)
triggerall=(stateno=[200,299])||(stateno=[400,499])||(stateno=[600,699])
Trigger1=1||fvar(30):=1.5
IgnoreHitPause=1
[state コンボ補正メイン部分]
type=null
triggerall=!ishelper
triggerall=(var(5)&4)
triggerall=EnemyNear(var(55)),movetype=H
triggerall=!(EnemyNear(var(55)),stateno=[120,155])
triggerall=!var(26)
Trigger1=1||fvar(30):=(0.85**var(13))
IgnoreHitPause=1
[state コンボ補正下限]
type=null
triggerall=!ishelper
triggerall=(var(5)&4)
triggerall=fvar(30)<=0.20
triggerall=!var(26)
Trigger1=1||fvar(30):=0.20
IgnoreHitPause=1
[state コンボ補正初期化]
type=null
triggerall=!ishelper
triggerall=(var(5)&4)
triggerall=!var(26)
Triggerall=EnemyNear(var(55)),movetype!=H
Trigger1=1||fvar(30):=1.0
IgnoreHitPause=1
[state コンボ補正OFF]
type=null
triggerall=!ishelper
triggerall=!(var(5)&4)
triggerall=!var(26)
Trigger1=1||fvar(30):=1.0
IgnoreHitPause=1
[state コンボ補正反映]
type=attackmulset
triggerall=!ishelper
Trigger1=alive
value=fvar(30)
IgnoreHitPause=1
;---------------------------------------------------------------------------
;根性値
;---------------------------------------------------------------------------
[State 根性値]
type=DefenceMulSet
trigger1=!ishelper
value=fvar(20)
onhit=ifelse((var(5)&256),0,1);Ikemen Feature
ignorehitpause=1
[State 根性値変数]
type=varset
triggerall=!ishelper
trigger1=!(var(5)&8)
fvar(20)=1.00
ignorehitpause=1
[State 根性値変数]
type=varset
triggerall=!ishelper
trigger1=(var(5)&8)
fvar(20)=0.5+(1.00*Life)/(2.00*LifeMax)
ignorehitpause=1
;---------------------------------------------------------------------------
;暗転時間計測
;---------------------------------------------------------------------------
[State 値増加]
type=VarAdd
triggerall=!ishelper
trigger1=var(22)>=1
var(22)=1
[State 値リセット]
type=VarSet
triggerall=!ishelper
trigger1=!(anim=3111)
trigger1=var(22)>=30;暗転時間の平均Fを入力
trigger2=(anim=3111)
trigger2=var(22)>=118;暗転時間の平均Fを入力
var(22)=0
;---------------------------------------------------------------------------
;画面端ノックバック
;---------------------------------------------------------------------------
[State ノックバックリセット]
Type=VarSet
triggerall=!ishelper
Trigger1=MoveContact=1
fvar(1)=0
IgnoreHitPause=1
[State ノックバックリセット]
Type=VarSet
triggerall=!ishelper
Trigger1=FVar(1)>=0
Trigger2=EnemyNear(var(55)),StateNo!=[154,155]
Trigger2=EnemyNear(var(55)),MoveType!=H||EnemyNear(var(55)),GetHitVar(HitTime)=0
Trigger3=EnemyNear(var(55)),StateType=S&&(floor(FVar(1))=[-1,0])
Trigger4=EnemyNear(var(55)),StateNo=[154,155]
Trigger4=EnemyNear(var(55)),Ctrl
Trigger5=EnemyNear(var(55)),StateNo=[5100,5119]
Trigger6=EnemyNear(var(55)),StateNo=[5200,5219]
fvar(1)=0
;思いつく限りのリセット条件を書いてますが、作品によって違うので、いじってみて下さい
[State ノックバック実行]
Type=PosAdd
triggerall=!ishelper
TriggerAll=!(var(22))
TriggerAll=FVar(1)<0
TriggerAll=EnemyNear(var(55)),GetHitVar(HitShakeTime)<=0
Trigger1=EnemyNear(var(55)),BackEdgeBodyDist<=0||EnemyNear(var(55)),FrontEdgeBodyDist<=0
X=(FVar(1))
[State ノックバック摩擦係数]
Type=VarSet
triggerall=!ishelper
Trigger1=FVar(1)<0
Trigger1=EnemyNear(Var(55)),GetHitVar(HitShakeTime)<=0
fvar(1)=FVar(1)*IfElse(P2StateType=A||P2StateType=L,0.9,IfElse(P2StateType=S,EnemyNear(var(55)),Const(Movement.Stand.Friction),IfElse(P2StateType=C,EnemyNear(var(55)),Const(Movement.Crouch.Friction),0.9)))
