;---------------------------------------------------------------------------
;常時監視ステート
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
[State ^o^]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger7                                                                                                                                                                                                                                                       =0&&var(56):=ifelse(numpartner,8,(ailevel))
;---------------------------------------------------------------------------
;Config
;---------------------------------------------------------------------------
trigger1=               (   0   );[IKEMEN detected]
                                 ;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)
                                 ;Change HelperType=Player to Helper=Normal
                                 ;It is automatically turned on in IKEMEN GO, so it can be omitted (operation confirmed with 0.99).
;---------------------------------------------------------------------------
trigger2=               (   1   );[Damge Scaling]
                                 ;0-OFF 1-ON
                                 ;Default is 1
;---------------------------------------------------------------------------
trigger3=               (   1   );[used Air Guard]
                                 ;0-OFF 1-ON
                                 ;Default is 1
;---------------------------------------------------------------------------
trigger4=               (   1   );[Recovery System Select]
                                 ;0-MUGEN 1-DDND
                                 ;Default is 1
;---------------------------------------------------------------------------
trigger5=0&&var(1):=    (   0   );[Power Guage Auto Recovery]
                                 ;-1-Infinite 0-OFF 1 over-ON
                                 ;Default is 0
;---------------------------------------------------------------------------
trigger6=               (   0   );[AI Always ON] WINMUGEN only
                                 ;0-OFF 1-ON
                                 ;Default is 0
;---------------------------------------------------------------------------
trigger7=0&&var(56):=   (   8   );[AILv] WINMUGEN only
                                 ;0-OFF 1 to 8-ON
                                 ;Default is 8
;---------------------------------------------------------------------------
;Config end.
;---------------------------------------------------------------------------
trigger1=0&&var(5):=(var(5)|256);IKEMENフラグON
trigger2=0&&var(5):=(var(5)|512);補正ON
trigger3=0&&var(5):=(var(5)|1024);空中ガードON
trigger4=0&&var(5):=(var(5)|16384);受け身システム選択
trigger6=0&&var(5):=(var(5)|2048);AI常時起動ON
;---------------------------------------------------------------------------
[state バージョン判別]
type=null
ignorehitpause=1
triggerall=!ishelper
trigger1=(2**9=4096)
trigger1=1||var(5):=(var(5)|1);フラグが立てばWINMUGEN
;---------------------------------------------------------------------------
[State バグ修正]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(var(56)=[0,8])
trigger1=1||var(56):=8
trigger2=(var(1)<=-1)||(var(1)>PowerMax)
trigger2=1||var(1):=PowerMax
;---------------------------------------------------------------------------
;制御
;---------------------------------------------------------------------------
[State Pヘルパー消去]
type=DestroySelf
triggerall=IsHelper
trigger1=(root,var(5)&256)
ignorehitpause=1
persistent=256
[State -2,試合中判定]
Type=Null
TriggerAll=!ishelper
Trigger1=RoundState!=2
Trigger1=0&&Var(5):=(Var(5)|2)-2
Trigger2=RoundState=2&&Ctrl
Trigger2=0&&Var(5):=(Var(5)|2)
IgnoreHitPause=1
[State ステート奪われ感知]
type=VarSet
triggerall=!ishelper
trigger1=sysfvar(4)!=gametime
sysfvar(4)=-1
ignorehitpause=1
[State 汎用SE停止]
type=StopSnd
triggerall=!ishelper
trigger1=movetype=H||sysfvar(4)=-1
channel=5
ignorehitpause=1
[State 残像消去]
type=AfterImageTime
triggerall=!ishelper
trigger1=movetype=H||sysfvar(4)=-1
time=0
ignorehitpause=1
[State イントロ用EFF消去]
type=RemoveExplod
TriggerAll=!IsHelper
triggerall=RoundState=2
trigger1=numexplod(190)
id=190
ignorehitpause=1
[State SE停止-ダッシュ]
type=StopSnd
triggerall=!ishelper
trigger1=!(sysvar(3)=100)
channel=1
ignorehitpause=1
[State 投げバグ防止]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(sysvar(3)=[800,810])
trigger1=1||var(5):=(var(5)|16)-16
[State スロー演出OFF]
type=AssertSpecial
triggerall=!ishelper
