^ GenJyuro.cmd
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;=====================================================================
;MUGEN CharData (01.04.14)
;"SvC GenJyuro" ActJapan
;=====================================================================
;=====================================================================
; Definition of the Commands
;=====================================================================
;-| CPU Function |----------------------------------------------------
[Command]
name = "cpu01"
command = ~F,DF,D,DB,B,F,DF,D,DB,B,a+b+c+x+y+z
time = 1
;-| Super Motions |---------------------------------------------------
; — ŒÜŒõ
[Command]
name = "UraGokou_x"
command = ~D,DF,F,D,DF,F,x
time = 24
[Command]
name = "UraGokou_y"
command = ~D,DF,F,D,DF,F,y
time = 24
;-| Special Motions |-------------------------------------------------
; ‹Ë”e Œõ—ƒn ¦
[Command]
name = "KouyokuJin_x"
command = ~F,D,DF,x
time = 18
[Command]
name = "KouyokuJin_y"
command = ~F,D,DF,y
time = 18
; Ž‡•é
[Command]
name = "Shigure_a"
command = ~B,D,DB,a
time = 18
[Command]
name = "Shigure_b"
command = ~B,D,DB,b
time = 18
; ŒŽ‰ØŽa
[Command]
name = "GekkaZan_a"
command = ~F,D,DF,a
time = 18
[Command]
name = "GekkaZan_b"
command = ~F,D,DF,b
time = 18
; ŽO˜AŽE ¦
[Command]
name = "3RenSatsu_x"
command = ~D,DF,F,x
time = 18
[Command]
name = "3RenSatsu_y"
command = ~D,DF,F,y
time = 18
; •S‹SŽE ¦
[Command]
name = "HyakkiSatsu_x"
command = ~D,DB,B,F,x
time = 20
[Command]
name = "HyakkiSatsu_y"
command = ~D,DB,B,F,y
time = 20
; ÷‰ÔŽa
[Command]
name = "OhkaZan_x"
command = ~D,DB,B,x
time = 18
[Command]
name = "OhkaZan_y"
command = ~D,DB,B,y
time = 18
; ‰å_“Ë ¦
[Command]
name = "Gatotsu_a"
command = ~D,DB,B,a
time = 18
[Command]
name = "Gatotsu_b"
command = ~D,DB,B,b
time = 18
;---------------------------------------------------------------------
; Config
[Command]
name = "ConfigF"
command = $F
time = 1
[Command]
name = "ConfigB"
command = $B
time = 1
[Command]
name = "ConfigU"
command = $U
time = 1
[Command]
name = "ConfigD"
command = $D
time = 1
;---------------------------------------------------------------------
;-| Double Tap |------------------------------------------------------
[Command]
name = "FF";Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB";Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = a+x
time = 1
[Command]
name = "ab"
command = a+b
time = 1
[Command]
name = "ax"
command = a+x
time = 1
[Command]
name = "bx"
command = b+x
time = 1
[Command]
name = "by"
command = b+y
time = 1
[Command]
name = "ay"
command = a+y
time = 1
[Command]
name = "xy"
command = x+y
time = 1
[Command]
name = "abcd"
command = c+z
time = 1
[Command]
name = "axy"
command = a+x+y
time = 3
[Command]
name = "aby"
command = a+b+y
time = 3
;------------------- KOF Seriese only
[Command]
name = "gc_fwd"
command = a+x
time = 1
[Command]
name = "q_fwd"
command = a+x
time = 1
;-| Dir + Button |----------------------------------------------------
[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "fwd_b"
command = /F,b
time = 1
[Command]
name = "fwd_c"
command = /F,c
time = 1
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_y"
command = /F,y
time = 1
[Command]
name = "fwd_z"
command = /F,z
time = 1
[Command]
name = "back_a"
command = /B,a
time = 1
[Command]
name = "back_b"
command = /B,b
time = 1
[Command]
name = "back_c"
command = /B,c
time = 1
[Command]
name = "back_x"
command = /B,x
time = 1
[Command]
name = "back_y"
command = /B,y
time = 1
[Command]
name = "back_z"
command = /B,z
time = 1
[Command]
name = "downfwd_y"
command = /DF,y
time = 1
;-----------------------------For KOF Seriese only
[Command]
name = "gc_fwd"
command = /DF, a+x
time = 1
;[Command]
;name = "gc_fwd"
;command = /DF, z
;time = 1
[Command]
name = "gc_fwd"
command = /F, a+x
time = 1
;[Command]
;name = "gc_fwd"
;command = /F, z
;time = 1
[Command]
name = "gc_back"
command = /DB, a+x
time = 1
;[Command]
;name = "gc_back"
;command = /DB, z
;time = 1
[Command]
name = "gc_back"
command = /B, a+x
time = 1
;[Command]
;name = "gc_back"
;command = /B, z
;time = 1
[Command]
name = "q_fwd"
command = /F, a+x
time = 1
;[Command]
;name = "q_fwd"
;command = /F, z
;time = 1
[Command]
name = "q_back"
command = /B, a+x
time = 1
;[Command]
;name = "q_back"
;command = /B, z
;time = 1
;-| Single Button |---------------------------------------------------
[Command]
name = "x"
command = x
time = 1
[Command]
name = "a"
command = a
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;[Command]
;name = "recovery"
;command = z
;time = 1
;----------------------------- KOF Seriese only
;[Command]
;name = "gc_fwd"
;command = z
;time = 1
;[Command]
;name = "q_fwd"
;command = z
;time = 1
;-| Hold Button |-----------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
[Command]
name = "holdfwdOnly"
command = /F
time = 1
;-| Hold Dir |--------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup";Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;------------------------ For KOF Series Only
[Command]
name = "holdupfwd"
command = /UF
time = 1
[Command]
name = "holdupback"
command = /UB
time = 1
;------------------------ Or
[Command]
