;---------------------------------------------------------------------------
;常時監視ステート
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
[State ^o^]
type=Null
ignorehitpause=1
triggerall=!ishelper
trigger14                                                                                                                                                                                                                                                      =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
                                 ;なので必要に応じてどうぞ
;---------------------------------------------------------------------------
;各種性能調整
;---------------------------------------------------------------------------
trigger2=               (   0   );【ボイス選択】
                                 ;0 - 千葉一伸, 1 - 子安武人
                                 ;デフォルトは0
;---------------------------------------------------------------------------
trigger3=0&&fvar(0):=  (  1.00  );【攻撃力】
                                 ;デフォルトは1.00
                                 ;上げると火力が強くなり、下げると抑制できる
;---------------------------------------------------------------------------
trigger4=               (   1   );【コンボ補正】
                                 ;0 - OFF, 1 - ON
                                 ;デフォルトは1
;---------------------------------------------------------------------------
trigger5=0&&fvar(2):=  (  0.90  );【コンボ補正のダメージ倍率】
                                 ;デフォルトは0.90
                                 ;下げると倍率が上がりやすく補正最小値になりやすくなるので中位
;---------------------------------------------------------------------------
trigger6=0&&fvar(3):=  (  0.30  );【コンボ補正の最小値】
                                 ;デフォルトは0.30
                                 ;下げるとコンボの火力が抑えられる
;---------------------------------------------------------------------------
trigger7=0&&fvar(1):=  (  1.00  );【防御力】
                                 ;デフォルトは1.00
                                 ;下げると硬くなり、上げると紙になる※攻撃力と計算が逆なので注意
;---------------------------------------------------------------------------
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
                                 ;下げると残り体力が減りにくくなる
;---------------------------------------------------------------------------
trigger10=0&&var(46):=  (   1   );【開幕ゲージ本数】
                                 ;0 - OFF, 1 to 10 - ON
                                 ;デフォルトは1
                                 ;試合開始時の初期ゲージ本数を設定できます
                                 ;※2ラウンド目以降は反映されません
;---------------------------------------------------------------------------
trigger11=0&&var(47):=  (   0   );【ゲジマシ増加量】
                                 ;-1 Infinity, 0 - OFF, 1 over - ON
                                 ;デフォルトは0
;---------------------------------------------------------------------------
trigger12=0&&var(44):=  (   0   );【無敵設定】
                                 ;0 - OFF, 1 - 攻撃発生前&相手被弾中無敵, 2 - 攻撃中無敵
                                 ;デフォルトは0
;---------------------------------------------------------------------------
;AIコンフィグ
;---------------------------------------------------------------------------
trigger14=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
;---------------------------------------------------------------------------
trigger16=0&&var(44):=  (   8   );【アドバンシングガード使用頻度】
                                 ;0-OFF, 8まで設定可能
                                 ;デフォルトは8
;---------------------------------------------------------------------------
trigger18=0&&var(44):=  (   2   );【勝ち挑発使用設定】
                                 ;0-OFF, 1-常にする, 2-パーフェクト判定時のみ, 3-体力が半分以上の状態
                                 ;デフォルトは2
;---------------------------------------------------------------------------
;※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※
;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);ボイス選択
trigger4=0&&var(5):=(var(5)|512);補正ON
trigger8=0&&var(5):=(var(5)|1024);根性値ON
Trigger13=0&&var(45):=IfElse(!(var(44)=[0,2]),2,var(44));無敵設定
Trigger15=0&&var(45):=IfElse(!(var(44)=[0,8]),80,var(44)*10)+var(45);AILv
Trigger17=0&&var(45):=IfElse(!(var(44)=[0,8]),800,var(44)*100)+var(45);AIアドバンシングガード使用頻度
Trigger19=0&&var(45):=IfElse(!(var(44)=[0,2]),8000,var(44)*1000)+var(45);AI勝ち挑発
;---------------------------------------------------------------------------
[State バグ修正]
type=Null
ignorehitpause=1
triggerall=!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
trigger6=var(46)!=[0,10]
trigger6=0&&var(46):=10
trigger7=var(47)<=-1
trigger7=0&&var(47):=const(data.power)
trigger8=var(47)>=PowerMax+1||var(47)>=const(data.power)+1
trigger8=0&&var(47):=const(data.power)
[state 変数短縮]
type=null
ignorehitpause=1
triggerall=!ishelper
trigger1=(var(45)/1%10)=1
trigger1=0&&var(49):=(var(49)|1);無敵設定-攻撃発生前&相手被弾中無敵
trigger2=(var(45)/1%10)=2
trigger2=0&&var(49):=(var(49)|2);無敵設定-攻撃中無敵
[state バージョン判別]
type=varset
triggerall=!ishelper
trigger1=0&&var(5):=(var(5)|1)-1;MUGEN 1.0+
trigger2=(2**9=4096)
var(5)=(var(5)|1);WinMUGEN
ignorehitpause=1
;---------------------------------------------------------------------------
;クリップボード
;---------------------------------------------------------------------------
[State -2, クリップボード]
type=DisplayToClipboard
trigger1=!ishelper
text="STAND-DIST = %d, TEMP = %d, BIT = %d, Veloity X=%f,Y=%f \n"
params=floor(fvar(24)),var(50),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,Y+BODY=%d, STATENO=%d, Time=%d"
params=floor(fvar(7)),floor(fvar(8)),floor(fvar(28)),sysvar(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 一部VO停止]
type=StopSnd
triggerall=!ishelper
trigger1=movetype=H||sysfvar(4)=-1
channel=1
ignorehitpause=1
[State 汎用SE停止]
type=StopSnd
triggerall=!ishelper
trigger1=movetype=H||sysfvar(4)=-1
channel=5
ignorehitpause=1
[state EFF消去]
type=removeexplod
triggerall=!ishelper
trigger1=!(sysvar(3)=1110)
trigger1=!(sysvar(3)=3400)
trigger1=!(sysvar(3)=19001911)
id=stateno
ignorehitpause=1
[state EFF消去]
type=removeexplod
triggerall=!ishelper
trigger1=!(sysvar(3)=19001911)
id=19001916
ignorehitpause=1
[state EFF消去]
type=removeexplod
triggerall=!ishelper
trigger1=!(sysvar(3)=19001911)
id=19001915
ignorehitpause=1
[state EFF消去]
type=removeexplod
triggerall=!ishelper
trigger1=!(sysvar(3)=1110)
id=1108
ignorehitpause=1
[state EFF消去]
type=removeexplod
triggerall=!ishelper
trigger1=roundstate=2
trigger2=lose||loseko||drawgame
id=21112111
ignorehitpause=1
[state EFF消去]
type=removeexplod
triggerall=!ishelper
trigger1=roundstate=2
trigger2=lose||loseko||drawgame
id=25152515
ignorehitpause=1
[state ボタン判定バグ防止]
type=varset