trigger1=(anim=[3000,3999])
trigger2=!(var(5)&2)
flag=nokoslow
ignorehitpause=1
[State ゲジマシ]
type=PowerAdd
triggerall=!ishelper&&alive&&var(1)
trigger1=gametime%2=1
value=var(1)
ignorehitpause=1
[State ヒット感知]
type=varset
triggerall=!ishelper
trigger1=movecontact=1&&var(30)<0
var(30)=hitpausetime
ignorehitpause=1
;---------------------------------------------------------------------------
;(N)ヘルパー呼び出し
;---------------------------------------------------------------------------
[State (N)AI起動用ヘルパー]
type=Helper
triggerall=!ishelper&&(var(5)&1)
triggerall=(var(5)&256);IKEMENフラグ
trigger1=!NumHelper(101010)
trigger1=!var(59)
helpertype=Normal
name="AI"
stateno=101010
ID=101010
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
[State (N)画面端感知用]
Type=Helper
triggerall=!ishelper&&alive&&RoundState=2
triggerall=(var(5)&256);IKEMENフラグ
Trigger1=NumHelper(30000)=0
HelperType=Normal
Name="EDGE"
StateNo=30000
ID=30000
Pos=0,0
OwnPal=1
KeyCtrl=1
Size.XScale=0
Size.YScale=0
IgnoreHitPause=1
pausemovetime=2147483647
supermovetime=2147483647
[State (N)敵攻撃ヘルパー感知ヘルパー]
type=Helper
triggerall=!Ishelper
triggerall=(var(5)&256)
triggerall=var(59)>=1
triggerall=RoundState<=2
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=(var(5)&256)
triggerall=var(59)>=1
triggerall=RoundState<=2
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)KO演出]
type=helper
triggerall=!ishelper
triggerall=(var(5)&256)
triggerall=!numhelper(8000)
trigger1=roundstate=3
helpertype=normal
name="KO"
stateno=8000
ID=8000
postype=back
pos=0,0
keyctrl=0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;---------------------------------------------------------------------------
;(P)ヘルパー呼び出し
;---------------------------------------------------------------------------
[State (P)AI起動用ヘルパー]
type=Helper
triggerall=!ishelper&&(var(5)&1)
triggerall=!(var(5)&256);IKEMENフラグ
trigger1=!NumHelper(101010)
trigger1=!var(59)
helpertype=Player
name="AI"
stateno=101010
ID=101010
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
[State (P)画面端感知用]
Type=Helper
triggerall=!ishelper&&alive&&RoundState=2
triggerall=!(var(5)&256);IKEMENフラグ
Trigger1=NumHelper(30000)=0
HelperType=Player
Name="EDGE"
StateNo=30000
ID=30000
Pos=0,0
OwnPal=1
KeyCtrl=1
Size.XScale=0
Size.YScale=0
IgnoreHitPause=1
pausemovetime=2147483647
supermovetime=2147483647
[State (P)敵攻撃ヘルパー感知ヘルパー]
type=Helper
triggerall=!Ishelper
triggerall=!(var(5)&256)
triggerall=var(59)>=1
triggerall=RoundState<=2
trigger1=!numhelper(66670)
id=66670
name="HelperKanchi"
pos=0,0
postype=P1
stateno=66670
helpertype=Player
keyctrl=0
ownpal=0
IgnoreHitPause=1
pausemovetime=2147483647
supermovetime=2147483647
[State (P)敵攻撃ヘルパー感知補助ヘルパー]
type=Helper
triggerall=!Ishelper
triggerall=!(var(5)&256)
triggerall=var(59)>=1
triggerall=RoundState<=2
trigger1=!numhelper(77760)
id=77760
name="HelperKanchi2"
pos=0,0
postype=p1
stateno=77760
helpertype=Player
keyctrl=0
ownpal=0
IgnoreHitPause=1
pausemovetime=2147483647
supermovetime=2147483647
[state (P)KO演出]
type=helper
triggerall=!ishelper
triggerall=!(var(5)&256)
triggerall=!numhelper(8000)
trigger1=roundstate=3
helpertype=Player
name="KO"
stateno=8000
ID=8000
postype=back
pos=0,0
keyctrl=0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;---------------------------------------------------------------------------
;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
[State 画面端感知]
Type=Null
TriggerAll=!IsHelper&&NumHelper(30000)&&PlayerIDExist(Var(58))
;[自分前方]
Trigger1=1||FVar(10):=Floor(Helper(30000),Var(5+(Facing=-1))+(Helper(30000),RootDist X*Helper(30000),Facing)*(Facing*-1))-(Helper(30000),Var(14+(Facing=-1)))-(FrontEdgeDist-FrontEdgeBodyDist)
;[自分後方]
Trigger1=1||FVar(11):=Floor(Helper(30000),Var(5+(Facing=1))+(Helper(30000),RootDist X*Helper(30000),Facing)*(Facing))-(Helper(30000),Var(14+(Facing=1)))-(BackEdgeDist-BackEdgeBodyDist)
;[相手前方]
Trigger1=1||FVar(12):=Floor(Helper(30000),Var(5+(Facing=1))+(Helper(30000),P2Dist X*Helper(30000),Facing)*(Facing))-(Helper(30000),Var(14+(Facing=1)))-(PlayerID(Var(58)),BackEdgeDist-PlayerID(Var(58)),BackEdgeBodyDist)
;[相手後方]
Trigger1=1||FVar(13):=Floor(Helper(30000),Var(5+(Facing=-1))+(Helper(30000),P2Dist X*Helper(30000),Facing)*(Facing*-1))-(Helper(30000),Var(14+(Facing=-1)))-(PlayerID(Var(58)),FrontEdgeDist-PlayerID(Var(58)),FrontEdgeBodyDist)
IgnoreHitPause=1
[state 摩擦・重力測定]
type=null
triggerall=ishelper&&PlayerIDExist(var(58))
trigger1=PlayerID(Var(58)),StateType=S
