;---------------------------------------------------------------------------
;常時監視ステート
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
[State ^o^]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger10                                                                                                                                                                                                                                                      =0&&var(44):=ailevel
;---------------------------------------------------------------------------
;システムコンフィグ
;---------------------------------------------------------------------------
trigger1=               (   0   );【IKEMENで使用】
                                 ;0-OFF 1-ON
                                 ;Player型HelperをNormal型Helperに変更します
                                 ;ただし2025年1月現在のIKEMEN GOのnightlyではP2情報の取得方法が修正されたので不要かもしれません
                                 ;よって今回の更新で自動判別は廃止したので必要に応じてどうぞ
;---------------------------------------------------------------------------
;各種性能調整
;---------------------------------------------------------------------------
trigger2=               (   1   );【アレンジ技使用】
                                 ;0-OFF 1-ON
                                 ;デフォルトは0
                                 ;一部の必殺技が置き換わります
;---------------------------------------------------------------------------
trigger3=0&&fvar(0):=  (  1.00  );【攻撃力】
                                 ;デフォルトは1.00
;---------------------------------------------------------------------------
trigger4=               (   1   );【コンボ補正】
                                 ;0-OFF, 1-ON
                                 ;デフォルトは1
;---------------------------------------------------------------------------
trigger5=0&&fvar(2):=  (  0.88  );【コンボ補正のダメージ倍率】
                                 ;デフォルトは0.88
;---------------------------------------------------------------------------
trigger6=0&&fvar(3):=  (  0.20  );【コンボ補正の最小値】
                                 ;デフォルトは0.20
;---------------------------------------------------------------------------
trigger7=0&&fvar(1):=  (  1.00  );【防御力】
                                 ;デフォルトは1.00
;---------------------------------------------------------------------------
trigger8=               (   1   );【根性値】
                                 ;0-OFF 1-ON
                                 ;デフォルトは1
;---------------------------------------------------------------------------
trigger9=0&&fvar(21):= (  0.50  );【根性値でダメージカットする倍率】
                                 ;デフォルトは0.50
;---------------------------------------------------------------------------
;AIコンフィグ
;---------------------------------------------------------------------------
trigger10=0&&var(44):=  (   8   );【AIレベル】※WINMUGENのみ
                                 ;1-2 Easy, 4-6 Normal, 7-8 Hard
                                 ;デフォルトは8
;---------------------------------------------------------------------------
trigger12=0&&var(44):=  (   8   );【AIブロッキングLv】
                                 ;0-OFF 1～8-ON
                                 ;デフォルトは8
                                 ;アレンジモードのみ
;---------------------------------------------------------------------------
;※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※
;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)|4096);アレンジ技ON
trigger4=0&&var(5):=(var(5)|512);補正ON
trigger8=0&&var(5):=(var(5)|1024);根性値ON
Trigger11=0&&var(45):=IfElse(!(var(44)=[0,8]),8,var(44));AILv
Trigger13=0&&var(45):=IfElse(!(var(44)=[0,8]),80,var(44)*10)+var(45);AIブロッキングLv
;---------------------------------------------------------------------------
[State バグ修正]
type=Null
ignorehitpause=1
triggerall=0&&!ishelper
trigger1=fvar(0)<0
trigger1=0&&fvar(0):=1.00
trigger2=fvar(1)<0
trigger2=0&&fvar(1):=1.00
trigger3=fvar(2)<0
trigger3=0&&fvar(2):=0.88
trigger4=fvar(3)<0
trigger4=0&&fvar(3):=0.25
trigger5=fvar(21)<0
trigger5=0&&fvar(21):=0.50
[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 デバッグ用]
type=Explod
triggerall=0&&!ishelper
trigger1=numexplod(2147483647)=0
anim=2147483647
ID=2147483647
postype=left
pos                                                                                                                                                                                                                                                            =0,ceil(const240p(216))
pos=0,216
facing=1
bindtime=-1
removetime=-1