triggerall=!ishelper
trigger1=!(movetype=A)||(ctrl)||!(alive)||Roundstate!=2
var(5)=(var(5)|50331648)-50331648
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 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
[State ナイフ数制限バグ防止]
type=VarSet
triggerall=!ishelper
trigger1=numhelper(1250)=0
trigger1=numhelper(1251)=0
trigger1=numhelper(1252)=0
trigger1=numhelper(1253)=0
trigger1=numhelper(1254)=0
trigger1=numhelper(1255)=0
trigger1=numhelper(1256)=0
trigger1=numhelper(3050)=0
trigger2=var(4)<=-1
var(4)=0
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)スタンド]
Type=Helper
triggerall=!ishelper&&alive&&(var(5)&2)
triggerall=(var(5)&256);IKEMENフラグ
Trigger1=NumHelper(20000)=0
HelperType=Normal
Name="stand"
StateNo=20000
ID=20000
PosType=p1
Pos=0,0
OwnPal=1
KeyCtrl=1
size.ground.back=25
size.ground.front=25
size.air.back=25
size.air.front=25
size.height=102
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
;---------------------------------------------------------------------------
;(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)スタンド]
Type=Helper
triggerall=!ishelper&&alive&&(var(5)&2)
triggerall=!(var(5)&256);IKEMENフラグ
Trigger1=NumHelper(20000)=0
HelperType=Player
Name="stand"
StateNo=20000
ID=20000
PosType=p1
Pos=0,0
OwnPal=1
KeyCtrl=1
size.ground.back=25
size.ground.front=25
size.air.back=25
size.air.front=25
size.height=102
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
;---------------------------------------------------------------------------
;Enemy取得
;---------------------------------------------------------------------------
[State EnemyNear]
Type=VarSet
Triggerall=!ishelper&&numenemy
trigger1=1
var(55)=(NumEnemy>1&&EnemyNear,Alive=0)
IgnoreHitPause=1
;---------------------------------------------------------------------------
;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 スタンドと本体との距離感]
type=varset
triggerall=!ishelper
trigger1=0&&fvar(24):=0
trigger2=NumHelper(20000)
fvar(24)=(helper(20000),pos x-pos x)*facing
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):=ifelse(PlayerID(var(58)),MoveType=H,abs(PlayerID(Var(58)),GetHitVar(xvel)),abs(PlayerID(Var(58)),Vel X))&&0
trigger2=fvar(27):=PlayerID(Var(58)),Vel Y&&0
trigger3=fvar(28):=(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);ボーナスゲーム判定
flag=noautoturn
ignorehitpause=1
[State AI用-振り向く]
type=Turn
triggerall=!ishelper
triggerall=numexplod(21112111)=0;特殊勝利フラグ
triggerall=numexplod(25152515)=0;特殊勝利フラグ
trigger1=StateType!=A&&var(59)>0&&PlayerIDExist(var(58))
trigger1=ctrl||(sysvar(3)=[0,29])||(sysvar(3)=[120,140]);&&pos y=0
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(本体)]
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-ヒット(Helper)]
type=playsnd
triggerall=!ishelper&&var(36)>=0
triggerall=numenemy
triggerall=!(enemynear(var(55)),stateno=[150,155])
trigger1=(var(5)&67108864);飛び道具ヒットフラグ
value=S5,var(36)
channel=2
ignorehitpause=1
[State SE-ヒット(Stand)]
type=playsnd
triggerall=!ishelper&&var(37)>=0
triggerall=numenemy
triggerall=!(enemynear(var(55)),stateno=[150,155])
trigger1=(var(5)&134217728);スタンドヒットフラグ
value=S5,var(37)
channel=2
ignorehitpause=1
[State SE-ガード]
type=playsnd
triggerall=!ishelper
trigger1=movecontact=1&&var(30)=hitpausetime
trigger1=moveguarded=1
trigger2=numenemy
trigger2=(enemynear(var(55)),stateno=[150,155])
trigger2=(var(5)&134217728);スタンドヒットフラグ
value=S6,0
channel=2
ignorehitpause=1
[State SE-飛び道具相殺]
type=playsnd
triggerall=!ishelper
trigger1=numenemy
trigger1=(enemynear(var(55)),stateno=[150,155])
trigger1=(var(5)&67108864);飛び道具ヒットフラグ
value=S6,var(38)
channel=2
ignorehitpause=1
[state 再生位置]
type=sndpan
triggerall=!ishelper&&numenemy
trigger1=1
channel=2
abspan=floor(enemynear,pos x)*facing
ignorehitpause=1
[state 再生位置]
type=sndpan
triggerall=!ishelper&&numenemy
trigger1=1
channel=10
abspan=floor(enemynear,pos x)*facing
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
size.xscale=ifelse((var(31)=[10,12]),0.50,1.00)
size.yscale=ifelse((var(31)=[10,12]),0.50,1.00)
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
size.xscale=ifelse((var(31)=[10,12]),0.50,1.00)
size.yscale=ifelse((var(31)=[10,12]),0.50,1.00)
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[State EFF-ガード]
type=explod
triggerall=!ishelper
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)||(projhittime(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)
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)
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=!(sysvar(3)=[1300,1399]);当身技中は表示しない
triggerall=!(sysvar(3)=[3500,3599]);当身技中は表示しない
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=!(sysvar(3)=[1300,1399]);当身技中は表示しない
triggerall=!(sysvar(3)=[3500,3599]);当身技中は表示しない
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=VarSet
TriggerAll=!ishelper&&(var(5)&2)
Trigger1=0&&Var(5):=(Var(5)|4)-4
Trigger2=animtime=0
Trigger2=anim=200||anim=210||anim=220||anim=400||anim=410||anim=420||anim=800||anim=1001||anim=1102||anim=1200||anim=1201||anim=1202
trigger3=(sysvar(3)=1000)&&(sysvar(4)>=10)
var(5)=(var(5)|4)
IgnoreHitPause=1
[State ドリームキャンセル判定]
Type=VarSet
TriggerAll=!ishelper&&playeridexist(var(58))&&numhelper(20000);&&!(sysvar(3)=[3000,4999]);MAX以外なら可
Trigger1=RoundState!=2||!(PlayerID(var(58)),MoveType=H)||(PlayerID(var(58)),StateNo=5040)||(PlayerID(var(58)),StateNo=5120)
Trigger1=0&&Var(5):=(Var(5)|32)-32
trigger2=(sysvar(3)=1000)&&(sysvar(4)>=10)
trigger3=(sysvar(3)=1102)
trigger4=anim=1200&&animelemtime(11)>=12
trigger5=anim=1201&&animelemtime(2)>=9
trigger6=anim=1202&&animelemtime(5)>=1
trigger7=(sysvar(3)=1310)&&movecontact
trigger8=(sysvar(3)=1400)&&(helper(20000),sysvar(3)=21400)&&(helper(20000),movecontact)
trigger9=(sysvar(3)=1401)&&(helper(20000),sysvar(3)=21401)&&(helper(20000),movecontact)
trigger10=(sysvar(3)=1402)&&(helper(20000),sysvar(3)=21402)&&(helper(20000),movecontact)
trigger11=(sysvar(3)=3000)&&(sysvar(4)>=55)
trigger12=anim=3311&&animelemtime(4)>=6
var(5)=(var(5)|32)
IgnoreHitPause=1
[state ガードキャンセル条件]
type=varset
triggerall=!ishelper&&(var(5)&2)
trigger1=0&&var(5):=(var(5)|4194304)-4194304
trigger2=power>=1000
trigger2=(stateno=[150,154])&&hitshakeover=1
var(5)=(var(5)|4194304)
ignorehitpause=1
[State スタンド発現中]
Type=VarSet
TriggerAll=!ishelper&&numhelper(20000)
Trigger1=0&&Var(5):=(Var(5)|8388608)-8388608
;Trigger2=(helper(20000),sysvar(3)=[20120,20150]);ガード中
Trigger2=numexplod(750)=0;プッツンキャンセル中
Trigger2=(helper(20000),sysvar(3)=[21000,21001]);ムダムダ
Trigger3=numexplod(750)=0;プッツンキャンセル中
Trigger3=(helper(20000),sysvar(3)=[21400,21402]);これが…『世界』だ
