[statedef -2] [State -2, noko] Type=Assertspecial triggerall = !ishelper triggerall = stateno != 5150 TriggerAll = Var(1) < 6 TriggerAll = teammode = single || teammode = turns || (teammode = simul && (Partner,Life > 0 || (Partner,Life <= 0 && Partner,Alive = 0))) Trigger1 = Numenemy = 1 && Enemy,Life > 0 && Enemy,Alive != 0 Trigger2 = Enemy,teammode = simul Trigger2 = EnemyNear(0),Life > 0 && EnemyNear(0),Alive != 0 && (EnemyNear(1),Life > 0 || (EnemyNear(1),Life <= 0 && EnemyNear(1),Alive = 0)) Trigger3 = Enemy,teammode = simul Trigger3 = EnemyNear(0),Life <= 0 && EnemyNear(0),Alive = 0 && EnemyNear(1),Life > 0 trigger4 = Enemy,Life > 0 && Enemy,Alive != 0 flag = noko ignorehitpause = 1 [State 0, CtrlSet] type = CtrlSet triggerall = movetype = H triggerall = life <= 1 TriggerAll = Var(1) < 6 trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, changestate] type = ChangeState triggerall = roundstate = 2 triggerall = stateno = 5110 triggerall = time = 1 Triggerall = Var(1) < 6 trigger1 = life < 1 trigger1 = random%10 < 1 value = 8787090 [State 0, changestate] type = ChangeState triggerall = roundstate = 2 triggerall = stateno = 5110 triggerall = time = 1 Triggerall = Var(1) < 6 trigger1 = life < 1 value = 5150 [State -2, noko] Type=Assertspecial triggerall = !ishelper triggerall = stateno != 94013 triggerall = numhelper(8788017) = 0 TriggerAll = Var(1) = 8 triggerall = var(29) != 8788020 TriggerAll = teammode = single || teammode = turns || (teammode = simul && (Partner,Life > 0 || (Partner,Life <= 0 && Partner,Alive = 0))) Trigger1 = Numenemy = 1 && Enemy,Life > 0 && Enemy,Alive != 0 Trigger2 = Enemy,teammode = simul Trigger2 = EnemyNear(0),Life > 0 && EnemyNear(0),Alive != 0 && (EnemyNear(1),Life > 0 || (EnemyNear(1),Life <= 0 && EnemyNear(1),Alive = 0)) Trigger3 = Enemy,teammode = simul Trigger3 = EnemyNear(0),Life <= 0 && EnemyNear(0),Alive = 0 && EnemyNear(1),Life > 0 flag = noko ignorehitpause = 1 [State 0, CtrlSet] type = CtrlSet triggerall = movetype = H triggerall = numhelper(8788017) = 0 TriggerAll = Var(1) = 8 triggerall = var(29) != 8788020 trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, changestate] type = ChangeState triggerall = roundstate = 2 triggerall = stateno = 5110 triggerall = time = 1 triggerall = numhelper(8788017) = 0 TriggerAll = Var(1) = 8 triggerall = var(29) != 8788020 trigger1 = 1 value = 8788020 [state 0] type = assertspecial trigger1 = stateno = [8787500,8787600] flag = nomusic ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -2, IKEMEN用] Type = VarSet TriggerAll = !IsHelper ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【IKEMEN】(デフォルト:0) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger1 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; IKEMENでバグが出た時ONにするといいです。 ; 効果はPlayerヘルパーをNormalヘルパーにするだけです。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ fvar(37) = 1 IgnoreHitPause = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -2, 共通オプション] Type = Null TriggerAll = !IsHelper Trigger8 = PalNo = 1 && (Var(58)/100%10 = 0) Trigger9 = PalNo = 1 && (Var(58)/100%10 = 0) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【AI起動】(デフォルト:2) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger1 = Var(58) := ( 2 ) *1 ;             ↑ ; 0〜3 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:AIは通常起動します。 ; LV1:AIが常時起動します。 ; LV2:2P以上でAIが常時起動します。 ; LV3:AIが入りません。プレイヤー操作でAI暴発させたくない人向け。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【処刑用BGM】(デフォルト:1) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger2 = ( 0 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; 究極技「身勝手の極意”兆”」/「未完成の極意」/「身勝手の極意」/「第7宇宙の奇跡」 ; 成功時にBGMを流すかどうかの設定。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【戦闘中ランク設定表記】(デフォルト:2) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger3 = Var(58) := ( 5 ) *10+(Var(58)/1%10000000000) ;             ↑ ; 0〜5 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; 0:なし。 ; 1:ランク設定表記あり。 ; 2:AIモード表記あり。 ; 3:両方あり。 ; 4:ランク設定表記あり(AIモード時のみ) ; 5:両方あり。(ランク設定表記はAIモード時のみ) ; ; ランク表記は設定でいくらでも変化するので、OFFにした方が混乱しないかも。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【サバイバルゲージ有無】(デフォルト:1) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger4 = Var(58) := ( 0 ) *100000+(Var(58)/1%10000000000) ;             ↑ ; 0〜2 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:サバイバルゲージ無し。 ; LV1:サバイバルゲージ有り。 ; LV2:超/極マークだけ消す。 ; ; OFFにするとサバイバルゲージが無くなり、消費もしなくなります。 ; スパーキングゲージや極ゲージも見えなくなりますが普通に使用可能。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【サバイバルゲージ位置】(デフォルト:両方0) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger5 = FVar(11) := ( 1 ) ;X軸:負数で左に正数で右に Trigger6 = FVar(12) := ( 1 ) ;Y軸:負数で上に正数で下に ;             ↑ ;       ( )の中を変更してください。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【元気玉演出】(デフォルト:4) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger7 = Var(58) := ( 4 ) *1000000+(Var(58)/1%10000000000) ;             ↑ ; 0〜4 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:モードで演出変化 ; LV1:超サイヤ人のみ ; LV2:ブルー界王拳のみ ; LV4:ランダム ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【1P専用:初期形態】(デフォルト:0) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger8 = Var(52) := ( 0 ) ;             ↑ ;       ( )の中を変更してください。 ; ; LV0 :通常 ; LV1 :超サイヤ人 ; LV2 :超サイヤ人2 ; LV3 :超サイヤ人3 ; LV4 :超サイヤ人ゴッド ; LV5 :超サイヤ人ブルー ; LV6 :超サイヤ人ブルー界王拳 ; LV7 :身勝手の極意"兆" ; LV8 :身勝手の極意 ; LV9 :エネルギー切れ(通常) ; LV10:エネルギー切れ(身勝手の極意後) ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【1P専用:変身設定】(デフォルト:8) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger9 = Var(47) := ( 8 ) ;             ↑ ;       ( )の中を変更してください。 ; ; LV0:通常まで。 ; LV1:超サイヤ人まで。 ; LV2:超サイヤ人2まで。 ; LV3:超サイヤ人3まで。 ; LV4:超サイヤ人ゴッドまで。 ; LV5:超サイヤ人ブルーまで。 ; LV6:超サイヤ人ブルー界王拳まで。 ; LV7:身勝手の極意"兆"まで。 ; LV8:身勝手の極意まで。(全ての形態に変身可能) ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【初期形態ランダム】(デフォルト:0) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger10 = Var(58) := ( 0 ) *100+(Var(58)/1%10000000000) ;             ↑ ; 0〜2 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; 0:OFF ; 1:最初のラウンドだけ初期形態をランダムにします。 ; 2:毎ラウンド初期形態をランダムにします。 ; ; 初期形態を選びきれないあなたにどうぞ。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger1 = 0 Trigger2 = 0 && Var(42) := (Var(42)|Floor(2.0**0)) Trigger3 = 0 Trigger4 = 0 Trigger5 = 0 Trigger6 = 0 Trigger7 = 0 Trigger8 = 0 Trigger9 = 0 Trigger10 = 0 IgnoreHitPause = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -2, 一括設定] ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Type = Null TriggerAll = !IsHelper ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger1 = Var(58) := ( 0 ) *1000+(Var(58)/1%10000000000) ;             ↑ ; 0〜14 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; 設定が多いので一括で設定するスイッチを作成しました。 ; ここが1以上だと下の個別オプションが無効になります。 ; ; 1:【最弱設定】 ; ; 2:【デフォルト設定】 ; ・全ての設定がデフォルト設定になります。 ; ; 3:【ランダム設定】 ; ・全ての設定がランダムで決まります。 ; ; 4:【攻撃極端設定】 ; ・攻撃関連は最高設定ですが、防御関連は最低設定です。 ; 常時ゲージMAX、常時スパーキングモード、攻撃力LV8固定、10割設定3、 ; 防御力LV1固定、無敵なし、食らい抜けなし、体力回復なし。 ; ; 5:【防御極端設定】 ; ・防御関連は最高設定ですが、攻撃関連は最低設定です。 ; 常時ゲージMAX、スパーキング回数無限、攻撃力LV1固定、防御力LV8固定、 ; 無敵LV9固定、即死技の使用なし。 ; ; 6:【即死狙いワンチャン設定】 ; ・即死を狙います。 ; 常時ゲージMAX、攻撃力LV6固定、常時永タゲON、常時超即死ON、 ; ガードキャンセルなし、防御力上昇無し、食らい抜けなし、体力回復なし。 ; ; 7:【永久狙いワンチャン設定】 ; ・永久を狙います。身勝手の極意"兆"モード以上の時は即死を使います。 ; 常時ゲージMAX、スパーキング回数無限、攻撃力LV4固定 ; ガードキャンセルあり、防御力上昇無し、食らい抜けなし、体力回復なし。 ; ; 8:【10割狙いワンチャン設定】 ; ・永久や即死を狙います。 ; スパーキング回数無限、攻撃力LV5固定、ゲージ回復LV6固定、常時永タゲON、常時超即死ON、 ; ガードキャンセルあり、防御力上昇無し、食らい抜けなし、体力回復なし。 ; ; 9:【最強設定】 ; ;---------------------------------------------------------------------------- ; 10〜14は自分でカスタムしたのを登録してみましょう。 ; ユーザーカスタム設定で検索(Ctrl+F)すれば設定箇所にいけます。 ; ; 10:【ユーザーカスタム設定?】 ; ; 11:【ユーザーカスタム設定?】 ; ; 12:【ユーザーカスタム設定?】 ; ; 13:【ユーザーカスタム設定?】 ; ; 14:【ユーザーカスタム設定?】 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger1 = 0 IgnoreHitPause = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -2, 個別オプション ※一括設定が0の時でなければ無効です。];----------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 0) Trigger1 = Var(1) = 0 Trigger2 = Var(1) = 1 Trigger3 = Var(1) = 2 Trigger4 = Var(1) = 3 Trigger5 = Var(1) = 4 Trigger6 = Var(1) = 5 && Var(10) != 1 Trigger7 = Var(1) = 5 && Var(10) = 1 Trigger8 = Var(1) = 6 Trigger9 = Var(1) = 7 Trigger10 = Var(1) = 0 && Var(11) != 1 Trigger11 = NumHelper(66544) || NumHelper(66542) Trigger12 = Var(1) = 1 Trigger13 = Var(1) = 2 Trigger14 = Var(1) = 3 Trigger15 = Var(1) = 4 Trigger16 = Var(1) = 5 && Var(10) != 1 Trigger17 = Var(1) = 5 && Var(10) = 1 Trigger30 = Var(39) = 0 Trigger31 = Var(39) = 1 Trigger32 = Var(39) = 2 Trigger33 = Var(39) = 3 Trigger34 = Var(39) = 4 Trigger35 = Var(39) = 5 Trigger36 = Var(39) = 6 Trigger37 = Var(39) = 7 Trigger38 = Var(39) = 8 Trigger59 = Var(1) = 0 && Var(11) = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【変身ランク】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger1 = Var(39) := ( 0 ) ;通常 (デフォルト:0) Trigger2 = Var(39) := ( 1 ) ;超サイヤ人 (デフォルト:1) Trigger3 = Var(39) := ( 2 ) ;超サイヤ人2 (デフォルト:2) Trigger4 = Var(39) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger5 = Var(39) := ( 4 ) ;超サイヤ人ゴッド (デフォルト:4) Trigger6 = Var(39) := ( 5 ) ;超サイヤ人ブルー (デフォルト:5) Trigger7 = Var(39) := ( 6 ) ;超サイヤ人ブルー界王拳(デフォルト:6) Trigger8 = Var(39) := ( 7 ) ;身勝手の極意”兆” (デフォルト:7) Trigger9 = Var(39) := ( 8 ) ;身勝手の極意 (デフォルト:8) ;             ↑ ; 0〜8 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; ランク0:並〜強 ; ランク1:凶下位 ; ランク2:凶中位 ; ランク3:凶上位 ; ランク4:狂下位 ; ランク5:狂中位 ; ランク6:狂上位 ; ランク7:狂最上位 ; ランク8:狂最上位? ; ; ランク目安は全て設定デフォルトの時。 ; また本体性能の話であってAIが入っている時は未知数。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;-------------------------【サバイバルゲージ関連】--------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【サバイバルゲージ消費量】 ;---------------------------------------------------------------------------- Trigger10 = Var(41) := ( -1 ) ;通常時 (デフォルト:-1) Trigger11 = Var(41) := ( 4 ) ;必殺技「20倍界王拳」時(デフォルト:4) Trigger12 = Var(41) := ( 0 ) ;超サイヤ人 (デフォルト:0) Trigger13 = Var(41) := ( 1 ) ;超サイヤ人2 (デフォルト:1) Trigger14 = Var(41) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger15 = Var(41) := ( 2 ) ;超サイヤ人ゴッド (デフォルト:2) Trigger16 = Var(41) := ( 3 ) ;超サイヤ人ブルー (デフォルト:3) Trigger17 = Var(41) := ( 4 ) ;超サイヤ人ブルー界王拳(デフォルト:4) ;             ↑ ;        ( )の中を変更してください。 ; ; ※サバイバルゲージONの時のみ有効。OFFの時は全て0に設定されます。 ; ; 数値が大きいほど消費量が多くなります。負数でゲージ回復。 ; ;---------------------------------------------------------------------------- ;【被弾中でもサバイバルゲージ消費】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger18 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;        ( )の中を変更してください。 ; ; サバイバルゲージの消費を食らい中や、 ; ステート奪われてる時にもするようになります。 ; ;---------------------------------------------------------------------------- ;【ラウンド跨ぎサバイバルゲージ回復量】(デフォルト:300) ;---------------------------------------------------------------------------- Trigger19 = Var(55) := ( 1000 ) *1000000 ;             ↑ ; 0〜1000 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; ラウンド開始時、設定された数値分サバイバルゲージが回復します。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;--------------------------【スパーキング関連】------------------------------ ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【スパーキングLV】(デフォルト:2) ;---------------------------------------------------------------------------- Trigger21 = Var(56) := ( 4 ) *1 ;             ↑ ; 0〜4 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:スパーキングを使用しない。 ; LV1:1ラウンドに一回だけ使用可能。 ; LV2:通常〜超サイヤ人ブルーは1ラウンドに一回だけ。 ; 超サイヤ人ブルー界王拳以上の形態は何回でも使用可能。 ; LV3:1ラウンドに何回でも使用可能。 ; LV4:常時スパーキングモード。 ; ; 使用した時点で、5000+ランク補正分ゲージが回復します。 ; また発動中は攻撃力上昇、ゲージ回復量上昇などの効果が出ます。 ; さらに変身ランク「6」以上の時は体力が回復します。 ; ; ※LV4にすると、スパーキングでの食らい抜けや、元気玉などが使用できなくなるので注意。 ; ;---------------------------------------------------------------------------- ;【スパーキングの攻撃発生】(デフォルト:6) ;---------------------------------------------------------------------------- Trigger22 = Var(55) := ( 9 ) *100000+(Var(55)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:発生しない。 ; LV1:変身ランクが「8」以上の時に発生。 ; LV2:変身ランクが「7」以上の時に発生。 ; LV3:変身ランクが「6」以上の時に発生。 ; LV4:変身ランクが「5」以上の時に発生。 ; LV5:変身ランクが「4」以上の時に発生。 ; LV6:変身ランクが「3」以上の時に発生。 ; LV7:変身ランクが「2」以上の時に発生。 ; LV8:変身ランクが「1」以上の時に発生。 ; LV9:変身ランクに関係なく発生。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------【食らい抜け関連】------------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【見極め食らい抜けLV】(デフォルト:4) ;---------------------------------------------------------------------------- Trigger23 = Var(56) := ( 9 ) *10+(Var(56)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ;---------------------------------------------------------------------------- ;【見極め食らい抜け必要パワー】(デフォルト:5000) ;---------------------------------------------------------------------------- Trigger24 = Var(43) := ( 5000 ) ;             ↑ ;        ( )の中を変更してください。 ; ;---------------------------------------------------------------------------- ;【見極め相手超必中食らい抜けLV】(デフォルト:7) ;---------------------------------------------------------------------------- Trigger25 = Var(56) := ( 9 ) *100+(Var(56)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ;---------------------------------------------------------------------------- ;【スパーキング食らい抜けLV】(デフォルト:9) ;---------------------------------------------------------------------------- Trigger26 = Var(56) := ( 9 ) *1000+(Var(56)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ;---------------------------------------------------------------------------- ;【ガード中食らい抜けLV】(デフォルト:9) ;---------------------------------------------------------------------------- Trigger27 = Var(56) := ( 9 ) *10000+(Var(56)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ;---------------------------------------------------------------------------- ;【食らい中食らい抜けLV】(デフォルト:9) ;---------------------------------------------------------------------------- Trigger28 = Var(56) := ( 9 ) *100000+(Var(56)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【ステ抜けLV】(デフォルト:2) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger29 = Var(56) := ( 9 ) *1000000+(Var(56)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【ダメージキャンセル値】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger30 = Var(50) := ( 0 ) ;ランク「0」(デフォルト:0) Trigger31 = Var(50) := ( 0 ) ;ランク「1」(デフォルト:0) Trigger32 = Var(50) := ( 0 ) ;ランク「2」(デフォルト:0) Trigger33 = Var(50) := ( 0 ) ;ランク「3」(デフォルト:0) Trigger34 = Var(50) := ( 0 ) ;ランク「4」(デフォルト:0) Trigger35 = Var(50) := ( 0 ) ;ランク「5」(デフォルト:0) Trigger36 = Var(50) := ( 0 ) ;ランク「6」(デフォルト:0) Trigger37 = Var(50) := ( 1000 ) ;ランク「7」(デフォルト:1000) Trigger38 = Var(50) := ( 750 ) ;ランク「8」(デフォルト:750) ;             ↑ ;        ( )の中を変更してください。 ; ; 受けたダメージが数値以上になった場合、 ; それまでのダメージをキャンセルしつつ食らい抜けします。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【体力回復関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【体力回復LV】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger39 = Var(56) := ( 4 ) *10000000+(Var(56)/1%10000000000) ;             ↑ ; 0〜4 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:体力回復なし。 ; LV1:変身ランクによって変動。 ; LV2:変身ランクが「6」の時の回復量。(通常時:6Fに3回復 スパーキング中:通常時+3Fに6回復) ; LV3:変身ランクが「7」の時の回復量。(通常時:6Fに6回復 スパーキング中:通常時+3Fに10回復) ; LV4:変身ランクが「8」の時の回復量。(6Fに16回復) ; ;---------------------------------------------------------------------------- ;【ガード中回復】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger40 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ;---------------------------------------------------------------------------- ;【食らい中回復】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger41 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【ゲージ回復関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【ゲージ回復LV】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger42 = Var(51) := ( 8 ) *1 ;             ↑ ; 0〜8 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:ランクで自動ゲージ回復の変動なし。 ; LV1:変身ランクによって変動。 ; LV2:常時変身ランクが「2」の時の回復量。(通常時:1回復 スパーキング中:6回復) ; LV3:常時変身ランクが「3」の時の回復量。(通常時:3回復 スパーキング中:13回復) ; LV4:常時変身ランクが「4」の時の回復量。(通常時:4回復 スパーキング中:34回復) ; LV5:常時変身ランクが「5」の時の回復量。(通常時:10回復 スパーキング中:60回復) ; LV6:常時変身ランクが「6」の時の回復量。(通常時:25回復 スパーキング中:125回復) ; LV7:常時変身ランクが「7」の時の回復量。(通常時:30回復 スパーキング中:130回復) ; LV8:常時ゲージMAX。 ; ;---------------------------------------------------------------------------- ;【ステート奪われ中でもゲージ回復】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger43 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; ランク「5」以下 or ゲージ回復LV5以下の時に効果があります。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【無敵関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【無敵LV】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger44 = Var(51) := ( 5 ) *10+(Var(51)/1%10000000000) ;             ↑ ; 0〜5 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:ランクで無敵量の変動なし。 ; LV1:変身ランクによって変動。 ; LV2:常時変身ランクが「4」の時の無敵。(通常攻撃時以外の攻撃中無敵) ; LV3:常時変身ランクが「5」の時の無敵。(LV2+攻撃中無敵) ; LV4:常時変身ランクが「6」の時の無敵。(LV3+超ダッシュ終了時無敵) ; LV5:常時変身ランクが「7」の時の無敵。(LV4+操作不能時無敵+食らい中&ダウン中射撃無敵+空中必殺技&空中超必殺技後の落下中無敵。) ; ;---------------------------------------------------------------------------- ;【試合中以外無敵】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger45 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ;---------------------------------------------------------------------------- ;【無敵詳細】 ;---------------------------------------------------------------------------- Trigger46 = ( 1 ) ;【ガード中無敵】(デフォルト:1) Trigger47 = ( 1 ) ;【食らい中無敵】(デフォルト:1) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; 変身ランク「7」or 無敵LV5の時はガード中 or 食らい中に無敵が発生します。 ; 発生させたくない人はOFFにしましょう。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【攻撃力関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【攻撃力LV】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger48 = Var(51) := ( 5 ) *100+(Var(51)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:ランクで攻撃力の変動なし。 ; LV1:変身ランクによって変動。 ; LV2:常時変身ランクが「1」の時の攻撃力。(攻撃力:1.1倍) ; LV3:常時変身ランクが「2」の時の攻撃力。(攻撃力:1.2倍) ; LV4:常時変身ランクが「3」の時の攻撃力。(攻撃力:1.4倍) ; LV5:常時変身ランクが「4」の時の攻撃力。(攻撃力:1.75倍) ; LV6:常時変身ランクが「5」の時の攻撃力。(攻撃力:2.0倍) ; LV7:常時変身ランクが「6」の時の攻撃力。(攻撃力:2.5倍) ; LV8:常時変身ランクが「7」の時の攻撃力。(通常時:3.0倍 スパーキング中:3.6倍) ; LV9:常時変身ランクが「8」の時の攻撃力。(通常時:10.0倍 スパーキング中:21.2倍) ; ;---------------------------------------------------------------------------- ;【自動攻撃力上昇LV】(デフォルト:2) ;---------------------------------------------------------------------------- Trigger49 = Var(51) := ( 5 ) *1000+(Var(51)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ;---------------------------------------------------------------------------- ;【自動攻撃力上昇値】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger50 = Var(51) := ( 1000 ) *10000+(Var(51)/1%10000000000) ;             ↑ ; 0〜1000 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【防御力LV】(デフォルト:1) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger51 = Var(51) := ( 9 ) *100000000+(Var(51)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:ランクで攻撃力の変動なし。 ; LV1:変身ランクによって変動。 ; LV2:常時変身ランクが「0」の時の防御力。(ダメージ1.1倍増加) ; LV3:常時変身ランクが「2」の時の防御力。(ダメージ2割カット) ; LV4:常時変身ランクが「3」の時の防御力。(ダメージ3割カット) ; LV5:常時変身ランクが「4」の時の防御力。(ダメージ4割カット) ; LV6:常時変身ランクが「5」の時の防御力。(ダメージ6割カット) ; LV7:常時変身ランクが「6」の時の防御力。(ダメージ7割カット) ; LV8:常時変身ランクが「7」の時の防御力。(ダメージ8割カット) ; LV9:常時変身ランクが「8」の時の防御力。(ダメージ9割カット) ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【永タゲ+タゲライフダメ使用LV】(デフォルト:3) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger52 = Var(54) := ( 9 ) *1 ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【超即死使用LV】(デフォルト:2) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger53 = Var(54) := ( 6 ) *10+(Var(54)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ; フルパワーかめはめ波、究極技のみ適用。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【究極技発生保障LV】(デフォルト:5) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger54 = Var(54) := ( 9 ) *100+(Var(54)/1%10000000000) ;             ↑ ; 0〜9 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:変身ランクが「8」以上の時に使用。 ; LV2:変身ランクが「7」以上の時に使用。 ; LV3:変身ランクが「6」以上の時に使用。 ; LV4:変身ランクが「5」以上の時に使用。 ; LV5:変身ランクが「4」以上の時に使用。 ; LV6:変身ランクが「3」以上の時に使用。 ; LV7:変身ランクが「2」以上の時に使用。 ; LV8:変身ランクが「1」以上の時に使用。 ; LV9:変身ランクに関係なく使用。 ; ; 技がヒットしない場合でも技を継続、または別の技を使用します。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【元気玉関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【元気玉チャージ保証値】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger55 = Var(54) := ( 0 ) *1000+(Var(54)/1%10000000000) ;             ↑ ; 0〜1000 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; 元気玉のチャージ量が設定した数値以下になりません。 ; 1000を入れると「元気玉」をいつでも使用可能になります。 ; なお、元気玉は通常時かエネルギー切れ状態のみ使用可能。 ; ;---------------------------------------------------------------------------- ;【元気玉アシスト設定】(デフォルト:7) ;---------------------------------------------------------------------------- Trigger56 = Var(54) := ( 7 ) *10000000+(Var(54)/1%10000000000) ;             ↑ ; 0〜7 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:なし ; LV1:ピッコロ ; LV2:ベジータ ; LV3:ミスター・サタン ; LV4:ピッコロまたはベジータ ; LV5:ピッコロまたはミスター・サタン ; LV6:ベジータまたはミスター・サタン ; LV7:ピッコロまたはベジータまたはミスター・サタン ; ; ※ミスター・サタンはエネルギー切れモードのみ出現 ; ;---------------------------------------------------------------------------- ;【ミスター・サタン出現緩和】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger57 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; ミスター・サタンをエネルギー切れモード以外でも出せます。 ; ;---------------------------------------------------------------------------- ;【元気玉アシスト制限】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger58 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; アシストを何回でも呼べるようになります。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【エネルギー切れモード関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【サバイバルゲージ回復値】(デフォルト:-1) ;---------------------------------------------------------------------------- Trigger59 = Var(41) := ( 1 ) ;             ↑ ;        ( )の中を変更してください。 ; ; 負数でゲージ回復。正の数にすると通常モードに戻れなくなります。 ; ;---------------------------------------------------------------------------- ;【「身勝手の極意"兆"」使用】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger60 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; ノーコストで使用可能な即死当身技です。 ; ;---------------------------------------------------------------------------- ;【「第7宇宙の奇跡」使用】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger61 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; ノーコストで使用可能な即死当身技です。 ; 身勝手の極意後のエネルギー切れ状態じゃないと使えません。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【身勝手の極意”兆”モード関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【極ゲージ溜まりやすさ】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger62 = FVar(4) := ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; 数値が大きいほど蓄積量が多くなります。負数でゲージが減ります。 ; ;---------------------------------------------------------------------------- ;【「身勝手の極意」使用】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger63 = ( 1 ) ;             ↑ ;        ( )の中を変更してください。 ; ; 極ゲージMAX時に使用可能な即死当身技です。 ; ;---------------------------------------------------------------------------- ;【「身勝手の真髄」使用LV】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger64 = Var(55) := ( 3 ) *1+(Var(55)/1%10000000000) ;             ↑ ; 0〜3 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:1ゲージ消費で発動。 ; LV2:0.5ゲージ消費で発動。 ; LV3:ゲージ消費なしで発動。 ; ; 身勝手の極意"兆"モードの時のみ自動で発動する回避技です。 ; 攻撃中と食らい中は発動しません。 ; ;---------------------------------------------------------------------------- ;【身勝手の極意"兆"弱体化LV】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger65 = Var(55) := ( 3 ) *10+(Var(55)/1%10000000000) ;             ↑ ; 0〜3 = ON ;        ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; LV0:弱体化無し。 ; LV1:防御力半分。 ; LV2:「身勝手の真髄」時に投げが通るようになる。 ; LV3:全部。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【身勝手の極意モード関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【極ゲージ消費量】(デフォルト:3) ;---------------------------------------------------------------------------- Trigger66 = FVar(5) := ( 3 ) ;             ↑ ;        ( )の中を変更してください。 ; ; 数値が大きいほど消費量が多くなります。負数でゲージ回復。 ; ;---------------------------------------------------------------------------- ;【自爆】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger67 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; 極ゲージが無くなった時に自爆するかどうか ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【AI変身条件関連】 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;---------------------------------------------------------------------------- ;【AI変身条件】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger68 = Var(16) := ( 1 ) ;             ↑ ;        ( )の中を変更してください。 ; ; 0 :相手とのHP差 ; 1〜:時間(数値の秒数経過毎に変身 ※20を設定した場合、20秒ごとに変身) ; ;---------------------------------------------------------------------------- ;【AI敗北後次ラウンド開始直後変身】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger69 = ( 1 ) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ;---------------------------------------------------------------------------- ;【AI変身するラウンド設定】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger70 = Var(55) := ( 3 ) *100+(Var(55)/1%10000000000) ;             ↑ ; 0〜3 = ON ;       ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; 0:1ラウンド目から ; 1:2ラウンド目から ; 2:3ラウンド目から ; 3:敗北後次ラウンドから ; ;---------------------------------------------------------------------------- ;【AI上位変身必殺技使用LV】(デフォルト:1) ;---------------------------------------------------------------------------- Trigger71 = Var(55) := ( 2 ) *1000+(Var(55)/1%10000000000) ;             ↑ ; 0〜2 = ON ;       ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:変身必殺技は使用できるが変身はしない。 ; LV1:使用します。 ; LV2:使用します。下の変身除外設定を無視します。 ; ;---------------------------------------------------------------------------- ;【変身除外設定】 ;---------------------------------------------------------------------------- Trigger72 = ( 0 ) ;超サイヤ人除外 (デフォルト:0) Trigger73 = ( 0 ) ;超サイヤ人2除外 (デフォルト:0) Trigger74 = ( 0 ) ;超サイヤ人3除外 (デフォルト:0) Trigger75 = ( 0 ) ;超サイヤ人ゴッド除外(デフォルト:0) ;             ↑ ;         1 = ON 0 = OFF ;       ( )の中を変更してください。 ; ; 選んだ形態には変身せず、次の段階の変身を行うようになります。 ; 例えば「超サイヤ人3除外」の場合、超サイヤ人2状態から3を飛ばしてゴッドに変身します。 ; ;---------------------------------------------------------------------------- ;【10割狙いLV】(デフォルト:0) ;---------------------------------------------------------------------------- Trigger76 = Var(55) := ( 3 ) *10000+(Var(55)/1%10000000000) ;             ↑ ; 0〜3 = ON ;       ( )の中を変更してください。 ;    指定値以外の数値を入れるとバグるので注意。 ; ; LV0:使用しない。 ; LV1:超必殺技で止めを刺せそうなときに狙います。 ; 相手の防御力の関係で倒せない時があるので超即死の使用を推奨します。 ; LV2:永久が入りそうな時は狙います。 ; ついでにコンボ補正も無くなります。 ; LV3:両方。 ; ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;----------------------------【設定ここまで】-------------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Trigger1 = 0 Trigger2 = 0 Trigger3 = 0 Trigger4 = 0 Trigger5 = 0 Trigger6 = 0 Trigger7 = 0 Trigger8 = 0 Trigger9 = 0 Trigger10 = 0 Trigger11 = 0 Trigger12 = 0 Trigger13 = 0 Trigger14 = 0 Trigger15 = 0 Trigger16 = 0 Trigger17 = 0 Trigger18 = 0 && Var(42) := (Var(42)|Floor(2.0**19)) Trigger19 = 0 Trigger20 = 0 Trigger21 = 0 Trigger22 = 0 Trigger23 = 0 Trigger24 = 0 Trigger25 = 0 Trigger26 = 0 Trigger27 = 0 Trigger28 = 0 Trigger29 = 0 Trigger30 = 0 Trigger31 = 0 Trigger32 = 0 Trigger33 = 0 Trigger34 = 0 Trigger35 = 0 Trigger36 = 0 Trigger37 = 0 Trigger38 = 0 Trigger39 = 0 Trigger40 = 0 && Var(42) := (Var(42)|Floor(2.0**3)) Trigger41 = 0 && Var(42) := (Var(42)|Floor(2.0**4)) Trigger42 = 0 Trigger43 = 0 && Var(42) := (Var(42)|Floor(2.0**5)) Trigger44 = 0 Trigger45 = 0 && Var(42) := (Var(42)|Floor(2.0**6)) Trigger46 = 0 && Var(42) := (Var(42)|Floor(2.0**7)) Trigger47 = 0 && Var(42) := (Var(42)|Floor(2.0**8)) Trigger48 = 0 Trigger49 = 0 Trigger50 = 0 Trigger51 = 0 Trigger52 = 0 Trigger53 = 0 Trigger54 = 0 Trigger55 = 0 Trigger56 = 0 Trigger57 = 0 && Var(42) := (Var(42)|Floor(2.0**9)) Trigger58 = 0 && Var(42) := (Var(42)|Floor(2.0**20)) Trigger59 = 0 Trigger60 = 0 && Var(42) := (Var(42)|Floor(2.0**10)) Trigger61 = 0 && Var(42) := (Var(42)|Floor(2.0**11)) Trigger62 = 0 Trigger63 = 0 && Var(42) := (Var(42)|Floor(2.0**12)) Trigger64 = 0 Trigger65 = 0 Trigger66 = 0 Trigger67 = 0 && Var(42) := (Var(42)|Floor(2.0**13)) Trigger68 = 0 Trigger69 = 0 && Var(42) := (Var(42)|Floor(2.0**14)) Trigger70 = 0 Trigger71 = 0 Trigger72 = 0 && Var(42) := (Var(42)|Floor(2.0**15)) Trigger73 = 0 && Var(42) := (Var(42)|Floor(2.0**16)) Trigger74 = 0 && Var(42) := (Var(42)|Floor(2.0**17)) Trigger75 = 0 && Var(42) := (Var(42)|Floor(2.0**18)) Trigger76 = 0 IgnoreHitPause = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -2, 一括設定/最弱設定] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 1) Trigger1 = 1 || Var(16) := 0 Trigger1 = 1 || Var(39) := 0 Trigger1 = 1 || Var(41) := 0 Trigger1 = 1 || Var(42) := (Var(42)|2097144)-2097144 Trigger1 = 1 || Var(43) := 0 Trigger1 = 1 || Var(50) := 0 Trigger1 = 1 || Var(51) := 0000000000 Trigger1 = 1 || Var(54) := 0000000000 Trigger1 = 1 || Var(55) := 0000000000 Trigger1 = 1 || Var(56) := 0000000000 Trigger1 = 1 || FVar(4) := 0 Trigger1 = 1 || FVar(5) := 0 IgnoreHitPause = 1 [State -2, 一括設定/デフォルト設定] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 2) Trigger1 = 1 || Var(39) := IfElse(Var(1)=7,8,IfElse(Var(1)=6,7,IfElse(Var(1)=5&&Var(10)=1,6,IfElse(Var(1)=5&&Var(10)!=1,5,Var(1))))) Trigger1 = 1 || Var(41) := IfElse(Var(1)=5&&Var(10)=1||NumHelper(66544)||NumHelper(66542),4,IfElse(Var(1)=5&&Var(10)!=1||Var(1)=3,3,IfElse(Var(1)=4,2,IfElse(Var(1)=2,1,IfElse(Var(1)=1,0,-1))))) Trigger1 = 1 || Var(42) := (Var(42)|2097144)-32-64-512-32768-65536-131072-262144-524288-1048576 Trigger1 = 1 || Var(55) := 0300601001 Trigger1 = 1 || Var(56) := 0012999742 Trigger1 = 1 || Var(43) := 5000 Trigger1 = 1 || Var(50) := IfElse(Var(39)=8,750,IfElse(Var(39)=7,1000,0)) Trigger1 = 1 || Var(51) := 0100012111 Trigger1 = 1 || Var(54) := 0070000523 Trigger1 = 1 || FVar(4) := 1 Trigger1 = 1 || FVar(5) := 3 Trigger1 = 1 || Var(16) := 0 IgnoreHitPause = 1 [State -2, 一括設定/ランダム設定] Type = Null TriggerAll = !IsHelper TriggerAll = NumHelper(99999) TriggerAll = (Var(58)/1000%100 = 3) Trigger1 = Var(1) = 0 Trigger1 = 0 && Var(39) := (Helper(99999),Var(59)/1%10) Trigger2 = Var(1) = 1 Trigger2 = 0 && Var(39) := (Helper(99999),Var(59)/10%10) Trigger3 = Var(1) = 2 Trigger3 = 0 && Var(39) := (Helper(99999),Var(59)/100%10) Trigger4 = Var(1) = 3 Trigger4 = 0 && Var(39) := (Helper(99999),Var(59)/1000%10) Trigger5 = Var(1) = 4 Trigger5 = 0 && Var(39) := (Helper(99999),Var(59)/10000%10) Trigger6 = Var(1) = 5 && Var(10) != 1 Trigger6 = 0 && Var(39) := (Helper(99999),Var(59)/100000%10) Trigger7 = Var(1) = 5 && Var(10) = 1 Trigger7 = 0 && Var(39) := (Helper(99999),Var(59)/1000000%10) Trigger8 = Var(1) = 6 Trigger8 = 0 && Var(39) := (Helper(99999),Var(59)/10000000%10) Trigger9 = Var(1) = 7 Trigger9 = 0 && Var(39) := (Helper(99999),Var(59)/100000000%10) Trigger10 = Var(1) = 0 && Var(11) != 1 Trigger10 = 0 && Var(41) := (Helper(99999),Var(58)/1%10) Trigger11 = NumHelper(66544) || NumHelper(66542) Trigger11 = 0 && Var(41) := (Helper(99999),Var(58)/10%10) Trigger12 = Var(1) = 1 Trigger12 = 0 && Var(41) := (Helper(99999),Var(58)/100%10) Trigger13 = Var(1) = 2 Trigger13 = 0 && Var(41) := (Helper(99999),Var(58)/1000%10) Trigger14 = Var(1) = 3 Trigger14 = 0 && Var(41) := (Helper(99999),Var(58)/10000%10) Trigger15 = Var(1) = 4 Trigger15 = 0 && Var(41) := (Helper(99999),Var(58)/100000%10) Trigger16 = Var(1) = 5 && Var(10) != 1 Trigger16 = 0 && Var(41) := (Helper(99999),Var(58)/1000000%10) Trigger17 = Var(1) = 5 && Var(10) = 1 Trigger17 = 0 && Var(41) := (Helper(99999),Var(58)/10000000%10) Trigger18 = Var(1) = 0 && Var(11) = 1 Trigger18 = 0 && Var(41) := (Helper(99999),Var(58)/100000000%10) Trigger19 = Var(39) = 0 Trigger19 = 0 && Var(50) := (Helper(99999),Var(57)/1%1000) Trigger20 = Var(39) = 1 Trigger20 = 0 && Var(50) := (Helper(99999),Var(57)/1000%1000) Trigger21 = Var(39) = 2 Trigger21 = 0 && Var(50) := (Helper(99999),Var(57)/1000000%1000) Trigger22 = Var(39) = 3 Trigger22 = 0 && Var(50) := (Helper(99999),Var(56)/1%1000) Trigger23 = Var(39) = 4 Trigger23 = 0 && Var(50) := (Helper(99999),Var(56)/1000%1000) Trigger24 = Var(39) = 5 Trigger24 = 0 && Var(50) := (Helper(99999),Var(56)/1000000%1000) Trigger25 = Var(39) = 6 Trigger25 = 0 && Var(50) := (Helper(99999),Var(56)/1%1000) Trigger26 = Var(39) = 7 Trigger26 = 0 && Var(50) := (Helper(99999),Var(56)/1000%1000) Trigger27 = Var(39) = 8 Trigger27 = 0 && Var(50) := (Helper(99999),Var(56)/1000000%1000) Trigger28 = Helper(99999),SysVar(4) = 1 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**19))-Random%2*Floor(2.0**19) Trigger28 = 1 || Var(55) := Random%999*1000000+(Var(55)/1%10)*1+(Var(55)/10%10)*10+(Var(55)/100%10)*100+(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000 Trigger28 = 1 || Var(56) := Random%5*1+(Var(56)/10%10)*10+(Var(56)/100%10)*100+(Var(56)/1000%10)*1000+(Var(56)/10000%10)*10000+(Var(56)/100000%10)*100000+(Var(56)/1000000%10)*1000000+(Var(56)/10000000%10)*10000000 Trigger28 = 1 || Var(55) := Random%10*100000+(Var(55)/1%10)*1+(Var(55)/10%10)*10+(Var(55)/100%10)*100+(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000 Trigger28 = 1 || Var(56) := Random%10*10+(Var(56)/1%10)*1+(Var(56)/100%10)*100+(Var(56)/1000%10)*1000+(Var(56)/10000%10)*10000+(Var(56)/100000%10)*100000+(Var(56)/1000000%10)*1000000+(Var(56)/10000000%10)*10000000 Trigger28 = 1 || Var(43) := Random%999+(Random%7*1000) Trigger28 = 1 || Var(56) := Random%10*100+(Var(56)/1%10)*1+(Var(56)/10%10)*10+(Var(56)/1000%10)*1000+(Var(56)/10000%10)*10000+(Var(56)/100000%10)*100000+(Var(56)/1000000%10)*1000000+(Var(56)/10000000%10)*10000000 Trigger28 = 1 || Var(56) := Random%10*1000+(Var(56)/1%10)*1+(Var(56)/10%10)*10+(Var(56)/100%10)*100+(Var(56)/10000%10)*10000+(Var(56)/100000%10)*100000+(Var(56)/1000000%10)*1000000+(Var(56)/10000000%10)*10000000 Trigger28 = 1 || Var(56) := Random%10*10000+(Var(56)/1%10)*1+(Var(56)/10%10)*10+(Var(56)/100%10)*100+(Var(56)/1000%10)*1000+(Var(56)/100000%10)*100000+(Var(56)/1000000%10)*1000000+(Var(56)/10000000%10)*10000000 Trigger28 = 1 || Var(56) := Random%10*100000+(Var(56)/1%10)*1+(Var(56)/10%10)*10+(Var(56)/100%10)*100+(Var(56)/1000%10)*1000+(Var(56)/10000%10)*10000+(Var(56)/1000000%10)*1000000+(Var(56)/10000000%10)*10000000 Trigger28 = 1 || Var(56) := Random%10*1000000+(Var(56)/1%10)*1+(Var(56)/10%10)*10+(Var(56)/100%10)*100+(Var(56)/1000%10)*1000+(Var(56)/10000%10)*10000+(Var(56)/100000%10)*100000+(Var(56)/10000000%10)*10000000 Trigger28 = 1 || Var(56) := Random%5*10000000+(Var(56)/1%10)*1+(Var(56)/10%10)*10+(Var(56)/100%10)*100+(Var(56)/1000%10)*1000+(Var(56)/10000%10)*10000+(Var(56)/100000%10)*100000 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**3))-Random%2*Floor(2.0**3) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**4))-Random%2*Floor(2.0**4) Trigger28 = 1 || Var(51) := Random%9*1+(Var(51)/10%10)*10+(Var(51)/100%10)*100+(Var(51)/1000%10)*1000+(Var(51)/10000%10000)*10000+(Var(51)/100000000%10)*100000000 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**5))-Random%2*Floor(2.0**5) Trigger28 = 1 || Var(51) := Random%6*10+(Var(51)/1%10)*1+(Var(51)/100%10)*100+(Var(51)/1000%10)*1000+(Var(51)/10000%10000)*10000+(Var(51)/100000000%10)*100000000 