trigger1=fvar(25):=PlayerID(Var(58)),Const(movement.stand.friction)
trigger2=PlayerID(Var(58)),StateType=C
trigger2=fvar(25):=PlayerID(Var(58)),Const(movement.crouch.friction)
trigger3=PlayerID(Var(58)),StateType=A
trigger3=fvar(25):=PlayerID(Var(58)),GetHitVar(yaccel)
[state 速度]
type=null
triggerall=!ishelper&&PlayerIDExist(var(58))
trigger1=fvar(26):=abs(PlayerID(Var(58)),GetHitVar(xvel))&&0
trigger3=fvar(27):=abs(PlayerID(Var(58)),Vel X)&&0
;---------------------------------------------------------------------------
;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
;---------------------------------------------------------------------------
;エフェクト
;---------------------------------------------------------------------------
[State SE-ヒット]
type=playsnd
triggerall=!ishelper&&var(32)>=0
trigger1=movecontact=1&&var(30)=hitpausetime
trigger1=movehit=1
value=S5,var(32)
channel=2
ignorehitpause=1
[State SE-ガード]
type=playsnd
triggerall=!ishelper
trigger1=movecontact=1&&var(30)=hitpausetime
trigger1=moveguarded=1
value=S6,0
channel=2
ignorehitpause=1
[State N-ヒット]
type=Helper
triggerall=!ishelper
triggerall=(var(5)&256)
triggerall=var(31)>=0
triggerall=movecontact=1&&var(30)=hitpausetime
trigger1=movehit=1
helpertype=normal
name="HIT-EFF"
ID=6000+var(31)
stateno=6000
facing=ifelse(fvar(9)<0,-1,1)
postype=p1
pos=ceil(fvar(9)+var(33)*const(size.xscale)),ceil(var(34)*const(size.yscale))
facing=1
keyctrl=0
ownpal=1
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[State P-ヒット]
type=Helper
triggerall=!ishelper
triggerall=!(var(5)&256)
triggerall=var(31)>=0
triggerall=movecontact=1&&var(30)=hitpausetime
trigger1=movehit=1
helpertype=player
name="HIT-EFF"
ID=6000+var(31)
stateno=6000
facing=ifelse(fvar(9)<0,-1,1)
postype=p1
pos=ceil(fvar(9)+var(33)*const(size.xscale)),ceil(var(34)*const(size.yscale))
facing=1
keyctrl=0
ownpal=1
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[State EFF-ガード]
type=explod
triggerall=!ishelper
triggerall=var(31)>=0
triggerall=movecontact=1&&var(30)=hitpausetime
trigger1=moveguarded=1
ID=6050
Anim=6050
facing=ifelse(fvar(9)<0,-1,1)
postype=p1
pos=ceil(fvar(9)+var(33)*const(size.xscale)),ceil(var(34)*const(size.yscale))
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
;---------------------------------------------------------------------------
;ゲームシステム
;---------------------------------------------------------------------------
[State リバーサル判定]
Type=Null
TriggerAll=!ishelper&&(var(5)&2)
Trigger1=0&&Var(5):=(Var(5)|4)-4
Trigger2=animtime=0
Trigger2=anim=200||anim=210||anim=230||anim=240||anim=400||anim=410||anim=430||anim=440
Trigger2=1||Var(5):=(Var(5)|4)
Trigger3=animtime=0
Trigger3=anim=1000||anim=1010||anim=1020||anim=1100||anim=1110||anim=1120||anim=1200||anim=1210||anim=1220||anim=1300||anim=1310||anim=1320||anim=1340||anim=1350||anim=1360||anim=1400||anim=1410||anim=1420
Trigger3=1||Var(5):=(Var(5)|4)
Trigger3=animtime=0
Trigger3=anim=3000||anim=3100||anim=3101
Trigger3=1||Var(5):=(Var(5)|4)
IgnoreHitPause=1
[State ドリームキャンセル判定]
Type=Null
TriggerAll=!ishelper&&playeridexist(var(58))
Trigger1=RoundState!=2||!(PlayerID(var(58)),MoveType=H)||(PlayerID(var(58)),StateNo=5040)||(PlayerID(var(58)),StateNo=5120)
Trigger1=1||Var(5):=(Var(5)|32)-32
Trigger2=(sysvar(3)=[3000,4999])&&movecontact
Trigger2=1||Var(5):=(Var(5)|32);フリー
Trigger3=anim=3000&&animelemtime(15)>=1
Trigger3=1||Var(5):=(Var(5)|32);フリー
Trigger4=anim=3010&&animelemtime(17)>=1
Trigger4=1||Var(5):=(Var(5)|32);フリー
IgnoreHitPause=1
[State 通常技キャンセルフラグ]
type=Null
triggerall=!ishelper
trigger1=0&&var(5):=(var(5)|12288)-12288
trigger2=anim=200&&animelemtime(3)>0;立ち弱P
trigger2=1||var(5):=(var(5)|4096);flag1
trigger3=anim=230&&animelemtime(3)>0;立ち弱K
trigger3=1||var(5):=(var(5)|4096);flag1
trigger4=anim=400&&animelemtime(3)>0;屈み弱P
trigger4=1||var(5):=(var(5)|4096);flag1
trigger5=anim=430&&animelemtime(3)>0;屈み弱K
trigger5=1||var(5):=(var(5)|4096);flag1
trigger6=anim=210&&animelemtime(9)>0;立ち強P
trigger6=1||var(5):=(var(5)|8192);flag2
trigger7=anim=240&&animelemtime(7)>0;立ち強K
trigger7=1||var(5):=(var(5)|8192);flag2
trigger8=anim=410&&animelemtime(6)>0;屈み強P
trigger8=1||var(5):=(var(5)|8192);flag2
trigger9=anim=440&&animelemtime(8)>0;屈み強K
trigger9=1||var(5):=(var(5)|8192);flag2
ignorehitpause=1
[State ガードキャンセルフラグ]
type=Null
triggerall=!ishelper
trigger1=0&&var(5):=(var(5)|524288)-524288
trigger2=sysvar(3)=[150,153];||sysvar(3)=5001||sysvar(3)=5011
trigger2=hitshakeover
trigger2=1||var(5):=(var(5)|524288)