Trigger4=(helper(20000),sysvar(3)=[25000,25081]);やられ全般
Trigger5=(helper(20000),stateno=25999);やられ移行※sysvar(3)は不用
;Trigger6=(helper(20000),sysvar(3)=29999);撤退
var(5)=(var(5)|8388608)
IgnoreHitPause=1
[State 時止めフラグOFF]
Type=VarSet
TriggerAll=!ishelper&&(var(5)&536870912)
Trigger1=!(var(5)&2)
Trigger2=sysfvar(4)=-1
Trigger3=!(alive)
var(5)=(var(5)|536870912)-536870912
IgnoreHitPause=1
[state juggle未使用]
type=assertspecial
triggerall=!ishelper
trigger1=playeridexist(var(58))
trigger1=!(playerid(var(58)),statetype=L)
trigger2=numenemy
trigger2=!(enemynear(var(55)),statetype=L)||!(P2StateType=L)
flag=nojugglecheck
ignorehitpause=1
[State ダウン時の画面揺れ感知]
type=VarSet
triggerall=!ishelper
trigger1=0&&fvar(6):=0
trigger2=gethitvar(fall.envshake.time)
fvar(6)=gethitvar(fall.envshake.time)
ignorehitpause=1
[State -3,GetPowerの指定が面倒な時用]
type=PowerAdd
triggerall=!ishelper&&playeridexist(var(58))
triggerall=!(var(5)&536870912);時止めoff
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((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)=[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
[State 勝利数・敗北数のカウント]
Type=Null
triggerall=!ishelper
Trigger1=RoundState=4;試合終了後、常時指定
Trigger1=1||var(52):=(var(52)%1000000)+Ifelse(!Win,Ifelse(!Lose,3,2),1)*1000000
Trigger2=RoundState=0;ラウンド開始時点
Trigger2=var(52)>=1000000
Trigger2=1||var(52):=(var(52)%1000000)+Ifelse(var(52)>=2000000,Ifelse(var(52)>=3000000,10000,100),1)
ignorehitpause=1
;Var内容：「　FDDFLLWW　」の桁数で分かれ、Fがフラグ、Dがドロー、Lが負け数、Wが勝ち数となる。
;解説
;＞　下６桁を２桁ずつに分けてそれぞれの回数を数える。
;＞　７桁目は　１で勝利フラグ　２で敗北フラグ　３でドローフラグとする。
;＞　直前のラウンドでフラグを立てておき、ラウンド開始時にそれを回収する。
;参照
;＞　勝利数　(Var(52)%100)+Win
;＞　敗北数　(Floor(Var(52)/100)%100)+Lose
;＞　ドロー　(Floor(Var(52)/10000)%100)+DrawGame
;＞　数えている数は直前までの数なので、現在のラウンドの値（Win,Lose）も入れている。
[state ガード削りKO無効用NoKO]
type=assertspecial
TriggerAll=!IsHelper
triggerall=sysfvar(4)!=-1
trigger1=sysvar(3)=120
trigger2=sysvar(3)=[130,132]
trigger3=sysvar(3)=[150,154]
flag=noko
ignorehitpause=1
[State ガード削りKO無効]
type=LifeAdd
TriggerAll=!IsHelper;&&!(PalNo=12)
triggerall=sysfvar(4)!=-1
triggerall=(var(9)-Life)>0
trigger1=sysvar(3)=120
trigger2=sysvar(3)=[130,132]
trigger3=sysvar(3)=[150,154]
value=var(9)-Life
ignorehitpause=1
[State ライフ管理／ガード削りKO無効]
type=LifeAdd
TriggerAll=0;!IsHelper&&(PalNo=12)
triggerall=sysfvar(4)!=-1
triggerall=(var(9)-Life)>0
trigger1=sysvar(3)=120
trigger2=sysvar(3)=[130,132]
trigger3=sysvar(3)=[150,154]
value=var(9)-Floor(SysFVar(0))
ignorehitpause=1
;---------------------------------------------------------------------------
;コンボ補正
;---------------------------------------------------------------------------
[state ヒットカウント初期化]
type=null
triggerall=!ishelper
TriggerAll=!NumTarget
triggerall=(var(5)&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 (Player)ヒット感知-終了]
type=varset
triggerall=!ishelper
trigger1=1
var(30)=-1
IgnoreHitPause=0
[State (Helper)ヒット感知-終了]
type=varset
triggerall=!ishelper
trigger1=1
var(5)=(var(5)|67108864)-67108864
IgnoreHitPause=0
[State (Stand)ヒット感知-終了]
type=varset
triggerall=!ishelper
trigger1=1
var(5)=(var(5)|134217728)-134217728
IgnoreHitPause=0
[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 炎上EFF]
type=explod
triggerall=!ishelper&&numenemy
triggerall=!(var(5)&536870912);時止めフラグoff
triggerall=enemynear(var(55)),movetype=H
trigger1=enemynear(var(55)),stateno=2125
trigger1=!(enemynear(var(55)),time%10)
anim=30204
id=30204
postype=p2
pos=0,(enemynear(var(55)),const(size.mid.pos.y))
facing=1
random=60,60
bindtime=-1
scale=const(size.xscale),const(size.yscale)
sprpriority=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
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=(sysvar(3)=[2000,4999])
trigger1=var(8)>=30
var(8)=0
;---------------------------------------------------------------------------
;ボイス再生
;---------------------------------------------------------------------------
[state FDボイス変更フラグ]
type=varset
triggerall=!ishelper
trigger1=lose&&roundstate=4
var(5)=(var(5)|2097152)
ignorehitpause=1
[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
;---------------------------------------------------------------------------
;cv子安武人
;---------------------------------------------------------------------------
[State VO-ファイナルダウン]
type=playsnd
triggerall=!ishelper&&!alive
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=var(6)=1
trigger1=var(6):=2
value=S15150,ifelse((var(5)&2097152),10+(random%3),(random%2))
volume=256
ignorehitpause=1
[State VO-ダメージ]
type=playsnd
triggerall=!ishelper&&alive&&sysvar(4)=1&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=sysvar(3)=5000||sysvar(3)=5010||sysvar(3)=50005000||sysvar(3)=50005010
trigger1=gethitvar(animtype)>=2
trigger2=gethitvar(animtype)=1
trigger3=gethitvar(animtype)=0
value=15000,ifelse(gethitvar(animtype)>=2,20+(random%2),ifelse(gethitvar(animtype)>=1,10+(random%6),(random%6)))
channel=0
volume=256
ignorehitpause=1
[State VO-ダメージ-ダウン]
type=playsnd
triggerall=!ishelper&&alive&&sysvar(4)=1&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=5000||sysvar(3)=5010||sysvar(3)=50005000||sysvar(3)=50005010)&&playeridexist(var(58))
trigger1=gethitvar(fall)||(playerid(var(58)),hitdefattr=SCA,SA,HA)
trigger2=(sysvar(3)=5020||sysvar(3)=5070||sysvar(3)=5080||sysvar(3)=50005020||sysvar(3)=50005070||sysvar(3)=50005080)
trigger3=(sysvar(3)=5050||sysvar(3)=5100||sysvar(3)=50005050||sysvar(3)=50005100)&&!(sysvar(3)=[5000,5199])&&!(sysvar(3)=[50005000,50005199])
value=15000,20+(random%2)
channel=0
volume=256
ignorehitpause=1
[state VO-挑発]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=195)&&(sysvar(4)=[0,1])
value=S15195,0
channel=0
volume=256
ignorehitpause=1
[state VO-貴様見ているな]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=18001810)
trigger1=anim=18001810&&animelem=8
value=S15180,0
channel=0
volume=256
ignorehitpause=1
[state VO-通常技-弱]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=(random%2)=1
trigger1=(sysvar(3)=200)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=400)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=600)&&(sysvar(4)=[0,1])
value=S15200,ifelse(random<500,2,4)
channel=0
volume=256
ignorehitpause=1
[state VO-通常技-中]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=210)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=410)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=610)&&(sysvar(4)=[0,1])
value=S15200,ifelse(random<500,1,5)
channel=0
volume=256
ignorehitpause=1
[state VO-通常技-強]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=220)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=420)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=620)&&(sysvar(4)=[0,1])