;この値をいじってノックバックを調整、「StateType」等を条件に摩擦を変えるとそれっぽくなります
[State ノックバックセット]
Type=VarSet
triggerall=!ishelper
Trigger1=MoveContact=1
FV=1
Value=-EnemyNear(var(55)),GetHitVar(XVel)*Facing
IgnoreHitPause=1
;---------------------------------------------------------------------------
;ヒットスパーク
;---------------------------------------------------------------------------
[State ヒットスパーク]
type=Explod
triggerall=!ishelper
triggerall=var(30)>=0
triggerall=movecontact=1&&var(35)=hitpausetime
trigger1=movehit=1
anim=6000+(var(30))
ID=6000
pos=floor(((PlayerID(var(58)),pos x-pos x)*facing)+var(33)*const(size.xscale)),floor(var(34)*const(size.yscale))
postype=p1
facing=1
scale=fvar(10),fvar(11)
ownpal=1
ontop=1
ignorehitpause=1
supermovetime=2147483647
pausemovetime=2147483647
[State ガードスパーク]
type=Explod
triggerall=!ishelper
triggerall=var(32)>=0
triggerall=movecontact=1&&var(35)=hitpausetime
trigger1=moveguarded=1
anim=6050+(var(32))
ID=6050
pos=floor(((PlayerID(var(58)),pos x-pos x)*facing)+var(33)*const(size.xscale)),floor(var(34)*const(size.yscale))
postype=p1
facing=-1
scale=fvar(14),fvar(15)
ownpal=1
ontop=1
ignorehitpause=1
supermovetime=2147483647
pausemovetime=2147483647
[State -2, カウンターヒット呼出]
type=Helper
triggerall=!ishelper
triggerall=RoundState=2
triggerall=Numhelper(6100)=0
triggerall=var(26)>=1
triggerall=p2movetype=H
triggerall=movecontact=1&&var(35)=hitpausetime
trigger1=MoveHit=1
trigger2=ProjHitTime(0)=1
name="counter"
id=6100
pos=0,0
postype=left
stateno=6100
helpertype=normal
ownpal=1
keyctrl=0
size.xscale=1
size.yscale=1
ignorehitpause=1
supermovetime=2147483647
pausemovetime=2147483647
;---------------------------------------------------------------------------
;相手用エフェクト&制御
;---------------------------------------------------------------------------
[State 相手浮かせダウン追い打ちフラグ]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(hitpausetime)
trigger1=0&&var(5):=(var(5)|16384)-16384;初期化
trigger2=enemynear(var(55)),movetype=H
trigger2=(enemynear(var(55)),stateno=[500,529])
trigger2=1||var(5):=(var(5)|16384)
[State 相手の向き変更]
type=TargetFacing
triggerall=!ishelper
triggerall=NumTarget=1
triggerall=(var(5)&16384)||var(26)
triggerall=movecontact=1&&var(35)=hitpausetime
trigger1=movehit=1
value=-1
ignorehitpause=1
[State (アレンジ専用)相手が空中にいる時にカウンターヒットすると相手がダウン]
type=TargetState
triggerall=!ishelper
triggerall=NumTarget
triggerall=var(26)
triggerall=!(hitdefattr=SCA,NT,ST,HT,AT)
triggerall=(EnemyNear(var(55)),StateType=A)
triggerall=movecontact=1&&var(35)=hitpausetime
trigger1=movehit=1
value=505
ignorehitpause=1
[State 相手-浮かせ追い打ち後ダウンステートへ]
type=TargetState
triggerall=!ishelper
triggerall=(var(5)&16384)
triggerall=!(hitdefattr=SCA,NT,ST,HT,AT)
triggerall=NumTarget
triggerall=movecontact=1&&var(35)=hitpausetime
trigger1=movehit=1
value=500
ignorehitpause=1
;---------------------------------------------------------------------------
[State パン調整]
type=SndPan
trigger1=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
channel=10
pan=ceil(EnemyNear(var(55)),pos x-pos x)*facing
ignorehitpause=1
;---------------------------------------------------------------------------
[State 投げダウン-エフェクト]
type=Explod