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**6))-Random%2*Floor(2.0**6) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**7))-Random%2*Floor(2.0**7) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**8))-Random%2*Floor(2.0**8) Trigger28 = 1 || Var(51) := Random%10*100+(Var(51)/1%10)*1+(Var(51)/10%10)*10+(Var(51)/1000%10)*1000+(Var(51)/10000%10000)*10000+(Var(51)/100000000%10)*100000000 Trigger28 = 1 || Var(51) := Random%10*1000+(Var(51)/1%10)*1+(Var(51)/10%10)*10+(Var(51)/100%10)*100+(Var(51)/10000%10000)*10000+(Var(51)/100000000%10)*100000000 Trigger28 = 1 || Var(51) := Random%999*10000+(Var(51)/1%10)*1+(Var(51)/10%10)*10+(Var(51)/100%10)*100+(Var(51)/1000%10)*1000+(Var(51)/100000000%10)*100000000 Trigger28 = 1 || Var(51) := Random%10*100000000+(Var(51)/1%10)*1+(Var(51)/10%10)*10+(Var(51)/100%10)*100+(Var(51)/1000%10)*1000+(Var(51)/10000%10000)*10000 Trigger28 = 1 || Var(54) := Random%10*1+(Var(54)/10%10)*10+(Var(54)/100%10)*100+(Var(54)/1000%10000)*1000+(Var(54)/10000000%10)*10000000+(Var(54)/100000000%10)*100000000 Trigger28 = 1 || Var(54) := Random%10*10+(Var(54)/1%10)*1+(Var(54)/100%10)*100+(Var(54)/1000%10000)*1000+(Var(54)/10000000%10)*10000000+(Var(54)/100000000%10)*100000000 Trigger28 = 1 || Var(54) := Random%10*100+(Var(54)/1%10)*1+(Var(54)/10%10)*10+(Var(54)/1000%10000)*1000+(Var(54)/10000000%10)*10000000+(Var(54)/100000000%10)*100000000 Trigger28 = 1 || Var(54) := Random%999*1000+(Var(54)/1%10)*1+(Var(54)/10%10)*10+(Var(54)/100%10)*100+(Var(54)/10000000%10)*10000000+(Var(54)/100000000%10)*100000000 Trigger28 = 1 || Var(54) := Random%8*10000000+(Var(54)/1%10)*1+(Var(54)/10%10)*10+(Var(54)/100%10)*100+(Var(54)/1000%10000)*1000+(Var(54)/100000000%10)*100000000 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**9))-Random%2*Floor(2.0**9) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**20))-Random%2*Floor(2.0**20) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**10))-Random%2*Floor(2.0**10) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**11))-Random%2*Floor(2.0**11) Trigger28 = 1 || FVar(4) := Random%9 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**12))-Random%2*Floor(2.0**12) Trigger28 = 1 || Var(55) := Random%4*1+(Var(55)/10%10)*10+(Var(55)/100%10)*100+(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 Trigger28 = 1 || Var(55) := Random%4*10+(Var(55)/1%10)*1+(Var(55)/100%10)*100+(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 Trigger28 = 1 || FVar(5) := Random%9 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**13))-Random%2*Floor(2.0**13) Trigger28 = 1 || Var(16) := Random%20 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**14))-Random%2*Floor(2.0**14) Trigger28 = 1 || Var(55) := Random%4*100+(Var(55)/1%10)*1+(Var(55)/10%10)*10+(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 Trigger28 = 1 || Var(55) := Random%3*1000+(Var(55)/1%10)*1+(Var(55)/10%10)*10+(Var(55)/100%10)*100+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**15))-Random%2*Floor(2.0**15) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**16))-Random%2*Floor(2.0**16) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**17))-Random%2*Floor(2.0**17) Trigger28 = 1 || Var(42) := (Var(42)|Floor(2.0**18))-Random%2*Floor(2.0**18) Trigger28 = 1 || Var(55) := Random%4*10000+(Var(55)/1%10)*1+(Var(55)/10%10)*10+(Var(55)/100%10)*100+(Var(55)/1000%10)*1000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 IgnoreHitPause = 1 [State -2, 一括設定/攻撃極端設定] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 4) Trigger1 = 1 || Var(39) := 8 Trigger1 = 1 || Var(41) := IfElse(Var(1)=5&&Var(10)=1||NumHelper(66544)||NumHelper(66542),4,IfElse(Var(1)=5&&Var(10)!=1||Var(1)=3,3,IfElse(Var(1)=4,2,IfElse(Var(1)=2,1,IfElse(Var(1)=1,0,-1))))) Trigger1 = 1 || Var(42) := (Var(42)|2097144)-8-16-64-128-256-8192-16384-32768-65536-131072-262144 Trigger1 = 1 || Var(56) := 0000000004 Trigger1 = 1 || Var(55) := 1000932030 Trigger1 = 1 || Var(43) := 7000 Trigger1 = 1 || Var(50) := 0 Trigger1 = 1 || Var(51) := 0010009908 Trigger1 = 1 || Var(54) := 0070900999 Trigger1 = 1 || FVar(4) := 593 Trigger1 = 1 || FVar(5) := 10 Trigger1 = 1 || Var(16) := 0 IgnoreHitPause = 1 [State -2, 一括設定/防御極端設定] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 5) Trigger1 = 1 || Var(39) := 8 Trigger1 = 1 || Var(41) := IfElse(Var(1)=5&&Var(10)=1||NumHelper(66544)||NumHelper(66542),4,IfElse(Var(1)=5&&Var(10)!=1||Var(1)=3,3,IfElse(Var(1)=4,2,IfElse(Var(1)=2,1,IfElse(Var(1)=1,0,-1))))) Trigger1 = 1 || Var(42) := (Var(42)|2097144)-512-1024-2048-4096-8192-32768-65536-131072-262144-524288-1048576 Trigger1 = 1 || Var(51) := 0900000058 Trigger1 = 1 || Var(54) := 0000000000 Trigger1 = 1 || Var(55) := 1000000003 Trigger1 = 1 || Var(56) := 0049999993 Trigger1 = 1 || Var(43) := 0 Trigger1 = 1 || Var(50) := 1 Trigger1 = 1 || FVar(4) := 1 Trigger1 = 1 || FVar(5) := 3 Trigger1 = 1 || Var(16) := 0 IgnoreHitPause = 1 [State -2, 一括設定/即死狙いワンチャン設定] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 6) Trigger1 = 1 || Var(39) := IfElse(Var(1)=7,8,IfElse(Var(1)=6,7,IfElse(Var(1)=5&&Var(10)=1,6,IfElse(Var(1)=5&&Var(10)!=1,5,4)))) Trigger1 = 1 || Var(41) := IfElse(Var(1)=5&&Var(10)=1||NumHelper(66544)||NumHelper(66542),4,IfElse(Var(1)=5&&Var(10)!=1||Var(1)=3,3,IfElse(Var(1)=4,2,IfElse(Var(1)=2,1,IfElse(Var(1)=1,0,-1))))) Trigger1 = 1 || Var(42) := (Var(42)|2097144)-8-16-128-256-8192-32768-65536-131072-262144-524288 Trigger1 = 1 || Var(51) := 0000012618 Trigger1 = 1 || Var(54) := 0030000999 Trigger1 = 1 || Var(55) := 1000911001 Trigger1 = 1 || Var(56) := 0000009993 Trigger1 = 1 || Var(43) := 5000 Trigger1 = 1 || Var(50) := 0 Trigger1 = 1 || FVar(4) := 593 Trigger1 = 1 || FVar(5) := 3 Trigger1 = 1 || Var(16) := 0 IgnoreHitPause = 1 [State -2, 一括設定/永久狙いワンチャン設定] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 7) Trigger1 = 1 || Var(39) := IfElse(Var(1)=7,8,IfElse(Var(1)=6,8,IfElse(Var(1)=5&&Var(10)=1,6,IfElse(Var(1)=5&&Var(10)!=1,5,4)))) Trigger1 = 1 || Var(41) := IfElse(Var(1)=5&&Var(10)=1||NumHelper(66544)||NumHelper(66542),-593,IfElse(Var(1)=5&&Var(10)!=1||Var(1)=3,-593,IfElse(Var(1)=4,-593,IfElse(Var(1)=2,0,IfElse(Var(1)=1,0,-593))))) Trigger1 = 1 || Var(42) := (Var(42)|2097144)-8-16-128-256-8192-32768-65536-131072-262144-524288 Trigger1 = 1 || Var(51) := 0010002418 Trigger1 = 1 || Var(54) := 0030000111 Trigger1 = 1 || Var(55) := 1000921003 Trigger1 = 1 || Var(56) := 0000099993 Trigger1 = 1 || Var(43) := 5000 Trigger1 = 1 || Var(50) := 0 Trigger1 = 1 || FVar(4) := 593 Trigger1 = 1 || FVar(5) := 3 Trigger1 = 1 || Var(16) := 0 IgnoreHitPause = 1 [State -2, 一括設定/10割狙いワンチャン設定] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 8) Trigger1 = 1 || Var(39) := IfElse(Var(1)=7,8,IfElse(Var(1)=6,7,IfElse(Var(1)=5&&Var(10)=1,6,IfElse(Var(1)=5&&Var(10)!=1,5,Var(1))))) Trigger1 = 1 || Var(41) := IfElse(Var(1)=5&&Var(10)=1||NumHelper(66544)||NumHelper(66542),4,IfElse(Var(1)=5&&Var(10)!=1||Var(1)=3,3,IfElse(Var(1)=4,2,IfElse(Var(1)=2,1,IfElse(Var(1)=1,0,-1))))) Trigger1 = 1 || Var(42) := (Var(42)|2097144)-8-16-128-256-8192-32768-65536-131072-262144-524288 Trigger1 = 1 || Var(51) := 0000012616 Trigger1 = 1 || Var(54) := 0030900999 Trigger1 = 1 || Var(55) := 1000931003 Trigger1 = 1 || Var(56) := 0000099993 Trigger1 = 1 || Var(43) := 5000 Trigger1 = 1 || Var(50) := 0 Trigger1 = 1 || FVar(4) := 593 Trigger1 = 1 || FVar(5) := 3 Trigger1 = 1 || Var(16) := 0 IgnoreHitPause = 1 [State -2, 一括設定/最強設定] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 9) Trigger1 = 1 || Var(39) := 8 Trigger1 = 1 || Var(41) := IfElse(Var(1)&&Var(11)=1,593,0) Trigger1 = 1 || Var(42) := (Var(42)|2097144)-8192-524288 Trigger1 = 1 || Var(51) := 0910009958 Trigger1 = 1 || Var(54) := 0071000999 Trigger1 = 1 || Var(55) := 1000931003 Trigger1 = 1 || Var(56) := 0049999994 Trigger1 = 1 || Var(43) := 0 Trigger1 = 1 || Var(50) := 1 Trigger1 = 1 || FVar(4) := 593 Trigger1 = 1 || FVar(5) := 0 Trigger1 = 1 || Var(16) := 0 IgnoreHitPause = 1 [State -2, 一括設定/10] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 10) Trigger1 = Var(1) = 0 Trigger2 = Var(1) = 1 Trigger3 = Var(1) = 2 Trigger4 = Var(1) = 3 Trigger5 = Var(1) = 4 Trigger6 = Var(1) = 5 && Var(10) != 1 Trigger7 = Var(1) = 5 && Var(10) = 1 Trigger8 = Var(1) = 6 Trigger9 = Var(1) = 7 Trigger10 = Var(1) = 0 && Var(11) != 1 Trigger11 = NumHelper(66544) || NumHelper(66542) Trigger12 = Var(1) = 1 Trigger13 = Var(1) = 2 Trigger14 = Var(1) = 3 Trigger15 = Var(1) = 4 Trigger16 = Var(1) = 5 && Var(10) != 1 Trigger17 = Var(1) = 5 && Var(10) = 1 Trigger18 = Var(1) = 0 && Var(11) = 1 Trigger19 = Var(39) = 0 Trigger20 = Var(39) = 1 Trigger21 = Var(39) = 2 Trigger22 = Var(39) = 3 Trigger23 = Var(39) = 4 Trigger24 = Var(39) = 5 Trigger25 = Var(39) = 6 Trigger26 = Var(39) = 7 Trigger27 = Var(39) = 8 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;-------------------------10:【ユーザーカスタム設定?】----------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【変身ランク】------------------------↓ここを変更(0〜8)---------------------------- Trigger1 = 0 && Var(39) := ( 0 ) ;通常 (デフォルト:0) Trigger2 = 0 && Var(39) := ( 1 ) ;超サイヤ人 (デフォルト:1) Trigger3 = 0 && Var(39) := ( 2 ) ;超サイヤ人2 (デフォルト:2) Trigger4 = 0 && Var(39) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger5 = 0 && Var(39) := ( 4 ) ;超サイヤ人ゴッド (デフォルト:4) Trigger6 = 0 && Var(39) := ( 5 ) ;超サイヤ人ブルー (デフォルト:5) Trigger7 = 0 && Var(39) := ( 6 ) ;超サイヤ人ブルー界王拳(デフォルト:6) Trigger8 = 0 && Var(39) := ( 7 ) ;身勝手の極意”兆” (デフォルト:7) Trigger9 = 0 && Var(39) := ( 8 ) ;身勝手の極意 (デフォルト:8) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【サバイバルゲージ消費量】------------↓ここを変更(-1000〜1000)--------------------- Trigger10 = 0 && Var(41) := ( -1 ) ;通常時 (デフォルト:-1) Trigger11 = 0 && Var(41) := ( 4 ) ;必殺技「20倍界王拳」時(デフォルト:4) Trigger12 = 0 && Var(41) := ( 0 ) ;超サイヤ人 (デフォルト:0) Trigger13 = 0 && Var(41) := ( 1 ) ;超サイヤ人2 (デフォルト:1) Trigger14 = 0 && Var(41) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger15 = 0 && Var(41) := ( 2 ) ;超サイヤ人ゴッド (デフォルト:2) Trigger16 = 0 && Var(41) := ( 3 ) ;超サイヤ人ブルー (デフォルト:3) Trigger17 = 0 && Var(41) := ( 4 ) ;超サイヤ人ブルー界王拳(デフォルト:4) Trigger18 = 0 && Var(41) := ( -1 ) ;エネルギー切れモード (デフォルト:-1) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【ダメージキャンセル値】--------------↓ここを変更(0〜LifeMAX)---------------------- Trigger19 = 0 && Var(50) := ( 0 ) ;ランク「0」(デフォルト:0) Trigger20 = 0 && Var(50) := ( 0 ) ;ランク「1」(デフォルト:0) Trigger21 = 0 && Var(50) := ( 0 ) ;ランク「2」(デフォルト:0) Trigger22 = 0 && Var(50) := ( 0 ) ;ランク「3」(デフォルト:0) Trigger23 = 0 && Var(50) := ( 0 ) ;ランク「4」(デフォルト:0) Trigger24 = 0 && Var(50) := ( 0 ) ;ランク「5」(デフォルト:0) Trigger25 = 0 && Var(50) := ( 0 ) ;ランク「6」(デフォルト:0) Trigger26 = 0 && Var(50) := ( 1000 ) ;ランク「7」(デフォルト:1000) Trigger27 = 0 && Var(50) := ( 750 ) ;ランク「8」(デフォルト:750) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【被弾中サバイバルゲージ消費】--------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger28 = 0 && Var(42) := (( 1 ) *Floor(2.0**19)|Var(42)) ;【ラウンド跨ぎサバイバルゲージ回復量】↓ここを変更(0〜1000)(デフォルト:300)------ Trigger29 = 0 && Var(55) := ( 1000 ) *1000000 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【スパーキングLV】--------------------↓ここを変更(0〜4)(デフォルト:2)----------- Trigger30 = 0 && Var(56) := ( 4 ) *1 ;【スパーキングの攻撃発生】------------↓ここを変更(0〜9)(デフォルト:6)----------- Trigger31 = 0 && Var(55) := ( 6 ) *100000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【見極め食らい抜けLV】----------------↓ここを変更(0〜9)(デフォルト:4)----------- Trigger32 = 0 && Var(56) := ( 9 ) *10+(Var(56)/1%10000000000) ;【見極め食らい抜け必要パワー】--------↓ここを変更(0〜PowerMAX)(デフォルト:5000) Trigger33 = 0 && Var(43) := ( 5000 ) ;【見極め相手超必中食らい抜けLV】------↓ここを変更(0〜9)(デフォルト:7)----------- Trigger34 = 0 && Var(56) := ( 9 ) *100+(Var(56)/1%10000000000) ;【スパーキング食らい抜けLV】----------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger35 = 0 && Var(56) := ( 9 ) *1000+(Var(56)/1%10000000000) ;【ガード中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger36 = 0 && Var(56) := ( 9 ) *10000+(Var(56)/1%10000000000) ;【食らい中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger37 = 0 && Var(56) := ( 9 ) *100000+(Var(56)/1%10000000000) ;【ステ抜けLV】------------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger38 = 0 && Var(56) := ( 2 ) *1000000+(Var(56)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【体力回復LV】------------------------↓ここを変更(0〜4)(デフォルト:1)----------- Trigger39 = 0 && Var(56) := ( 1 ) *10000000+(Var(56)/1%10000000000) ;【ガード中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger40 = 0 && Var(42) := (( 1 ) *Floor(2.0**3)|Var(42)) ;【食らい中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger41 = 0 && Var(42) := (( 1 ) *Floor(2.0**4)|Var(42)) ;【ゲージ回復LV】----------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger42 = 0 && Var(51) := ( 1 ) *1 ;【ステート奪われ中ゲージ回復あり】----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger43 = 0 && Var(42) := (( 0 ) *Floor(2.0**5)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【無敵LV】----------------------------↓ここを変更(0〜5)(デフォルト:1)----------- Trigger44 = 0 && Var(51) := ( 1 ) *10+(Var(51)/1%10000000000) ;【試合中以外無敵】--------------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger45 = 0 && Var(42) := (( 0 ) *Floor(2.0**6)|Var(42)) ;【ガード中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger46 = 0 && Var(42) := (( 1 ) *Floor(2.0**7)|Var(42)) ;【食らい中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger47 = 0 && Var(42) := (( 1 ) *Floor(2.0**8)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【攻撃力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger48 = 0 && Var(51) := ( 1 ) *100+(Var(51)/1%10000000000) ;【自動攻撃力上昇LV】------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger49 = 0 && Var(51) := ( 2 ) *1000+(Var(51)/1%10000000000) ;【自動攻撃力上昇値】------------------↓ここを変更(0〜1000)(デフォルト:1)-------- Trigger50 = 0 && Var(51) := ( 1 ) *10000+(Var(51)/1%10000000000) ;【防御力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger51 = 0 && Var(51) := ( 1 ) *100000000+(Var(51)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【永タゲ+タゲライフダメ使用LV】------↓ここを変更(0〜9)(デフォルト:3)----------- Trigger52 = 0 && Var(54) := ( 3 ) *1 ;【超即死使用LV】----------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger53 = 0 && Var(54) := ( 2 ) *10+(Var(54)/1%10000000000) ;【究極技発生保障LV】------------------↓ここを変更(0〜9)(デフォルト:5)----------- Trigger54 = 0 && Var(54) := ( 5 ) *100+(Var(54)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【元気玉チャージ保証値】--------------↓ここを変更(0〜1000)(デフォルト:0)-------- Trigger55 = 0 && Var(54) := ( 0 ) *1000+(Var(54)/1%10000000000) ;【元気玉アシスト設定】----------------↓ここを変更(0〜7)(デフォルト:7)----------- Trigger56 = 0 && Var(54) := ( 7 ) *10000000+(Var(54)/1%10000000000) ;【ミスター・サタン出現緩和】----------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger57 = 0 && Var(42) := (( 0 ) *Floor(2.0**9)|Var(42)) ;【元気玉アシスト制限】----------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger58 = 0 && Var(42) := (( 0 ) *Floor(2.0**20)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【「身勝手の極意"兆"」使用】----------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger59 = 0 && Var(42) := (( 1 ) *Floor(2.0**10)|Var(42)) ;【「第7宇宙の奇跡」使用】-------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger60 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【極ゲージ溜まりやすさ】--------------↓ここを変更(-1000〜1000)(デフォルト:1)---- Trigger61 = 0 && FVar(4) := ( 1 ) ;【「身勝手の極意」使用】--------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger62 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【「身勝手の真髄」使用LV】------------↓ここを変更(0〜3)(デフォルト:1)----------- Trigger63 = 0 && Var(55) := ( 1 ) *1+(Var(55)/1%10000000000) ;【身勝手の極意"兆"弱体化LV】----------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger64 = 0 && Var(55) := ( 0 ) *10+(Var(55)/1%10000000000) ;【極ゲージ消費量】--------------------↓ここを変更(-1000〜1000)(デフォルト:3)---- Trigger65 = 0 && FVar(5) := ( 3 ) ;【自爆】------------------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger66 = 0 && Var(42) := (( 1 ) *Floor(2.0**13)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【AI変身条件】------------------------↓ここを変更(0〜∞)(デフォルト:0)---------- Trigger67 = 0 && Var(16) := ( 0 ) ;【AI敗北後次ラウンド開始直後変身】----↓ここを変更(0〜1)(デフォルト:1)----------- Trigger68 = 0 && Var(42) := (( 1 ) *Floor(2.0**14)|Var(42)) ;【AI変身するラウンド設定】------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger69 = 0 && Var(55) := ( 0 ) *100+(Var(55)/1%10000000000) ;【AI上位変身必殺技使用LV】------------↓ここを変更(0〜2)(デフォルト:1)----------- Trigger70 = 0 && Var(55) := ( 1 ) *1000+(Var(55)/1%10000000000) ;【変身除外設定:超サイヤ人除外】------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger71 = 0 && Var(42) := (( 0 ) *Floor(2.0**15)|Var(42)) ;【変身除外設定:超サイヤ人2除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger72 = 0 && Var(42) := (( 0 ) *Floor(2.0**16)|Var(42)) ;【変身除外設定:超サイヤ人3除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger73 = 0 && Var(42) := (( 0 ) *Floor(2.0**17)|Var(42)) ;【変身除外設定:超サイヤ人ゴッド除外】↓ここを変更(0〜1)(デフォルト:0)----------- Trigger74 = 0 && Var(42) := (( 0 ) *Floor(2.0**18)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【10割狙いLV】------------------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger75 = 0 && Var(55) := ( 0 ) *10000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;------------------------------設定?