scale                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          =(ScreenWidth/2),(ScreenHeight)
scale                                                                                                                                                                                                                                                          =ceil(gamewidth/2),ceil(gameheight)
scale=ceil(320/2),240
ownpal=1
ontop=1
ignorehitpause=1
supermovetime=2147483647
pausemovetime=2147483647
;---------------------------------------------------------------------------
;WIN用コード記述
;---------------------------------------------------------------------------
[State ModifyDisplayName]
type                                                                                                                                                                                                                                                           =null
type=DisplayToClipboard
triggerall=!ishelper
trigger1=1
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="Kung Fu Man";ここに新しいDisplayNameの文字列を入れる。
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(59),var(0),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
;[State -2, クリップボード（画面端）]
;type=AppendToClipboard
;trigger1=!ishelper&&numhelper(30000)
;text="P-BED = %d, P-FED = %d, E-BED= %d, E-FED, %d"
;params=floor(fvar(11)),floor(fvar(10)),floor(fvar(13)),floor(fvar(12))
;ignorehitpause=1
;---------------------------------------------------------------------------
;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 内部処理禁止]
type=assertspecial
trigger1=!ishelper
flag=nowalk
ignorehitpause=1
[State 内部処理禁止]
Type=AssertSpecial
Trigger1=!IsHelper
Flag=NoAirGuard
Flag2=NoStandGuard
Flag3=NoCrouchGuard
IgnoreHitPause=1
[State ミニゲーム判定]
type=Varset
Triggerall=!IsHelper&&NumEnemy
trigger1=0&&var(5):=(var(5)|1073741824)-1073741824
trigger2=enemynear,name="chamballoon"
trigger3=enemynear,name="biohazard"
trigger4=enemynear,name="BONUS STAGE"
trigger5=enemynear,name="KUPPA GUNDAN"
trigger6=enemynear,name="M-GB Game 1"
trigger7=enemynear,name="madgear"
trigger8=enemynear,name="bonusgame"
trigger9=enemynear,name="M-NES Game 1"
trigger10=enemynear,name="M-NES Game 2"
trigger11=enemynear,name="ro monster hunting"
trigger12=enemynear,name="SDF"
trigger13=enemynear,name="Target Test"
trigger14=enemynear,name="Trainingroom"
trigger15=enemynear,name="Mercedes Benz"
trigger16=enemynear,name="SF2 Oil Drums"
trigger17=enemynear,name="Street Fighter II Bricks Bonus Stage"
var(5)=(var(5)|1073741824)
IgnoreHitPause=1
[State 汎用SE停止]
type=StopSnd
triggerall=!ishelper
trigger1=movetype=H||sysfvar(4)=-1
channel=5
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 溜めEFF消去]
type=RemoveExplod
triggerall=!ishelper&&numexplod(950)
trigger1=!(sysvar(3)=950)
id=950
ignorehitpause=1
[State SE停止-ダッシュ]
type=StopSnd
triggerall=!ishelper
trigger1=!(sysvar(3)=100)
channel=1
ignorehitpause=1
[State 投げ抜けバグ防止]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger1=!(sysvar(3)=810)
trigger1=1||var(5):=(var(5)|16)-16
trigger1=1||var(5):=(var(5)|393216)-393216
[State Zoom用変数初期化]
Type=Null
triggerall=!ishelper
Trigger1=fvar(4)<=1.00
Trigger1=1||fvar(4):=1.00
Trigger2=!(sysvar(3)=[3000,4999])||!(var(5)&2)
Trigger2=1||fvar(4):=0
IgnorehitPause=1
[State テキストヘルパー個数チェック]
type=Null
triggerall=!ishelper
trigger1=numhelper(6900)=0
trigger1=numhelper(6901)=0
trigger1=numhelper(6902)=0
trigger1=numhelper(6903)=0
trigger1=numhelper(6904)=0
trigger1=1||var(7):=0
trigger2=1||var(7):=numhelper(6900)+numhelper(6901)+numhelper(6902)+numhelper(6903)+numhelper(6904)
ignorehitpause=1
;---------------------------------------------------------------------------
;(N)ヘルパー呼び出し
;---------------------------------------------------------------------------
[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
PosType=Right
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)アーマーヘルパー]
type=Helper
triggerall=!ishelper
triggerall=(var(5)&256);IKEMENフラグ
triggerall=NumHelper(20000)=0
triggerall=alive
triggerall=RoundState<=2
triggerall=StateNo!=2147483645
triggerall=StateNo!=13001300
triggerall=StateNo!=13301330
triggerall=StateNo!=13501350
trigger1=Palno=12
helpertype=Normal
name="Armor"
stateno=20000
ID=20000
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
;---------------------------------------------------------------------------