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=822&&EnemyNear(var(55)),time=1
anim=6072
postype=p1
pos=ceil(EnemyNear(var(55)),pos x-pos x)*facing,0
facing=(EnemyNear(var(55)),facing)
sprpriority=-9
ownpal=1
[State 投げダウン-エフェクト]
type=Explod
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=822&&EnemyNear(var(55)),time=1
anim=6075
postype=p1
pos=ceil(EnemyNear(var(55)),pos x-pos x)*facing,0
facing=(EnemyNear(var(55)),facing)
sprpriority=9
ownpal=1
[State 投げダウン-衝突音を再生する]
type=PlaySnd
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=822&&EnemyNear(var(55)),time=1
value=S7,2
channel=10
;---------------------------------------------------------------------------
[State 投げダウンバウンド後-エフェクト]
type=Explod
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=824&&EnemyNear(var(55)),time=1
anim=6070
postype=p1
pos=ceil(EnemyNear(var(55)),pos x-pos x)*facing,0
facing=(EnemyNear(var(55)),facing)
sprpriority=-9
ownpal=1
[State 投げダウンバウンド後-衝突音を再生する]
type=PlaySnd
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=824&&EnemyNear(var(55)),time=1
value=S7,0
channel=10
;---------------------------------------------------------------------------
[State ダウン-エフェクト]
type=Explod
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=502&&EnemyNear(var(55)),time=1
anim=6070
postype=p1
pos=ceil(EnemyNear(var(55)),pos x-pos x)*facing,0
facing=(EnemyNear(var(55)),facing)
sprpriority=-9
ownpal=1
[State ダウン-衝突音を再生する]
type=PlaySnd
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=502&&EnemyNear(var(55)),time=1
value=S7,1
channel=10
;---------------------------------------------------------------------------
[State 大ダウン-画面揺れ]
type=EnvShake
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=512&&EnemyNear(var(55)),time=1
time=4
freq=180
ampl=ifelse(random<500,-4,4)
phase=90
ignorehitpause=1
[State 大ダウン-エフェクト]
type=Explod
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=512&&EnemyNear(var(55)),time=1
anim=6071
postype=p1
pos=ceil(EnemyNear(var(55)),pos x-pos x)*facing,0
facing=(EnemyNear(var(55)),facing)
sprpriority=-9
ownpal=1
[State 大ダウン-エフェクト2]
type=Explod
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=512&&EnemyNear(var(55)),time=1
anim=6072
postype=p1
pos=ceil(EnemyNear(var(55)),pos x-pos x)*facing,0
facing=(EnemyNear(var(55)),facing)
sprpriority=9
ownpal=1
[State 大ダウン-衝突音を再生する]
type=PlaySnd
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=512&&EnemyNear(var(55)),time=1
value=S7,2
channel=10
;---------------------------------------------------------------------------
[State 浮かせダウン-画面揺れ]
type=EnvShake
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=522&&EnemyNear(var(55)),time=1
time=4
freq=180
ampl=ifelse(random<500,-4,4)
phase=90
ignorehitpause=1
[State 浮かせダウン-衝突音を再生する]
type=PlaySnd
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=522&&EnemyNear(var(55)),time=1
value=S7,0
channel=10
;---------------------------------------------------------------------------
[State 壁バウンドエフェクト]
type=Explod
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=1027&&EnemyNear(var(55)),time=1
anim=F72
postype=p1
pos=ceil(EnemyNear(var(55)),pos x-pos x)*facing+10,ceil(EnemyNear(var(55)),const(size.mid.pos.Y)+EnemyNear(var(55)),pos y)