はここまで-------------------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ IgnoreHitPause = 1 [State -2, 一括設定/11] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 11) Trigger1 = Var(1) = 0 Trigger2 = Var(1) = 1 Trigger3 = Var(1) = 2 Trigger4 = Var(1) = 3 Trigger5 = Var(1) = 4 Trigger6 = Var(1) = 5 && Var(10) != 1 Trigger7 = Var(1) = 5 && Var(10) = 1 Trigger8 = Var(1) = 6 Trigger9 = Var(1) = 7 Trigger10 = Var(1) = 0 && Var(11) != 1 Trigger11 = NumHelper(66544) || NumHelper(66542) Trigger12 = Var(1) = 1 Trigger13 = Var(1) = 2 Trigger14 = Var(1) = 3 Trigger15 = Var(1) = 4 Trigger16 = Var(1) = 5 && Var(10) != 1 Trigger17 = Var(1) = 5 && Var(10) = 1 Trigger18 = Var(1) = 0 && Var(11) = 1 Trigger19 = Var(39) = 0 Trigger20 = Var(39) = 1 Trigger21 = Var(39) = 2 Trigger22 = Var(39) = 3 Trigger23 = Var(39) = 4 Trigger24 = Var(39) = 5 Trigger25 = Var(39) = 6 Trigger26 = Var(39) = 7 Trigger27 = Var(39) = 8 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;-------------------------11:【ユーザーカスタム設定?】----------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【変身ランク】------------------------↓ここを変更(0〜8)---------------------------- Trigger1 = 0 && Var(39) := ( 0 ) ;通常 (デフォルト:0) Trigger2 = 0 && Var(39) := ( 1 ) ;超サイヤ人 (デフォルト:1) Trigger3 = 0 && Var(39) := ( 2 ) ;超サイヤ人2 (デフォルト:2) Trigger4 = 0 && Var(39) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger5 = 0 && Var(39) := ( 4 ) ;超サイヤ人ゴッド (デフォルト:4) Trigger6 = 0 && Var(39) := ( 5 ) ;超サイヤ人ブルー (デフォルト:5) Trigger7 = 0 && Var(39) := ( 6 ) ;超サイヤ人ブルー界王拳(デフォルト:6) Trigger8 = 0 && Var(39) := ( 7 ) ;身勝手の極意”兆” (デフォルト:7) Trigger9 = 0 && Var(39) := ( 8 ) ;身勝手の極意 (デフォルト:8) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【サバイバルゲージ消費量】------------↓ここを変更(-1000〜1000)--------------------- Trigger10 = 0 && Var(41) := ( -1 ) ;通常時 (デフォルト:-1) Trigger11 = 0 && Var(41) := ( 4 ) ;必殺技「20倍界王拳」時(デフォルト:4) Trigger12 = 0 && Var(41) := ( 0 ) ;超サイヤ人 (デフォルト:0) Trigger13 = 0 && Var(41) := ( 1 ) ;超サイヤ人2 (デフォルト:1) Trigger14 = 0 && Var(41) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger15 = 0 && Var(41) := ( 2 ) ;超サイヤ人ゴッド (デフォルト:2) Trigger16 = 0 && Var(41) := ( 3 ) ;超サイヤ人ブルー (デフォルト:3) Trigger17 = 0 && Var(41) := ( 4 ) ;超サイヤ人ブルー界王拳(デフォルト:4) Trigger18 = 0 && Var(41) := ( -1 ) ;エネルギー切れモード (デフォルト:-1) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【ダメージキャンセル値】--------------↓ここを変更(0〜LifeMAX)---------------------- Trigger19 = 0 && Var(50) := ( 0 ) ;ランク「0」(デフォルト:0) Trigger20 = 0 && Var(50) := ( 0 ) ;ランク「1」(デフォルト:0) Trigger21 = 0 && Var(50) := ( 0 ) ;ランク「2」(デフォルト:0) Trigger22 = 0 && Var(50) := ( 0 ) ;ランク「3」(デフォルト:0) Trigger23 = 0 && Var(50) := ( 0 ) ;ランク「4」(デフォルト:0) Trigger24 = 0 && Var(50) := ( 0 ) ;ランク「5」(デフォルト:0) Trigger25 = 0 && Var(50) := ( 0 ) ;ランク「6」(デフォルト:0) Trigger26 = 0 && Var(50) := ( 1000 ) ;ランク「7」(デフォルト:1000) Trigger27 = 0 && Var(50) := ( 750 ) ;ランク「8」(デフォルト:750) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【被弾中サバイバルゲージ消費】--------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger28 = 0 && Var(42) := (( 0 ) *Floor(2.0**19)|Var(42)) ;【ラウンド跨ぎサバイバルゲージ回復量】↓ここを変更(0〜1000)(デフォルト:300)------ Trigger29 = 0 && Var(55) := ( 300 ) *1000000 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【スパーキングLV】--------------------↓ここを変更(0〜4)(デフォルト:2)----------- Trigger30 = 0 && Var(56) := ( 2 ) *1 ;【スパーキングの攻撃発生】------------↓ここを変更(0〜9)(デフォルト:6)----------- Trigger31 = 0 && Var(55) := ( 6 ) *100000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【見極め食らい抜けLV】----------------↓ここを変更(0〜9)(デフォルト:4)----------- Trigger32 = 0 && Var(56) := ( 4 ) *10+(Var(56)/1%10000000000) ;【見極め食らい抜け必要パワー】--------↓ここを変更(0〜PowerMAX)(デフォルト:5000) Trigger33 = 0 && Var(43) := ( 5000 ) ;【見極め相手超必中食らい抜けLV】------↓ここを変更(0〜9)(デフォルト:7)----------- Trigger34 = 0 && Var(56) := ( 7 ) *100+(Var(56)/1%10000000000) ;【スパーキング食らい抜けLV】----------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger35 = 0 && Var(56) := ( 9 ) *1000+(Var(56)/1%10000000000) ;【ガード中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger36 = 0 && Var(56) := ( 9 ) *10000+(Var(56)/1%10000000000) ;【食らい中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger37 = 0 && Var(56) := ( 9 ) *100000+(Var(56)/1%10000000000) ;【ステ抜けLV】------------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger38 = 0 && Var(56) := ( 2 ) *1000000+(Var(56)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【体力回復LV】------------------------↓ここを変更(0〜4)(デフォルト:1)----------- Trigger39 = 0 && Var(56) := ( 1 ) *10000000+(Var(56)/1%10000000000) ;【ガード中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger40 = 0 && Var(42) := (( 1 ) *Floor(2.0**3)|Var(42)) ;【食らい中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger41 = 0 && Var(42) := (( 1 ) *Floor(2.0**4)|Var(42)) ;【ゲージ回復LV】----------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger42 = 0 && Var(51) := ( 1 ) *1 ;【ステート奪われ中ゲージ回復あり】----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger43 = 0 && Var(42) := (( 0 ) *Floor(2.0**5)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【無敵LV】----------------------------↓ここを変更(0〜5)(デフォルト:1)----------- Trigger44 = 0 && Var(51) := ( 1 ) *10+(Var(51)/1%10000000000) ;【試合中以外無敵】--------------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger45 = 0 && Var(42) := (( 0 ) *Floor(2.0**6)|Var(42)) ;【ガード中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger46 = 0 && Var(42) := (( 1 ) *Floor(2.0**7)|Var(42)) ;【食らい中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger47 = 0 && Var(42) := (( 1 ) *Floor(2.0**8)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【攻撃力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger48 = 0 && Var(51) := ( 1 ) *100+(Var(51)/1%10000000000) ;【自動攻撃力上昇LV】------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger49 = 0 && Var(51) := ( 2 ) *1000+(Var(51)/1%10000000000) ;【自動攻撃力上昇値】------------------↓ここを変更(0〜1000)(デフォルト:1)-------- Trigger50 = 0 && Var(51) := ( 1 ) *10000+(Var(51)/1%10000000000) ;【防御力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger51 = 0 && Var(51) := ( 1 ) *100000000+(Var(51)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【永タゲ+タゲライフダメ使用LV】------↓ここを変更(0〜9)(デフォルト:3)----------- Trigger52 = 0 && Var(54) := ( 3 ) *1 ;【超即死使用LV】----------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger53 = 0 && Var(54) := ( 2 ) *10+(Var(54)/1%10000000000) ;【究極技発生保障LV】------------------↓ここを変更(0〜9)(デフォルト:5)----------- Trigger54 = 0 && Var(54) := ( 5 ) *100+(Var(54)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【元気玉チャージ保証値】--------------↓ここを変更(0〜1000)(デフォルト:0)-------- Trigger55 = 0 && Var(54) := ( 0 ) *1000+(Var(54)/1%10000000000) ;【元気玉アシスト設定】----------------↓ここを変更(0〜7)(デフォルト:7)----------- Trigger56 = 0 && Var(54) := ( 7 ) *10000000+(Var(54)/1%10000000000) ;【ミスター・サタン出現緩和】----------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger57 = 0 && Var(42) := (( 0 ) *Floor(2.0**9)|Var(42)) ;【元気玉アシスト制限】----------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger58 = 0 && Var(42) := (( 0 ) *Floor(2.0**20)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【「身勝手の極意"兆"」使用】----------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger59 = 0 && Var(42) := (( 1 ) *Floor(2.0**10)|Var(42)) ;【「第7宇宙の奇跡」使用】-------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger60 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【極ゲージ溜まりやすさ】--------------↓ここを変更(-1000〜1000)(デフォルト:1)---- Trigger61 = 0 && FVar(4) := ( 1 ) ;【「身勝手の極意」使用】--------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger62 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【「身勝手の真髄」使用LV】------------↓ここを変更(0〜3)(デフォルト:1)----------- Trigger63 = 0 && Var(55) := ( 1 ) *1+(Var(55)/1%10000000000) ;【身勝手の極意"兆"弱体化LV】----------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger64 = 0 && Var(55) := ( 0 ) *10+(Var(55)/1%10000000000) ;【極ゲージ消費量】--------------------↓ここを変更(-1000〜1000)(デフォルト:3)---- Trigger65 = 0 && FVar(5) := ( 3 ) ;【自爆】------------------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger66 = 0 && Var(42) := (( 1 ) *Floor(2.0**13)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【AI変身条件】------------------------↓ここを変更(0〜∞)(デフォルト:0)---------- Trigger67 = 0 && Var(16) := ( 0 ) ;【AI敗北後次ラウンド開始直後変身】----↓ここを変更(0〜1)(デフォルト:1)----------- Trigger68 = 0 && Var(42) := (( 1 ) *Floor(2.0**14)|Var(42)) ;【AI変身するラウンド設定】------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger69 = 0 && Var(55) := ( 0 ) *100+(Var(55)/1%10000000000) ;【AI上位変身必殺技使用LV】------------↓ここを変更(0〜2)(デフォルト:1)----------- Trigger70 = 0 && Var(55) := ( 1 ) *1000+(Var(55)/1%10000000000) ;【変身除外設定:超サイヤ人除外】------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger71 = 0 && Var(42) := (( 0 ) *Floor(2.0**15)|Var(42)) ;【変身除外設定:超サイヤ人2除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger72 = 0 && Var(42) := (( 0 ) *Floor(2.0**16)|Var(42)) ;【変身除外設定:超サイヤ人3除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger73 = 0 && Var(42) := (( 0 ) *Floor(2.0**17)|Var(42)) ;【変身除外設定:超サイヤ人ゴッド除外】↓ここを変更(0〜1)(デフォルト:0)----------- Trigger74 = 0 && Var(42) := (( 0 ) *Floor(2.0**18)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【10割狙いLV】------------------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger75 = 0 && Var(55) := ( 0 ) *10000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;------------------------------設定?はここまで-------------------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ IgnoreHitPause = 1 [State -2, 一括設定/12] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 12) Trigger1 = Var(1) = 0 Trigger2 = Var(1) = 1 Trigger3 = Var(1) = 2 Trigger4 = Var(1) = 3 Trigger5 = Var(1) = 4 Trigger6 = Var(1) = 5 && Var(10) != 1 Trigger7 = Var(1) = 5 && Var(10) = 1 Trigger8 = Var(1) = 6 Trigger9 = Var(1) = 7 Trigger10 = Var(1) = 0 && Var(11) != 1 Trigger11 = NumHelper(66544) || NumHelper(66542) Trigger12 = Var(1) = 1 Trigger13 = Var(1) = 2 Trigger14 = Var(1) = 3 Trigger15 = Var(1) = 4 Trigger16 = Var(1) = 5 && Var(10) != 1 Trigger17 = Var(1) = 5 && Var(10) = 1 Trigger18 = Var(1) = 0 && Var(11) = 1 Trigger19 = Var(39) = 0 Trigger20 = Var(39) = 1 Trigger21 = Var(39) = 2 Trigger22 = Var(39) = 3 Trigger23 = Var(39) = 4 Trigger24 = Var(39) = 5 Trigger25 = Var(39) = 6 Trigger26 = Var(39) = 7 Trigger27 = Var(39) = 8 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;-------------------------12:【ユーザーカスタム設定?】----------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【変身ランク】------------------------↓ここを変更(0〜8)---------------------------- Trigger1 = 0 && Var(39) := ( 0 ) ;通常 (デフォルト:0) Trigger2 = 0 && Var(39) := ( 1 ) ;超サイヤ人 (デフォルト:1) Trigger3 = 0 && Var(39) := ( 2 ) ;超サイヤ人2 (デフォルト:2) Trigger4 = 0 && Var(39) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger5 = 0 && Var(39) := ( 4 ) ;超サイヤ人ゴッド (デフォルト:4) Trigger6 = 0 && Var(39) := ( 5 ) ;超サイヤ人ブルー (デフォルト:5) Trigger7 = 0 && Var(39) := ( 6 ) ;超サイヤ人ブルー界王拳(デフォルト:6) Trigger8 = 0 && Var(39) := ( 7 ) ;身勝手の極意”兆” (デフォルト:7) Trigger9 = 0 && Var(39) := ( 8 ) ;身勝手の極意 (デフォルト:8) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【サバイバルゲージ消費量】------------↓ここを変更(-1000〜1000)--------------------- Trigger10 = 0 && Var(41) := ( -1 ) ;通常時 (デフォルト:-1) Trigger11 = 0 && Var(41) := ( 4 ) ;必殺技「20倍界王拳」時(デフォルト:4) Trigger12 = 0 && Var(41) := ( 0 ) ;超サイヤ人 (デフォルト:0) Trigger13 = 0 && Var(41) := ( 1 ) ;超サイヤ人2 (デフォルト:1) Trigger14 = 0 && Var(41) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger15 = 0 && Var(41) := ( 2 ) ;超サイヤ人ゴッド (デフォルト:2) Trigger16 = 0 && Var(41) := ( 3 ) ;超サイヤ人ブルー (デフォルト:3) Trigger17 = 0 && Var(41) := ( 4 ) ;超サイヤ人ブルー界王拳(デフォルト:4) Trigger18 = 0 && Var(41) := ( -1 ) ;エネルギー切れモード (デフォルト:-1) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【ダメージキャンセル値】--------------↓ここを変更(0〜LifeMAX)---------------------- Trigger19 = 0 && Var(50) := ( 0 ) ;ランク「0」(デフォルト:0) Trigger20 = 0 && Var(50) := ( 0 ) ;ランク「1」(デフォルト:0) Trigger21 = 0 && Var(50) := ( 0 ) ;ランク「2」(デフォルト:0) Trigger22 = 0 && Var(50) := ( 0 ) ;ランク「3」(デフォルト:0) Trigger23 = 0 && Var(50) := ( 0 ) ;ランク「4」(デフォルト:0) Trigger24 = 0 && Var(50) := ( 0 ) ;ランク「5」(デフォルト:0) Trigger25 = 0 && Var(50) := ( 0 ) ;ランク「6」(デフォルト:0) Trigger26 = 0 && Var(50) := ( 1000 ) ;ランク「7」(デフォルト:1000) Trigger27 = 0 && Var(50) := ( 750 ) ;ランク「8」(デフォルト:750) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【被弾中サバイバルゲージ消費】--------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger28 = 0 && Var(42) := (( 0 ) *Floor(2.0**19)|Var(42)) ;【ラウンド跨ぎサバイバルゲージ回復量】↓ここを変更(0〜1000)(デフォルト:300)------ Trigger29 = 0 && Var(55) := ( 300 ) *1000000 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【スパーキングLV】--------------------↓ここを変更(0〜4)(デフォルト:2)----------- Trigger30 = 0 && Var(56) := ( 2 ) *1 ;【スパーキングの攻撃発生】------------↓ここを変更(0〜9)(デフォルト:6)----------- Trigger31 = 0 && Var(55) := ( 6 ) *100000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【見極め食らい抜けLV】----------------↓ここを変更(0〜9)(デフォルト:4)----------- Trigger32 = 0 && Var(56) := ( 4 ) *10+(Var(56)/1%10000000000) ;【見極め食らい抜け必要パワー】--------↓ここを変更(0〜PowerMAX)(デフォルト:5000) Trigger33 = 0 && Var(43) := ( 5000 ) ;【見極め相手超必中食らい抜けLV】------↓ここを変更(0〜9)(デフォルト:7)----------- Trigger34 = 0 && Var(56) := ( 7 ) *100+(Var(56)/1%10000000000) ;【スパーキング食らい抜けLV】----------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger35 = 0 && Var(56) := ( 9 ) *1000+(Var(56)/1%10000000000) ;【ガード中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger36 = 0 && Var(56) := ( 9 ) *10000+(Var(56)/1%10000000000) ;【食らい中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger37 = 0 && Var(56) := ( 9 ) *100000+(Var(56)/1%10000000000) ;【ステ抜けLV】------------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger38 = 0 && Var(56) := ( 2 ) *1000000+(Var(56)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【体力回復LV】------------------------↓ここを変更(0〜4)(デフォルト:1)----------- Trigger39 = 0 && Var(56) := ( 1 ) *10000000+(Var(56)/1%10000000000) ;【ガード中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger40 = 0 && Var(42) := (( 1 ) *Floor(2.0**3)|Var(42)) ;【食らい中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger41 = 0 && Var(42) := (( 1 ) *Floor(2.0**4)|Var(42)) ;【ゲージ回復LV】----------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger42 = 0 && Var(51) := ( 1 ) *1 ;【ステート奪われ中ゲージ回復あり】----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger43 = 0 && Var(42) := (( 0 ) *Floor(2.0**5)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【無敵LV】----------------------------↓ここを変更(0〜5)(デフォルト:1)----------- Trigger44 = 0 && Var(51) := ( 1 ) *10+(Var(51)/1%10000000000) ;【試合中以外無敵】--------------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger45 = 0 && Var(42) := (( 0 ) *Floor(2.0**6)|Var(42)) ;【ガード中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger46 = 0 && Var(42) := (( 1 ) *Floor(2.0**7)|Var(42)) ;【食らい中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger47 = 0 && Var(42) := (( 1 ) *Floor(2.0**8)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【攻撃力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger48 = 0 && Var(51) := ( 1 ) *100+(Var(51)/1%10000000000) ;【自動攻撃力上昇LV】------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger49 = 0 && Var(51) := ( 2 ) *1000+(Var(51)/1%10000000000) ;【自動攻撃力上昇値】------------------↓ここを変更(0〜1000)(デフォルト:1)-------- Trigger50 = 0 && Var(51) := ( 1 ) *10000+(Var(51)/1%10000000000) ;【防御力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger51 = 0 && Var(51) := ( 1 ) *100000000+(Var(51)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【永タゲ+タゲライフダメ使用LV】------↓ここを変更(0〜9)(デフォルト:3)----------- Trigger52 = 0 && Var(54) := ( 3 ) *1 ;【超即死使用LV】----------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger53 = 0 && Var(54) := ( 2 ) *10+(Var(54)/1%10000000000) ;【究極技発生保障LV】------------------↓ここを変更(0〜9)(デフォルト:5)----------- Trigger54 = 0 && Var(54) := ( 5 ) *100+(Var(54)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【元気玉チャージ保証値】--------------↓ここを変更(0〜1000)(デフォルト:0)-------- Trigger55 = 0 && Var(54) := ( 0 ) *1000+(Var(54)/1%10000000000) ;【元気玉アシスト設定】----------------↓ここを変更(0〜7)(デフォルト:7)----------- Trigger56 = 0 && Var(54) := ( 7 ) *10000000+(Var(54)/1%10000000000) ;【ミスター・サタン出現緩和】----------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger57 = 0 && Var(42) := (( 0 ) *Floor(2.0**9)|Var(42)) ;【元気玉アシスト制限】----------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger58 = 0 && Var(42) := (( 0 ) *Floor(2.0**20)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【「身勝手の極意"兆"」使用】----------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger59 = 0 && Var(42) := (( 1 ) *Floor(2.0**10)|Var(42)) ;【「第7宇宙の奇跡」使用】-------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger60 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【極ゲージ溜まりやすさ】--------------↓ここを変更(-1000〜1000)(デフォルト:1)---- Trigger61 = 0 && FVar(4) := ( 1 ) ;【「身勝手の極意」使用】--------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger62 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【「身勝手の真髄」使用LV】------------↓ここを変更(0〜3)(デフォルト:1)----------- Trigger63 = 0 && Var(55) := ( 1 ) *1+(Var(55)/1%10000000000) ;【身勝手の極意"兆"弱体化LV】----------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger64 = 0 && Var(55) := ( 0 ) *10+(Var(55)/1%10000000000) ;【極ゲージ消費量】--------------------↓ここを変更(-1000〜1000)(デフォルト:3)---- Trigger65 = 0 && FVar(5) := ( 3 ) ;【自爆】------------------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger66 = 0 && Var(42) := (( 1 ) *Floor(2.0**13)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【AI変身条件】------------------------↓ここを変更(0〜∞)(デフォルト:0)---------- Trigger67 = 0 && Var(16) := ( 0 ) ;【AI敗北後次ラウンド開始直後変身】----↓ここを変更(0〜1)(デフォルト:1)----------- Trigger68 = 0 && Var(42) := (( 1 ) *Floor(2.0**14)|Var(42)) ;【AI変身するラウンド設定】------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger69 = 0 && Var(55) := ( 0 ) *100+(Var(55)/1%10000000000) ;【AI上位変身必殺技使用LV】------------↓ここを変更(0〜2)(デフォルト:1)----------- Trigger70 = 0 && Var(55) := ( 1 ) *1000+(Var(55)/1%10000000000) ;【変身除外設定:超サイヤ人除外】------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger71 = 0 && Var(42) := (( 0 ) *Floor(2.0**15)|Var(42)) ;【変身除外設定:超サイヤ人2除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger72 = 0 && Var(42) := (( 0 ) *Floor(2.0**16)|Var(42)) ;【変身除外設定:超サイヤ人3除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger73 = 0 && Var(42) := (( 0 ) *Floor(2.0**17)|Var(42)) ;【変身除外設定:超サイヤ人ゴッド除外】↓ここを変更(0〜1)(デフォルト:0)----------- Trigger74 = 0 && Var(42) := (( 0 ) *Floor(2.0**18)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【10割狙いLV】------------------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger75 = 0 && Var(55) := ( 0 ) *10000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;------------------------------設定?