ignorehitpause=1
[State 特殊ヒットポーズフラグ]
type=Null
triggerall=!ishelper
trigger1=0&&var(5):=(var(5)|1048576)-1048576
trigger2=PlayerIDExist(var(58))
trigger2=PlayerID(var(58)),StateType=A
trigger2=1||var(5):=(var(5)|1048576)
ignorehitpause=1
[State 超必殺強化フラグ]
type=Null
triggerall=!ishelper
trigger1=0&&var(5):=(var(5)|2097152)-2097152
trigger2=Life<(LifeMax*0.30)
trigger2=1||var(5):=(var(5)|2097152)
ignorehitpause=1
[state juggle未使用]
type=assertspecial
triggerall=!ishelper&&playeridexist(var(58))
trigger1=playerid(var(58)),statetype!=L
flag=nojugglecheck
ignorehitpause=1
[state 空中ガード不可]
type=assertspecial
triggerall=!ishelper
trigger1=!(var(5)&1024)
flag=noairguard
ignorehitpause=1
[State -3,GetPowerの指定が面倒な時用]
type=PowerAdd
triggerall=!ishelper&&playeridexist(var(58))
;triggerall=!(hitdefattr=SCA,HA,HP,HT)
;triggerall=!(sysvar(3)=[3000,4999])
triggerall=movecontact=1&&var(30)=hitpausetime
trigger1=movecontact=1
value=floor(playerid(var(58)),gethitvar(damage)*ifelse(moveguarded,1.08,1.10))
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=!(sysvar(3)=[3000,4999])
triggerall=numtarget=1;freeze bug fix
triggerall=movecontact=1&&var(30)=hitpausetime
trigger1=movecontact=1
value=floor(target,gethitvar(damage)*ifelse(moveguarded,1.08,1.10))
ignorehitpause=1
[State MAXエフェクト]
type=PalFX
triggerall=!ishelper
triggerall=gametime%30=1
triggerall=sysfvar(4)!=-1
triggerall=(var(5)&2)
trigger1=(var(5)&2097152)
time=30
add=48,16,0
mul=256,256,256
sinadd=64,24,0,30
invertall=0
color=256
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)&512)
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)&512)
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)&512)
trigger1=ProjHitTime(0)=0
Trigger1=1||var(13):=var(13)+1
IgnoreHitPause=1
[State 3]
type=null
triggerall=!ishelper
triggerall=(var(5)&512)
trigger1=!var(14)
Trigger1=1||var(14):=1
IgnoreHitPause=1
[State 4]
type=null
triggerall=!ishelper
triggerall=(var(5)&512)
trigger1=var(14)
Trigger1=1||var(14):=0
;---------------------------------------------------------------------------
;コンボによるダメージ補正
;---------------------------------------------------------------------------
[state コンボ補正メイン部分]
type=null
triggerall=!ishelper
triggerall=(var(5)&512)
triggerall=EnemyNear(var(55)),movetype=H
triggerall=EnemyNear(var(55)),stateno!=[120,155]
Trigger1=1||fvar(30):=(0.80**var(13))
IgnoreHitPause=1
[state コンボ補正下限]
type=null
triggerall=!ishelper
triggerall=(var(5)&512)
triggerall=fvar(30)<=0.30
Trigger1=1||fvar(30):=0.30
IgnoreHitPause=1
[state コンボ補正初期化]
type=null
triggerall=!ishelper
triggerall=(var(5)&512)
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)&512)
Trigger1=1||fvar(30):=1.0
IgnoreHitPause=1
[state コンボ補正反映]
type=attackmulset
triggerall=!ishelper&&(var(5)&512)
Trigger1=alive
value=fvar(30)
IgnoreHitPause=1
;---------------------------------------------------------------------------
;ゲームシステムその他
;---------------------------------------------------------------------------
[State ヒット感知-終了]
type=varset
triggerall=!ishelper
trigger1=1
var(30)=-1
[State ターゲットが受け身をとったら破棄]
type=targetdrop
triggerall=!ishelper
triggerall=numtarget=1
trigger1=(target,stateno=5040)
trigger2=(target,stateno=[5200,5210])
ignorehitpause=1
;-----------------------------------------------------------------------------
;ダウン回避
;-----------------------------------------------------------------------------
[State ダウン回避-リセット]
type=VarSet
triggerall=!ishelper
trigger1=movetype!=H||sysfvar(4)=-1
trigger2=StateNo=5120||StateNo=5201
trigger3=alive=0
var(4)=0
[State ダウン回避-コマンド認識]
type=VarSet
triggerall=!ishelper
triggerall=movetype=H
triggerall=var(4)=0
trigger1=var(59)<=0&&numhelper(30000)
trigger1=command="recovery"||helper(30000),var(49)>0
trigger2=var(59)>=1&&RoundState=2&&PlayerIDExist(var(58))
trigger2=Random<=(var(56)*125)
trigger2=var(56)<6&&Random<=250||var(56)>=6
var(4)=6
[State ダウン回避-カウント]
type=VarAdd
triggerall=!ishelper
trigger1=var(4)>0
var(4)=-1
;---------------------------------------------------------------------------
;暗転時間計測
;---------------------------------------------------------------------------
[State 暗転時間-減少]
type=VarAdd
triggerall=!ishelper
trigger1=var(8)>=1
var(8)=1
[State 暗転時間計測リセット]
type=VarSet
triggerall=!Ishelper
;trigger1=stateno=3000||stateno=3100||stateno=3200
trigger1=var(8)>=30
var(8)=0
;---------------------------------------------------------------------------
;ボイス再生