facing=(EnemyNear(var(55)),facing)
ontop=1
ownpal=1
[State 壁バウンドエフェクト-衝突音を再生する]
type=PlaySnd
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=1027&&EnemyNear(var(55)),time=1
value=F7,2
channel=10
;---------------------------------------------------------------------------
[State ふらふらやられ-画面揺れ]
type=EnvShake
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=1259&&EnemyNear(var(55)),time=1
trigger2=EnemyNear(var(55)),stateno=1255&&EnemyNear(var(55)),animelem=2
trigger3=EnemyNear(var(55)),stateno=1256&&EnemyNear(var(55)),time=1
trigger4=EnemyNear(var(55)),numprojid(250025400)
time=4
freq=180
ampl=ifelse(random<500,-4,4)
phase=90
ignorehitpause=1
[State ふらふらやられ-エフェクト]
type=Explod
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=1259&&EnemyNear(var(55)),time=1
trigger2=EnemyNear(var(55)),stateno=1255&&EnemyNear(var(55)),animelem=2
trigger3=EnemyNear(var(55)),stateno=1256&&EnemyNear(var(55)),time=1
trigger4=EnemyNear(var(55)),numprojid(250025400)
anim=6070
postype=p1
pos=ceil(EnemyNear(var(55)),pos x-pos x)*facing,0
facing=(EnemyNear(var(55)),facing)
sprpriority=-9
ownpal=1
[State ふらふらやられ-衝突音を再生する]
type=PlaySnd
triggerall=!ishelper&&!var(22)&&(EnemyNear(var(55)),MoveType=H)
trigger1=EnemyNear(var(55)),stateno=1259&&EnemyNear(var(55)),time=1
trigger2=EnemyNear(var(55)),stateno=1255&&EnemyNear(var(55)),animelem=2
trigger3=EnemyNear(var(55)),stateno=1256&&EnemyNear(var(55)),time=1
trigger4=EnemyNear(var(55)),numprojid(250025400)
value=S7,0
channel=10
;---------------------------------------------------------------------------
[State ヒットポーズ検知終了]
type=varset
trigger1=!ishelper
var(35)=-1
;---------------------------------------------------------------------------
;ヘルパー保護
;---------------------------------------------------------------------------
[State (HELPER)ライフ管理]
type=LifeSet
trigger1=ishelper
value=Root,LifeMax
ignorehitpause=1
;---------------------------------------------------------------------------
[state 押し出し判定拡張ヘルパー]
type=selfstate
triggerall=ishelper
trigger1=ishelper(3050)
value=3050
ignorehitpause=1
;---------------------------------------------------------------------------
[state カウンター表示ヘルパー]
type=selfstate
triggerall=ishelper
trigger1=ishelper(6100)
value=6100
ignorehitpause=1
;---------------------------------------------------------------------------
[state ガードチェックヘルパー]
type=selfstate
triggerall=ishelper
trigger1=ishelper(11050)
value=11050
ignorehitpause=1
;---------------------------------------------------------------------------
[state 画面端感知用ヘルパー]
type=selfstate
triggerall=ishelper
trigger1=ishelper(370000)
value=IfElse(SysVar(3),SysVar(3),370000)
ignorehitpause=1
;---------------------------------------------------------------------------
[state 先行入力認識用ヘルパー]
type=selfstate
triggerall=ishelper
trigger1=ishelper(50000)
value=50000
ignorehitpause=1
;---------------------------------------------------------------------------
[state 敵攻撃ヘルパー感知ヘルパー]
type=selfstate
triggerall=ishelper
trigger1=ishelper(66670)
value=66670
ignorehitpause=1
[state PlayerIDAdd]
type=selfstate
triggerall=ishelper
trigger1=ishelper(76700)
value=76700
ignorehitpause=1
[state 敵攻撃ヘルパー感知補助ヘルパー]
type=selfstate
triggerall=ishelper
trigger1=ishelper(77760)