はここまで-------------------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ IgnoreHitPause = 1 [State -2, 一括設定/13] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 14) Trigger1 = Var(1) = 0 Trigger2 = Var(1) = 1 Trigger3 = Var(1) = 2 Trigger4 = Var(1) = 3 Trigger5 = Var(1) = 4 Trigger6 = Var(1) = 5 && Var(10) != 1 Trigger7 = Var(1) = 5 && Var(10) = 1 Trigger8 = Var(1) = 6 Trigger9 = Var(1) = 7 Trigger10 = Var(1) = 0 && Var(11) != 1 Trigger11 = NumHelper(66544) || NumHelper(66542) Trigger12 = Var(1) = 1 Trigger13 = Var(1) = 2 Trigger14 = Var(1) = 3 Trigger15 = Var(1) = 4 Trigger16 = Var(1) = 5 && Var(10) != 1 Trigger17 = Var(1) = 5 && Var(10) = 1 Trigger18 = Var(1) = 0 && Var(11) = 1 Trigger19 = Var(39) = 0 Trigger20 = Var(39) = 1 Trigger21 = Var(39) = 2 Trigger22 = Var(39) = 3 Trigger23 = Var(39) = 4 Trigger24 = Var(39) = 5 Trigger25 = Var(39) = 6 Trigger26 = Var(39) = 7 Trigger27 = Var(39) = 8 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;-------------------------13:【ユーザーカスタム設定?】----------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【変身ランク】------------------------↓ここを変更(0〜8)---------------------------- Trigger1 = 0 && Var(39) := ( 0 ) ;通常 (デフォルト:0) Trigger2 = 0 && Var(39) := ( 1 ) ;超サイヤ人 (デフォルト:1) Trigger3 = 0 && Var(39) := ( 2 ) ;超サイヤ人2 (デフォルト:2) Trigger4 = 0 && Var(39) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger5 = 0 && Var(39) := ( 4 ) ;超サイヤ人ゴッド (デフォルト:4) Trigger6 = 0 && Var(39) := ( 5 ) ;超サイヤ人ブルー (デフォルト:5) Trigger7 = 0 && Var(39) := ( 6 ) ;超サイヤ人ブルー界王拳(デフォルト:6) Trigger8 = 0 && Var(39) := ( 7 ) ;身勝手の極意”兆” (デフォルト:7) Trigger9 = 0 && Var(39) := ( 8 ) ;身勝手の極意 (デフォルト:8) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【サバイバルゲージ消費量】------------↓ここを変更(-1000〜1000)--------------------- Trigger10 = 0 && Var(41) := ( -1 ) ;通常時 (デフォルト:-1) Trigger11 = 0 && Var(41) := ( 4 ) ;必殺技「20倍界王拳」時(デフォルト:4) Trigger12 = 0 && Var(41) := ( 0 ) ;超サイヤ人 (デフォルト:0) Trigger13 = 0 && Var(41) := ( 1 ) ;超サイヤ人2 (デフォルト:1) Trigger14 = 0 && Var(41) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger15 = 0 && Var(41) := ( 2 ) ;超サイヤ人ゴッド (デフォルト:2) Trigger16 = 0 && Var(41) := ( 3 ) ;超サイヤ人ブルー (デフォルト:3) Trigger17 = 0 && Var(41) := ( 4 ) ;超サイヤ人ブルー界王拳(デフォルト:4) Trigger18 = 0 && Var(41) := ( -1 ) ;エネルギー切れモード (デフォルト:-1) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【ダメージキャンセル値】--------------↓ここを変更(0〜LifeMAX)---------------------- Trigger19 = 0 && Var(50) := ( 0 ) ;ランク「0」(デフォルト:0) Trigger20 = 0 && Var(50) := ( 0 ) ;ランク「1」(デフォルト:0) Trigger21 = 0 && Var(50) := ( 0 ) ;ランク「2」(デフォルト:0) Trigger22 = 0 && Var(50) := ( 0 ) ;ランク「3」(デフォルト:0) Trigger23 = 0 && Var(50) := ( 0 ) ;ランク「4」(デフォルト:0) Trigger24 = 0 && Var(50) := ( 0 ) ;ランク「5」(デフォルト:0) Trigger25 = 0 && Var(50) := ( 0 ) ;ランク「6」(デフォルト:0) Trigger26 = 0 && Var(50) := ( 1000 ) ;ランク「7」(デフォルト:1000) Trigger27 = 0 && Var(50) := ( 750 ) ;ランク「8」(デフォルト:750) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【被弾中サバイバルゲージ消費】--------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger28 = 0 && Var(42) := (( 0 ) *Floor(2.0**19)|Var(42)) ;【ラウンド跨ぎサバイバルゲージ回復量】↓ここを変更(0〜1000)(デフォルト:300)------ Trigger29 = 0 && Var(55) := ( 300 ) *1000000 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【スパーキングLV】--------------------↓ここを変更(0〜4)(デフォルト:2)----------- Trigger30 = 0 && Var(56) := ( 2 ) *1 ;【スパーキングの攻撃発生】------------↓ここを変更(0〜9)(デフォルト:6)----------- Trigger31 = 0 && Var(55) := ( 6 ) *100000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【見極め食らい抜けLV】----------------↓ここを変更(0〜9)(デフォルト:4)----------- Trigger32 = 0 && Var(56) := ( 4 ) *10+(Var(56)/1%10000000000) ;【見極め食らい抜け必要パワー】--------↓ここを変更(0〜PowerMAX)(デフォルト:5000) Trigger33 = 0 && Var(43) := ( 5000 ) ;【見極め相手超必中食らい抜けLV】------↓ここを変更(0〜9)(デフォルト:7)----------- Trigger34 = 0 && Var(56) := ( 7 ) *100+(Var(56)/1%10000000000) ;【スパーキング食らい抜けLV】----------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger35 = 0 && Var(56) := ( 9 ) *1000+(Var(56)/1%10000000000) ;【ガード中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger36 = 0 && Var(56) := ( 9 ) *10000+(Var(56)/1%10000000000) ;【食らい中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger37 = 0 && Var(56) := ( 9 ) *100000+(Var(56)/1%10000000000) ;【ステ抜けLV】------------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger38 = 0 && Var(56) := ( 2 ) *1000000+(Var(56)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【体力回復LV】------------------------↓ここを変更(0〜4)(デフォルト:1)----------- Trigger39 = 0 && Var(56) := ( 1 ) *10000000+(Var(56)/1%10000000000) ;【ガード中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger40 = 0 && Var(42) := (( 1 ) *Floor(2.0**3)|Var(42)) ;【食らい中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger41 = 0 && Var(42) := (( 1 ) *Floor(2.0**4)|Var(42)) ;【ゲージ回復LV】----------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger42 = 0 && Var(51) := ( 1 ) *1 ;【ステート奪われ中ゲージ回復あり】----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger43 = 0 && Var(42) := (( 0 ) *Floor(2.0**5)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【無敵LV】----------------------------↓ここを変更(0〜5)(デフォルト:1)----------- Trigger44 = 0 && Var(51) := ( 1 ) *10+(Var(51)/1%10000000000) ;【試合中以外無敵】--------------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger45 = 0 && Var(42) := (( 0 ) *Floor(2.0**6)|Var(42)) ;【ガード中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger46 = 0 && Var(42) := (( 1 ) *Floor(2.0**7)|Var(42)) ;【食らい中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger47 = 0 && Var(42) := (( 1 ) *Floor(2.0**8)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【攻撃力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger48 = 0 && Var(51) := ( 1 ) *100+(Var(51)/1%10000000000) ;【自動攻撃力上昇LV】------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger49 = 0 && Var(51) := ( 2 ) *1000+(Var(51)/1%10000000000) ;【自動攻撃力上昇値】------------------↓ここを変更(0〜1000)(デフォルト:1)-------- Trigger50 = 0 && Var(51) := ( 1 ) *10000+(Var(51)/1%10000000000) ;【防御力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger51 = 0 && Var(51) := ( 1 ) *100000000+(Var(51)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【永タゲ+タゲライフダメ使用LV】------↓ここを変更(0〜9)(デフォルト:3)----------- Trigger52 = 0 && Var(54) := ( 3 ) *1 ;【超即死使用LV】----------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger53 = 0 && Var(54) := ( 2 ) *10+(Var(54)/1%10000000000) ;【究極技発生保障LV】------------------↓ここを変更(0〜9)(デフォルト:5)----------- Trigger54 = 0 && Var(54) := ( 5 ) *100+(Var(54)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【元気玉チャージ保証値】--------------↓ここを変更(0〜1000)(デフォルト:0)-------- Trigger55 = 0 && Var(54) := ( 0 ) *1000+(Var(54)/1%10000000000) ;【元気玉アシスト設定】----------------↓ここを変更(0〜7)(デフォルト:7)----------- Trigger56 = 0 && Var(54) := ( 7 ) *10000000+(Var(54)/1%10000000000) ;【ミスター・サタン出現緩和】----------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger57 = 0 && Var(42) := (( 0 ) *Floor(2.0**9)|Var(42)) ;【元気玉アシスト制限】----------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger58 = 0 && Var(42) := (( 0 ) *Floor(2.0**20)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【「身勝手の極意"兆"」使用】----------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger59 = 0 && Var(42) := (( 1 ) *Floor(2.0**10)|Var(42)) ;【「第7宇宙の奇跡」使用】-------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger60 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【極ゲージ溜まりやすさ】--------------↓ここを変更(-1000〜1000)(デフォルト:1)---- Trigger61 = 0 && FVar(4) := ( 1 ) ;【「身勝手の極意」使用】--------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger62 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【「身勝手の真髄」使用LV】------------↓ここを変更(0〜3)(デフォルト:1)----------- Trigger63 = 0 && Var(55) := ( 1 ) *1+(Var(55)/1%10000000000) ;【身勝手の極意"兆"弱体化LV】----------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger64 = 0 && Var(55) := ( 0 ) *10+(Var(55)/1%10000000000) ;【極ゲージ消費量】--------------------↓ここを変更(-1000〜1000)(デフォルト:3)---- Trigger65 = 0 && FVar(5) := ( 3 ) ;【自爆】------------------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger66 = 0 && Var(42) := (( 1 ) *Floor(2.0**13)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【AI変身条件】------------------------↓ここを変更(0〜∞)(デフォルト:0)---------- Trigger67 = 0 && Var(16) := ( 0 ) ;【AI敗北後次ラウンド開始直後変身】----↓ここを変更(0〜1)(デフォルト:1)----------- Trigger68 = 0 && Var(42) := (( 1 ) *Floor(2.0**14)|Var(42)) ;【AI変身するラウンド設定】------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger69 = 0 && Var(55) := ( 0 ) *100+(Var(55)/1%10000000000) ;【AI上位変身必殺技使用LV】------------↓ここを変更(0〜2)(デフォルト:1)----------- Trigger70 = 0 && Var(55) := ( 1 ) *1000+(Var(55)/1%10000000000) ;【変身除外設定:超サイヤ人除外】------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger71 = 0 && Var(42) := (( 0 ) *Floor(2.0**15)|Var(42)) ;【変身除外設定:超サイヤ人2除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger72 = 0 && Var(42) := (( 0 ) *Floor(2.0**16)|Var(42)) ;【変身除外設定:超サイヤ人3除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger73 = 0 && Var(42) := (( 0 ) *Floor(2.0**17)|Var(42)) ;【変身除外設定:超サイヤ人ゴッド除外】↓ここを変更(0〜1)(デフォルト:0)----------- Trigger74 = 0 && Var(42) := (( 0 ) *Floor(2.0**18)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【10割狙いLV】------------------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger75 = 0 && Var(55) := ( 0 ) *10000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;------------------------------設定?はここまで-------------------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ IgnoreHitPause = 1 [State -2, 一括設定/14] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/1000%100 = 14) Trigger1 = Var(1) = 0 Trigger2 = Var(1) = 1 Trigger3 = Var(1) = 2 Trigger4 = Var(1) = 3 Trigger5 = Var(1) = 4 Trigger6 = Var(1) = 5 && Var(10) != 1 Trigger7 = Var(1) = 5 && Var(10) = 1 Trigger8 = Var(1) = 6 Trigger9 = Var(1) = 7 Trigger10 = Var(1) = 0 && Var(11) != 1 Trigger11 = NumHelper(66544) || NumHelper(66542) Trigger12 = Var(1) = 1 Trigger13 = Var(1) = 2 Trigger14 = Var(1) = 3 Trigger15 = Var(1) = 4 Trigger16 = Var(1) = 5 && Var(10) != 1 Trigger17 = Var(1) = 5 && Var(10) = 1 Trigger18 = Var(1) = 0 && Var(11) = 1 Trigger19 = Var(39) = 0 Trigger20 = Var(39) = 1 Trigger21 = Var(39) = 2 Trigger22 = Var(39) = 3 Trigger23 = Var(39) = 4 Trigger24 = Var(39) = 5 Trigger25 = Var(39) = 6 Trigger26 = Var(39) = 7 Trigger27 = Var(39) = 8 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;-------------------------14:【ユーザーカスタム設定?】----------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【変身ランク】------------------------↓ここを変更(0〜8)---------------------------- Trigger1 = 0 && Var(39) := ( 0 ) ;通常 (デフォルト:0) Trigger2 = 0 && Var(39) := ( 1 ) ;超サイヤ人 (デフォルト:1) Trigger3 = 0 && Var(39) := ( 2 ) ;超サイヤ人2 (デフォルト:2) Trigger4 = 0 && Var(39) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger5 = 0 && Var(39) := ( 4 ) ;超サイヤ人ゴッド (デフォルト:4) Trigger6 = 0 && Var(39) := ( 5 ) ;超サイヤ人ブルー (デフォルト:5) Trigger7 = 0 && Var(39) := ( 6 ) ;超サイヤ人ブルー界王拳(デフォルト:6) Trigger8 = 0 && Var(39) := ( 7 ) ;身勝手の極意”兆” (デフォルト:7) Trigger9 = 0 && Var(39) := ( 8 ) ;身勝手の極意 (デフォルト:8) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【サバイバルゲージ消費量】------------↓ここを変更(-1000〜1000)--------------------- Trigger10 = 0 && Var(41) := ( -1 ) ;通常時 (デフォルト:-1) Trigger11 = 0 && Var(41) := ( 4 ) ;必殺技「20倍界王拳」時(デフォルト:4) Trigger12 = 0 && Var(41) := ( 0 ) ;超サイヤ人 (デフォルト:0) Trigger13 = 0 && Var(41) := ( 1 ) ;超サイヤ人2 (デフォルト:1) Trigger14 = 0 && Var(41) := ( 3 ) ;超サイヤ人3 (デフォルト:3) Trigger15 = 0 && Var(41) := ( 2 ) ;超サイヤ人ゴッド (デフォルト:2) Trigger16 = 0 && Var(41) := ( 3 ) ;超サイヤ人ブルー (デフォルト:3) Trigger17 = 0 && Var(41) := ( 4 ) ;超サイヤ人ブルー界王拳(デフォルト:4) Trigger18 = 0 && Var(41) := ( -1 ) ;エネルギー切れモード (デフォルト:-1) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【ダメージキャンセル値】--------------↓ここを変更(0〜LifeMAX)---------------------- Trigger19 = 0 && Var(50) := ( 0 ) ;ランク「0」(デフォルト:0) Trigger20 = 0 && Var(50) := ( 0 ) ;ランク「1」(デフォルト:0) Trigger21 = 0 && Var(50) := ( 0 ) ;ランク「2」(デフォルト:0) Trigger22 = 0 && Var(50) := ( 0 ) ;ランク「3」(デフォルト:0) Trigger23 = 0 && Var(50) := ( 0 ) ;ランク「4」(デフォルト:0) Trigger24 = 0 && Var(50) := ( 0 ) ;ランク「5」(デフォルト:0) Trigger25 = 0 && Var(50) := ( 0 ) ;ランク「6」(デフォルト:0) Trigger26 = 0 && Var(50) := ( 1000 ) ;ランク「7」(デフォルト:1000) Trigger27 = 0 && Var(50) := ( 750 ) ;ランク「8」(デフォルト:750) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【被弾中サバイバルゲージ消費】--------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger28 = 0 && Var(42) := (( 0 ) *Floor(2.0**19)|Var(42)) ;【ラウンド跨ぎサバイバルゲージ回復量】↓ここを変更(0〜1000)(デフォルト:300)------ Trigger29 = 0 && Var(55) := ( 300 ) *1000000 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【スパーキングLV】--------------------↓ここを変更(0〜4)(デフォルト:2)----------- Trigger30 = 0 && Var(56) := ( 2 ) *1 ;【スパーキングの攻撃発生】------------↓ここを変更(0〜9)(デフォルト:6)----------- Trigger31 = 0 && Var(55) := ( 6 ) *100000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【見極め食らい抜けLV】----------------↓ここを変更(0〜9)(デフォルト:4)----------- Trigger32 = 0 && Var(56) := ( 4 ) *10+(Var(56)/1%10000000000) ;【見極め食らい抜け必要パワー】--------↓ここを変更(0〜PowerMAX)(デフォルト:5000) Trigger33 = 0 && Var(43) := ( 5000 ) ;【見極め相手超必中食らい抜けLV】------↓ここを変更(0〜9)(デフォルト:7)----------- Trigger34 = 0 && Var(56) := ( 7 ) *100+(Var(56)/1%10000000000) ;【スパーキング食らい抜けLV】----------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger35 = 0 && Var(56) := ( 9 ) *1000+(Var(56)/1%10000000000) ;【ガード中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger36 = 0 && Var(56) := ( 9 ) *10000+(Var(56)/1%10000000000) ;【食らい中食らい抜けLV】--------------↓ここを変更(0〜9)(デフォルト:9)----------- Trigger37 = 0 && Var(56) := ( 9 ) *100000+(Var(56)/1%10000000000) ;【ステ抜けLV】------------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger38 = 0 && Var(56) := ( 2 ) *1000000+(Var(56)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【体力回復LV】------------------------↓ここを変更(0〜4)(デフォルト:1)----------- Trigger39 = 0 && Var(56) := ( 1 ) *10000000+(Var(56)/1%10000000000) ;【ガード中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger40 = 0 && Var(42) := (( 1 ) *Floor(2.0**3)|Var(42)) ;【食らい中回復】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger41 = 0 && Var(42) := (( 1 ) *Floor(2.0**4)|Var(42)) ;【ゲージ回復LV】----------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger42 = 0 && Var(51) := ( 1 ) *1 ;【ステート奪われ中ゲージ回復あり】----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger43 = 0 && Var(42) := (( 0 ) *Floor(2.0**5)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【無敵LV】----------------------------↓ここを変更(0〜5)(デフォルト:1)----------- Trigger44 = 0 && Var(51) := ( 1 ) *10+(Var(51)/1%10000000000) ;【試合中以外無敵】--------------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger45 = 0 && Var(42) := (( 0 ) *Floor(2.0**6)|Var(42)) ;【ガード中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger46 = 0 && Var(42) := (( 1 ) *Floor(2.0**7)|Var(42)) ;【食らい中無敵】----------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger47 = 0 && Var(42) := (( 1 ) *Floor(2.0**8)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【攻撃力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger48 = 0 && Var(51) := ( 1 ) *100+(Var(51)/1%10000000000) ;【自動攻撃力上昇LV】------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger49 = 0 && Var(51) := ( 2 ) *1000+(Var(51)/1%10000000000) ;【自動攻撃力上昇値】------------------↓ここを変更(0〜1000)(デフォルト:1)-------- Trigger50 = 0 && Var(51) := ( 1 ) *10000+(Var(51)/1%10000000000) ;【防御力LV】--------------------------↓ここを変更(0〜9)(デフォルト:1)----------- Trigger51 = 0 && Var(51) := ( 1 ) *100000000+(Var(51)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【永タゲ+タゲライフダメ使用LV】------↓ここを変更(0〜9)(デフォルト:3)----------- Trigger52 = 0 && Var(54) := ( 3 ) *1 ;【超即死使用LV】----------------------↓ここを変更(0〜9)(デフォルト:2)----------- Trigger53 = 0 && Var(54) := ( 2 ) *10+(Var(54)/1%10000000000) ;【究極技発生保障LV】------------------↓ここを変更(0〜9)(デフォルト:5)----------- Trigger54 = 0 && Var(54) := ( 5 ) *100+(Var(54)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【元気玉チャージ保証値】--------------↓ここを変更(0〜1000)(デフォルト:0)-------- Trigger55 = 0 && Var(54) := ( 0 ) *1000+(Var(54)/1%10000000000) ;【元気玉アシスト設定】----------------↓ここを変更(0〜7)(デフォルト:7)----------- Trigger56 = 0 && Var(54) := ( 7 ) *10000000+(Var(54)/1%10000000000) ;【ミスター・サタン出現緩和】----------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger57 = 0 && Var(42) := (( 0 ) *Floor(2.0**9)|Var(42)) ;【元気玉アシスト制限】----------------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger58 = 0 && Var(42) := (( 0 ) *Floor(2.0**20)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【「身勝手の極意"兆"」使用】----------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger59 = 0 && Var(42) := (( 1 ) *Floor(2.0**10)|Var(42)) ;【「第7宇宙の奇跡」使用】-------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger60 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【極ゲージ溜まりやすさ】--------------↓ここを変更(-1000〜1000)(デフォルト:1)---- Trigger61 = 0 && FVar(4) := ( 1 ) ;【「身勝手の極意」使用】--------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger62 = 0 && Var(42) := (( 1 ) *Floor(2.0**11)|Var(42)) ;【「身勝手の真髄」使用LV】------------↓ここを変更(0〜3)(デフォルト:1)----------- Trigger63 = 0 && Var(55) := ( 1 ) *1+(Var(55)/1%10000000000) ;【身勝手の極意"兆"弱体化LV】----------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger64 = 0 && Var(55) := ( 0 ) *10+(Var(55)/1%10000000000) ;【極ゲージ消費量】--------------------↓ここを変更(-1000〜1000)(デフォルト:3)---- Trigger65 = 0 && FVar(5) := ( 3 ) ;【自爆】------------------------------↓ここを変更(0〜1)(デフォルト:1)----------- Trigger66 = 0 && Var(42) := (( 1 ) *Floor(2.0**13)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【AI変身条件】------------------------↓ここを変更(0〜∞)(デフォルト:0)---------- Trigger67 = 0 && Var(16) := ( 0 ) ;【AI敗北後次ラウンド開始直後変身】----↓ここを変更(0〜1)(デフォルト:1)----------- Trigger68 = 0 && Var(42) := (( 1 ) *Floor(2.0**14)|Var(42)) ;【AI変身するラウンド設定】------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger69 = 0 && Var(55) := ( 0 ) *100+(Var(55)/1%10000000000) ;【AI上位変身必殺技使用LV】------------↓ここを変更(0〜2)(デフォルト:1)----------- Trigger70 = 0 && Var(55) := ( 1 ) *1000+(Var(55)/1%10000000000) ;【変身除外設定:超サイヤ人除外】------↓ここを変更(0〜1)(デフォルト:0)----------- Trigger71 = 0 && Var(42) := (( 0 ) *Floor(2.0**15)|Var(42)) ;【変身除外設定:超サイヤ人2除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger72 = 0 && Var(42) := (( 0 ) *Floor(2.0**16)|Var(42)) ;【変身除外設定:超サイヤ人3除外】-----↓ここを変更(0〜1)(デフォルト:0)----------- Trigger73 = 0 && Var(42) := (( 0 ) *Floor(2.0**17)|Var(42)) ;【変身除外設定:超サイヤ人ゴッド除外】↓ここを変更(0〜1)(デフォルト:0)----------- Trigger74 = 0 && Var(42) := (( 0 ) *Floor(2.0**18)|Var(42)) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;【10割狙いLV】------------------------↓ここを変更(0〜3)(デフォルト:0)----------- Trigger75 = 0 && Var(55) := ( 0 ) *10000+(Var(55)/1%10000000000) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ;------------------------------設定?