name = "Selectfwd"
command = F
time = 1
[Command]
name = "Selectback"
command = B
time = 1
;=====================================================================
; State Entry for Commands
;=====================================================================
[Statedef -1]
;=====================================================================
; CPU Function
;=====================================================================
; ‚b‚o‚tê—pƒtƒ‰ƒO
[State -1,cpu01]
type = VarSet
triggerall = var(30)=0
trigger1 = Command = "cpu01"
persistent = 0
v = 30
value = 1
;=====================================================================
; Super Arts
;=====================================================================
;-----------------------------------
;ˆê‘M
[State -1]
type = ChangeState
value = 3400
triggerall = Command = "aby"
triggerall = Var(36)=0
triggerall = Var(37)=1
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = MoveContact && StateNo = [200,430]
trigger3 = MoveContact && StateNo = 600
trigger4 = MoveContact && StateNo = [700,799]
;-----------------------------------
;‚P‚S˜AŽa
[State -1]
type = ChangeState
value = 3600
triggerall = Command = "aby"
triggerall = Var(36)=1
triggerall = Var(37)=1
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = MoveContact && StateNo = [200,430]
trigger3 = MoveContact && StateNo = 600
trigger4 = MoveContact && StateNo = [700,799]
;-----------------------------------
; — ŒÜŒõ ¦
[State -1]
type = ChangeState
value = 3000
triggerall = Command = "UraGokou_x"
triggerall = Var(36)=0
triggerall = (Var(32)=0 && Power >=1000) || Var(32)!=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
[State -1]
type = ChangeState
value = 3000
triggerall = Command = "UraGokou_y"
triggerall = Var(36)=0
triggerall = (Var(32)=0 && Power >=1000) || Var(32)!=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
;-----------------------------------
; ŒÜŒõ ¦
[State -1]
type = ChangeState
value = 3200
triggerall = Command = "UraGokou_x"
triggerall = Var(36)=1
triggerall = (Var(32)=0 && Power >=1000) || Var(32)!=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger10 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger11 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger12 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0)
trigger13 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0)
[State -1]
type = ChangeState
value = 3200
triggerall = Command = "UraGokou_y"
triggerall = Var(36)=1
triggerall = (Var(32)=0 && Power >=1000) || Var(32)!=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger10 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger11 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger12 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0)
trigger13 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0)
;=====================================================================
; Special Arts
;=====================================================================
; ‹Ë”e Œõ—ƒn ¦
[State -1]
type = ChangeState
value = 1300
triggerall = Command = "KouyokuJin_x"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
trigger12 = MoveContact && (StateNo = 1200 && AnimElemTime(7) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger13 = MoveContact && (StateNo = 1210 && AnimElemTime(3) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger14 = MoveContact && (StateNo = 1220 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger15 = MoveContact && (StateNo = 1251 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger16 = MoveContact && (StateNo = 1252 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger17 = MoveContact && (StateNo = 1265 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger18 = MoveContact && (StateNo = 1270 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger19 = MoveContact && (StateNo = 1805 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger20 = MoveContact && (StateNo = 1855 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger21 = (StateNo = 1700 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger22 = (StateNo = 1710 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger23 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger24 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger25 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger26 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger27 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <350)
; ‹Ë”e Œõ—ƒn ¦
[State -1]
type = ChangeState
value = 1350
triggerall = Command = "KouyokuJin_y"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 3)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 1)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 3)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 3 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 2)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 4 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
trigger12 = MoveContact && (StateNo = 1200 && AnimElemTime(7) >= 1) && Var(32)!=0