value=77760
ignorehitpause=1
;---------------------------------------------------------------------------
[state AI起動]
type=selfstate
triggerall=ishelper
trigger1=ishelper(101010)
value=101010
ignorehitpause=1
;---------------------------------------------------------------------------
[state 中下段記憶装置と対当て身投げ記憶装置の複合体]
type=selfstate
triggerall=ishelper
trigger1=ishelper(666000)
value=666000
ignorehitpause=1
;---------------------------------------------------------------------------
;デバッグ用
;---------------------------------------------------------------------------
[State debug]
type=DisplayToClipboard
trigger1=!ishelper
text="BIT = %d, FLAG = %d, AI = %d, Resolution = %d,%d \n"
params=var(5),var(29),var(59),var(23),var(24)
ignorehitpause=1
[State debug]
type=AppendToClipboard
trigger1=!ishelper
text="P2BodyDist X = %d, P2Bodydist Y = %d, P-FED = %d, E-BED = %d"
params=floor(fvar(7)),floor(fvar(8)),floor(fvar(16)),floor(fvar(19))
ignorehitpause=1
;===========================================================================
;準常時監視ステート
;===========================================================================
[Statedef -3]
;---------------------------------------------------------------------------
[State DUSToidよ自分は投げられてるか]
type=VarSet
trigger1=!ishelper
sysvar(4)=gametime
ignorehitpause=1
[State 試合前無敵]
type=NotHitBy
triggerall=!ishelper
trigger1=!(var(5)&1)
value=SCA
ignorehitpause=1
[State イントロスキップ用ボイス停止]
type=StopSnd
triggerall=!ishelper
trigger1=prevstateno=191
trigger1=RoundState=2
channel=0
ignorehitpause=1
;---------------------------------------------------------------------------
[State 画面端めくり防止]
type=Width
triggerall=!ishelper
trigger1=Enemy,BackEdgeDist<10
trigger2=Enemy,FrontEdgeDist<10
edge=10,0
IgnoreHitPause=1
;---------------------------------------------------------------------------
[State -3,GetPowerの指定が面倒な時用]
type=PowerAdd
triggerall=!ishelper
triggerall=!(hitdefattr=SCA,HA,HP,HT)
triggerall=!(stateno=[3000,3999])
triggerall=!(stateno=[150,155])
triggerall=numtarget
triggerall=movecontact
trigger1=!(target,time)
trigger1=!(target,ishelper)
value=floor(target,gethitvar(damage)*0.05*15.625)
ignorehitpause=1
[State -3,GivePowerの指定が面倒な時用]
type=TargetPowerAdd
triggerall=!ishelper
triggerall=!(hitdefattr=SCA,HA,HP,HT)
triggerall=!(stateno=[3000,3999])
triggerall=numtarget=1;freeze bug fix
triggerall=movecontact
trigger1=!(target,time)
trigger1=!(target,ishelper)
value=floor(target,gethitvar(damage)*0.025*15.625)
ignorehitpause=1
;---------------------------------------------------------------------------
[state (N)先行入力認識用ヘルパー]
type=helper
triggerall=!ishelper
triggerall=(var(5)&256);IKEMENフラグ
trigger1=!numhelper(50000)
helpertype=normal
name="commandhelper"
stateno=50000
ID=50000
postype=p1
pos=0,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State (N)画面端感知用]
Type=Helper
triggerall=!ishelper
triggerall=(var(5)&256);IKEMENフラグ
triggerall=!NumHelper(370000)
trigger1=RoundState=2
helpertype=normal
name="field_edge"
Pos=0,0
ID=370000
StateNo=370000
Size.XScale=0
Size.YScale=0
SuperMoveTime=2147483647
PauseMoveTime=2147483647
ignorehitpause=1
[State (N)敵攻撃ヘルパー感知ヘルパー]
type=Helper
triggerall=!Ishelper