;(P)ヘルパー呼び出し
;---------------------------------------------------------------------------
[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
PosType=Right
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)アーマーヘルパー]
type=Helper
triggerall=!ishelper
triggerall=!(var(5)&256);IKEMENフラグ
triggerall=NumHelper(20000)=0
triggerall=alive
triggerall=RoundState<=2
triggerall=StateNo!=2147483645
triggerall=StateNo!=13001300
triggerall=StateNo!=13301330
triggerall=StateNo!=13501350
trigger1=Palno=12
helpertype=Player
name="Armor"
stateno=20000
ID=20000
postype=p1
pos=0,0
keyctrl=0
ownpal=1
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)
ignorehitpause=1
[state 速度]
type=null
triggerall=!ishelper&&PlayerIDExist(var(58))
trigger1=fvar(26):=abs(PlayerID(Var(58)),GetHitVar(xvel))&&0
trigger2=fvar(27):=abs(PlayerID(Var(58)),Vel X)&&0
trigger3=fvar(28):=PlayerID(Var(58)),Vel Y&&0
trigger4=fvar(29):=(fvar(8)+(Const(size.mid.pos.y)))&&0
ignorehitpause=1
;---------------------------------------------------------------------------
[state 振り向き制御]
type=assertspecial
triggerall=!ishelper
trigger1=var(59)>0
trigger2=(var(5)&1073741824)
flag=noautoturn
ignorehitpause=1
[State AI用-振り向く]
type=Turn
triggerall=!ishelper
trigger1=StateType!=A&&ctrl&&var(59)>0&&PlayerIDExist(var(58))
trigger1=(PlayerID(var(58)),Pos X>Pos X)*2-1-facing
ignorehitpause=1
;---------------------------------------------------------------------------
;エフェクト
;---------------------------------------------------------------------------
[State ヒット感知]
type=varset
triggerall=!ishelper
trigger1=movecontact=1&&var(30)<0
var(30)=hitpausetime
ignorehitpause=1
[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
[State ファーストアタックフラグ]
type=Null
triggerall=!ishelper&&playeridexist(var(58))
trigger1=!(var(5)&2);試合外は両方無効にする
trigger1=1||var(5):=(var(5)|24576)-24576
trigger2=playerid(var(58)),movetype=H
trigger2=!(playerid(var(58)),stateno=[150,155])
trigger2=(movecontact=1&&var(30)=hitpausetime&&movehit=1)||(projcontacttime(0)=[0,1])
trigger2=1||var(5):=(var(5)|8192);flag1
trigger3=(var(5)&8192);成立したら次のラウンド移行までエフェクトを呼び出さないようにする
trigger3=numhelper(6901)
trigger3=1||var(5):=(var(5)|16384);flag2
trigger4=movetype=H||sysfvar(4)=-1||var(15);相手が先に攻撃した
trigger4=1||var(5):=(var(5)|16384);flag2
ignorehitpause=1
[State N-FIRST ATTACK]
type=Helper
triggerall=!ishelper&&(var(5)&2)
triggerall=(var(5)&256)
triggerall=var(7)<=12;上限
trigger1=!(var(5)&16384);flag2-OFF
trigger1=(var(5)&8192);flag1-ON
helpertype=normal
name="FIRST ATTACK"
ID=6901
stateno=6900
pos=0,0
postype=front
facing=1
keyctrl=0
ownpal=1
size.xscale=1.00
size.yscale=1.00
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[State P-FIRST ATTACK]
type=Helper
triggerall=!ishelper&&(var(5)&2)
triggerall=!(var(5)&256)
triggerall=var(7)<=12;上限
trigger1=!(var(5)&16384);flag2-OFF
trigger1=(var(5)&8192);flag1-ON
helpertype=player
name="FIRST ATTACK"
ID=6901
stateno=6900
pos=0,0
postype=front
facing=1
keyctrl=0
ownpal=1
size.xscale=1.00
size.yscale=1.00
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[State N-COUNTER]
type=Helper
triggerall=!ishelper&&(var(5)&2)&&(var(5)&524288);カウンター判定ON
triggerall=(var(5)&256)
triggerall=var(7)<=12;上限
triggerall=!(sysvar(3)=[1300,1351]);カンフーブロッキング中は表示しない
trigger1=movehit=1&&numtarget&&!(hitdefattr=SCA,AT)
helpertype=normal
name="COUNTER"
ID=6902
stateno=6900
pos=0,0
postype=front
facing=1
keyctrl=0
ownpal=1
size.xscale=1.00
size.yscale=1.00
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[State P-COUNTER]
type=Helper
triggerall=!ishelper&&(var(5)&2)&&(var(5)&524288);カウンター判定ON
triggerall=!(var(5)&256)
triggerall=var(7)<=12;上限
triggerall=!(sysvar(3)=[1300,1351]);カンフーブロッキング中は表示しない
trigger1=movehit=1&&numtarget&&!(hitdefattr=SCA,AT)
helpertype=player
name="COUNTER"
ID=6902
stateno=6900
pos=0,0
postype=front
facing=1
keyctrl=0
ownpal=1
size.xscale=1.00
size.yscale=1.00
supermovetime=2147483647
pausemovetime=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))&&!(sysvar(3)=[4000,4999]);MAX以外なら可
Trigger1=RoundState!=2||!(PlayerID(var(58)),MoveType=H)||(PlayerID(var(58)),StateNo=5040)||(PlayerID(var(58)),StateNo=5120)||(PlayerID(var(58)),CanRecover)
Trigger1=1||Var(5):=(Var(5)|32)-32
Trigger2=(sysvar(3)=[3100,4999])&&movecontact
Trigger2=1||Var(5):=(Var(5)|32);フリー
Trigger3=sysvar(3)=3000
Trigger3=(anim=3000&&animelemtime(22)>=0)&&movecontact
Trigger3=1||Var(5):=(Var(5)|32);特定のタイミングで
Trigger4=numhelper(1505)