;---------------------------------------------------------------------------
[State ファイナルダウン準備-暴発防止]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(var(6)=[0,2])
trigger1=1||var(6):=0
[State ファイナルダウン準備]
type=varset
triggerall=!ishelper
trigger1=alive
trigger1=var(6)>0
trigger2=!alive
trigger2=var(6)<2
var(6)=ifelse(alive,0,var(6)+1)
ignorehitpause=1
[State VO-ファイナルダウン]
type=playsnd
triggerall=!ishelper&&!alive
trigger1=var(6)=1
trigger1=var(6):=2
value=S5150,0
volume=256
[State VO-ダメージ]
type=playsnd
triggerall=!ishelper&&alive&&sysvar(4)=1
triggerall=sysvar(3)=5000||sysvar(3)=5010
trigger1=gethitvar(animtype)>=2
trigger2=gethitvar(animtype)=1
;trigger3=gethitvar(animtype)=0
value=5000,ifelse(gethitvar(animtype)>=2,10,ifelse(gethitvar(animtype)>=1,0,-1))
channel=0
volume=256
[State VO-ダメージ-ダウン]
type=playsnd
triggerall=!ishelper&&alive&&sysvar(4)=1
trigger1=(sysvar(3)=5000||sysvar(3)=5010)&&numenemy
trigger1=gethitvar(fall)||(enemynear(var(55)),hitdefattr=SCA,SA,HA)
trigger2=(sysvar(3)=5020||sysvar(3)=5070||sysvar(3)=5080)
trigger3=(sysvar(3)=5050||sysvar(3)=5100)&&!((sysvar(3)=[5000,5199])||(var(26)=[5000,5199]))
value=5000,10
channel=0
volume=256
[state VO-通常技-弱]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(random%2)=1
trigger1=(sysvar(3)=200)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=230)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=400)&&(sysvar(4)=[0,1])
trigger4=(sysvar(3)=430)&&(sysvar(4)=[0,1])
trigger5=(sysvar(3)=600)&&(sysvar(4)=[0,1])
trigger6=(sysvar(3)=630)&&(sysvar(4)=[0,1])
value=S5200,3
channel=0
volume=256
[state VO-通常技-強]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=(sysvar(3)=210)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=240)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=410)&&(sysvar(4)=[0,1])
trigger4=(sysvar(3)=440)&&(sysvar(4)=[0,1])
trigger5=(sysvar(3)=610)&&(sysvar(4)=[0,1])
;trigger6=(sysvar(3)=640)&&(sysvar(4)=[0,1])
value=S5200,2
channel=0
volume=256
;---------------------------------------------------------------------------
;AI補助
;---------------------------------------------------------------------------
[State -2,画面端感知]
Type=Null
TriggerAll=!IsHelper&&NumHelper(30000)&&PlayerIDExist(Var(58))
;[自分前方]
Trigger1=1||FVar(10):=Floor(Helper(30000),Var(5+(Facing=-1))+(Helper(30000),RootDist X*Helper(30000),Facing)*(Facing*-1))-(Helper(30000),Var(14+(Facing=-1)))-(FrontEdgeDist-FrontEdgeBodyDist)
;[自分後方]
Trigger1=1||FVar(11):=Floor(Helper(30000),Var(5+(Facing=1))+(Helper(30000),RootDist X*Helper(30000),Facing)*(Facing))-(Helper(30000),Var(14+(Facing=1)))-(BackEdgeDist-BackEdgeBodyDist)
;[相手前方]
Trigger1=1||FVar(12):=Floor(Helper(30000),Var(5+(Facing=1))+(Helper(30000),P2Dist X*Helper(30000),Facing)*(Facing))-(Helper(30000),Var(14+(Facing=1)))-(PlayerID(Var(58)),BackEdgeDist-PlayerID(Var(58)),BackEdgeBodyDist)
;[相手後方]
Trigger1=1||FVar(13):=Floor(Helper(30000),Var(5+(Facing=-1))+(Helper(30000),P2Dist X*Helper(30000),Facing)*(Facing*-1))-(Helper(30000),Var(14+(Facing=-1)))-(PlayerID(Var(58)),FrontEdgeDist-PlayerID(Var(58)),FrontEdgeBodyDist)
IgnoreHitPause=1
[State -2,学習／当身感知]
Type=Null
TriggerAll=!IsHelper&&PlayerIDExist(Var(58))
Trigger1=MoveReversed&&StateNo!=FVar(23)
Trigger1=0&&Var(5):=(Var(5)|32)
Trigger2=(Var(5)&32)&&FVar(17)=0&&Var(12)>=195&&!(Var(12)=[5000,5499])
Trigger2=0&&FVar(17):=Var(12);当身されたStateNo1個目
Trigger3=(Var(5)&32)&&FVar(17)&&FVar(18)=0&&(FVar(18)!=FVar(17))&&Var(12)>=195&&!(Var(12)=[5000,5499])
Trigger3=0&&FVar(18):=Var(12);当身されたStateNo2個目
Trigger4=(Var(5)&32)&&FVar(17)&&FVar(18)&&FVar(19)=0&&(FVar(19)!=FVar(17))&&(FVar(19)!=FVar(18))&&Var(12)>=195&&!(Var(12)=[5000,5499])
Trigger4=0&&FVar(19):=Var(12);当身されたStateNo2個目
IgnoreHitPause=1
[State -2,相手受け身感知]
Type=VarSet
TriggerAll=!IsHelper&&PlayerIDExist(Var(58))
Trigger1=(PlayerID(Var(58)),StateNo=[5200,5299])
var(5)=(Var(5)|128)
IgnoreHitPause=1
[State -2,アーマー感知]
Type=VarSet
TriggerAll=!IsHelper&&RoundState=2&&PlayerIDExist(Var(58))
TriggerAll=PlayerID(Var(58)),MoveType!=H&&PlayerID(Var(58)),Alive
Trigger1=MoveHit&&Ctrl=0
var(5)=(Var(5)|64)
IgnoreHitPause=1
[State -2,アーマー感知OFF]
Type=VarSet
TriggerAll=!IsHelper&&RoundState=2&&PlayerIDExist(Var(58))
TriggerAll=(PlayerID(Var(58)),MoveType=H||(PlayerID(Var(58)),StateNo=[5200,5210]))&&PlayerID(Var(58)),Alive
Trigger1=MoveHit
var(5)=(Var(5)|64)-64
IgnoreHitPause=1
[State -2,ダウン追い打ち失敗感知]
Type=VarSet
TriggerAll=!IsHelper&&PlayerIDExist(Var(58))
Trigger1=(Var(5)&98304)&&PlayerID(Var(58)),MoveType=H&&(ProjContactTime(0)=[0,60])