triggerall=RoundState<=2
triggerall=(var(5)&256);IKEMENフラグ
triggerall=var(59)>0
trigger1=!numhelper(66670)
id=66670
name="HelperKanchi"
pos=0,0
postype=P1
stateno=66670
helpertype=Normal
pausemovetime=2147483647
supermovetime=2147483647
keyctrl=0
ownpal=0
IgnoreHitPause=1
[State (N)敵攻撃ヘルパー感知補助ヘルパー]
type=Helper
triggerall=!Ishelper
triggerall=RoundState<=2
triggerall=(var(5)&256);IKEMENフラグ
triggerall=var(59)>0
trigger1=!numhelper(77760)
id=77760
name="HelperKanchi2"
pos=0,0
postype=p1
stateno=77760
helpertype=Normal
pausemovetime=2147483647
supermovetime=2147483647
keyctrl=0
ownpal=0
IgnoreHitPause=1
[State (N)中下段記憶装置と対当て身投げ記憶装置の複合体]
Type=Helper
triggerall=!Ishelper
triggerall=(var(5)&256);IKEMENフラグ
triggerall=var(59)>0
Trigger1=!NumHelper(666000)
helpertype=normal
ID=666000
StateNo=666000
Pos=0,0
postype=p1
OwnPal=1
Size.XScale=0
Size.YScale=0
SuperMoveTime=2147483647
PauseMoveTime=2147483647
IgnoreHitPause=1
;---------------------------------------------------------------------------
[state (P)先行入力認識用ヘルパー]
type=helper
triggerall=!ishelper
triggerall=!(var(5)&256);IKEMENフラグ
trigger1=!numhelper(50000)
helpertype=player
name="commandhelper"
stateno=50000
ID=50000
postype=p1
pos=0,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State (P)画面端感知用]
Type=Helper
triggerall=!ishelper
triggerall=!(var(5)&256);IKEMENフラグ
triggerall=!NumHelper(370000)
trigger1=RoundState=2
helpertype=player
name="field_edge"
Pos=0,0
ID=370000
StateNo=370000
Size.XScale=0
Size.YScale=0
SuperMoveTime=2147483647
PauseMoveTime=2147483647
ignorehitpause=1
[State (P)敵攻撃ヘルパー感知ヘルパー]
type=Helper
triggerall=!Ishelper
triggerall=RoundState<=2
triggerall=!(var(5)&256);IKEMENフラグ
triggerall=var(59)>0
trigger1=!numhelper(66670)
id=66670
name="HelperKanchi"
pos=0,0
postype=P1
stateno=66670
helpertype=player
pausemovetime=2147483647
supermovetime=2147483647
keyctrl=0
ownpal=0
IgnoreHitPause=1
[State (P)敵攻撃ヘルパー感知補助ヘルパー]
type=Helper
triggerall=!Ishelper
triggerall=RoundState<=2
triggerall=!(var(5)&256);IKEMENフラグ
triggerall=var(59)>0
trigger1=!numhelper(77760)
id=77760
name="HelperKanchi2"
pos=0,0
postype=p1
stateno=77760
helpertype=player
pausemovetime=2147483647
supermovetime=2147483647
keyctrl=0
ownpal=0
IgnoreHitPause=1
[State (N)中下段記憶装置と対当て身投げ記憶装置の複合体]
Type=Helper
triggerall=!Ishelper
triggerall=!(var(5)&256);IKEMENフラグ
triggerall=var(59)>0
Trigger1=!NumHelper(666000)
helpertype=player
ID=666000
StateNo=666000
Pos=0,0
postype=p1
OwnPal=1
Size.XScale=0
Size.YScale=0
SuperMoveTime=2147483647
PauseMoveTime=2147483647
IgnoreHitPause=1
;---------------------------------------------------------------------------
;AIガード切り替え
;---------------------------------------------------------------------------
[State -3,防御する必要がない状況]
Type=VarSet
triggerall=!ishelper
Trigger1=NumEnemy=0
Trigger2=!InGuardDist
var(57)=0
ignorehitpause=1
[State -3,立ち]
Type=VarSet
triggerall=var(59)>0&&RoundState=2&&PlayerIDExist(var(58))&&life>0
triggerall=!ishelper
triggerall=NumEnemy
triggerall=NumHelper(11050)
triggerall=statetype!=A
triggerall=playerid(var(58)),stateno!=0
trigger1=playerid(var(58)),Stateno=Helper(11050),var(10)
trigger2=playerid(var(58)),Stateno=Helper(11050),var(11)