Trigger4=(helper(1505),MoveContact)
Trigger4=sysvar(3)=1500
Trigger4=1||Var(5):=(Var(5)|32);飛び道具対応
Trigger5=numhelper(1506)
Trigger5=(helper(1506),MoveContact)
Trigger5=sysvar(3)=1510
Trigger5=1||Var(5):=(Var(5)|32);飛び道具対応
Trigger6=numhelper(1515)
Trigger6=(helper(1515),MoveContact)
Trigger6=sysvar(3)=1520
Trigger6=1||Var(5):=(Var(5)|32);飛び道具対応
Trigger7=numhelper(3205)
Trigger7=(helper(3205),MoveContact)
Trigger7=sysvar(3)=3200
Trigger7=Anim=3200&&AnimElemTime(12)>=0
Trigger7=1||Var(5):=(Var(5)|32);飛び道具対応
IgnoreHitPause=1
[state juggle未使用]
type=assertspecial
trigger1=!ishelper
flag=nojugglecheck
ignorehitpause=1
[State ダウン時の画面揺れ感知]
type=Null
ignorehitpause=1
triggerall=!ishelper&&playeridexist(var(58))
trigger1=0&&fvar(6):=0
trigger2=gethitvar(fall.envshake.time)
trigger2=1||fvar(6):=gethitvar(fall.envshake.time)
[State -3,GetPowerの指定が面倒な時用]
type=PowerAdd
triggerall=!ishelper&&playeridexist(var(58))&&Palno!=12
triggerall=!(hitdefattr=SCA,HA,HP,HT)
triggerall=!((sysvar(3)=1020)||(sysvar(3)=[1070,1071])||(sysvar(3)=1075)||(sysvar(3)=1120)||(sysvar(3)=1220)||(sysvar(3)=1420)||(sysvar(3)=1520))
triggerall=!(sysvar(3)=[3000,4999])
triggerall=movecontact=1&&var(30)=hitpausetime
trigger1=movecontact=1
value=floor(playerid(var(58)),gethitvar(damage)*ifelse((var(5)&524288),0.4,1.8))
ignorehitpause=1
[State -3,GetPowerの指定が面倒な時用(ゲージ管理適用版)]
type=VarAdd
triggerall=!ishelper&&playeridexist(var(58))&&Palno=12
triggerall=!(hitdefattr=SCA,HA,HP,HT)
triggerall=!((sysvar(3)=1020)||(sysvar(3)=[1070,1071])||(sysvar(3)=1075)||(sysvar(3)=1120)||(sysvar(3)=1220)||(sysvar(3)=1420)||(sysvar(3)=1520))
triggerall=!(sysvar(3)=[3000,4999])
triggerall=movecontact=1&&var(30)=hitpausetime
trigger1=movecontact=1
sysfvar(1)=floor(playerid(var(58)),gethitvar(damage)*ifelse((var(5)&524288),0.4,1.8))
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)=1020)&&(sysvar(3)=[1070,1071])&&(sysvar(3)=1075)&&(sysvar(3)=1120)&&(sysvar(3)=1220)&&(sysvar(3)=1420)&&(sysvar(3)=1520))
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((var(5)&524288),0.9,1.3))
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=EnemyNear(var(55)),MoveType!=H||(EnemyNear(var(55)),Stateno=5150)
Trigger1=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-ダウン補正防御無視]
type=null
triggerall=!ishelper&&NumTarget=1
trigger1=Target,GetHitVar(FallCount)>0;相手がバウンドしていれば 1/(相手のFall.Defence_up値)＾バウンドした回数
Trigger1=1||fvar(30):=ifelse((var(5)&512),(fvar(2)**var(13)),1.00)/(Target,Const(data.fall.defence_mul)**(Target,GetHitVar(FallCount)))
IgnoreHitPause=1
[state コンボ補正-カウンター]
type=null
triggerall=!ishelper
triggerall=(var(5)&524288);カウンターON
;通常技
trigger1=(stateno=[200,699])||(sysvar(3)=[200,699])
Trigger1=1||fvar(30):=1.50
;必殺技
trigger2=(stateno=[1000,2999])||(sysvar(3)=[1000,2999])
Trigger2=1||fvar(30):=1.25
;超必殺技
trigger3=(stateno=[3000,4999])||(sysvar(3)=[3000,4999])
Trigger3=1||fvar(30):=1.00
IgnoreHitPause=1
[state コンボ補正メイン部分]
type=null
triggerall=!ishelper&&(var(5)&512);フラグON
triggerall=!(var(5)&524288);カウンターOFF
triggerall=EnemyNear(var(55)),movetype=H
triggerall=EnemyNear(var(55)),stateno!=[120,155]
triggerall=EnemyNear(var(55)),GetHitVar(FallCount)=0;相手がバウンドしていれば 1/(相手のFall.Defence_up値)＾バウンドした回数
Trigger1=1||fvar(30):=(fvar(2)**var(13))
IgnoreHitPause=1
[state コンボ補正下限]
type=null
triggerall=!ishelper&&(var(5)&512);フラグON
triggerall=!(var(5)&524288);カウンターOFF
triggerall=fvar(30)<=fvar(3)
Trigger1=1||fvar(30):=fvar(3)
IgnoreHitPause=1
[state コンボ補正初期化]
type=null
triggerall=!ishelper&&(var(5)&512);フラグON
triggerall=!(var(5)&524288);カウンターOFF
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&&!(var(5)&512);フラグOFF
triggerall=!(var(5)&524288);カウンターOFF
Trigger1=1||fvar(30):=1.0
IgnoreHitPause=1
[state コンボ補正反映]
type=attackmulset
triggerall=!ishelper
Trigger1=alive
value=fvar(0)*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 カウンターフラグ]
type=varset
triggerall=!ishelper
trigger1=0&&var(5):=(var(5)|524288)-524288
trigger2=numenemy
trigger2=enemynear(var(55)),movetype=A||P2MoveType=A
trigger3=playeridexist(var(58))
trigger3=playerid(var(58)),movetype=A
var(5)=(var(5)|524288)
ignorehitpause=1
[State (オプション)画面端壁バウンド]
type=TargetState
triggerall=0;!ishelper&&NumTarget=1
triggerall=!(sysvar(3)=[4100,4102]);特定のステートでは行わない
triggerall=!(Target,Stateno=[120,155])
triggerall=!(Target,Stateno=[1025,1028])
triggerall=!(Target,StateType=L)
triggerall=Target,GetHitVar(fall)
triggerall=Target,GetHitVar(xvel)>=2