Trigger1=0&&Var(5):=(Var(5)|98304)-98304
Trigger2=(Var(5)&98304)
Trigger2=PlayerID(Var(58)),StateType!=L&&PlayerID(Var(58)),MoveType!=H||(PlayerID(Var(58)),StateNo=[5120,5210])
var(5)=(Var(5)|98304)-32768
IgnoreHitPause=1
[State -2,学習／ガード不能StateNo記憶]
Type=Null
TriggerAll=!IsHelper&&Alive&&RoundState=2&&Life>0&&PlayerIDExist(Var(58))
TriggerAll=SysVar(3)=120||SysVar(3)=131||SysVar(3)=152||SysVar(3)=153||SysFVar(3)=120||SysFVar(3)=131||SysFVar(3)=152||SysFVar(3)=153
TriggerAll=PlayerID(Var(58)),MoveType=A&&!(PlayerID(Var(58)),HitDefAttr=SCA,AT)&&PlayerID(Var(58)),MoveHit=1&&(StateNo=[5000,5080])
Trigger1=FVar(14)=0
Trigger1=0&&FVar(14):=Var(12);しゃがみガード不能StateNo記憶1個目
Trigger2=FVar(14)&&FVar(15)=0&&!(FVar(14)=PlayerID(Var(58)),StateNo)
Trigger2=0&&FVar(15):=Var(12);しゃがみガード不能StateNo記憶2個目
Trigger3=FVar(14)&&FVar(15)&&FVar(16)=0&&!(FVar(14)=PlayerID(Var(58)),StateNo)&&!(FVar(15)=PlayerID(Var(58)),StateNo)
Trigger3=0&&FVar(16):=Var(12);しゃがみガード不能StateNo記憶3個目
IgnoreHitPause=1
[State -2,学習リセット]
Type=Null
TriggerAll=!IsHelper
Trigger1=(TeamMode=Turns)&&!(Var(5)&2)||FVar(14)<200||(FVar(14)=[5000,5499])
Trigger1=0&&FVar(14):=0;しゃがみガード不能StateNo1個目
Trigger2=(TeamMode=Turns)&&!(Var(5)&2)||FVar(15)<200||(FVar(15)=[5000,5499])||FVar(15)=FVar(14)
Trigger2=0&&FVar(15):=0;しゃがみガード不能StateNo2個目
Trigger3=(TeamMode=Turns)&&!(Var(5)&2)||FVar(16)<200||(FVar(16)=[5000,5499])||FVar(16)=FVar(14)||FVar(16)=FVar(15)
Trigger3=0&&FVar(16):=0;しゃがみガード不能StateNo3個目
Trigger4=(TeamMode=Turns)&&!(Var(5)&2)||FVar(17)<195||(FVar(17)=[5000,5499])
Trigger4=0&&FVar(17):=0;当身されたStateNo1個目
Trigger5=(TeamMode=Turns)&&!(Var(5)&2)||FVar(18)<195||(FVar(18)=[5000,5499])||FVar(18)=FVar(17)
Trigger5=0&&FVar(18):=0;当身されたStateNo2個目
Trigger6=(TeamMode=Turns)&&!(Var(5)&2)||FVar(19)<195||(FVar(19)=[5000,5499])||FVar(19)=FVar(17)||FVar(19)=FVar(18)
Trigger6=0&&FVar(19):=0;当身されたStateNo3個目
Trigger7=(TeamMode=Turns)&&!(Var(5)&2)
Trigger7=0&&Var(5):=(Var(5)|64)-64;アーマー感知
Trigger8=(TeamMode=Turns)&&!(Var(5)&2)
Trigger8=0&&Var(5):=(Var(5)|128)-128;相手受け身感知
Trigger9=(TeamMode=Turns)&&!(Var(5)&2)
Trigger9=0&&Var(5):=(Var(5)|98304)-98304;ダウン追い打ち失敗感知
IgnoreHitPause=1
;---------------------------------------------------------------------------
;クリップボード
;---------------------------------------------------------------------------
[State -2, クリップボード]
type=DisplayToClipboard
trigger1=!ishelper
text="AI = %d, TEMP = %d, BIT = %d, Veloity X=%f,Y=%f \n"
params=var(56),var(7),var(5),(Vel X),(Vel Y)
ignorehitpause=1
[State -2, クリップボード（追加専用）]
type=AppendToClipboard
trigger1=!ishelper
text="Body-Distance X=%d,Y=%d, STATENO=%d, PREV=%d, Time=%d"
params=floor(fvar(7)),floor(fvar(8)),(sysvar(3)),ceil(sysfvar(3)),sysvar(4)
ignorehitpause=1
;---------------------------------------------------------------------------
;ステート固定
;---------------------------------------------------------------------------
[state AI用制御]
type=assertspecial
triggerall=!ishelper
trigger1=var(59)>0
flag=nowalk
flag2=noautoturn
ignorehitpause=1
[State ガード禁止]
Type=AssertSpecial
TriggerAll=!IsHelper
trigger1=var(59)>0;AI
Trigger2=Stateno=155||sysvar(3)=155||Palno=12;暴発防止
Trigger3=(stateno=[120,132])||(sysvar(3)=[120,132]);暴発防止
Flag=NoAirGuard
Flag2=NoStandGuard
Flag3=NoCrouchGuard
IgnoreHitPause=1
[State -2,Timeリセット]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=StateNo=150&&Time<=0&&SysVar(3)=StateNo
Trigger2=StateNo=152&&Time<=0&&SysVar(3)=StateNo
Trigger3=StateNo=154&&Time<=0&&SysVar(3)=StateNo
Trigger4=StateNo=5000&&Time<=0&&SysVar(3)=StateNo
Trigger5=StateNo=5010&&Time<=0&&SysVar(3)=StateNo
Trigger6=StateNo=5020&&Time<=0&&SysVar(3)=StateNo
Trigger7=StateNo=5070&&Time<=0&&SysVar(3)=StateNo
Trigger8=StateNo=5080&&Time<=0&&SysVar(3)=StateNo
Trigger9=sysfvar(4)=-1
sysvar(4)=0
IgnoreHitPause=1
[State -2,イントロ用]
Type=VarSet
TriggerAll=!IsHelper&&Alive
TriggerAll=RoundState=0
TriggerAll=RoundsExisted=0
TriggerAll=SysVar(3)!=190
TriggerAll=SysVar(3)!=191
TriggerAll=SysVar(3)!=[19001900,19991999]
TriggerAll=SysVar(3)!=[5900,5902]
trigger1=roundno=1
trigger2=(TeamMode=Turns)
trigger2=RoundNo>0
trigger3=(TeamMode=Turns)
trigger3=roundno>1
sysvar(3)=5900
IgnoreHitPause=1
[State -2,試合後の演出用ステート固定]
Type=SelfState
TriggerAll=!IsHelper&&Alive&&RoundState=4
TriggerAll=Helper(30000),Var(59)>45
Trigger1=!(SysVar(3)=[170,189])
Trigger1=!(SysVar(3)=[18001800,18991899])
Value=IfElse(Win,180,IfElse(Lose,170,175))
Ctrl=0
Persistent=256
IgnoreHitPause=1