value=S15200,0
channel=0
volume=256
ignorehitpause=1
[state VO-回避]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=[700,701])&&(sysvar(4)=[0,1])
value=s15700,0
channel=0
volume=256
ignorehitpause=1
[state VO-アドガ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=710)&&(sysvar(4)=[0,1])
value=s15120,(random%7)
channel=0
volume=256
ignorehitpause=1
[state VO-投げ失敗]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=anim=800&&animelem=3
value=s15800,(random%2)
channel=0
volume=256
ignorehitpause=1
[state VO-勝利]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=18001800
trigger1=anim=181&&animelem=3
value=s15180,ifelse(random<500,3,5)
channel=0
volume=256
ignorehitpause=1
[state VO-最終ラウンド勝利]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=18101800
trigger1=anim=18101800&&animelem=2
value=s15181,8
channel=0
volume=256
ignorehitpause=1
[state VO-イントロA-特殊]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)=1
trigger1=sysvar(3)=19001900
trigger1=anim=19001900&&animelem=68
value=s15191,1
channel=0
volume=256
ignorehitpause=1
[state VO-イントロA]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=var(16)!=1
trigger1=sysvar(3)=19001900
trigger1=anim=19001900&&animelem=68
value=s15190,(random%3)
channel=0
volume=256
ignorehitpause=1
[state VO-イントロB]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=var(16)!=[99,101];特殊イントロフラグoff
trigger1=(sysvar(3)=19001911)&&(sysvar(4)=[0,1])
value=s15191,0
channel=0
volume=256
ignorehitpause=1
[state VO-イントロB-特殊]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=var(16)=[99,101];特殊イントロフラグon
trigger1=(sysvar(3)=19001911)&&(sysvar(4)=[0,1])
value=s15190,3
channel=0
volume=256
ignorehitpause=1
[state VO-イントロ-対ヴァニラ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=19991901)&&(sysvar(4)=[0,1])
value=s15192,4
channel=0
volume=256
ignorehitpause=1
[State VO-プッツンキャンセル]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=750)&&(sysvar(4)=[0,1])
value=S15750,(random%4)
channel=0
volume=256
ignorehitpause=1
[state VO-投げ成功]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=810
trigger1=anim=810&&animelem=5
value=S15181,0
channel=0
volume=256
ignorehitpause=1
[State VO-あぶなァーい]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1100)&&(sysvar(4)=[0,1])
value=S15200,104
channel=0
volume=256
ignorehitpause=1
[State VO-あぶなァーい成功]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=1110
trigger1=Anim=1110&&AnimElem=2
value=s15212,(random%2)
channel=0
volume=256
ignorehitpause=1
[State VO-一つだけチャンスをやろう]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1300)&&(sysvar(4)=[0,1])
value=S15213,0
channel=0
volume=256
ignorehitpause=1
[State VO-一つだけチャンスをやろう成功]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1310)&&(sysvar(4)=[0,1])
value=S15213,1
channel=0
volume=256
ignorehitpause=1
[State VO-チェックメイトだ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(anim=3000&&animelem=8)
value=S15220,0
channel=0
volume=256
ignorehitpause=1
[State VO-かたをつける]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3100)&&(sysvar(4)=[0,1])
value=S15221,0
channel=0
volume=256
ignorehitpause=1
[State VO-ロードローラーだッ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3101)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=3514)&&(sysvar(4)=[0,1])
value=S15221,1
channel=ifelse(sysvar(3)=3514,1,0)
volume=256
ignorehitpause=1
[State VO-笑い]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3110)
trigger1=anim=3110&&animelem=5
value=S15181,7
channel=0
volume=256
ignorehitpause=1
[State VO-ムダムダラッシュ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3110)
trigger1=anim=3110&&animelem=15
value=S15221,2
channel=0
volume=256
ignorehitpause=1
[State VO-ぶっ潰れよ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3111)&&(sysvar(4)=[0,1])
value=S15221,5
channel=0
volume=256
ignorehitpause=1
[State VO-WRYYYYY]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(anim=18991800&&animelem=5)
trigger2=(sysvar(3)=3200)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=3515)
trigger3=(anim=3515&&animelem=4)
value=S15180,2
channel=0
volume=256
ignorehitpause=1
[State VO-青ざめたな]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=3300
trigger1=(anim=3300&&animelem=4)
value=S15200,114
channel=0
volume=256
ignorehitpause=1
[State VO-ザ・ワールド!!]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3400)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=3511)
trigger2=anim=3511&&animelem=5
value=S15222,0
channel=1
volume=256
ignorehitpause=1
[State VO-時よ止まれ!]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3401)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=3512)&&(sysvar(4)=[0,1])
value=S15222,1
channel=0
volume=256
ignorehitpause=1
[State VO-そして時は動き出す]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=3310
trigger1=(anim=3310&&animelem=19)
trigger2=sysvar(3)=3402
trigger2=(anim=3402&&animelem=8)
trigger3=(sysvar(3)=3512)&&(sysvar(4)=200)
value=S15222,2
channel=0
volume=256
ignorehitpause=1
[State VO-無駄だ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3510)&&(sysvar(4)=[0,1])
value=S15225,0
channel=0
volume=256
ignorehitpause=1
[State VO-刺激的絶命拳ヒット]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=(enemynear(var(55)),name="faust")&&(enemynear(var(55)),authorname="muteki")
triggerall=(enemynear(var(55)),stateno=3003)
trigger1=StateNo=3011&&(Time=[0,1])
value=s15999,(random%6)
channel=0
volume=256
ignorehitpause=1
[State VO-とどめだ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3600)&&(sysvar(4)=[0,1])
value=S15200,102
channel=1
volume=256
ignorehitpause=1
[State VO-WRYYYYY]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3610)&&(sysvar(4)=[0,1])
value=S15226,0
channel=0
volume=256
ignorehitpause=1
[State VO-血の召喚成功VO-特殊]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=var(16)=1
trigger1=(sysvar(3)=3610)&&(sysvar(4)=85)
value=S15226,3
channel=1
volume=256
ignorehitpause=1
[State VO-血の召喚成功VO]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=var(16)!=1
trigger1=(sysvar(3)=3610)&&(sysvar(4)=80)
value=S15226,1
channel=1
volume=256
ignorehitpause=1
[State VO-絞りカスだ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=(var(5)&4096);ボイス選択フラグ
triggerall=var(16)!=1
trigger1=(sysvar(3)=3611)&&(sysvar(4)=[0,1])
value=S15226,2
channel=1
volume=256
ignorehitpause=1
;---------------------------------------------------------------------------
;cv千葉一伸
;---------------------------------------------------------------------------
[state VO停止]
type=stopsnd
triggerall=!ishelper