trigger13 = MoveContact && (StateNo = 1210 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger14 = MoveContact && (StateNo = 1220 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger15 = MoveContact && (StateNo = 1251 && AnimElemTime(3) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_y"
trigger16 = MoveContact && (StateNo = 1252 && AnimElemTime(3) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_y"
trigger17 = MoveContact && (StateNo = 1265 && AnimElemTime(3) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_y"
trigger18 = MoveContact && (StateNo = 1270 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger19 = MoveContact && (StateNo = 1805 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger20 = MoveContact && (StateNo = 1855 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger21 = (StateNo = 1700 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger22 = (StateNo = 1710 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger23 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger24 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger25 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger26 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger27 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <350)
;-----------------------------------
; Ž‡•é
[State -1]
type = ChangeState
value = 1700
triggerall = Command = "Shigure_a"
triggerall = Var(36)=1
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
trigger12 = MoveContact && (StateNo = 1805 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger13 = MoveContact && (StateNo = 1855 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger14 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger15 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger16 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger17 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger18 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <150)
; Ž‡•é
[State -1]
type = ChangeState
value = 1710
triggerall = Command = "Shigure_b"
triggerall = Var(36)=1
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 3)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 1)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 3)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 3 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 2)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 4 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
trigger12 = MoveContact && (StateNo = 1805 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger13 = MoveContact && (StateNo = 1855 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger14 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger15 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger16 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger17 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger18 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <150)
;-----------------------------------
; ŒŽ‰ØŽa
[State -1]
type = ChangeState
value = 1500
triggerall = Command = "GekkaZan_a" || Command = "GekkaZan_b"
triggerall = (P2BodyDist X = [0,35]) && (P2Statetype = S || P2Statetype = C)
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = MoveHit && (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = MoveHit && (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveHit && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = MoveHit && (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveHit && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveHit && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveHit && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveHit && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger11 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger12 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger13 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0)
trigger14 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0)
;-----------------------------------
; ŽO˜AŽE ¦
[State -1]
type = ChangeState
value = 1200
triggerall = Command = "3RenSatsu_x"
triggerall = Var(36)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
; ŽO˜AŽE ¦
[State -1]
type = ChangeState
value = 1250
triggerall = Command = "3RenSatsu_y"
triggerall = Var(36)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 3)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 1)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 3)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 3 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 2)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 4 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
; ŽO‹óŽa ¦
[State -1]
type = ChangeState
value = 1800
triggerall = Command = "3RenSatsu_x"
triggerall = Var(36)=1
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
trigger12 = (StateNo = 1700 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger13 = (StateNo = 1710 && AnimElemTime(11) >= 1) && Var(32)!=0
; ŽO‹óŽa ¦
[State -1]
type = ChangeState
value = 1801
triggerall = Command = "3RenSatsu_x"
triggerall = Var(36)=1
trigger1 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger2 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger3 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger4 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger5 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <180)