[State -2,ステート固定]
Type=SelfState
TriggerAll=!IsHelper&&Alive
;試合後
Trigger1=RoundState>=3&&sysfvar(4)!=-1
;常時使用
;Trigger2=PalNo=12
Value=SysVar(3)
Ctrl=IfElse(((Var(5)&2)||RoundState=3)&&(SysVar(3)=0||(SysVar(3)=[10,12])||SysVar(3)=50||SysVar(3)=52&&SysVar(4)>=3||(SysVar(3)=[120,140])||(SysVar(3)=5900)),1,0)
Persistent=256
IgnoreHitPause=1
;---------------------------------------------------------------------------
;ヘルパー保護
;memo AI起動ヘルパーの保護は-1に置いてある
;---------------------------------------------------------------------------
[State ヘルパー保護用]
type=LifeSet
triggerall=ishelper
trigger1=1
value=(Root,LifeMax)
ignorehitpause=1
;---------------------------------------------------------------------------
[State 分身]
type=SelfState
trigger1=ishelper(3001)||ishelper(3002)||ishelper(3003)||ishelper(3004)||ishelper(3005)
trigger1=Stateno!=3010
value=ifelse(sysvar(3),sysvar(3),3001)
ignorehitpause=1
[State 分身-HitOverRide対応]
type=SelfState
trigger1=ishelper(3001)||ishelper(3002)||ishelper(3003)||ishelper(3004)||ishelper(3005)
trigger1=Stateno=3010
value=3011
ignorehitpause=1
[State 分身EFF]
type=SelfState
trigger1=ishelper(3050)
value=3050
ignorehitpause=1
;---------------------------------------------------------------------------
[State ヒットスパーク]
type=SelfState
trigger1=ishelper(6000)||ishelper(6001)||ishelper(6002)||ishelper(6003)
value=6000
ignorehitpause=1
;---------------------------------------------------------------------------
[State 小ダウンEFF]
type=SelfState
trigger1=ishelper(6070)
value=6070
ignorehitpause=1
;---------------------------------------------------------------------------
[State 暗転EFF-前面]
type=SelfState
trigger1=ishelper(6700)
value=6700
ignorehitpause=1
[State 暗転EFF-背面]
type=SelfState
trigger1=ishelper(6701)
value=6701
ignorehitpause=1
;---------------------------------------------------------------------------
[State KO演出]
type=SelfState
trigger1=ishelper(8000)
value=8000
ignorehitpause=1
[State KO演出]
type=SelfState
trigger1=ishelper(8001)
value=8001
ignorehitpause=1
[State KO演出]
type=SelfState
trigger1=ishelper(8002)
value=8002
ignorehitpause=1
[State KO演出]
type=SelfState
trigger1=ishelper(8005)
value=8005
ignorehitpause=1
;---------------------------------------------------------------------------
[State 画面端感知]
type=SelfState
trigger1=ishelper(30000)
value=ifelse(sysvar(3),sysvar(3),30000)
ignorehitpause=1
;---------------------------------------------------------------------------
[State 時止め解除]
type=SelfState
trigger1=ishelper(30005)
value=30005
ignorehitpause=1
;---------------------------------------------------------------------------
[State 敵攻撃ヘルパー感知ヘルパー]
type=SelfState
trigger1=ishelper(66670)
value=66670
ignorehitpause=1
[State PlayerIDを取得する為のヘルパー]
type=SelfState
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
trigger1=ishelper(77760)
value=77760
ignorehitpause=1
;---------------------------------------------------------------------------
;準常時監視ステート
;---------------------------------------------------------------------------
[Statedef -3]
;--------------------------------------------------------------------------
[State ステート奪取感知用]
type=VarSet
trigger1=!ishelper
sysfvar(4)=gametime
ignorehitpause=1
;--------------------------------------------------------------------------
[State 試合前無敵]
Type=NotHitBy
TriggerAll=!IsHelper
Trigger1=RoundState!=2
Trigger1=0&&Var(5):=(Var(5)|2)-2
Trigger2=RoundState=2&&Ctrl
Trigger2=0&&Var(5):=(Var(5)|2)
Trigger3=!(Var(5)&2)
Value2=SCA
Time=2
IgnoreHitPause=1
[State 判定消去]
type=HitDef
triggerall=!ishelper
trigger1=RoundState>=3
attr=
IgnoreHitPause=1
;---------------------------------------------------------------------------
;ゲームシステム
;---------------------------------------------------------------------------
[State 画面端ノックバック]
type=varset
TriggerAll=!ishelper
trigger1=fvar(5)
trigger1=abs(fvar(5))<1.0
fvar(5)=0
[State 画面端ノックバック]
type=varset
TriggerAll=!ishelper
trigger1=fvar(5)
trigger1=numtarget
trigger1=target,hitover||(target,gethitvar(hitshaketime)>0&&target,time<=0)
fvar(5)=0
[State 画面端ノックバック]
type=varset
TriggerAll=!ishelper
trigger1=movecontact=1&&numtarget
fvar(5)=target,gethitvar(xvel)
ignorehitpause=1
[State 画面端ノックバック]
type=posadd
TriggerAll=!ishelper&&!(var(8))
triggerall=fvar(5)
triggerall=numtarget
triggerall=!hitpausetime&&target,gethitvar(hitshaketime)<=0
triggerall=(target,statetype=S||target,statetype=C)&&!(target,gethitvar(yvel))&&!(target,hitfall)
trigger1=target,frontedgebodydist<=abs(target,vel x)