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1310)&&(sysvar(4)=[0,1])
trigger2=sysfvar(4)=-1
channel=0
ignorehitpause=1
[State VO-ファイナルダウン]
type=playsnd
triggerall=!ishelper&&!alive
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=var(6)=1
trigger1=var(6):=2
value=S5150,ifelse((var(5)&2097152),1,0)
volume=256
ignorehitpause=1
[State VO-ダメージ]
type=playsnd
triggerall=!ishelper&&alive&&sysvar(4)=1&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=sysvar(3)=5000||sysvar(3)=5010||sysvar(3)=50005000||sysvar(3)=50005010
trigger1=gethitvar(animtype)>=2
trigger2=gethitvar(animtype)=1
trigger3=gethitvar(animtype)=0
value=5000,ifelse(gethitvar(animtype)>=2,20,ifelse(gethitvar(animtype)>=1,10,0))
channel=0
volume=256
ignorehitpause=1
[State VO-ダメージ-ダウン]
type=playsnd
triggerall=!ishelper&&alive&&sysvar(4)=1&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=5000||sysvar(3)=5010||sysvar(3)=50005000||sysvar(3)=50005010)&&playeridexist(var(58))
trigger1=gethitvar(fall)||(playerid(var(58)),hitdefattr=SCA,SA,HA)
trigger2=(sysvar(3)=5020||sysvar(3)=5070||sysvar(3)=5080||sysvar(3)=50005020||sysvar(3)=50005070||sysvar(3)=50005080)
trigger3=(sysvar(3)=5050||sysvar(3)=5100||sysvar(3)=50005050||sysvar(3)=50005100)&&!(sysvar(3)=[5000,5199])&&!(sysvar(3)=[50005000,50005199])
value=5000,20
channel=0
volume=256
ignorehitpause=1
[state VO-貴様見ているな]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=18001810)
trigger1=anim=18001810&&animelem=8
value=S5180,0
channel=0
volume=256
ignorehitpause=1
[state VO-最終ラウンド勝利]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=18101800
trigger1=anim=18101800&&animelem=2
value=s5181,ifelse(random<500,2+(random%2),7)
channel=0
volume=256
ignorehitpause=1
[state VO-挑発]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=195)&&(sysvar(4)=[0,1])
value=S5195,0
channel=0
volume=256
ignorehitpause=1
[state VO-通常技-弱]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=(random%2)=1
trigger1=(sysvar(3)=200)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=400)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=600)&&(sysvar(4)=[0,1])
value=S5200,0
channel=0
volume=256
ignorehitpause=1
[state VO-通常技-弱-乱数なし]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1400)&&(sysvar(4)=10)
value=S5200,0
channel=0
volume=256
ignorehitpause=1
[state VO-通常技-中]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=210)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=410)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=610)&&(sysvar(4)=[0,1])
value=S5200,1
channel=0
volume=256
ignorehitpause=1
[state VO-通常技-強]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=220)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=420)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=620)&&(sysvar(4)=[0,1])
value=S5200,2
channel=0
volume=256
ignorehitpause=1
[state VO-通常技-特大]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1401)&&(sysvar(4)=[0,1])
value=S5200,3
channel=0
volume=256
ignorehitpause=1
[state VO-回避]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=[700,701])&&(sysvar(4)=[0,1])
value=s5700,0
channel=0
volume=256
ignorehitpause=1
[state VO-アドガ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=710)&&(sysvar(4)=[0,1])
value=s5120,0
channel=0
volume=256
ignorehitpause=1
[State VO-プッツンキャンセル]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=750)&&(sysvar(4)=[0,1])
value=S5202,6
channel=0
volume=256
ignorehitpause=1
[state VO-投げ失敗]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=anim=800&&animelem=3
value=s5000,0
channel=0
volume=256
ignorehitpause=1
[state VO-勝利]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=18001800
trigger1=anim=181&&animelem=3
value=s5180,ifelse(random<500,2,4+(random%5))
channel=0
volume=256
ignorehitpause=1
[state VO-イントロA-特殊]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)=1
trigger1=sysvar(3)=19001900
trigger1=anim=19001900&&animelem=68
value=s5192,0
channel=0
volume=256
ignorehitpause=1
[state VO-イントロA-パターンA]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)!=1
triggerall=var(0)=0
trigger1=sysvar(3)=19001900
trigger1=anim=19001900&&animelem=68
value=s5190,0
channel=0
volume=256
ignorehitpause=1
[state VO-イントロA-パターンB]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)!=1
triggerall=var(0)=1
trigger1=sysvar(3)=19001900
trigger1=anim=19001900&&animelem=68
value=s5192,2
channel=0
volume=256
ignorehitpause=1
[state VO-イントロB]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)!=[99,101];特殊イントロフラグoff
trigger1=(sysvar(3)=19001911)&&(sysvar(4)=[0,1])
value=s5190,1
channel=0
volume=256
ignorehitpause=1
[state VO-イントロB-特殊イントロ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)=[99,101];特殊イントロフラグon
trigger1=(sysvar(3)=19001911)&&(sysvar(4)=[0,1])
value=s5181,1
channel=0
volume=256
ignorehitpause=1
[state VO-イントロB-特殊イントロ2]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)=[99,101];特殊イントロフラグon
trigger1=anim=19001911&&animelem=2
value=s5190,3
channel=0
volume=256
ignorehitpause=1
[state VO-イントロ-対ヴァニラ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=19991901)&&(sysvar(4)=[0,1])
value=s5192,1
channel=0
volume=256
ignorehitpause=1
[state VO-笑い声-弱]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1100)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=1300)&&(sysvar(4)=[0,1])
value=S5181,0
channel=0
volume=256
ignorehitpause=1
[state VO-笑い声-中]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=810
trigger1=anim=810&&animelem=5
value=S5181,1
channel=0
volume=256
ignorehitpause=1
[State VO-あぶなァーい成功]
type=PlaySnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=1110
trigger1=Anim=1110&&AnimElem=2
value=s5211,(random%2)
channel=0
volume=256
ignorehitpause=1
[State VO-一つだけチャンスをやろう成功]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1310)&&sysvar(4)=21
value=S5213,1
channel=0
volume=256
ignorehitpause=1
[state VO-ここだ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=1402)&&(sysvar(4)=[0,1])
value=S5213,0
channel=0
volume=256
ignorehitpause=1
[State VO-チェックメイトだ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(anim=3000&&animelem=8)
value=S5220,0
channel=0
volume=256
ignorehitpause=1
[State VO-ロードローラーだッ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3101)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=3514)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=3515)
trigger3=(anim=3515&&animelem=4)
value=S5221,0
channel=ifelse(sysvar(3)=3514,1,0)
volume=256
ignorehitpause=1
[State VO-笑い]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3110)
trigger1=anim=3110&&animelem=5
value=S5181,2
channel=0
volume=256