triggerall=(Target,Vel Y)>-1
trigger1=Target,FrontEdgeDist<=5
trigger2=Target,BackEdgeDist<=5
value=1027
[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
;---------------------------------------------------------------------------
;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
trigger1=!(sysvar(3)=5950)
value=S5150,0
volume=256
[State VO-よろけ動作中]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=5300&&animelemtime(1)=1
value=5000,300
channel=0
volume=256
[State VO-ダメージ]
type=playsnd
triggerall=!ishelper&&alive&&sysvar(4)=1&&sysfvar(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)>=2,20+(random%2),ifelse(gethitvar(animtype)>=1,(10+(random%2)),0))
channel=0
volume=256
[State VO-ダメージ-ダウン]
type=playsnd
triggerall=!ishelper&&alive&&sysvar(4)=1&&sysfvar(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=5000,20+(random%2)
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,ifelse(random<500,0,2)
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,ifelse(random<500,1,3)
channel=0
volume=256
[state VO-投げ失敗]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=800&&animelem=4
value=S5000,10
channel=0
volume=256
[state VO-カンフー突き手]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=1000&&animelem=5
trigger2=anim=1010&&animelem=5
trigger3=anim=1020&&animelem=5
value=S5200,8
channel=0
volume=256
[state VO-カンフーニー]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=(sysvar(3)=1055)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=1075)&&(sysvar(4)=[0,1])
value=S5210,5
channel=0
volume=256
[state VO-カンフーアッパー]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=(sysvar(3)=1100)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=1110)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=1120)&&(sysvar(4)=[0,1])
value=S5210,2
channel=0
volume=256
[state VO-カンフーブロー]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=1200&&animelem=6
trigger2=anim=1210&&animelem=6
trigger3=anim=1220&&animelem=6
value=S5210,6
channel=0
volume=256
[state VO-カンフーブロッキング]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=(sysvar(3)=700)&&(sysvar(4)=[0,1]);上段(アレンジ版)
trigger2=(sysvar(3)=701)&&(sysvar(4)=[0,1]);下段(アレンジ版)
trigger3=(sysvar(3)=702)&&(sysvar(4)=[0,1]);空中(アレンジ版)
trigger4=(sysvar(3)=1300)&&(sysvar(4)=[0,1]);上段
trigger5=(sysvar(3)=1320)&&(sysvar(4)=[0,1]);下段
trigger6=(sysvar(3)=1340)&&(sysvar(4)=[0,1]);空中
value=S5200,3
channel=0
volume=256
[state VO-カンフー山靠]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=1400&&animelem=4
trigger2=anim=1410&&animelem=4
trigger3=anim=1420&&animelem=2
value=S5210,8
channel=0
volume=256
[state VO-カンフー波動]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=1500&&animelem=4
trigger2=anim=1510&&animelem=4
trigger3=anim=1520&&animelem=4
value=S5210,0
channel=0
volume=256
[State VO-溜め]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=sysvar(3)=950&&(sysvar(4)=[0,1])
trigger2=sysvar(3)=3000&&(sysvar(4)=[0,1])
trigger3=sysvar(3)=3100&&(sysvar(4)=[0,1])
trigger4=sysvar(3)=3200&&(sysvar(4)=[0,1])
trigger5=anim=4002&&animelem=8
trigger6=anim=4102&&animelem=4
value=S5300,0
channel=0
volume=256
[state VO-三連カンフー突き手-1]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=anim=3000
trigger1=animelem=5
value=S5200,0
channel=0
volume=256
[state VO-三連カンフー突き手-2]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=anim=3000
trigger1=animelem=13
value=S5210,1
channel=0
volume=256
[state VO-三連カンフー突き手-3]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=anim=3000
trigger1=animelem=21
value=S5210,2
channel=0
volume=256
[State VO-スマッシュカンフーアッパー]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=3100&&animelem=8
value=S5300,2
channel=0
volume=256
[State VO-真空カンフー波動]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=3200&&animelem=12
value=S5300,3
channel=0
volume=256
[State VO-崩撃雲身双虎掌-1]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=4000&&animelem=6
value=S5200,4
channel=0
volume=256
[State VO-崩撃雲身双虎掌-2]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=4001&&animelem=8
value=S5200,6
channel=0
volume=256
[State VO-崩撃雲身双虎掌-3]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=4002&&animelem=17
value=S5210,2
channel=0
volume=256
[State VO-崩撃雲身双虎掌-失敗]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=4002&&animelem=33
value=S5000,11
channel=0
volume=256
[State VO-彼女を想い…]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
trigger1=anim=4102&&animelem=13
value=S5300,1
channel=0
volume=256