はここまで-------------------------------------- ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ IgnoreHitPause = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ※ここ以降変更不可。 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State -2, OPTIONバグ対策] Type = Null TriggerAll = !IsHelper ;常時AI Trigger1 = (Var(58)/1%10 > 3) Trigger1 = 0 && Var(58) := 3*1 +(Var(58)/10%10)*10+(Var(58)/100%10)*100+(Var(58)/1000%100)*1000+(Var(58)/100000%10)*100000+(Var(58)/1000000%10)*1000000 ;戦闘中ランク設定表記 Trigger2 = (Var(58)/10%10 > 5) Trigger2 = 0 && Var(58) := 5*10 +(Var(58)/1%10)*1 +(Var(58)/100%10)*100+(Var(58)/1000%100)*1000+(Var(58)/100000%10)*100000+(Var(58)/1000000%10)*1000000 ;初期形態ランダム Trigger3 = (Var(58)/100%10 > 3) Trigger3 = 0 && Var(58) := 3*100 +(Var(58)/1%10)*1+(Var(58)/10%10)*10 +(Var(58)/1000%100)*1000+(Var(58)/100000%10)*100000+(Var(58)/1000000%10)*1000000 ;一括設定 Trigger4 = (Var(58)/1000%100 > 14) Trigger4 = 0 && Var(58) := 9*1000 +(Var(58)/1%10)*1+(Var(58)/10%10)*10+(Var(58)/100%10)*100 +(Var(58)/100000%10)*100000+(Var(58)/1000000%10)*1000000 ;サバイバルゲージ有無 Trigger5 = (Var(58)/100000%10 > 2) Trigger5 = 0 && Var(58) := 1*100000 +(Var(58)/1%10)*1+(Var(58)/10%10)*10+(Var(58)/100%10)*100+(Var(58)/1000%100)*1000 +(Var(58)/1000000%10)*1000000 ;元気玉演出 Trigger6 = (Var(58)/1000000%10 = 3) Trigger6 = 0 && Var(58) := 1*1000000 +(Var(58)/1%10)*1+(Var(58)/10%10)*10+(Var(58)/100%10)*100+(Var(58)/1000%100)*1000+(Var(58)/100000%10)*100000 Trigger7 = (Var(58)/1000000%10 > 4) Trigger7 = 0 && Var(58) := 1*1000000 +(Var(58)/1%10)*1+(Var(58)/10%10)*10+(Var(58)/100%10)*100+(Var(58)/1000%100)*1000+(Var(58)/100000%10)*100000 ;1P専用:初期形態 Trigger8 = Var(52) > 10 Trigger8 = 0 && Var(52) := 10 Trigger9 = Var(52) < 0 Trigger9 = 0 && Var(52) := 0 ;1P専用:変身設定 Trigger10 = Var(47) > 8 Trigger10 = 0 && Var(47) := 8 Trigger11 = Var(47) < 0 Trigger11 = 0 && Var(47) := 0 ;変身ランク Trigger12 = Var(39) > 8 Trigger12 = 0 && Var(39) := 8 Trigger13 = Var(39) < 0 Trigger13 = 0 && Var(39) := 0 ;スパーキングLV Trigger14 = (Var(56)/1%10 > 4) Trigger14 = 0 && Var(56) := 4*1 +(Var(56)/10%10)*10+(Var(56)/100%10)*100+(Var(56)/1000%10)*1000+(Var(56)/10000%10)*10000+(Var(56)/100000%10)*100000+(Var(56)/1000000%10)*1000000+(Var(56)/10000000%10)*10000000 ;見極め食らい抜け必要パワー Trigger15 = Var(43) > PowerMAX Trigger15 = 0 && Var(43) := PowerMAX Trigger16 = Var(43) < 0 Trigger16 = 0 && Var(43) := 0 ;ダメージキャンセル値 Trigger17 = Var(50) > LifeMAX Trigger17 = 0 && Var(50) := LifeMAX Trigger18 = Var(50) < 0 Trigger18 = 0 && Var(50) := 0 ;体力回復LV Trigger19 = (Var(56)/10000000%10 > 4) Trigger19 = 0 && Var(56) := 4*10000000 +(Var(56)/1%10)*1+(Var(56)/10%10)*10+(Var(56)/100%10)*100+(Var(56)/1000%10)*1000+(Var(56)/10000%10)*10000+(Var(56)/100000%10)*100000+(Var(56)/1000000%10)*1000000 ;ゲージ回復LV Trigger20 = (Var(51)/1%10 > 8) Trigger20 = 0 && Var(51) := 8*1 +(Var(51)/10%10)*10+(Var(51)/100%10)*100+(Var(51)/1000%10)*1000+(Var(51)/10000%10000)*10000+(Var(51)/100000000%10)*100000000 ;無敵LV Trigger21 = (Var(51)/10%10 > 5) Trigger21 = 0 && Var(51) := 5*10 +(Var(51)/1%10)*1 +(Var(51)/100%10)*100+(Var(51)/1000%10)*1000+(Var(51)/10000%10000)*10000+(Var(51)/100000000%10)*100000000 ;自動攻撃力上昇値 Trigger22 = (Var(51)/10000%10000 > 1000) Trigger22 = 0 && Var(51) := 1000*10000 +(Var(51)/1%10)*1+(Var(51)/10%10)*10+(Var(51)/100%10)*100+(Var(51)/1000%10)*1000 +(Var(51)/100000000%10)*100000000 ;元気玉チャージ保証値 Trigger23 = (Var(54)/1000%10000 > 1000) Trigger23 = 0 && Var(54) := 1000*1000 +(Var(54)/1%10)*1+(Var(54)/10%10)*10+(Var(54)/100%10)*100 +(Var(54)/10000000%10)*10000000+(Var(54)/100000000%10)*100000000 ;元気玉アシスト設定 Trigger24 = (Var(54)/10000000%10 > 7) Trigger24 = 0 && Var(54) := 7*10000000 +(Var(54)/1%10)*1+(Var(54)/10%10)*10+(Var(54)/100%10)*100+(Var(54)/1000%10000)*1000 +(Var(54)/100000000%10)*100000000 ;「身勝手の真髄」使用LV Trigger25 = (Var(55)/1%10 > 3) Trigger25 = 0 && Var(55) := 3*1 +(Var(55)/10%10)*10+(Var(55)/100%10)*100+(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 ;身勝手の極意"兆"弱体化LV Trigger26 = (Var(55)/10%10 > 3) Trigger26 = 0 && Var(55) := 3*10 +(Var(55)/1%10)*1 +(Var(55)/100%10)*100+(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 ;AI変身条件 Trigger27 = Var(16) < 0 Trigger27 = 0 && Var(16) := 0 ;AI変身するラウンド Trigger28 = (Var(55)/100%10 > 3) Trigger28 = 0 && Var(55) := 3*100 +(Var(55)/1%10)*1+(Var(55)/10%10)*10 +(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 ;AI上位変身必殺技使用有無 Trigger29 = (Var(55)/1000%10 > 2) Trigger29 = 0 && Var(55) := 2*1000 +(Var(55)/1%10)*1+(Var(55)/10%10)*10+(Var(55)/100%10)*100 +(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 ;10割狙い Trigger30 = (Var(55)/10000%10 > 3) Trigger30 = 0 && Var(55) := 3*10000 +(Var(55)/1%10)*1+(Var(55)/10%10)*10+(Var(55)/100%10)*100+(Var(55)/1000%10)*1000 +(Var(55)/100000%10)*100000+(Var(55)/1000000%10000)*1000000 ;ラウンド跨ぎサバイバルゲージ回復量 Trigger31 = (Var(55)/1000000%10000 > 1000) Trigger31 = 0 && Var(55) := 1000*1000000+(Var(55)/1%10)*1+(Var(55)/10%10)*10+(Var(55)/100%10)*100+(Var(55)/1000%10)*1000+(Var(55)/10000%10)*10000+(Var(55)/100000%10)*100000 IgnoreHitPause = 1 [State -2, ランク];身勝手の極意 type = VarSet triggerall = !Ishelper trigger1 = Var(1) = 8 var(39) = 0 IgnoreHitPause = 1 [State -2, 敵人数判定] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(31) = (EnemyNear(0),Alive = 0 && NumEnemy > 1) IgnoreHitPause = 1 [State -2, 試合中フラグ] Type = Null TriggerAll = !IsHelper Trigger1 = RoundState != 2 Trigger1 = 0 && Var(42) := (Var(42)|Floor(2.0**2))-Floor(2.0**2) Trigger2 = RoundState = 2 && Ctrl Trigger2 = 0 && Var(42) := (Var(42)|Floor(2.0**2)) IgnoreHitPause = 1 [State 5900, 変身ランダム用] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(58)/100%10 = 2);変身ランダムフラグ TriggerAll = StateNo = 5900 ;変身ランダムフラグ Trigger1 = RoundNo >= 2 Trigger1 = Time = 0 Trigger1 = 0 && Var(52) := Random%11 ;変身可能フラグ Trigger2 = 0 && Var(1) := IfElse(Var(52)=10,8,IfElse(Var(52)=9,0,Var(48))) ;身勝手の極意用 Trigger3 = Var(52) = 8 Trigger3 = 0 && Var(1) := 7 && Var(36) := 1000 ;エネルギー切れ用 Trigger4 = Var(52) = 9 Trigger4 = 0 && Var(1) := 0 && Var(10) := 0 && Var(11) := 1 && Var(33) := 0 && FVar(1) := 0 ;エネルギー切れ用/身勝手 Trigger5 = Var(52) = 10 Trigger5 = 0 && Var(1) := 8 && Var(36) := 0 && Var(37) := 1 ;界王拳フラグ Trigger6 = Var(52) = 6 Trigger6 = 0 && Var(1) := 5 && Var(10) := 1 ;界王拳フラグOFF Trigger7 = Var(52) != 6 Trigger7 = 0 && Var(10) := 0 ;エネルギー切れフラグOFF Trigger8 = Var(1) != 0 Trigger8 = Var(52) != 9 Trigger8 = 0 && Var(11) := 0 IgnoreHitPause = 1 [State 5900, ラウンド跨ぎサバイバルゲージ回復] Type = Varadd TriggerAll = !Ishelper TriggerAll = (Var(58)/100%10 <= 1) || (Var(58)/100%10 = 2) && Var(52) != 9;変身ランダムフラグ Trigger1 = Var(33) < 1000 Trigger1 = StateNo = 5900 Trigger1 = Time = 0 var(33) = (Var(55)/1000000%10000) IgnoreHitPause = 1 [State 5900, 一部変数リセット] Type = Null TriggerAll = !IsHelper TriggerAll = StateNo = 5900 Trigger1 = 1 || Var(14) := 0;超必殺フラグ Trigger1 = 1 || Var(27) := 0;スカウター消去フラグ IgnoreHitPause = 1 [State -2, 永タゲ用ヒット数記憶変数] Type = VarAdd TriggerAll = !IsHelper Trigger1 = MoveHit = 1 var(4) = 1 IgnoreHitPause = 0 [State -2, 永タゲ用ヒット数記憶変数] Type = VarAdd TriggerAll = !IsHelper Trigger1 = ProjHitTime(0) = 0 var(4) = 1 IgnoreHitPause = 0 [State -2, 永タゲ用ヒット数減少] Type = HitAdd; TriggerAll = !IsHelper TriggerAll = FVar(24) Trigger1 = NumEnemy = 1 Trigger1 = Enemy(0),MoveType != H Trigger1 = (Enemy(0),StateNo != [910000,910004]) Trigger2 = NumEnemy >= 2 Trigger2 = Enemy(0),MoveType != H && (Enemy(0),StateNo != [910000,910004]) || !Enemy(0),Alive && Enemy(1),Alive && Enemy(1),MoveType != H Trigger2 = Enemy(1),MoveType != H && (Enemy(1),StateNo != [910000,910004]) || !Enemy(1),Alive && Enemy(0),Alive && Enemy(0),MoveType != H Trigger3 = RoundState > 3 Value = -var(4) IgnoreHitPause = 0 [State -2, 永タゲ用ヒット数変数リセット] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy = 1 Trigger1 = Enemy(0),MoveType != H Trigger1 = (Enemy(0),StateNo != [910000,910004]) Trigger2 = NumEnemy >= 2 Trigger2 = Enemy(0),MoveType != H && (Enemy(0),StateNo != [910000,910004]) || !Enemy(0),Alive && Enemy(1),Alive && Enemy(1),MoveType != H Trigger2 = Enemy(1),MoveType != H && (Enemy(1),StateNo != [910000,910004]) || !Enemy(1),Alive && Enemy(0),Alive && Enemy(0),MoveType != H Trigger3 = RoundState > 3 var(4) = 0 IgnoreHitPause = 0 [State -2, 時止め感知用] Type = VarSet TriggerAll = !IsHelper Trigger1 = 1 var(17) = GameTime IgnoreHitPause = 1 ;=============================設定スイッチ ここまで======================================== [State 0, NotHitBy] type = NotHitBy triggerall = stateno = [100000,100006] trigger1 = numhelper(100400) != 0 trigger1 = helper(100400),anim = 100400 trigger2 = numhelper(100410) != 0 trigger2 = (helper(100410),anim = 100410 || helper(100410),anim = [100413,100414]) trigger3 = numhelper(100420) != 0 value2 = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ;value2 = S,NA time = 1 [State 0, AssertSpecial] type = AssertSpecial triggerall = var(39) >= 8 trigger1 = roundstate > 2 trigger1 = !win trigger1 = !lose flag = noko ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = !alive trigger1 = ((EnemyNear(Floor(FVar(31))),life*1.0)/(EnemyNear(Floor(FVar(31))),lifemax*1.0)) > 0.35 var(13) = 2 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = !alive trigger1 = ((EnemyNear(Floor(FVar(31))),life*1.0)/(EnemyNear(Floor(FVar(31))),lifemax*1.0)) > 0.55 var(13) = 3 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = !alive trigger1 = ((EnemyNear(Floor(FVar(31))),life*1.0)/(EnemyNear(Floor(FVar(31))),lifemax*1.0)) > 0.75 var(13) = 4 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = !alive trigger1 = ((EnemyNear(Floor(FVar(31))),life*1.0)/(EnemyNear(Floor(FVar(31))),lifemax*1.0)) > 0.95 var(13) = 5 [State 0, ParentVarSet] type = Varadd triggerall = !Ishelper triggerall = NumHelper(66544) != 0 || NumHelper(66542) != 0 trigger1 = gametime % 5 = 0 var(33) = -Var(41) [State -2, ヘルパー変数] type = Helper triggerall = !Ishelper TriggerAll = FVar(37) = 0 triggerall = !NumHelper(99999) trigger1 = 1 name = "hensu" helpertype = player stateno = 99999 ID = 99999 size.xscale = 1 size.yscale = 1 postype = p1 pos = 0,0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State -2, ヘルパー変数] type = Helper;IKEMEN triggerall = !Ishelper TriggerAll = FVar(37) = 1 triggerall = !NumHelper(99999) trigger1 = 1 name = "hensu" helpertype = Normal stateno = 99999 ID = 99999 size.xscale = 1 size.yscale = 1 postype = p1 pos = 0,0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 ;音 ;界王拳 [State 4500, 2] type = PlaySnd TriggerAll = numexplod(10020) = 0 triggerall = !Ishelper triggerall = var(10) = 1 trigger1 = roundstate = 0 trigger2 = ctrl = 1 value = 4000, 2 loop = 1 pan = 1 volume = 150 channel = 6 [State 2200,] type = Explod TriggerAll = numexplod(10020) = 0 triggerall = !Ishelper triggerall = var(10) = 1 trigger1 = roundstate = 0 trigger2 = ctrl = 1 id = 10020 anim = 3567 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = -2 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 [State 0, StopSnd] type = StopSnd triggerall = !Ishelper trigger1 = !(Alive) trigger2 = movetype = H trigger3 = stateno = 10014 trigger4 = stateno = 10015 trigger5 = var(14) = 1 trigger6 = roundstate > 2 trigger7 = var(10) != 1 channel = 6 [State 0, RemoveExplod] type = RemoveExplod trigger1 = !(Alive) trigger2 = movetype = H trigger3 = stateno = 10014 trigger4 = stateno = 10015 trigger5 = var(14) = 1 trigger6 = roundstate > 2 trigger7 = var(10) != 1 id = 10020 ;ignorehitpause = ;persistent = ;カノウセイ [State 2200,] type = Explod triggerall = !Ishelper trigger1 = (Var(42)&Floor(2.0**0)) ;処刑用BGM trigger1 = AnimElem = 40 trigger1 = stateno = 74001 trigger1 = numexplod(99998) = 0 id = 99998 anim = 3577 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = -2 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 [State 203, 1] type = PlaySnd triggerall = !Ishelper trigger1 = (Var(42)&Floor(2.0**0)) ;処刑用BGM trigger1 = AnimElem = 40 trigger1 = stateno = 74001 value = 8000,0 channel = 26 [State 0, StopSnd] type = StopSnd triggerall = !Ishelper trigger1 = numexplod(99998) = 0 channel = 26 [State 30500, flag] Type = AssertSpecial triggerall = !Ishelper trigger1 = numexplod(99998) != 0 flag = Nomusic ;ガッガッガッガ [State 2200,] type = Explod triggerall = !Ishelper triggerall = (Var(42)&Floor(2.0**0)) ;処刑用BGM trigger1 = stateno = 84002 trigger1 = time = 10 trigger2 = stateno = 94002 trigger2 = AnimElem = 2 trigger3 = stateno = 200001 trigger3 = time = 550 id = 99999 anim = 3578 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = -2 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 [State 203, 1] type = PlaySnd triggerall = !Ishelper trigger1 = stateno = 84002 trigger1 = (Var(42)&Floor(2.0**0)) ;処刑用BGM trigger1 = time = 10 value = 900,18 channel = 22 [State 203, 1] type = PlaySnd triggerall = !Ishelper triggerall = (Var(42)&Floor(2.0**0)) ;処刑用BGM trigger1 = stateno = 84002 trigger1 = time = 10 trigger2 = stateno = 94002 trigger2 = AnimElem = 2 trigger3 = stateno = 200001 trigger3 = time = 550 value = 800,17 channel = 24 [State 0, StopSnd] type = StopSnd triggerall = !Ishelper trigger1 = numexplod(99999) = 0 channel = 22 [State 0, StopSnd] type = StopSnd triggerall = !Ishelper trigger1 = numexplod(99999) = 0 channel = 24 [State 30500, flag] Type = AssertSpecial triggerall = !Ishelper trigger1 = numexplod(99999) != 0 flag = Nomusic [State 2330, DestroySelf] Type = DestroySelf triggerall = !Ishelper triggerall = numexplod(99999) != 0 trigger1 = stateno = 84002 trigger1 = time = 0 trigger2 = stateno = 94002 trigger2 = time = 0 trigger3 = stateno = 200001 trigger3 = time = 0 [State -2, 振り向く] type = Turn trigger1 = !IsHelper trigger1 = StateType != A && ctrl; && var(59) > 0 trigger1 = ((EnemyNear(Floor(FVar(31))),Pos X>Pos X)*2-1) - facing ;アーマーここまで [State 0, VarAdd] type = VarAdd triggerall = !Ishelper trigger1 = SysFvar(3) = 500 trigger2 = SysFvar(3) = 1000 trigger3 = SysFvar(3) = 1500 trigger4 = SysFvar(3) = 2000 trigger5 = SysFvar(3) = 2500 trigger6 = SysFvar(3) = 3000 trigger7 = SysFvar(3) = 3500 trigger8 = SysFvar(3) = 4000 trigger9 = SysFvar(3) = 4500 trigger10 = SysFvar(3) = 5000 trigger11 = SysFvar(3) = 5500 trigger12 = SysFvar(3) = 6000 trigger13 = SysFvar(3) = 6500 fvar(10) = 5 [State 190, var] type = varset triggerall = !Ishelper trigger1 = stateno = 3500 trigger2 = stateno = [94600,94605] trigger3 = stateno = [86500,86505] trigger4 = stateno = 76500 trigger5 = stateno = 86530 fvar(10) = 0 [State 2200,] type = Explod triggerall = !Ishelper triggerall = (NumExplod(888777999) = 0) trigger1 = stateno = 3500 trigger2 = stateno = 86530 trigger3 = stateno = 94605 trigger4 = stateno = 76500 trigger5 = stateno = 86530 trigger6 = stateno = 86570 trigger7 = stateno = 94600 id = 888777999 anim = 3561 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = -2 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 [State 2200,] type = Explod triggerall = !Ishelper triggerall = (NumExplod(88894600) = 0) trigger1 = stateno = 94600 id = 88894600 anim = 3567 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = -2 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = ctrl = 1 id = 2607004 [State 2350, StopSnd] type = StopSnd trigger1 = ctrl = 1 channel = 4 ;-------------------------------------------- [State -2, 敵攻撃ヘルパー感知ヘルパー] type = Helper triggerall = !Ishelper triggerAll = Var(1) > 5 && var(1) != 8 triggerall = RoundState <= 2 TriggerAll = FVar(37) = 0 trigger1 = !numhelper(66670) id = 66670;←66670には使われてないhelperのIDを入れてください、66670とかはあまり使われてないと思います name = "HelperKanchi" pos = 0,0 postype = P1 stateno = 