ignorehitpause=1
[state (N)ムダムダボイス再生ヘルパー]
type=helper
triggerall=!ishelper
triggerall=(var(5)&256);IKEMEN
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=numhelper(21005)=0
trigger1=(sysvar(3)=3110)
trigger1=anim=3110&&animelem=15
helpertype=normal
name="VO"
id=21005
stateno=21005
postype=p1
pos=0,0
facing=1
keyctrl=0
ownpal=1
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[state (P)ムダムダボイス再生ヘルパー]
type=helper
triggerall=!ishelper
triggerall=!(var(5)&256);IKEMEN
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=numhelper(21005)=0
trigger1=(sysvar(3)=3110)
trigger1=anim=3110&&animelem=15
helpertype=player
name="VO"
id=21005
stateno=21005
postype=p1
pos=0,0
facing=1
keyctrl=0
ownpal=1
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[State VO-ぶっ潰れよ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3111)
trigger1=anim=3111&&animelem=4
value=S5210,3
channel=0
volume=256
ignorehitpause=1
[State VO-WRYYYYY]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(anim=18991800&&animelem=5)
trigger2=(sysvar(3)=3200)&&(sysvar(4)=[0,1])
trigger3=(sysvar(3)=3515)
trigger3=(anim=3515&&animelem=4)
trigger4=(sysvar(3)=3610)&&(sysvar(4)=[0,1])
value=S5211,1
channel=0
volume=256
ignorehitpause=1
[State VO-くらえ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=3300
trigger1=(anim=3300&&animelem=4)
value=S5220,0
channel=0
volume=256
ignorehitpause=1
[State VO-ザ・ワールド!!]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3400)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=3511)
trigger2=anim=3511&&animelem=5
value=S5222,0
channel=1
volume=256
ignorehitpause=1
[State VO-時よ止まれ!]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3401)&&(sysvar(4)=[0,1])
trigger2=(sysvar(3)=3512)&&(sysvar(4)=[0,1])
value=S5222,1
channel=0
volume=256
ignorehitpause=1
[State VO-そして時は動き出す]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=sysvar(3)=3310
trigger1=(anim=3310&&animelem=19)
trigger2=sysvar(3)=3402
trigger2=(anim=3402&&animelem=8)
trigger3=(sysvar(3)=3512)&&(sysvar(4)=200)
value=S5222,2
channel=0
volume=256
ignorehitpause=1
[State VO-無駄だ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3510)&&(sysvar(4)=[0,1])
value=S5120,0
channel=0
volume=256
ignorehitpause=1
[State VO-とどめだ]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
trigger1=(sysvar(3)=3600)&&(sysvar(4)=[0,1])
value=S5223,0
channel=1
volume=256
ignorehitpause=1
[State VO-血の召喚成功VO-特殊]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)=1
trigger1=(sysvar(3)=3610)&&(sysvar(4)=85)
value=S5180,1
channel=1
volume=256
ignorehitpause=1
[State VO-血の召喚成功VO]
type=playsnd
triggerall=!ishelper&&alive&&sysfvar(4)!=-1
triggerall=!(var(5)&4096);ボイス選択フラグ
triggerall=var(16)!=1
trigger1=(sysvar(3)=3610)&&(sysvar(4)=80)
value=S5181,ifelse(random<500,5+(random%3),2+(random%2))
channel=1
volume=256
ignorehitpause=1
;---------------------------------------------------------------------------
;特殊対応
;---------------------------------------------------------------------------
[State 血の召喚カットイン]
type=Explod
triggerall=!ishelper&&numenemy&&movetype=H&&numexplod(7950)=0
trigger1=(enemynear(!(EnemyNear,Alive||NumEnemy=1)),name="DIO"&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),authorname="ZETA")
trigger1=(enemynear(!(EnemyNear,Alive||NumEnemy=1)),sysvar(3)=3610);血の召喚ステート
trigger1=(stateno=2621&&time=30);食らい側ステート
anim=7950
id=7950
postype=left
pos                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            =ceil(ScreenWidth/2),ceil(ScreenHeight/2)
pos                                                                                                                                                                                                                                                            =ceil(GameWidth/2),ceil(GameHeight/2)
pos=ceil(320/2),ceil(240/2)
facing=ifelse(facing=1,-1,1)
scale=0.89166666*1.50,0.875*1.50
bindtime=-1
removetime=120
ownpal=1
sprpriority=-2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State 相手カットイン移動]
type=ModifyExplod
triggerall=!ishelper&&numenemy&&movetype=H&&numexplod(7950)
trigger1=(enemynear(!(EnemyNear,Alive||NumEnemy=1)),name="DIO"&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),authorname="ZETA")
trigger1=(enemynear(!(EnemyNear,Alive||NumEnemy=1)),sysvar(3)=3610);血の召喚ステート
trigger1=(stateno=2621)&&(time=[30,42]);食らい側ステート
id=7950
postype=left
pos                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            =ifelse(facing=-1,ceil(const240p(816-(time*16))),ceil(const240p(-496+(time*16)))),ceil(ScreenHeight/2)
pos                                                                                                                                                                                                                                                            =ifelse(facing=-1,ceil(const240p(816-(time*16))),ceil(const240p(-496+(time*16)))),ceil(GameHeight/2)
pos=ifelse(facing=-1,ceil(816-(time*16)),ceil(-496+(time*16))),ceil(240/2)
facing=ifelse(facing=1,-1,1)
ignorehitpause=1
;---------------------------------------------------------------------------
;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
;---------------------------------------------------------------------------
[state スタンドやられ反映]
type=selfstate
triggerall=!ishelper&&numhelper(20000)&&alive&&sysfvar(4)!=-1
trigger1=helper(20000),stateno=25999
;trigger2=(helper(20000),sysvar(4)=[0,1])
;trigger2=(helper(20000),sysvar(3)=25000||helper(20000),sysvar(3)=25010||helper(20000),sysvar(3)=25020||helper(20000),sysvar(3)=25070||helper(20000),sysvar(3)=25080)
value=50005000
ignorehitpause=1
;---------------------------------------------------------------------------
;パワー制御
;---------------------------------------------------------------------------
[state 初期ゲージ増加]
type=powerset
TriggerAll=!ishelper
trigger1=roundno=1
trigger1=RoundState=0
Trigger2=(TeamMode=Turns)
value=var(46)*1000
ignorehitpause=1
[state ゲジマシ]
type=poweradd
triggerall=!ishelper&&!(var(5)&536870912);時止めoff
triggerall=!(gametime%5)
trigger1=var(47)
value=ifelse(var(47)<=-1,powermax,var(47))
ignorehitpause=1
[State -2,パワー制御／変数]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=!(var(5)&536870912);Power>SysFVar(1)
sysfvar(1)=Power
IgnoreHitPause=1
[State -2,パワー制御／上限値]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=SysFVar(1)>PowerMAX
sysfvar(1)=PowerMAX
IgnoreHitPause=1
[State -2,パワー制御／下限値]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=SysFVar(1)<0
sysfvar(1)=0
IgnoreHitPause=1
[State -2,パワー制御／減少]