;---------------------------------------------------------------------------
;AI補助
;---------------------------------------------------------------------------
[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
;---------------------------------------------------------------------------
;ステート固定
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;パワー制御
;---------------------------------------------------------------------------
[State -2,パワー制御／変数]
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=(PalNo=12)
Trigger1=Power>SysFVar(1)
sysfvar(1)=Power
IgnoreHitPause=1
[State -2,パワー制御／上限値]
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=(PalNo=12)
Trigger1=SysFVar(1)>PowerMAX
sysfvar(1)=PowerMAX
IgnoreHitPause=1
[State -2,パワー制御／下限値]
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=(PalNo=12)
Trigger1=SysFVar(1)<0
sysfvar(1)=0
IgnoreHitPause=1
[State -2,パワー制御／パワーセット]
Type=PowerSet
TriggerAll=!IsHelper
TriggerAll=(PalNo=12)
TriggerAll=Power<SysFVar(1)
Trigger1=!NumPartner
Trigger2=NumPartner
Trigger2=!Partner,Alive
Value=Floor(SysFVar(1))
IgnoreHitPause=1
;---------------------------------------------------------------------------
;アーマー使用時の処理or演出
;---------------------------------------------------------------------------
[State 無敵-アーマー]
type=NotHitBy
triggerall=!ishelper
triggerall=((var(5)&3145728)/1048576)!=[1,3]
triggerall=StateNo!=2147483645
triggerall=StateNo!=13101310
triggerall=StateNo!=13301330
triggerall=StateNo!=13501350
trigger1=numhelper(20000)
value=SCA
time=2
ignorehitpause=1
[State アーマー被弾-PalFX]
type=PalFX
triggerall=!ishelper&&numhelper(20000)&&palno=12
triggerall=((var(5)&3145728)/1048576)!=[1,3]
triggerall=StateNo!=2147483645
triggerall=StateNo!=13101310
triggerall=StateNo!=13301330
triggerall=StateNo!=13501350
trigger1=var(15)
trigger2=(sysvar(3)=[120,154])
time=IfElse((Helper(20000),GetHitVar(HitShakeTime)+GetHitVar(SlideTime))>10,(Helper(20000),GetHitVar(HitShakeTime)+GetHitVar(SlideTime)),10)
add=128,0,0
mul=256,256,256
sinadd=0,0,0,1
invertall=0
color=256
IgnoreHitPause=1
;---------------------------------------------------------------------------
;ライフ管理
;---------------------------------------------------------------------------
[State ダメージ条件]
Type=VarAdd
triggerAll=!IsHelper
triggerall=!((StateNo=[120,154])||(sysvar(3)=[120,154]))
triggerall=!((StateNo=[700,702])||(sysvar(3)=[700,702]))
triggerall=!(StateNo=13101310)
triggerall=!(StateNo=13301330)
triggerall=!(StateNo=13501350)
triggerall=!(StateNo=2147483645)
triggerall=(var(15));ダメージフラグ
trigger1=palno=12
sysfvar(0)=var(15);(LifeMAX-Life)
IgnoreHitPause=1
[State -2,撃破条件]
Type=VarSet
triggerAll=!IsHelper&&(var(5)&2)
triggerall=!((StateNo=[120,154])||(sysvar(3)=[120,154]))
triggerall=!((StateNo=[700,702])||(sysvar(3)=[700,702]))
triggerall=!(StateNo=13101310)
triggerall=!(StateNo=13301330)
triggerall=!(StateNo=13501350)
triggerall=!(StateNo=2147483645)
triggerAll=palno=12
trigger1=numhelper(20000)=0
sysfvar(0)=LifeMAX
IgnoreHitPause=1
;---------------------------------------------------------------------------
[State 被弾フラグ]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=var(15)
var(15)=0
IgnoreHitPause=1
[State -2,現在体力を変数にセット]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=!(PalNo=12)
var(9)=Life
IgnoreHitPause=1
[State -2,ライフ管理／現在体力を変数にセット]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=(PalNo=12)
var(9)=LifeMAX-Floor(SysFVar(0))
IgnoreHitPause=1
[State -2,落下ダメージを受ける]
Type=HitFallDamage
IgnoreHitPause=1
TriggerAll=!IsHelper
Trigger1=(PalNo=12)
[State -2,落下ダメージ無効]
Type=LifeSet
TriggerAll=!IsHelper&&Alive
Trigger1=(PalNo=12)
Value=Var(9)
IgnoreHitPause=1
[State -2,ライフ管理用NoKo]
Type=AssertSpecial
TriggerAll=0&&!IsHelper&&Alive
Trigger1=(PalNo=12);ライフ管理
;Trigger1=PlayerID(Var(58)),Life>0&&PlayerID(Var(58)),Alive&&PlayerID(Var(58)),MoveType!=H
;Trigger2=PlayerID(Var(58)),Life>0&&PlayerID(Var(58)),Alive&&PlayerID(Var(58)),MoveType!=H
;Trigger2=LifeMAX!=SysFVar(0)
Flag=NoKo
IgnoreHitPause=1
[State -2,ライフ管理／ライフセット]
Type=LifeSet
TriggerAll=!IsHelper&&Alive
TriggerAll=(PalNo=12);ライフ管理
Trigger1=1
Value=LifeMAX-Floor(SysFVar(0))
IgnoreHitPause=1
[State -2,ライフ管理／下限値]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=SysFVar(0)<0
sysfvar(0)=0
IgnoreHitPause=1
;---------------------------------------------------------------------------
;耐性-根性値
;---------------------------------------------------------------------------
[State 根性値-防御力と根性値適用]