; ŽO‹óŽa ¦
[State -1]
type = ChangeState
value = 1850
triggerall = Command = "3RenSatsu_y"
triggerall = Var(36)=1
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 3)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 1)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 3)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 3 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 2)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 4 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
trigger12 = (StateNo = 1700 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger13 = (StateNo = 1710 && AnimElemTime(11) >= 1) && Var(32)!=0
; ŽO‹óŽa ¦
[State -1]
type = ChangeState
value = 1851
triggerall = Command = "3RenSatsu_y"
triggerall = Var(36)=1
trigger1 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger2 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger3 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger4 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger5 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <180)
;-----------------------------------
; •S‹SŽE ¦
[State -1]
type = ChangeState
value = 1400
triggerall = Command = "HyakkiSatsu_x"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = MoveContact && (StateNo = 1200 && AnimElemTime(7) >= 1) && Var(32)!=0
trigger12 = MoveContact && (StateNo = 1210 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger13 = MoveContact && (StateNo = 1220 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger14 = MoveContact && (StateNo = 1251 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger15 = MoveContact && (StateNo = 1252 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger16 = MoveContact && (StateNo = 1265 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger17 = MoveContact && (StateNo = 1270 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger18 = MoveContact && (StateNo = 1805 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger19 = MoveContact && (StateNo = 1855 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger20 = (StateNo = 1700 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger21 = (StateNo = 1710 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger22 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger23 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger24 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger25 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger26 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <200)
[State -1]
type = ChangeState
value = 1450
triggerall = Command = "HyakkiSatsu_y"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 3)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 1)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 3)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 3 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 2)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 4 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1110 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger11 = MoveContact && (StateNo = 1200 && AnimElemTime(7) >= 1) && Var(32)!=0
trigger12 = MoveContact && (StateNo = 1210 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger13 = MoveContact && (StateNo = 1220 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger14 = MoveContact && (StateNo = 1251 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger15 = MoveContact && (StateNo = 1252 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger16 = MoveContact && (StateNo = 1265 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger17 = MoveContact && (StateNo = 1270 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger18 = MoveContact && (StateNo = 1805 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger19 = MoveContact && (StateNo = 1855 && AnimElemTime(1) >= 1) && Var(32)!=0 && !Command = "3RenSatsu_x"
trigger20 = (StateNo = 1700 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger21 = (StateNo = 1710 && AnimElemTime(11) >= 1) && Var(32)!=0
trigger22 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger23 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger24 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger25 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger26 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <200)
;-----------------------------------
; ÷‰ÔŽa
[State -1]
type = ChangeState
value = 1000
triggerall = Command = "OhkaZan_x"
triggerall = Var(36)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
[State -1]
type = ChangeState
value = 1050
triggerall = Command = "OhkaZan_y"
triggerall = Var(36)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
;-----------------------------------
; — ÷‰ØEÒŠ—
[State -1]
type = ChangeState
value = 1600
triggerall = Command = "OhkaZan_x"
triggerall = Var(36)=1 && !NumHelper(1610)
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger11 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger12 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger13 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger14 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <150)