type=varadd
triggerall=!ishelper&&(var(5)&536870912);時止めon
triggerall=!(sysvar(3)=[3400,3401])
trigger1=1
sysfvar(1)=-10
ignorehitpause=1
[State -2,パワー制御／パワーセット]
Type=PowerSet
TriggerAll=!IsHelper
TriggerAll=(var(5)&536870912);時止めon
;TriggerAll=Power<SysFVar(1)
Trigger1=1
Value=Floor(SysFVar(1))
IgnoreHitPause=1
;---------------------------------------------------------------------------
;『「世界」！！』中時止め処理
;---------------------------------------------------------------------------
[state 時止め]
type=pause
triggerall=!ishelper&&alive&&(var(5)&536870912);時止めon
trigger1=RoundState=2;指定しないと凶悪方面でなんかまずかった気がする
trigger2=MoveType=A
time=2
movetime=2
endcmdbuftime=0
pausebg=1
ignorehitpause=1
[state NoKO関連]
type=assertspecial
triggerall=!ishelper&&alive&&(var(5)&536870912);時止めon
trigger1=1
flag=noko
flag2=nokosnd
flag3=nokoslow
ignorehitpause=1
[state そして時は動き出すステートに移行]
type=selfstate
triggerall=!ishelper&&alive&&(var(5)&536870912);時止めon
triggerall=sysfvar(1)<=0
triggerall=statetype!=A
trigger1=(sysvar(3)=0||(sysvar(3)=[10,29])||(sysvar(3)=[100,101])||((sysvar(3)=[120,140])&&pos y=0))
trigger2=ctrl||(var(5)&4)
trigger3=(stateno=[200,400])||(stateno=[1000,1999])
value=3402;+(var(0):=var(0)|1)*0
ctrl=0
ignorehitpause=1
;---------------------------------------------------------------------------
[State 被弾フラグ]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=0&&var(15):=0
trigger2=gethitvar(damage)
var(15)=gethitvar(damage)
IgnoreHitPause=1
[State -2,現在体力を変数にセット]
Type=VarSet
TriggerAll=!IsHelper
Trigger1=1;!(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=0;!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=0;!IsHelper
Trigger1=(PalNo=12)
[State -2,落下ダメージ無効]
Type=LifeSet
TriggerAll=0;!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=0;!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=0;!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-ライフ管理なし]
type=varset
triggerall=!ishelper
trigger1=(var(5)&1024)
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=var(17)=1
trigger1=var(18):=Floor(var(15)*(1.0-(fvar(1)*fvar(20))))
trigger1=!(sysvar(3)=[120,154])
value=var(18)
absolute=1
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]
TriggerAll=StateNo!=2147483643
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対応／一つだけチャンスをやろう]
type=selfstate
triggerall=0;!ishelper
triggerall=(PalNo=12)
trigger1=StateNo=1309||sysfvar(4)=-1
trigger1=Anim=25002500
value=1310
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=0
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 アドガ判定]
type=SelfState
trigger1=ishelper(715)
value=715
ignorehitpause=1
;---------------------------------------------------------------------------
[State ナイフ]
type=SelfState
triggerall=ishelper
triggerall=stateno!=1259
trigger1=ishelper(1250)||ishelper(1251)||ishelper(1252)||ishelper(1253)||ishelper(1254)||ishelper(1255)||ishelper(1256)||ishelper(1257)
trigger2=ishelper(1260)||ishelper(1261)||ishelper(1262)||ishelper(1263)||ishelper(1264)||ishelper(1265)||ishelper(1266)||ishelper(1267)
trigger3=ishelper(3050)||ishelper(3550)
value=ifelse(sysvar(3),sysvar(3),1250)
ignorehitpause=1
[State ナイフ-HitOverride対応]
type=SelfState
triggerall=ishelper
triggerall=stateno=1259
trigger1=ishelper(1250)||ishelper(1251)||ishelper(1252)||ishelper(1253)||ishelper(1254)||ishelper(1255)||ishelper(1256)||ishelper(1257)
trigger2=ishelper(1260)||ishelper(1261)||ishelper(1262)||ishelper(1263)||ishelper(1264)||ishelper(1265)||ishelper(1266)||ishelper(1267)
trigger3=ishelper(3050)||ishelper(3550)
value=1252
ignorehitpause=1
;---------------------------------------------------------------------------
[State 背景演出]
type=SelfState
trigger1=ishelper(1350)
value=ifelse(sysvar(3),sysvar(3),1350)
ignorehitpause=1
;---------------------------------------------------------------------------
[State ロードローラー]
type=SelfState
trigger1=ishelper(3150)
value=ifelse(sysvar(3),sysvar(3),3150)
ignorehitpause=1
;---------------------------------------------------------------------------
[State 肉の芽]
type=SelfState
trigger1=ishelper(3250)||ishelper(3251)||ishelper(3252)||ishelper(3253)||ishelper(3254)||ishelper(3255)||ishelper(3256)
value=ifelse(sysvar(3),sysvar(3),3250)
ignorehitpause=1
;---------------------------------------------------------------------------
[State 千ノナイフガ胸ヲ刺ス]
type=SelfState
trigger1=ishelper(3350)
value=ifelse(sysvar(3),sysvar(3),3350)
ignorehitpause=1
;---------------------------------------------------------------------------
[State 血の召喚カットイン]
type=SelfState
trigger1=ishelper(3650)
value=3650
ignorehitpause=1
[State 血の召喚カットイン]
type=SelfState
trigger1=ishelper(3655)
value=3655
ignorehitpause=1
;---------------------------------------------------------------------------
[State ヒットスパーク]
type=SelfState
trigger1=ishelper(6000)||ishelper(6001)||ishelper(6002)||ishelper(6003)||ishelper(6010)||ishelper(6011)||ishelper(6012)
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 背景フラッシュ]
type=SelfState
trigger1=ishelper(6100)
value=6100
ignorehitpause=1
;---------------------------------------------------------------------------
[State SYSTEM-MESSAGE]
type=SelfState
trigger1=ishelper(6900)||ishelper(6901)||ishelper(6902)||ishelper(6903)||ishelper(6904)||ishelper(6905)
value=6900
ignorehitpause=1
;---------------------------------------------------------------------------
[State カットイン]
type=SelfState
trigger1=ishelper(7000)
value=7000
ignorehitpause=1
[State カットイン]
type=SelfState
trigger1=ishelper(7001)
value=7001
ignorehitpause=1
;---------------------------------------------------------------------------
[State SA背景]
type=SelfState
trigger1=ishelper(7010)
value=7010
ignorehitpause=1
;---------------------------------------------------------------------------
[State 土煙]
type=SelfState
trigger1=ishelper(7100)||ishelper(7104)
value=7100
ignorehitpause=1
;---------------------------------------------------------------------------
[State KO演出]
type=SelfState
trigger1=ishelper(9000)
value=9000
ignorehitpause=1
;---------------------------------------------------------------------------
[State 勝利演出]
type=SelfState
trigger1=ishelper(9100)
value=9100
ignorehitpause=1
;---------------------------------------------------------------------------
[State 勝利画面]
type=SelfState
trigger1=ishelper(18000)
value=18000
ignorehitpause=1
;---------------------------------------------------------------------------
[State スタンド]
type=SelfState
trigger1=ishelper(20000)
trigger1=StateNo!=25999
value=ifelse(sysvar(3),sysvar(3),20000)
ignorehitpause=1
[State スタンドやられ]
type=SelfState