type=DefenceMulSet
triggerall=!ishelper
trigger1=alive
value=fvar(1)*fvar(20)
ignorehitpause=1
[State 根性値-フラグOFF]
type=varset
triggerall=!ishelper
trigger1=!(var(5)&1024)
fvar(20)=1.00
ignorehitpause=1
[State 根性値-ライフ管理あり]
type=varset
triggerall=!ishelper
trigger1=(var(5)&1024)
Trigger1=(PalNo=12)
fvar(20)=fvar(21)+(1.00*sysvar(3))/(2.00*LifeMax)
ignorehitpause=1
[State 根性値-ライフ管理なし]
type=varset
triggerall=!ishelper
trigger1=(var(5)&1024)
Trigger1=!(PalNo=12)
fvar(20)=fvar(21)+(1.00*Life)/(2.00*LifeMax)
ignorehitpause=1
[State 根性値-フラグリセット]
type=VarSet
triggerall=!IsHelper
trigger1=MoveType!=H
trigger2=(sysvar(3)=[120,154])
var(17)=0
ignorehitpause=1
[State 根性値-ヒット数]
type=VarSet
triggerall=!IsHelper&&(var(5)&1024);フラグON
trigger1=MoveType=H
trigger1=!(sysvar(3)=[120,154])
var(17)=GetHitVar(HitCount)
ignorehitpause=1
[State 1HIT目根性値適用]
type=LifeAdd
triggerall=!IsHelper&&Alive&&(var(5)&1024);フラグON
triggerall=!(PalNo=12)
triggerall=var(17)=1
triggerall=var(19):=GetHitVar(Damage)
trigger1=var(18):=Floor(var(19)*(1.0-(fvar(1)*fvar(20))))
trigger1=!(sysvar(3)=[120,154])
trigger1=!(sysvar(3)=[700,702])
trigger1=StateNo!=2147483645
trigger1=StateNo!=13101310
trigger1=StateNo!=13301330
trigger1=StateNo!=13501350
value=var(18)
absolute=1
ignorehitpause=1
;---------------------------------------------------------------------------
[State 凍結解除]
type=SelfState
triggerall=!ishelper
triggerall=!(var(5)&256);IKEMENでは封印
triggerall=palno=12
trigger1=(HitPauseTime)
value=2147483644
ignorehitpause=1
persistent=256
[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 HitOverRide／ReversalDefステート移行(ステート固定を行う場合)]
type=SelfState
triggerall=!ishelper&&Alive
triggerall=palno=12||sysfvar(4)=-1
trigger1=Stateno=13501350||sysfvar(4)=-1
trigger1=Anim=25002500
value=1350;カンフーブロッキング空中
persistent=256
ignorehitpause=1
[State HitOverRide／ReversalDefステート移行(ステート固定を行う場合)]
type=SelfState
triggerall=!ishelper&&Alive
triggerall=palno=12||sysfvar(4)=-1
trigger1=Stateno=13301330||sysfvar(4)=-1
trigger1=Anim=25002500
value=1330;カンフーブロッキング下段
persistent=256
ignorehitpause=1
[State HitOverRide／ReversalDefステート移行(ステート固定を行う場合)]
type=SelfState
triggerall=!ishelper&&Alive
triggerall=palno=12||sysfvar(4)=-1
trigger1=Stateno=13101310||sysfvar(4)=-1
trigger1=Anim=25002500
value=1310;カンフーブロッキング上段
persistent=256
ignorehitpause=1
[State -2,ステート固定(ブロッキング)]
type=SelfState
triggerall=!ishelper&&Alive
triggerall=palno=12||sysfvar(4)=-1
trigger1=Stateno=2147483645||sysfvar(4)=-1
trigger1=Anim=25002500
value=ifelse(((var(5)&3145728)/1048576)=1,700,ifelse(((var(5)&3145728)/1048576)=2,701,702));アレンジカンフーブロッキング
Ctrl=ifElse(((SysVar(3)=702)&&(SysVar(4)>10)),1,0)
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 波動]
type=SelfState
trigger1=ishelper(1505)||ishelper(1506)
trigger1=stateno!=1509
value=ifelse(sysvar(3),sysvar(3),1505)
ignorehitpause=1
[State 波動-HitOverride対応]
type=SelfState
trigger1=ishelper(1505)||ishelper(1506)
trigger1=stateno=1509
value=1506
ignorehitpause=1
[State EX波動]
type=SelfState
trigger1=ishelper(1515)
trigger1=stateno!=1519
value=ifelse(sysvar(3),sysvar(3),1515)
ignorehitpause=1
[State 波動-HitOverride対応]
type=SelfState
trigger1=ishelper(1515)
trigger1=stateno=1519
value=1516
ignorehitpause=1
;---------------------------------------------------------------------------
[State 超波動]
type=SelfState
trigger1=ishelper(3205)
value=3205
ignorehitpause=1
[State 超波動-煙EFF]
type=SelfState
trigger1=ishelper(3255)
value=3255
ignorehitpause=1
;---------------------------------------------------------------------------
[State MAXアッパー-演出]
type=SelfState
trigger1=ishelper(4150)
value=4150
ignorehitpause=1
[State MAXアッパー-演出2]
type=SelfState
trigger1=ishelper(4151)
value=4151
ignorehitpause=1
[State MAXアッパー-カメラ]
type=SelfState
trigger1=ishelper(4152)
value=4152
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 中ダウンEFF]
type=SelfState
trigger1=ishelper(6071)
value=6071
ignorehitpause=1
[State 大ダウンEFF-地割れ]
type=SelfState
trigger1=ishelper(6072)||ishelper(6073)
value=6072
ignorehitpause=1
[State 大ダウンEFF-岩飛沫]
type=SelfState
trigger1=ishelper(60720)||ishelper(60721)||ishelper(60722)||ishelper(60723)||ishelper(60724)||ishelper(60725)||ishelper(60726)||ishelper(60727)||ishelper(60728)||ishelper(60729)
value=60720
ignorehitpause=1
;---------------------------------------------------------------------------
[State SYSTEM-MESSAGE]
type=SelfState
trigger1=ishelper(6900)||ishelper(6901)||ishelper(6902)||ishelper(6903)||ishelper(6904)