[State -1]
type = ChangeState
value = 1650
triggerall = Command = "OhkaZan_y"
triggerall = Var(36)=1 && !NumHelper(1610)
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = (StateNo = 3610 && AnimElemTime(9) >= 3 && AnimElemTime(12) < 0) && Var(30)=0
trigger11 = (StateNo = 3610 && AnimElemTime(13) >= 3 && AnimElemTime(16) < 0) && Var(30)=0
trigger12 = (StateNo = 3610 && AnimElemTime(17) >= 3 && AnimElemTime(22) < 0) && Var(30)=0
trigger13 = (StateNo = 3610 && AnimElemTime(45) >= 3 && AnimElemTime(49) < 0) && Var(30)=0
trigger14 = (StateNo = 3610 && AnimElemTime(50) >= 3 && AnimElemTime(54) < 0) && (Var(30)=0 || Var(30)!=0 && Random <150)
;-----------------------------------
; ‰å_“Ë ¦
[State -1]
type = ChangeState
value = 1100
triggerall = Command = "Gatotsu_a" && Var(30)=0
triggerall = Var(36)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1200 && AnimElemTime(7) >= 1) && Var(32)!=0
trigger11 = MoveContact && (StateNo = 1210 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger12 = MoveContact && (StateNo = 1220 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger13 = MoveContact && (StateNo = 1251 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger14 = MoveContact && (StateNo = 1252 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger15 = MoveContact && (StateNo = 1265 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger16 = MoveContact && (StateNo = 1270 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger17 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
[State -1]
type = ChangeState
value = 1100
triggerall = Command = "Gatotsu_b" && Var(30)=0
triggerall = Var(36)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 1)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger4 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
trigger5 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(7) < 0)
trigger6 = MoveContact && (StateNo = 230 && AnimElemTime(7) >= 1)
trigger7 = MoveContact && ((StateNo = [700,705]) && AnimElemTime(7) >= 2 && AnimElemTime(10) < 0)
trigger8 = MoveContact && (StateNo = 410 && AnimElemTime(6) >= 1 && AnimElemTime(11) < 0) && Var(32)!=0
trigger9 = MoveContact && (StateNo = 235 && AnimElemTime(1) >= 1) && Var(32)!=0
trigger10 = MoveContact && (StateNo = 1200 && AnimElemTime(7) >= 1) && Var(32)!=0
trigger11 = MoveContact && (StateNo = 1210 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger12 = MoveContact && (StateNo = 1220 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger13 = MoveContact && (StateNo = 1251 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger14 = MoveContact && (StateNo = 1252 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger15 = MoveContact && (StateNo = 1265 && AnimElemTime(3) >= 1) && Var(32)!=0
trigger16 = MoveContact && (StateNo = 1270 && AnimElemTime(4) >= 1) && Var(32)!=0
trigger17 = (StateNo = 1410 && AnimElemTime(14) >= 0) && Var(32)!=0
;-----------------------------------
;“{‚è ”“®
[State -1]
type = ChangeState
value = 950
triggerall = Command = "axy"
triggerall = Life <= Var(7)
triggerall = NumHelper(8889)=0
triggerall = Var(37)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
trigger2 = MoveContact && StateNo = [200,430]
trigger3 = MoveContact && StateNo = 600
trigger4 = MoveContact && StateNo = [700,799]
;-----------------------------------
;‚l‚`‚wƒ‚[ƒh ”“®
[State 960]
type = Helper
triggerall = NumHelper(8888)=0
trigger1 = Var(32)=0 && Power = 3000
name = "Timer"
id = 8888
stateno = 8888
postype = p1
pos = (-1*(BackEdgeBodyDist+20)),floor(0-(Pos Y))
ownpal = 1
;=====================================================================
; Basic Animation
;=====================================================================
;---------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
trigger1 = Command = "FF" && StateType = S && Ctrl = 1 && StateNo != 100
;---------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = Command = "BB" && StateType = S && Ctrl = 1
;=====================================================================
; 2/3 Buttons
;=====================================================================
;
;=====================================================================
; Basic Throws
;=====================================================================
;---------------------------------------------------------------------
;
[State -1]
type = ChangeState
value = 800
triggerall = StateNo != 100 && StateType = S && Ctrl = 1
trigger1 = Var(30)=0
trigger1 = Command = "ax" && !Command = "axy"
trigger2 = Command = "ax" && !Command = "axy"
trigger2 = P2MoveType != H && !P2StateType = A
trigger2 = Var(30)!=0
;---------------------------------------------------------------------
;
[State -1]
type = ChangeState
value = 850
triggerall = StateNo != 100 && StateType = S && Ctrl = 1
trigger1 = Var(30)=0
trigger1 = Command = "by" && !Command = "aby"
trigger2 = Command = "by" && !Command = "aby"
trigger2 = P2MoveType != H && !P2StateType = A
trigger2 = Var(30)!=0
;---------------------------------------------------------------------
; Special Attacks , Moves and so on.