trigger3=playerid(var(58)),Stateno=Helper(11050),var(12)
trigger4=playerid(var(58)),Stateno=Helper(11050),var(13)
trigger5=playerid(var(58)),Stateno=Helper(11050),var(14)
var(57)=2
ignorehitpause=1
[State -3,しゃがみ]
Type=VarSet
triggerall=var(59)>0&&RoundState=2&&PlayerIDExist(var(58))&&life>0
triggerall=!ishelper
triggerall=NumEnemy
triggerall=NumHelper(11050)
triggerall=statetype!=A
triggerall=playerid(var(58)),stateno!=0
trigger1=playerid(var(58)),Stateno=Helper(11050),var(20)
trigger2=playerid(var(58)),stateno=Helper(11050),var(21)
trigger3=playerid(var(58)),Stateno=Helper(11050),var(22)
trigger4=playerid(var(58)),Stateno=Helper(11050),var(23)
trigger5=playerid(var(58)),Stateno=Helper(11050),var(24)
var(57)=1
ignorehitpause=1
[State -3,立ち]
Type=VarSet
triggerall=var(59)>0&&RoundState=2&&PlayerIDExist(var(58))&&life>0
triggerall=!ishelper
triggerall=NumEnemy
triggerall=statetype!=A
trigger1=var(59)=[1,6]
trigger1=playerid(var(58)),statetype=A
trigger1=Random<=var(59)*100
trigger1=Random<=250
trigger2=var(59)>6
trigger2=playerid(var(58)),statetype=A
trigger3=var(59)>4
trigger3=playerid(var(58)),statetype=S
trigger3=playerid(var(58)),time>=20
trigger3=!enemy,numproj
var(57)=2
ignorehitpause=1
[State -3,しゃがみ]
Type=VarSet
triggerall=var(59)>0&&RoundState=2&&PlayerIDExist(var(58))&&life>0
triggerall=!ishelper
triggerall=NumEnemy
triggerall=statetype!=A
trigger1=var(59)=[1,6]
trigger1=playerid(var(58)),statetype!=A
trigger1=Random<=var(59)*100
trigger1=Random<=250
trigger2=var(59)>6
trigger2=playerid(var(58)),statetype=C
trigger3=var(59)>6
trigger3=playerid(var(58)),statetype=S
trigger3=playerid(var(58)),time<20
trigger3=!playerid(var(58)),numproj
trigger4=var(59)>6
trigger4=playerid(var(58)),statetype=S
trigger4=enemy,numproj
var(57)=1
ignorehitpause=1
[State -3,立ち]
Type=VarSet
triggerall=var(59)>0&&RoundState=2&&PlayerIDExist(var(58))&&life>0
triggerall=!ishelper
triggerall=NumEnemy
triggerall=NumHelper(11050)
triggerall=statetype!=A
triggerall=MoveType!=H
trigger1=playerid(var(58)),Stateno=Helper(11050),var(10)
trigger2=playerid(var(58)),Stateno=Helper(11050),var(11)
trigger3=playerid(var(58)),Stateno=Helper(11050),var(12)
trigger4=playerid(var(58)),Stateno=Helper(11050),var(13)
trigger5=playerid(var(58)),Stateno=Helper(11050),var(14)
var(57)=2
ignorehitpause=1
[State -3,しゃがみ]
Type=VarSet
triggerall=var(59)>0&&RoundState=2&&PlayerIDExist(var(58))&&life>0
triggerall=!ishelper
triggerall=NumEnemy
triggerall=NumHelper(11050)
triggerall=statetype!=A
triggerall=MoveType!=H
trigger1=playerid(var(58)),Stateno=Helper(11050),var(20)
trigger2=playerid(var(58)),Stateno=Helper(11050),var(21)
trigger3=playerid(var(58)),Stateno=Helper(11050),var(22)
trigger4=playerid(var(58)),Stateno=Helper(11050),var(23)
trigger5=playerid(var(58)),Stateno=Helper(11050),var(24)
var(57)=1
ignorehitpause=1
;---------------------------------------------------------------------------
[State -3,AI起動中に勝手なしゃがみとジャンプはしない]
type=SelfState
triggerall=!ishelper
Triggerall=var(59)>9;超反応系のみ
trigger1=time=0
trigger1=stateno=40;ジャンプ制御
trigger2=stateno=[10,12];しゃがみ制御
value=0+100*(prevstateno=100)
ctrl=1
;---------------------------------------------------------------------------