value=6900
ignorehitpause=1
;---------------------------------------------------------------------------
[State アーマー]
type=SelfState
trigger1=ishelper(20000)
value=20000
ignorehitpause=1
;---------------------------------------------------------------------------
[State 暗転演出]
type=SelfState
trigger1=ishelper(23000)
value=ifelse(sysvar(3),sysvar(3),23000)
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 永続ターゲット]
type=selfstate
trigger1=ishelper(25002500)
value=25002500
anim=25002500
ctrl=0
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 ブロッキング無敵(12P用)]
Type=NotHitBy
TriggerAll=!IsHelper
Trigger1=PalNo=12
Trigger1=sysvar(3)=[700,702]
Trigger2=stateno=13101310
Trigger3=stateno=13301330
Trigger4=stateno=13501350
Trigger5=stateno=2147483645
Value2=SCA
Time=2
IgnoreHitPause=1
[State 試合外ライフバー非表示]
type=AssertSpecial
triggerall=!ishelper
trigger1=!(var(5)&2)
flag=nobardisplay
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)*0.85
;---------------------------------------------------------------------------
[State 画面端の押し戻し判定]
type=Width
triggerall=!ishelper&&(var(5)&1);win版の意図しない裏回りをしないようにする対応
triggerall=!(var(5)&1073741824);ボーナスゲーム判定
trigger1=StateType=A&&MoveType!=H&&!(StateNo=[120,159])
trigger2=numenemy
trigger2=P2StateType=A&&P2MoveType=H&&!(Enemy,StateNo=[120,159])
trigger3=playeridexist(var(58))
trigger3=playerid(var(58)),statetype=A&&playerid(var(58)),movetype=H&&!(playerid(var(58)),stateno=[120,159])
edge=5,-5
ignorehitpause=1
[State 崩れダウン]
type=changestate
triggerall=!ishelper
trigger1=!alive
trigger1=stateno=[5000,5010]
trigger1=(prevstateno=[130,131])||(prevstateno=[140,141])||(prevstateno=[150,153])
value=5950
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
;---------------------------------------------------------------------------
;護身対策
;---------------------------------------------------------------------------
[State 自分側]
type=changestate
triggerall=!ishelper
triggerall=!ctrl
triggerall=time>=300||sysvar(4)>=300
triggerall=roundstate=2
trigger1                                                                                                                                                                                                                                                       =(pos y)>0&&(screenpos y)>GameHeight
trigger1=(pos y)>0&&(screenpos y)>240
trigger2=!selfanimexist(anim)
trigger3=anim=25002500
value=5040
IgnoreHitPause=1
[State 相手側]
type=targetstate
triggerall=!ishelper
trigger1=numtarget=1
trigger1=!(movetype=A)
trigger1=target,time>=300
value=51
IgnoreHitPause=1
;---------------------------------------------------------------------------
;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 -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 -3,5900]
type=ChangeState
TriggerAll=!ishelper&&StateNo=5900
triggerall=(TeamMode=Turns)
triggerall=roundno>1
trigger1=RoundsExisted=0
value=5901
[State -3,5900]
type=changestate
TriggerAll=!ishelper&&StateNo=5900
trigger1=roundno=1
trigger2=RoundsExisted=0
trigger2=(TeamMode=Turns)
trigger2=RoundNo>0
value=190
;---------------------------------------------------------------------------
;HitOverRide／ReversalDefステート移行
;---------------------------------------------------------------------------
[state HitOverRide／ReversalDefステート移行_空anim]
type=changeanim
TriggerAll=!ishelper
trigger1=Stateno=2147483645||Stateno=13001300||Stateno=13301330||Stateno=13501350
value=25002500
persistent=256
ignorehitpause=1
[State HitOverRide／ReversalDefステート移行(ステート固定をしない場合)]
type=SelfState
TriggerAll=!ishelper
triggerall=!(Palno=12)
trigger1=Stateno=13501350
value=1350;カンフーブロッキング空中
Ctrl=0
persistent=256
ignorehitpause=1
[State HitOverRide／ReversalDefステート移行(ステート固定をしない場合)]
type=SelfState
TriggerAll=!ishelper
triggerall=!(Palno=12)
trigger1=Stateno=13301330
value=1330;カンフーブロッキング下段
Ctrl=0
persistent=256
ignorehitpause=1
[State HitOverRide／ReversalDefステート移行(ステート固定をしない場合)]
type=SelfState
TriggerAll=!ishelper
triggerall=!(Palno=12)
trigger1=Stateno=13101310
value=1310;カンフーブロッキング上段
Ctrl=0
persistent=256
ignorehitpause=1
[State HitOverRide／ReversalDefステート移行(ステート固定をしない場合)]
type=SelfState
TriggerAll=!ishelper
triggerall=!(Palno=12)
trigger1=Stateno=2147483645
value=ifelse(((var(5)&3145728)/1048576)=1,700,ifelse(((var(5)&3145728)/1048576)=2,701,702));アレンジカンフーブロッキング
Ctrl=ifElse(((StateNo=702)&&(SysVar(4)>10||Time>=10)),1,0)
persistent=256
ignorehitpause=1