trigger1=(target,gethitvar(xvel)*target,facing)>0
trigger2=target,backedgebodydist<=abs(target,vel x)
trigger2=(target,gethitvar(xvel)*target,facing)<0
x=ifelse(target,frontedgebodydist<=0,-1,1)*(target,facing)*fvar(5)
[State 画面端ノックバック]
type=varset
TriggerAll=!ishelper
trigger1=numtarget
trigger1=target,gethitvar(hitshaketime)<=0
fvar(5)=fvar(5)*1.00
;---------------------------------------------------------------------------
[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
;---------------------------------------------------------------------------
;AI補助
;---------------------------------------------------------------------------
[State -3,学習／当身感知前提フラグ]
Type=Null
TriggerAll=!IsHelper&&Alive&&PlayerIDExist(Var(58))
Trigger1=0&&Var(5):=(Var(5)|32)-32
Trigger2=MoveReversed=0&&MoveType!=H
Trigger2=1||FVar(23):=StateNo
Trigger2=0&&Var(12):=IfElse((PlayerID(Var(58)),StateNo=[120,155]),PlayerID(Var(58)),PrevStateNo,PlayerID(Var(58)),StateNo)
IgnoreHitPause=1
;---------------------------------------------------------------------------
;アンチフリーズ
;---------------------------------------------------------------------------
[State 自分側]
type=changestate
triggerall=!ishelper
triggerall=!ctrl
triggerall=time>=300
triggerall=roundstate=2
trigger1                                                                                                                                                                                                                                                       =(pos y)>0&&(screenpos y)>(GameHeight)
trigger1=(pos y)>0&&(screenpos y)>240
trigger2=!selfanimexist(anim)
value=5040
[State 相手側]
type=targetstate
triggerall=!ishelper
trigger1=numtarget=1
trigger1=!(movetype=A)
trigger1=target,time>=300
value=51
;---------------------------------------------------------------------------
;試合後の処理
;---------------------------------------------------------------------------
[State 遅延行為はやめる／ステート変更]
Type=StateTypeSet
TriggerAll=!IsHelper&&Alive&&RoundState=3
Trigger1=SysVar(3)=0
Trigger2=(SysVar(3)=120||SysVar(3)=140)&&Pos Y=0
Trigger3=(SysVar(3)=[130,131])
Trigger4=(SysVar(3)=[150,153])
Trigger5=(SysVar(3)=5900)
StateType=S
MoveType=I
IgnoreHitPause=1
[State 遅延行為はやめる／操作可能]
Type=CtrlSet
TriggerAll=!IsHelper&&Alive&&RoundState=3
Trigger1=SysVar(3)=0
Trigger2=(SysVar(3)=120||SysVar(3)=140)&&Pos Y=0
Trigger3=(SysVar(3)=[130,131])
Trigger4=(SysVar(3)=[150,153])
Trigger5=(SysVar(3)=5900)
Value=1
IgnoreHitPause=1
[State 試合後対策]
Type=CtrlSet
TriggerAll=!IsHelper&&Alive&&RoundState=4
Trigger1=1
Value=0
IgnoreHitPause=1
[State 八百長対策／ラウンド移行しない]
Type=AssertSpecial
TriggerAll=!IsHelper&&Alive&&RoundState=3
Trigger1=MoveType=A
Flag=Intro
IgnoreHitPause=1
[State 八百長対策／ラウンド移行しない]
Type=AssertSpecial
TriggerAll=!IsHelper&&Alive&&RoundState>=3
Trigger1=!(SysVar(3)=[170,189])
Trigger1=!(SysVar(3)=[18001800,18991899])
Flag=RoundNotOver
IgnoreHitPause=1
;---------------------------------------------------------------------------
;StateNo=5900
;---------------------------------------------------------------------------
[State IKEMEN_GO感知]
Type=HitFallSet
TriggerAll=!ishelper&&StateNo=5900
triggerall=roundsexisted=0
Trigger1=2**9=512&&(HitFall=[0,1])
Value=2+HitFall
IgnoreHitPause=1
[State IKEMEN_GO判断]
Type=HitFallSet
TriggerAll=!ishelper&&StateNo=5900
triggerall=roundsexisted=0
TriggerAll=2**9=512&&(HitFall=[0,3])
Trigger1=HitFall>1;HitFall>1なら新mugenなのでTrigger2のIKEMEN_GOフラグを代入しない＆HitFallを正常な値に
Trigger2=0&&var(5):=(var(5)|256);HitFall=[0,1]なのでIKEMEN_GOフラグ代入
Value=HitFall=3
IgnoreHitPause=1
[State -3,5900]
Type=VarRangeSet
TriggerAll=!ishelper&&StateNo=5900
Trigger1=RoundsExisted=0
Trigger2=(TeamMode=Turns)
Value=0
IgnoreHitPause=1
[State -3,5900]
Type=VarRangeSet
TriggerAll=!ishelper&&StateNo=5900
Trigger1=RoundsExisted=0
Trigger2=(TeamMode=Turns)
FValue=0
IgnoreHitPause=1
[State -3,5900]
type                                                                                                                                                                                                                                                           =RemapPal
type=null
TriggerAll=!ishelper&&StateNo=5900
trigger1=1
source=1,1
dest=1,palno
[State 開幕ゲージ増加]
type=PowerAdd
TriggerAll=!ishelper&&StateNo=5900
Trigger1=RoundsExisted=0
Trigger2=(TeamMode=Turns)
value=2000
ignorehitpause=1
[State -3,5900]
type=changestate
TriggerAll=!ishelper&&StateNo=5900
trigger1=roundno=1
value=190