trigger1=ishelper(20000)
trigger1=StateNo=25999
value=25000
ignorehitpause=1
[State ボイス再生]
type=SelfState
trigger1=ishelper(21005)
value=21005
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
;---------------------------------------------------------------------------
[state イントロ用]
type=selfstate
trigger1=ishelper(19001901)
value=19001901
ignorehitpause=1
;---------------------------------------------------------------------------
[state 永続ターゲット]
type=selfstate
trigger1=ishelper(25002500)
value=25002500
anim=25002500
ctrl=0
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 相手被弾中無敵]
Type=NotHitBy
TriggerAll=!IsHelper&&(var(49)&1)
Trigger1=PlayerIDExist(var(58))
Trigger1=!(PlayerID(var(58)),StateNo=[120,155])
Trigger1=PlayerID(var(58)),MoveType=H
Trigger2=!(PlayerIDExist(var(58)))
Trigger2=!(P2StateNo=[120,155])
Trigger2=!(EnemyNear(var(55)),StateNo=[120,155])
Trigger2=(P2MoveType=H)||(EnemyNear(var(55)),MoveType=H)
Value2=SCA
Time=2
IgnoreHitPause=1
[State 攻撃中無敵]
Type=NotHitBy
TriggerAll=!IsHelper&&(var(49)&2)
Trigger1=MoveType=A
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
;---------------------------------------------------------------------------
;パートナーキャラ判別
;---------------------------------------------------------------------------
[state パートナーキャラ判別]
type=varset
triggerall=!ishelper&&roundstate>3
triggerall=teammode=simul
triggerall=numpartner
triggerall=partner,alive
triggerall=!fvar(31)
trigger1=partner,authorname="Warusaki3"
trigger1=partner,name="dio"|partner,name="final dio"||partner,name="vanillaice"||partner,name="Jotaro Kujo"||partner,name="shadow dio"
trigger2=partner,authorname="Izumo"
trigger2=partner,name="Polnareff"||partner,name="kakyoin"||partner,name="avdul"
trigger3=partner,authorname="Gal129"
trigger3=partner,name="iggy"
trigger4=partner,authorname="rei"
trigger4=partner,name="Petshop"||partner,name="maraiah" || partner,name="death13"
trigger5=partner,name="ASB_JOSUKE"||partner,name="emporio"
trigger6=partner,authorname="0011"
trigger6=partner,name="pucci" || partner,name="Steely Dan"||partner,name="1st DIO"
trigger7=partner,authorname="Nimame"
trigger7=partner,name="Polnareff"|| partner,name="kakyoin"||partner,name="kakyoin2"||partner,name="vanillaice"||partner,name="chaka"||partner,name="devo"
trigger7=id>partner,id
trigger8=partner,authorname="Nimame"
trigger8=partner,name="Joseph"||partner,name="Joseph Joestar"||partner,name="Avdul"||partner,name="Alessi"||partner,name="khan"
trigger8=id>partner,id
trigger9=partner,authorname="ZETA"
trigger9=partner,name="DIO"
trigger9=id>partner,id
fvar(31)=1
ignorehitpause=1
[state パートナーキャラ判別]
type=varset
triggerall=!ishelper&&roundstate>3
triggerall=teammode=simul
triggerall=numpartner
trigger1=(partner,stateno=[180,189])||(partner,stateno=[10180,10189])||(partner,stateno=[18001800,18991899])
trigger1=fvar(31)=1
fvar(31)=2
ignorehitpause=1
[state パートナーキャラ判別]
type=varadd
triggerall=!ishelper
trigger1=fvar(31)>=2
fvar(31)=1
ignorehitpause=1
;---------------------------------------------------------------------------
;ゲームシステム
;---------------------------------------------------------------------------
[state N-KO演出]
type=helper
triggerall=!ishelper
triggerall=(var(5)&256)
triggerall=numhelper(9000)=0
triggerall=roundstate=3
trigger1=winko
helpertype=normal
name="WIN"
id=9000
stateno=9000
postype=front
pos=0,0
facing=1
ownpal=1
ignorehitpause=1
[state P-KO演出]
type=helper
triggerall=!ishelper
triggerall=!(var(5)&256)
triggerall=numhelper(9000)=0
triggerall=roundstate=3
trigger1=winko
helpertype=player
name="WIN"
id=9000
stateno=9000
postype=front
pos=0,0
facing=1
ownpal=1
ignorehitpause=1
[state N-勝利演出]
type=helper
triggerall=!ishelper
triggerall=(var(5)&256)
triggerall=numhelper(9100)=0
triggerall=roundstate=[3,4]
triggerall=win
trigger1=sysvar(3)=180
trigger2=sysvar(3)=[18001800,18991899]
helpertype=normal
name="WIN"
id=9100
stateno=9100
postype=front
pos=0,0
facing=1
ownpal=1
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[state P-勝利演出]
type=helper
triggerall=!ishelper
triggerall=!(var(5)&256)
triggerall=numhelper(9100)=0
triggerall=roundstate=[3,4]
triggerall=win
trigger1=sysvar(3)=180
trigger2=sysvar(3)=[18001800,18991899]
helpertype=player
name="WIN"
id=9100
stateno=9100
postype=front
pos=0,0
facing=1
ownpal=1
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1
[State -3,HighJumpInput]
type=varset
triggerall=!ishelper
trigger1=var(2)>12
var(2)=0
ignorehitpause=1
[State -3,HighJumpInput]
type=varadd
triggerall=!ishelper
trigger1=var(2)>0
var(2)=1
ignorehitpause=1
[State -3,HighJumpInput]
type=varset
triggerall=!ishelper
trigger1=command="highjump"
trigger1=ifelse(statetype=C,!(command="rlsdir"),1)
var(2)=1
ignorehitpause=1
[State -3,JumpReset]
type=varset
triggerall=!ishelper
trigger1=var(3)
trigger1=sysvar(3)!=40&&statetype!=A
var(3)=0
ignorehitpause=1
[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)*ifelse(movehit=1,(var(13)*0.05),1.00)
[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
;---------------------------------------------------------------------------
;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=0;!ishelper
triggerall=!ctrl
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
ignorehitpause=1
[State -3,5900]
type                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           =null
type                                                                                                                                                                                                                                                           =ChangeState
type=null
TriggerAll=!ishelper&&StateNo=5900
trigger1=roundno=1
trigger2=RoundsExisted=0
trigger2=(TeamMode=Turns)
trigger2=RoundNo>0
value=2147483643
persistent=256
ignorehitpause=1
[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代わり
;---------------------------------------------------------------------------
[state Anim変更]
type=changeanim
triggerall=!ishelper
trigger1=StateNo=1309
value=25002500
ignorehitpause=1
[state 一つだけチャンスをやろう]
type=selfstate
triggerall=!ishelper;&&!(PalNo=12)
trigger1=StateNo=1309
value=1310
ignorehitpause=1
;---------------------------------------------------------------------------
;AI
;---------------------------------------------------------------------------
[State 内部AI暴発防止]
type=SelfState
triggerall=!ishelper&&var(59)>=1
trigger1=(sysvar(3)=40)&&(sysvar(4)=[0,1]);ジャンプ制御
trigger2=(sysvar(3)=[10,12]);しゃがみ制御
value=0+100*Floor(sysfvar(3)=100)
ctrl=1
ignorehitpause=1