;---------------------------------------------------------------------
;---------------------------------------------------------------------
; ’nã‚Ó‚Á‚Ƃ΂µUŒ‚
[State -1]
type = Null ;ChangeState
value = 600
triggerall = Command = "by"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) & Var(30)=0
trigger2 = StateType = S && (Ctrl = 1 || StateNo = 100) & Var(30)!=0
;---------------------------------------------------------------------
; ‹ó’†‚Ó‚Á‚Ƃ΂µUŒ‚
[State -1]
type = Null ;ChangeState
value = 610
triggerall = Command = "by"
triggerall = StateType = A
trigger1 = Ctrl = 1
trigger2 = MoveContact && StateNo = 500 && Var(32)=2
trigger3 = MoveContact && StateNo = 510 && Var(32)=2
trigger4 = MoveContact && StateNo = 520 && Var(32)=2
trigger5 = MoveContact && StateNo = 530 && Var(32)=2
;---------------------------------------------------------------------
; ƒK[ƒhƒLƒƒƒ“ƒZƒ‹FS
[State -1]
type = ChangeState
value = 4000
triggerall = Var(4) = 1 && StateType != A
triggerall = StateNo = 150 || StateNo = 152
trigger1 = (Command = "ax" && Power >= 350) || (Command = "FF" && Power >= 250)
trigger1 = Var(32)=0
trigger2 = Command = "ax" || Command = "FF"
trigger2 = Var(32)!=0
;---------------------------------------------------------------------
; ƒK[ƒhƒLƒƒƒ“ƒZƒ‹‚Á”ò‚΂µUŒ‚
[State -1]
type = ChangeState
value = 4500
triggerall = Command = "by" && ((Power >= 1000 && Var(32)=0) || Var(32)!=0)
triggerall = Var(4) = 1
triggerall = StateNo = 150 || StateNo = 152
trigger1 = Power >= 1000 && StateType != A && Var(32)=0
trigger2 = StateType != A && Var(32)!=0
;=====================================================================
; Dir + Button
;=====================================================================
;
[State -1]
type = ChangeState
value = 700
triggerall = Command = "y" && Command = "holdfwd" && Command = "holddown"
trigger1 = MoveContact && (StateNo = 200 && AnimElemTime(3) >= 1)
trigger2 = MoveContact && (StateNo = 210 && AnimElemTime(5) >= 0)
trigger3 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
;
[State -1]
type = ChangeState
value = 705
triggerall = Command = "y" && Command = "holdfwd" && Command = "holddown"
trigger1 = StateType != A && Ctrl = 1
trigger2 = StateNo = 100
;
[State -1]
type = ChangeState
value = 710
triggerall = Command = "b" && Command = "holdfwd" && Command != "holddown"
trigger1 = MoveContact && (StateNo = 200 && AnimElemTime(3) >= 1)
trigger2 = MoveContact && (StateNo = 210 && AnimElemTime(5) >= 0)
trigger3 = MoveContact && (StateNo = 400 && AnimElemTime(3) >= 1)
; ƒXƒeƒbƒvƒTƒCƒhƒLƒbƒN
[State -1]
type = ChangeState
value = 710
triggerall = Command = "b" && Command = "holdfwd" && Command != "holddown"
trigger1 = StateType = S && Ctrl = 1
trigger2 = StateNo = 100
;=====================================================================
; Taunts
;=====================================================================
;---------------------------------------------------------------------
; ’§”
[State -1]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = StateType = S && Ctrl = 1
;=====================================================================
; Basic Arts
;=====================================================================
;---------------------------------------------------------------------
; Žãƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 200
triggerall = Command = "x" && !Command = "holddown"
triggerall = P2BodyDist X = [0,17]
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 0)
trigger3 = (StateNo = 210 && AnimElemTime(6) >= 0)
trigger4 = (StateNo = 400 && AnimElemTime(3) >= 0)
; Žãƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 205
triggerall = Command = "x" && !Command = "holddown"
triggerall = P2BodyDist X != [0,17]
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)
;---------------------------------------------------------------------
; ŽãƒLƒbƒN
[State -1]
type = ChangeState
value = 210
triggerall = Command = "a" && !Command = "holddown"
triggerall = P2BodyDist X = [0,18]
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)
trigger2 = (StateNo = 200 && AnimElemTime(3) >= 10)
trigger3 = (StateNo = 210 && AnimElemTime(5) >= 10)
trigger4 = (StateNo = 400 && AnimElemTime(3) >= 10)
; ŽãƒLƒbƒN
[State -1]
type = ChangeState
value = 215
triggerall = Command = "a" && !Command = "holddown"
triggerall = P2BodyDist X != [0,18]
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)
;---------------------------------------------------------------------
; ‹ƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 220
triggerall = Command = "y" && !Command = "holddown"
triggerall = P2BodyDist X = [0,32]
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)
;---------------------------------------------------------------------
; ‹ƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 225
triggerall = Command = "y" && !Command = "holddown"
triggerall = P2BodyDist X != [0,32]
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)
;---------------------------------------------------------------------
; ‹ƒLƒbƒN
[State -1]
type = ChangeState
value = 230
triggerall = Command = "b" && !Command = "holddown"
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)
;---------------------------------------------------------------------
; ‚µ‚Ⴊ‚ÝŽãƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 400
triggerall = Command = "x" && Command = "holddown"
trigger1 = StateType = C && Ctrl = 1
trigger2 = StateNo = 100
trigger3 = (StateNo = 200 && AnimElemTime(3) >= 10)
trigger4 = (StateNo = 210 && AnimElemTime(5) >= 10)
trigger5 = (StateNo = 400 && AnimElemTime(3) >= 10)
;---------------------------------------------------------------------
; ‚µ‚Ⴊ‚ÝŽãƒLƒbƒN
[State -1]
type = ChangeState
value = 410
triggerall = Command = "a" && Command = "holddown"
trigger1 = StateType = C && Ctrl = 1
trigger2 = StateNo = 100
trigger3 = (StateNo = 200 && AnimElemTime(3) >= 10)
trigger4 = (StateNo = 210 && AnimElemTime(5) >= 10)
trigger5 = (StateNo = 400 && AnimElemTime(3) >= 10)
;---------------------------------------------------------------------
; ‚µ‚Ⴊ‚Ý‹ƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 420
triggerall = Command = "y" && Command = "holddown"
trigger1 = StateType = C && Ctrl = 1
trigger2 = StateNo = 100
;---------------------------------------------------------------------
; ‚µ‚Ⴊ‚Ý‹ƒLƒbƒN
[State -1]
type = ChangeState
value = 430
triggerall = Command = "b" && Command = "holddown"
trigger1 = StateType = C && Ctrl = 1
trigger2 = StateNo = 100
;---------------------------------------------------------------------
; ƒWƒƒƒ“ƒvŽãƒpƒ“ƒ`
[State -1]
type = ChangeState
value = IfElse(Var(25) = 0 && Vel X = 0,500,500)
triggerall = Command = "x" && StateType = A
trigger1 = StateNo != 105 && Ctrl = 1
trigger2 = MoveContact && StateNo = 510 && Var(32)=2
;---------------------------------------------------------------------
; ƒWƒƒƒ“ƒv‹ƒpƒ“ƒ`
[State -1]
type = ChangeState
value = IfElse(Var(25) = 0 && Vel X = 0,520,520)
triggerall = Command = "y" && StateType = A
trigger1 = StateNo != 105 && Ctrl = 1
trigger2 = MoveContact && StateNo = 500 && Var(32)=2
trigger3 = MoveContact && StateNo = 510 && Var(32)=2
;-------------------------------------------------------------------