66670;←yyyyyには使われてないStatedefの番号を入れてください、66670とかはあまり使われてないと思います helpertype = player pausemovetime=2147483647 supermovetime=2147483647 keyctrl = 0 ownpal = 0 IgnoreHitPause = 1 [State -2, 敵攻撃ヘルパー感知ヘルパー] type = Helper;IKEMEN triggerall = !Ishelper triggerAll = Var(1) > 5 && var(1) != 8 triggerall = RoundState <= 2 triggerall = FVar(37) = 1 trigger1 = !numhelper(66670) id = 66670;←66670には使われてないhelperのIDを入れてください、66670とかはあまり使われてないと思います name = "HelperKanchi" pos = 0,0 postype = P1 stateno = 66670;←yyyyyには使われてないStatedefの番号を入れてください、66670とかはあまり使われてないと思います helpertype = Normal pausemovetime=2147483647 supermovetime=2147483647 keyctrl = 0 ownpal = 0 IgnoreHitPause = 1 ;エフェクト削除 [State 0, RemoveExplod];気力 type = RemoveExplod trigger1 = StateNo != 800 trigger2 = stateno = [5000,5090] id = 802 ;ignorehitpause = ;persistent = ;ここまで------------- [State 930, dust];AI表記 type = Explod triggerall = (Var(58)/10%10 = [2,3]) || (Var(58)/10%10 = 5);モード表示フラグ triggerall = !ishelper triggerall = NumExplod(449220) = 0 triggerall = roundstate = 1 triggerall = RoundsExisted = 0 trigger1 = 1 anim = ifelse((Var(58)/1%10 = 0),449221,ifelse((Var(58)/1%10 = 3),449221,ifelse((Var(58)/1%10 = 1),449220,ifelse(palno = 1,449221,449220)))) postype = left pos = ifelse(teamside=1,32+Floor(fvar(11)),245+Floor(fvar(11)*-1)),210+Floor(fvar(12)) bindtime = -1 sprpriority = 2 ownpal = 1 pausemovetime= -1 supermovetime= -1 ID = 449220 IgnoreHitPause = 1 scale = 0.225,0.225 [State 930, dust];AI表記 type = Explod triggerall = (Var(58)/10%10 = [2,3]) || (Var(58)/10%10 = 5);モード表示フラグ triggerall = !ishelper triggerall = NumExplod(449221) = 0 triggerall = roundstate = 2 triggerall = var(59) = [1,2] triggerall = RoundsExisted = 0 trigger1 = (Var(58)/1%10 = 0) trigger2 = (Var(58)/1%10 = 2) && palno = 1 anim = 449220 postype = left pos = ifelse(teamside=1,32+Floor(fvar(11)),255+Floor(fvar(11)*-1)),190+Floor(fvar(12)) bindtime = -1 sprpriority = 2 ownpal = 1 pausemovetime= -1 supermovetime= -1 ID = 449221 IgnoreHitPause = 1 scale = 0.225,0.225 [State 930, dust];必殺で変身したか type = Explod triggerall = (Var(58)/10%10 = 1) || (Var(58)/10%10 = 3) || (Var(58)/10%10 >= 4) && Var(59) > 0;モード表示フラグ triggerall = !ishelper triggerall = NumExplod(449310) = 0 trigger1 = stateno = 16500 && var(1) != 1 trigger2 = stateno = 16530 && var(1) != 1 trigger3 = stateno = 26500 && var(1) != 2 trigger4 = stateno = 26510 && var(1) != 2 trigger5 = (stateno = 36500 || stateno = 36530) && var(1) != 3 trigger6 = stateno = 36510 && var(1) != 3 trigger7 = stateno = 46500 && var(1) != 4 trigger8 = stateno = 46510 && var(1) != 4 trigger9 = stateno = 56500 && var(1) != 5 trigger10 = stateno = 56530 && var(1) != 5 trigger11 = stateno = 66500 && var(10) != 1 && var(1) = 5 trigger12 = stateno = 6530 && var(10) != 1 && var(1) = 5 trigger13 = stateno = 86500 && var(1) != 7 trigger14 = stateno = 94001 && var(1) != 7 ;trigger1 = Time = 0 anim = 449211 postype = p1 pos = 0,0 bindtime = -1 sprpriority = 2 ownpal = 1 pausemovetime= -1 supermovetime= -1 ID = 449310 IgnoreHitPause = 1 [State 0, RemoveExplod];ランク表記消す type = RemoveExplod triggerall = (Var(58)/10%10 = 1) || (Var(58)/10%10 = 3) || (Var(58)/10%10 >= 4) && Var(59) > 0;モード表示フラグ triggerall = !ishelper ;triggerall = Time = 0 trigger1 = stateno = [10000,10006] trigger2 = stateno = [10010,10015] trigger3 = stateno = 10008 trigger4 = stateno = 10009 trigger5 = stateno = 10021 trigger6 = stateno = [74001,74011] id = 449201 IgnoreHitPause = 1 [State 0, RemoveExplod];ランク表記消す type = RemoveExplod triggerall = (Var(58)/10%10 = 1) || (Var(58)/10%10 = 3) || (Var(58)/10%10 >= 4) && Var(59) > 0;モード表示フラグ triggerall = !ishelper ;triggerall = Time = 0 triggerall = NumExplod(449310) != 0 trigger1 = stateno = [16500,16530] trigger2 = stateno = [26500,26511] trigger3 = stateno = [36500,36512] trigger4 = stateno = [46500,46510] trigger5 = stateno = [56500,56511] trigger6 = stateno = [56530,56535] trigger7 = stateno = [66500,66590] trigger8 = stateno = [6530,6550] trigger9 = stateno = [86500,86512] trigger10 = stateno = [94001,94014] id = 449201 IgnoreHitPause = 1 [State 930, dust];常時ランク表記 type = Explod triggerall = (Var(58)/10%10 = 1) || (Var(58)/10%10 = 3) || (Var(58)/10%10 >= 4) && Var(59) > 0;モード表示フラグ triggerall = !ishelper ;trigger1 = AnimTime = 0 triggerall = stateno != [16500,16530] triggerall = stateno != [26500,26511] triggerall = stateno != [36500,36512] triggerall = stateno != [46500,46510] triggerall = stateno != [56500,56511] triggerall = stateno != [56530,56535] triggerall = stateno != [66500,66590] triggerall = stateno != [6530,6550] triggerall = stateno != [10000,10005] triggerall = stateno != [10010,10015] triggerall = stateno != 10008 triggerall = stateno != 10009 triggerall = stateno != [74000,74011] triggerall = stateno != [94000,94014] triggerall = stateno != [86500,86512] trigger1 = NumExplod(449201) = 0 trigger1 = (Var(58)/100000%10 < 2) trigger1 = roundstate = 2 anim = ifelse(var(1)=8,449210,ifelse(var(11)!=0,449209,449200+var(39))) postype = left pos = ifelse(teamside=1,32+Floor(fvar(11)),ifelse(var(39)=7,230,ifelse(var(11)!=0,270,247))+Floor(fvar(11)*-1)),209+Floor(fvar(12)) bindtime = -1 sprpriority = 5 ownpal = 1 ID = 449201 scale = 0.25,0.25 IgnoreHitPause = 1 [State 0, RemoveExplod];ランク表記したら変身したか消す type = RemoveExplod triggerall = (Var(58)/10%10 = 1) || (Var(58)/10%10 = 3) || (Var(58)/10%10 >= 4) && Var(59) > 0;モード表示フラグ triggerall = !ishelper trigger1 = var(14) != 1 id = 449310 IgnoreHitPause = 1 ;----------------------------- [State 190, var] type = varset triggerall = !Ishelper trigger1 = stateno = 3500 trigger2 = stateno = [94600,94605] trigger3 = stateno = [86500,86505] trigger4 = stateno = 76500 trigger5 = stateno = 94600 trigger6 = stateno = 86530 trigger7 = stateno = 94605 trigger8 = stateno = 86500 trigger9 = stateno = 86570 trigger10 = numexplod(76550) != 0 trigger11 = numexplod(84054) != 0 fvar(10) = 0 [State 930, dust] type = Explod triggerall = !Ishelper triggerALL = NumExplod(98988) = 0 trigger1 = stateno = 94600 trigger2 = stateno = 86530 trigger3 = stateno = 94605 trigger4 = stateno = 86500 trigger5 = stateno = 86570 anim = 3562 postype = p1 pos = 0,0 bindtime = -1 sprpriority = 2 ownpal = 1 ID = 98988 [State 930, dust] type = Explod triggerall = !Ishelper triggerALL = NumExplod(66500) = 0 trigger1 = 1 anim = 3560 postype = p1 pos = 0,0 bindtime = -1 sprpriority = 2 ownpal = 1 ID = 66500 [State 0, ChangeState] type = varset triggerall = !Ishelper trigger1 = roundstate != 2 trigger2 = stateno = [10000,10020] Trigger3 = NumHelper(99999) Trigger3 = !(Helper(99999),Var(0)&1024);究極技発生保障使用フラグ var(57) = 0 [State 0, AssertSpecial] type = AssertSpecial triggerall = !Ishelper triggerall = var(11) != 1 trigger1 = var(39) >= 8 flag = unguardable [state -3] type=varset ;triggerall=SysFvar(3) >= 2000 triggerall = !Ishelper triggerall = var(1) < 6 trigger1 = stateno = 3500 trigger2 = stateno = 56530 trigger3 = stateno = 56500 trigger4 = stateno = 46500 trigger5 = stateno = 46510 sysfvar(3) = 0 ignorehitpause=1 [State 0, RemoveExplod] ;未完成オーラ消す type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 trigger1 = EnemyNear(Floor(FVar(31))),alive = 1 trigger1 = var(1) >= 6 id = 9898 [State 0, RemoveExplod];バカヤロー可能フラグ消去 type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 trigger2 = stateno = 16500 trigger3 = stateno = [1600,1650] trigger4 = stateno = [2000,2150] trigger5 = stateno = [3000,3100] id = 16003 [State 0, RemoveExplod];身勝手オーラ type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 3000 [State 0, RemoveExplod];横エフェクチ type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 450011 [State 0, RemoveExplod];ありったけ type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 1984 [State 0, RemoveExplod];フルパワーかめはめ波 type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 3550 [State 0, RemoveExplod];かめはめ波ため type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 2700 [State 0, RemoveExplod];ゴッドバインド type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 1998 [State 0, RemoveExplod];ゴッドバインド type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 1999 [State 0, RemoveExplod];スパーク type = RemoveExplod triggerall = !Ishelper trigger1 = var(1) != [2,3] trigger2 = ctrl = 1 id = 26500 [State 0, RemoveExplod];超2 type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl=1 Trigger2 = stateno=24001 Trigger3 = stateno=24002 Trigger4 = stateno=24014 && animelem = 4 Trigger5 = stateno=24004 Trigger6 = stateno=24007 id = 13606 [State 0, RemoveExplod];界王拳ブルーオーラ type = RemoveExplod Trigger1 = stateno=56005 Trigger2 = ctrl=1 Trigger3 = stateno=66004 Trigger4 = stateno=66007 Trigger5 = stateno=9100 Trigger6 = stateno=9150 id = 44302 [State 0, RemoveExplod];界王拳オーラ type = RemoveExplod trigger1 = anim = 450001 && animelem = 2 trigger2 = anim = 450007 && animelem = 16 trigger3 = anim = 450016 Trigger4 = stateno=64014 && animelem = 2 Trigger5 = ctrl=1 Trigger6 = stateno=60107 Trigger7 = stateno=66001 Trigger8 = stateno=64009 && animelem = 1 Trigger9 = stateno=188 Trigger10 = stateno=5150 Trigger11 = stateno=100107 Trigger12 = stateno=66520 Trigger13 = stateno=100160 id = 44301 [State 0, RemoveExplod];界王拳オーラ type = RemoveExplod trigger1 = anim = 450001 && animelem = 2 trigger2 = anim = 450007 && animelem = 16 trigger3 = anim = 450016 Trigger4 = stateno=64014 && animelem = 2 Trigger5 = ctrl=1 Trigger6 = stateno=60107 Trigger7 = stateno=66001 Trigger8 = stateno=64009 && animelem = 1 Trigger9 = stateno=188 Trigger10 = stateno=5150 Trigger11 = stateno=100107 Trigger12 = stateno=66520 Trigger13 = stateno=100160 id = 44361 [State 0, RemoveExplod];界王拳オーラ type = RemoveExplod trigger1 = anim = 450001 && animelem = 2 trigger2 = anim = 450007 && animelem = 16 trigger3 = anim = 450016 Trigger4 = stateno=64014 && animelem = 2 Trigger5 = ctrl=1 Trigger6 = stateno=60107 Trigger7 = stateno=66001 Trigger8 = stateno=64009 && animelem = 1 Trigger9 = stateno=188 Trigger10 = stateno=5150 Trigger11 = stateno=100107 Trigger12 = stateno=66520 Trigger13 = stateno=100160 id = 44362 [State 0, RemoveExplod];界王拳オーラ type = RemoveExplod trigger1 = anim = 450001 && animelem = 2 trigger2 = anim = 450007 && animelem = 16 trigger3 = anim = 450016 Trigger4 = stateno=64014 && animelem = 2 Trigger5 = ctrl=1 Trigger6 = stateno=60107 Trigger7 = stateno=66001 Trigger8 = stateno=64009 && animelem = 1 Trigger9 = stateno=188 Trigger10 = stateno=5150 Trigger11 = stateno=100107 Trigger12 = stateno=66520 Trigger13 = stateno=100160 id = 44301 [State 0, RemoveExplod] type = RemoveExplod trigger1 = anim = 450001 && animelem = 2 trigger2 = anim = 450007 && animelem = 16 trigger3 = anim = 450016 Trigger4 = stateno=64014 && animelem = 2 Trigger5 = ctrl=1 Trigger6 = stateno=60107 Trigger7 = stateno=66001 Trigger8 = stateno=64009 && animelem = 1 Trigger9 = stateno=188 Trigger10 = stateno=5150 Trigger11 = stateno=100107 Trigger12 = stateno=66520 Trigger13 = stateno=100160 id = 44361 [State 0, RemoveExplod] type = RemoveExplod trigger1 = anim = 450001 && animelem = 2 trigger2 = anim = 450007 && animelem = 16 trigger3 = anim = 450016 Trigger4 = stateno=64014 && animelem = 2 Trigger5 = ctrl=1 Trigger6 = stateno=60107 Trigger7 = stateno=66001 Trigger8 = stateno=64009 && animelem = 1 Trigger9 = stateno=188 Trigger10 = stateno=5150 Trigger11 = stateno=100107 Trigger12 = stateno=66520 Trigger13 = stateno=100160 id = 44362 [State 0, RemoveExplod] type = RemoveExplod trigger1 = ctrl=1 trigger2 = stateno = 100001 trigger3 = movetype = H trigger4 = stateno = 100005 id = 100002 [State 0, StopSnd] type = StopSnd trigger1 = ctrl=1 trigger2 = stateno = 100001 trigger3 = movetype = H trigger4 = stateno = 100005 trigger5 = numhelper(100420) != 0 channel = 16 [State 0, RemoveExplod] type = RemoveExplod trigger1 = ctrl=1 trigger2 = roundstate > 2 id = 100006 [State 0, RemoveExplod] type = RemoveExplod trigger1 = ctrl=1 trigger2 = roundstate > 2 id = 100007 [State 0, RemoveExplod] type = RemoveExplod trigger1 = ctrl=1 ;trigger2 = roundstate > 2 id = 100008 [State 0, RemoveExplod] type = RemoveExplod trigger1 = ctrl=1 id = 76040 [State 0, CtrlSet] type = CtrlSet triggerall = !Ishelper trigger1 = roundstate = 2 trigger1 = stateno = 0 trigger1 = var(1) = 7 value = IfElse((Var(42)&Floor(2.0**2))||RoundState=3,1,0) ;ignorehitpause = ;persistent = [State 0, CtrlSet] type = CtrlSet triggerall = !Ishelper trigger1 = roundstate >= 4 trigger1 = pos y >= 0 value = 0 [State -2] type = AssertSpecial triggerall = !Ishelper trigger1 = NumEnemy = 1 trigger1= Enemy,Name = "Oira_GF" trigger1= anim = 60160 trigger2 = NumEnemy >= 2 trigger2= Enemy,Name = "Oira_GF" || Enemy(1),Name = "Oira_GF" trigger2= anim = 60160 flag = invisible flag2 = noshadow persistent = 1 time=1 ignorehitpause = 1 pausemovetime = 999 pausemove = 999 supermovetime = 999 [State -2] type = helper triggerall = !Ishelper triggerall= numhelper(9002) = 0 TriggerAll = FVar(37) = 0 trigger1 = NumEnemy = 1 trigger1= Enemy,Name = "Oira_GF" trigger1= anim = 60160 trigger2 = NumEnemy >= 2 trigger2= Enemy,Name = "Oira_GF" || Enemy(1),Name = "Oira_GF" trigger2= anim = 60160 trigger3 = NumEnemy = 1 trigger3 = stateno = 9311 trigger3 = var(1) >= 1 trigger3= Enemy,Name = "Super Vegetto" trigger4 = NumEnemy >= 2 trigger4 = stateno = 9311 trigger4 = var(1) >= 1 trigger4= Enemy,Name = "Super Vegetto" || Enemy(1),Name = "Super Vegetto" helpertype = player name = "oira" ID= 9002 pos = 0,0 postype = p1 stateno = 9002 keyctrl =0 ownpal = 0 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State -2] type = helper;IKEMEN triggerall = !Ishelper triggerall= numhelper(9002) = 0 TriggerAll = FVar(37) = 1 trigger1 = NumEnemy = 1 trigger1= Enemy,Name = "Oira_GF" trigger1= anim = 60160 trigger2 = NumEnemy >= 2 trigger2= Enemy,Name = "Oira_GF" || Enemy(1),Name = "Oira_GF" trigger2= anim = 60160 trigger3 = NumEnemy = 1 trigger3 = stateno = 9311 trigger3 = var(1) >= 1 trigger3= Enemy,Name = "Super Vegetto" trigger4 = NumEnemy >= 2 trigger4 = stateno = 9311 trigger4 = var(1) >= 1 trigger4= Enemy,Name = "Super Vegetto" || Enemy(1),Name = "Super Vegetto" helpertype = Normal name = "oira" ID= 9002 pos = 0,0 postype = p1 stateno = 9002 keyctrl =0 ownpal = 0 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 0, SelfState] type = SelfState TriggerAll = !IsHelper trigger1 = NumEnemy = 1 trigger1 = stateno = 3002 trigger1 = var(1) >= 1 trigger1= Enemy,Name = "Super Vegetto" trigger2 = NumEnemy >= 2 trigger2 = stateno = 3002 trigger2 = var(1) >= 1 trigger2= Enemy,Name = "Super Vegetto" || Enemy(1),Name = "Super Vegetto" value = 9003 [State 0, RemoveExplod];ズザー type = RemoveExplod triggerall = !Ishelper trigger1 = p2stateno != 1370 id = 4030 ;-------------------------------- [State 3200, Aura0] type = Explod triggerall = !Ishelper triggerall = numexplod(44301)=0 trigger1 = stateno = 74002 anim = 84045 sprpriority = 9 postype = p1 pos = 0,105 bindtime = -1 removetime = 2000 removeongethit = 1 supermove = 1 scale = 0.9,1.1 supermovetime = 2000 pausemovetime = 2000 id = 44301 [State 3200, Aura0] type = Explod triggerall = !Ishelper triggerall = numexplod(44302)=0 trigger1 = stateno = 74002 anim = 84046 sprpriority = 50 postype = p1 pos = 0,105 bindtime = -1 removetime = 2000 removeongethit = 1 supermove = 1 scale = 0.9,1.1 supermovetime = 2000 pausemovetime = 2000 id = 44302 [State 3200, Aura0] type = Explod triggerall = !Ishelper triggerall = numexplod(44301)=0 trigger1 = stateno=74004 anim = 84045 sprpriority = 9 postype = p1 pos = 0,105 bindtime = -1 removetime = 2000 removeongethit = 1 supermove = 1 scale = 0.9,1.1 supermovetime = 2000 pausemovetime = 2000 id = 44301 [State 3200, Aura0] type = Explod triggerall = !Ishelper triggerall = numexplod(44302)=0 trigger1 = stateno=74004 anim = 84046 sprpriority = 50 postype = p1 pos = 0,105 bindtime = -1 removetime = 2000 removeongethit = 1 supermove = 1 scale = 0.9,1.1 supermovetime = 2000 pausemovetime = 2000 id = 44302 [State 3200, Aura0] type = Explod triggerall = !Ishelper triggerall = numexplod(44301)=0 trigger1 = stateno=74004 anim = 84045 sprpriority = 9 postype = p1 pos = 0,105 bindtime = -1 removetime = 2000 removeongethit = 1 supermove = 1 scale = 0.9,1.1 supermovetime = 2000 pausemovetime = 2000 id = 44301 [State 3200, Aura0] type = Explod triggerall = !Ishelper triggerall = numexplod(44302)=0 trigger1 = stateno=74004 anim = 84046 sprpriority = 50 postype = p1 pos = 0,105 bindtime = -1 removetime = 2000 removeongethit = 1 supermove = 1 scale = 0.9,1.1 supermovetime = 2000 pausemovetime = 2000 id = 44302 [State 2330, DestroySelf] type = RemoveExplod triggerall = !Ishelper Trigger1 = stateno=74003 Trigger1 = time > 11 Trigger2 = stateno=74011 trigger3 = anim=54003 trigger3 = animelem = 2 Trigger4 = ctrl = 1 id = 44301 [State 2330, DestroySelf] type = RemoveExplod triggerall = !Ishelper Trigger1 = stateno=74003 Trigger1 = time > 11 Trigger2 = stateno=74011 trigger3 = anim=54003 trigger3 = animelem = 2 Trigger4 = ctrl = 1 id = 44302 [State 3200, Aura0] type = Explod triggerall = !Ishelper triggerall = numexplod(44301)=0 trigger1 = anim=54003 trigger1 = animelem = 2 anim = 84043 sprpriority = 9 postype = p1 pos = 0,10 bindtime = -1 removetime = 2000 removeongethit = 1 supermove = 1 scale = 1.1,1.1 supermovetime = 2000 pausemovetime = 2000 id = 44301 [State 3200, Aura0] type = Explod triggerall = !Ishelper triggerall = numexplod(44302)=0 trigger1 = anim=54003 trigger1 = animelem = 2 anim = 84044 sprpriority = 50 postype = p1 pos = 0,10 bindtime = -1 removetime = 2000 removeongethit = 1 supermove = 1 scale = 1.1,1.1 supermovetime = 2000 pausemovetime = 2000 id = 44302 [State 2330, DestroySelf] type = RemoveExplod triggerall = !Ishelper Trigger1 = stateno=74003 Trigger1 = time > 10 Trigger2 = stateno=74011 Trigger3 = ctrl = 1 id = 44303 [State 2330, DestroySelf] type = RemoveExplod triggerall = !Ishelper Trigger1 = stateno=74003 Trigger1 = time > 10 Trigger2 = stateno=74011 Trigger3 = ctrl = 1 id = 44304 ;--------------------------------------------------------------------------- [State -2, Exit];変数 Type = SelfState TriggerAll = IsHelper(99999) Trigger1 = 1 value = 99999 persistent = 256 ignorehitpause = 1 [State -2, Exit];龍拳 Type = SelfState TriggerAll = IsHelper(34050) Trigger1 = 1 value = 34050 persistent = 256 ignorehitpause = 1 [State -2, Exit];龍拳 Type = SelfState TriggerAll = IsHelper(34051) Trigger1 = 1 value = 34051 persistent = 256 ignorehitpause = 1 [State -2, Exit];身勝手斜め下オーラ Type = SelfState TriggerAll = IsHelper(1302) Trigger1 = 1 value = 1302 persistent = 256 ignorehitpause = 1 [State -2, Exit];身勝手斜め下オーラ Type = SelfState TriggerAll = IsHelper(1303) Trigger1 = 1 value = 1303 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラE 超サイヤ人ブルー界王拳追撃 Type = SelfState TriggerAll = IsHelper(66540) Trigger1 = 1 value = 66540 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラF 超サイヤ人ブルー界王拳追撃 Type = SelfState TriggerAll = IsHelper(66541) Trigger1 = 1 value = 66541 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラE 界王拳 Type = SelfState TriggerAll = IsHelper(66542) Trigger1 = 1 value = 66542 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラF 超サイヤ人ブルー界王拳 Type = SelfState TriggerAll = IsHelper(66543) Trigger1 = 1 value = 66543 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラE 界王拳 Type = SelfState TriggerAll = IsHelper(66544) Trigger1 = 1 value = 66544 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラE 界王拳 Type = SelfState TriggerAll = IsHelper(66545) Trigger1 = 1 value = 66545 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラA 通常〜超サイヤ人 Type = SelfState TriggerAll = IsHelper(9060) Trigger1 = 1 value = 9060 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラB 通常〜超サイヤ人 Type = SelfState TriggerAll = IsHelper(9061) Trigger1 = 1 value = 9061 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラC 超サイヤ人ゴッド〜超サイヤ人ブルー Type = SelfState TriggerAll = IsHelper(9062) Trigger1 = 1 value = 9062 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラD 超サイヤ人ゴッド〜超サイヤ人ブルー Type = SelfState TriggerAll = IsHelper(9063) Trigger1 = 1 value = 9063 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラE 超サイヤ人ブルー界王拳 Type = SelfState TriggerAll = IsHelper(9064) Trigger1 = 1 value = 9064 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラF 超サイヤ人ブルー界王拳 Type = SelfState TriggerAll = IsHelper(9065) Trigger1 = 1 value = 9065 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラG 身勝手の極意 Type = SelfState TriggerAll = IsHelper(9066) Trigger1 = 1 value = 9066 persistent = 256 ignorehitpause = 1 [State -2, Exit];オーラH 身勝手の極意 Type = SelfState TriggerAll = IsHelper(9067) Trigger1 = 1 value = 9067 persistent = 256 ignorehitpause = 1 [State -2, Exit];HP隠し Type = SelfState TriggerAll = IsHelper(24200) Trigger1 = 1 value = 24200 persistent = 256 ignorehitpause = 1 [State -2, Exit];横エフェクト Type = SelfState TriggerAll = IsHelper(44200) Trigger1 = 1 value = 44200 persistent = 256 ignorehitpause = 1 [State -2, Exit];斜め下エフェクト Type = SelfState TriggerAll = IsHelper(44201) Trigger1 = 1 value = 44201 persistent = 256 ignorehitpause = 1 [State -2, Exit];斜め下エフェクト Type = SelfState TriggerAll = IsHelper(44202) Trigger1 = 1 value = 44202 persistent = 256 ignorehitpause = 1 [State -2, Exit];斜め下エフェクト Type = SelfState TriggerAll = IsHelper(200200) Trigger1 = 1 value = 200200 persistent = 256 ignorehitpause = 1 [State -2, Exit];斜め下エフェクト Type = SelfState TriggerAll = IsHelper(99990) Trigger1 = 1 value = 99990 persistent = 256 ignorehitpause = 1 [State -2, Exit];横エフェクト Type = SelfState TriggerAll = IsHelper(99991) Trigger1 = 1 value = 99991 persistent = 256 ignorehitpause = 1 [State -2, Exit];元気玉 Type = SelfState TriggerAll = IsHelper(100050) Trigger1 = 1 value = 100050 persistent = 256 ignorehitpause = 1 [State -2, Exit];元気玉 Type = SelfState TriggerAll = IsHelper(100051) Trigger1 = 1 value = 100051 persistent = 256 ignorehitpause = 1 [State -2, Exit];元気玉 Type = SelfState TriggerAll = IsHelper(100052) Trigger1 = 1 value = 100052 persistent = 256 ignorehitpause = 1 [State -2, Exit];フリーザ Type = SelfState TriggerAll = IsHelper(200050) Trigger1 = 1 value = 200050 persistent = 256 ignorehitpause = 1 [State -2, Exit];ピッコロ Type = SelfState TriggerAll = IsHelper(100400) Trigger1 = 1 value = IfElse(SysVar(3)=0,100400,SysVar(3)) persistent = 256 ignorehitpause = 1 [State -2, Exit];ベジータ Type = SelfState TriggerAll = IsHelper(100410) Trigger1 = 1 value = IfElse(SysVar(3)=0,100410,SysVar(3)) persistent = 256 ignorehitpause = 1 [State -2, Exit];サタン Type = SelfState TriggerAll = IsHelper(100420) Trigger1 = 1 value = 100420 persistent = 256 ignorehitpause = 1 [State -2, Exit];ステート奪われた時のヘルパー Type = SelfState TriggerAll = IsHelper(9001) Trigger1 = 1 value = 9001 persistent = 256 ignorehitpause = 1 [State -2, Exit];オイラ Type = SelfState TriggerAll = IsHelper(9002) Trigger1 = 1 value = 9002 persistent = 256 ignorehitpause = 1 [State -2, Exit];AIヘルパー Type = SelfState TriggerAll = IsHelper(96600) Trigger1 = 1 value = 96600 persistent = 256 ignorehitpause = 1 [State -2, Exit];Special KO detect Type = SelfState TriggerAll = IsHelper(6969) Trigger1 = 1 value = 6969 persistent = 256 ignorehitpause = 1 [State -2, Exit];サバイバルゲージ Type = SelfState TriggerAll = IsHelper(13000) Trigger1 = 1 value = 13000 persistent = 256 ignorehitpause = 1 [State -2, Exit];極ゲージ Type = SelfState TriggerAll = IsHelper(13003) Trigger1 = 1 value = 13003 persistent = 256 ignorehitpause = 1 [State -2, Exit];スパーキングゲージ Type = SelfState TriggerAll = IsHelper(13500) Trigger1 = 1 value = 13500 persistent = 256 ignorehitpause = 1 [State -2, Exit];敵攻撃ヘルパー感知ヘルパー Type = SelfState TriggerAll = IsHelper(66670) Trigger1 = 1 value = 66670 persistent = 256 ignorehitpause = 1 [State -2, Exit];敵攻撃ヘルパー感知ヘルパー Type = SelfState TriggerAll = IsHelper(76700) Trigger1 = 1 value = 76700 persistent = 256 ignorehitpause = 1 [State -2, Exit];敵攻撃ヘルパー感知補助ヘルパー Type = SelfState TriggerAll = IsHelper(77760) Trigger1 = 1 value = 77760 persistent = 256 ignorehitpause = 1 [State 0, ChangeState];ステージ端検出 type = SelfState Triggerall = IsHelper(114516) trigger1 = 1 value = 114516 persistent = 256 ignorehitpause = 1 [State 0, ChangeState];ステージ端検出 type = SelfState Triggerall = IsHelper(114517) trigger1 = 1 value = 114517 persistent = 256 ignorehitpause = 1 [State -2, Exit];永タゲとか Type = SelfState TriggerAll = IsHelper(910000) Trigger1 = 1 value = 910000 persistent = 256 ignorehitpause = 1 [State -2, Exit];永タゲとか Type = SelfState TriggerAll = IsHelper(910001) Trigger1 = 1 value = 910001 persistent = 256 ignorehitpause = 1 [State -2, Exit];永タゲとか Type = SelfState TriggerAll = IsHelper TriggerAll = Root,FVar(37) = 1 Trigger1 = 1 value = 5150 persistent = 256 ignorehitpause = 1 [State -2, Exit];永タゲとか Type = SelfState TriggerAll = IsHelper(910000) TriggerAll = roundstate = 2 trigger1=root,SysFvar(0) >= 6000 trigger1=root,var(14) = 1 value = 910000 persistent = 256 ignorehitpause = 1 [State -2, Exit];永タゲとか Type = SelfState TriggerAll = IsHelper(910001) TriggerAll = roundstate = 2 trigger1=root,SysFvar(0) >= 6000 trigger1=root,var(14) = 1 value = 910001 persistent = 256 ignorehitpause = 1 ;--------------------------------------------------------------------------- ;ジャストディフェンス関連 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = movetype = A id = 709 [State -2, ジャストディフェンスキー入力受付変数リセット] type = VarSet triggerall = !Ishelper trigger1 = var(25) < 0 trigger2 = var(25) >= 13 ignorehitpause = 1 var(25) = 11 [State -2, ジャストディフェンス後ろ方向入力リセット] type = VarSet triggerall = !Ishelper triggerall = var(25) = 11 || ((stateno = [150,155]) && var(28)) trigger1 = command != "holdback" Trigger1 = Var(59) <= 0 ignorehitpause = 1 var(25) = 12 [State -2, ジャストディフェンス入力] type = VarSet triggerall = !Ishelper triggerall = var(25) = 12 || (stateno = [150,155]) && var(28) triggerall = ((stateno != [150,155]) || ctrl) && !var(28) Trigger1 = Var(59) <= 0 trigger1 = command = "JD" ignorehitpause = 1 var(25) = 0 [State -2 地上ジャストディフェンス成立判定] type = VarSet triggerall = !Ishelper triggerall = var(25) <= 7 triggerall = Time = 0 trigger1 = stateno = 150 trigger2 = stateno = 152 trigger3 = stateno = 154 ignorehitpause = 1 var(28) = 1 [State -2, ジャストディフェンス入力不可時間セット] type = VarAdd triggerall = !Ishelper triggerall = !((stateno = [150,155]) && var(28)) triggerall = var(25) <= 7 trigger1 = command != "holdback" Trigger1 = Var(59) <= 0 ignorehitpause = 1 var(25) = 8 [State -2 地上ジャストディフェンス不成立判定] type = VarSet triggerall = !Ishelper triggerall = var(25) > 7 triggerall = Time = 0 trigger1 = stateno = 150 trigger2 = stateno = 152 trigger3 = stateno = 154 ignorehitpause = 1 var(28) = 0 [State -2 地上ジャストディフェンス成立判定リセット] type = VarSet triggerall = !Ishelper trigger1 = (stateno != [150,155]) || ctrl ignorehitpause = 1 var(28) = 0 [State -2, ジャストディフェンス入力後時間経過] type = VarAdd triggerall = !Ishelper trigger1 = var(25) = [0,10] ignorehitpause = 1 var(25) = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno != [1,999] trigger2 = movetype = A trigger3 = stateno != [150,155] trigger3 = movetype = H id = 8020 ;--------------------------------------------------------------------------- [State -2, 二人目のイントロ] type = ChangeState ;二人目でもイントロを作る value = 190 ;イントロへ triggerall = !Ishelper triggerall = RoundsExisted = 0 ;自分が初参戦時 triggerall = TeamMode = Turns ;ターンモード trigger1 = stateno = 5900 ;5900番 [State 0, CtrlSet] type = CtrlSet triggerall = !Ishelper trigger1 = var(1) = 8 && (stateno != 200000 || command != "start") ;trigger2 = roundstate != 2 ;trigger2 = fvar(9) = 100 value = 0 [State 0, CtrlSet] type = CtrlSet triggerall = !Ishelper trigger1 = (Var(42)&Floor(2.0**2));試合中フラグ trigger1 = var(1) = 8 && (stateno = 200000 || command = "start") trigger1 = stateno != [200000,200050] trigger1 = roundstate = 2 trigger1 = movetype != H trigger1 = var(37) != 2 Trigger2 = RoundState = 3 Trigger2 = StateNo = 0 Trigger2 = Alive value = 1 [State 0, CtrlSet] type = powerset triggerall = !Ishelper trigger1 = var(1) = 8 value = 0 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = var(1) = 8 var(33) = 0 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = var(1) = 8 var(34) = 0 [State -2, 完全エネルギー切れ状態用] Type = AssertSpecial TriggerAll = !IsHelper Trigger1 = Var(1) = 8 Flag = NoWalk IgnoreHitPause = 1 [State -2, 完全エネルギー切れ状態用] Type = AssertSpecial TriggerAll = !IsHelper Trigger1 = Var(1) = 8 Flag = NoStandGuard Flag2 = NoCrouchGuard Flag3 = NoAirGuard IgnoreHitPause = 1 [State -3, AI暴発防止] Type = VarSet triggerall = !Ishelper trigger1 = (Var(58)/1%10 = 3) var(59) = -1 ignorehitpause = 1 ;--------------------------- ;----------------- [State -2, Intro] type = AssertSpecial triggerall = !Ishelper trigger1 = stateno = [100100,100501] flag = NoBarDisplay flag2 = timerfreeze [State 0, AssertSpecial] type = AssertSpecial triggerall = !Ishelper TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&512);超即死使用フラグ trigger1 = stateno = 3550 trigger2 = stateno = [94001,94012] trigger3 = stateno = [84002,84011] trigger4 = stateno = [100100,100500] ignorehitpause = 1 flag = nokosnd ;-| タゲ取得フラグ |--------------------------------------------------------------------------------------------------- [State -2, マーキングフラグリセット] type = varset triggerall = !ishelper ;本体だよー triggerall = fvar(24) triggerall = numhelper(910000) trigger1 = roundstate < 1 trigger2 = !helper(910000),fvar(26) fvar(24) = 0 ignorehitpause = 1 [State -2, マーキングフラグセット] type = varset triggerall = !ishelper triggerall = !fvar(24) triggerall = numhelper(910000) trigger1 = helper(910000),fvar(26) fvar(24) = 1 ignorehitpause = 1 ;-| タゲ取得ヘルパー |--------------------------------------------------------------------------------------------------- [State -2, 当身型マーキングヘルパー] type = helper triggerall = !ishelper triggerall = FVar(37) = 0 triggerall = !numHelper(910000) TriggerAll = RoundState <= 2 trigger1 = NumHelper(99999) trigger1 = (Helper(99999),Var(0)&256) helpertype = player name = "Marking1" ID = 910000 postype = p1 stateno = 910000 pos = 0, 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [State -2, 当身型マーキングヘルパー] type = helper;IKEMEN triggerall = !ishelper triggerall = FVar(37) = 1 triggerall = !numHelper(910000) TriggerAll = RoundState <= 2 trigger1 = NumHelper(99999) trigger1 = (Helper(99999),Var(0)&256) helpertype = normal name = "Marking1" ID = 910000 postype = p1 stateno = 910000 pos = 0, 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 ;-| 超即死当身 |--------------------------------------------------------------------------------------------------- [State 0, AssertSpecial] type = AssertSpecial triggerall = !Ishelper trigger1 = stateno = [94000,94011] trigger2 = stateno = 94012 && time < 305 trigger3 = stateno = [84002,84010] trigger4 = stateno = 84011 && time < 300 trigger5 = stateno = [76001,76003] trigger6 = stateno = [1600,1650] trigger7 = stateno = [34001,34003] trigger8 = stateno = 34004 && time < 290 trigger9 = stateno = [44002,44007] trigger10 = stateno = 44008 && time < 95 trigger11 = stateno = [54004,54007] trigger12 = stateno = 54008 && time < 60 trigger13 = stateno = [64004,64013] trigger14 = stateno = 64014 && time < 20 trigger15 = stateno = [74001,74008] trigger16 = stateno = 74009 && time < 10 trigger17 = stateno = [100101,100106] trigger18 = stateno = 100107 && time < 460 trigger19 = stateno = 100160 && time < 260 flag = noko [State 1110,当て身] type = helper TriggerAll = FVar(37) = 0 triggerall = !Ishelper TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&512);超即死使用フラグ TriggerAll = EnemyNear(Floor(FVar(31))),Alive triggerall = numhelper(910001) = 0 && !Ishelper triggerall = roundstate = 2 trigger1 = stateno = 3550 && time > 100 && time < 110 trigger2 = stateno = [34003,34004] trigger3 = stateno = [44002,44008] trigger4 = stateno = [54004,54008] trigger5 = stateno = [64004,64014] trigger6 = stateno = [84002,84011] trigger7 = stateno = [94001,94012] trigger8 = anim = 86502 && time >= 200 && time < 250 trigger9 = anim = 86508 && time >= 170 && time < 220 trigger10 = stateno = 86504 && time >= 145 && time < 175 trigger11 = stateno = 86505 && time >= 47 && time < 53 trigger12 = stateno = 76501 && time >= 76 && time < 100 trigger13 = stateno = 76502 && time >= 68 && time < 98 ;trigger14 = stateno = 66530 && time >= 30 && time < 40 trigger14 = stateno = 66522 && time >= 95 && time < 120 trigger15 = stateno = 6537 && time >= 95 && time < 120 trigger16 = anim = 26548 && time >= 60 && time < 70 trigger17 = anim = 56505 && time >= 0 && time < 10 trigger18 = anim = 46503 && time >= 90 && time < 100 trigger19 = stateno = 46510 && time >= 58 && time < 73 trigger20 = stateno = 76531 && time >= 291 && time < 311 trigger21 = stateno = 54050 && time >= 104 && time < 110 trigger22 = stateno = 36510 && time >= 150 && time < 170 trigger23 = stateno = 36511 && time >= 125 && time < 145 trigger24 = stateno = 26503 && time >= 28 && time < 48 trigger25 = stateno = 26511 && time >= 45 && time < 65 trigger26 = stateno = 16505 && time >= 109 && time < 129 trigger27 = stateno = 16530 && time >= 150 && time < 170 trigger28 = stateno = 6503 && time >= 330 && time < 350 trigger29 = stateno = 4003 && time >= 55 trigger30 = stateno = 14008 && time >= 160 trigger31 = stateno = 24014 && time >= 150 && time < 170 trigger32 = stateno = 86530 && time >= 335 && time < 437 trigger33 = stateno = 100500 && time >= 280 && time < 300 trigger34 = stateno = 200007 && time >= 650 && time < 800 id = 910001 pos = 0,0 postype = P1 stateno = 910001 helpertype = player keyctrl = 0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 1110,当て身] type = helper TriggerAll = FVar(37) = 0 triggerall = !Ishelper triggerall = numhelper(910001) = 0 && !Ishelper TriggerAll = EnemyNear(Floor(FVar(31))),Alive triggerall = roundstate = 2 triggerall = stateno = [74001,74009] TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&512);超即死使用フラグ trigger1 = 1 id = 910001 pos = 0,0 postype = P1 stateno = 910001 helpertype = player keyctrl = 0 ownpal = 1 ignorehitpause = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 1110,当て身] type = helper TriggerAll = FVar(37) = 0 triggerall = !Ishelper triggerall = numhelper(910001) = 0 && !Ishelper TriggerAll = EnemyNear(Floor(FVar(31))),Alive triggerall = roundstate = 2 triggerall = (stateno = 100500 && time >= 280 && time < 300) || (stateno = [100101,100107]) || StateNo = 100160 TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&512);超即死使用フラグ trigger1 = 1 id = 910001 pos = 0,0 postype = P1 stateno = 910001 helpertype = player keyctrl = 0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 1110,当て身] type = helper;IKEMEN triggerall = FVar(37) = 1 triggerall = !Ishelper TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&512);超即死使用フラグ triggerall = numhelper(910001) = 0 && !Ishelper TriggerAll = EnemyNear(Floor(FVar(31))),Alive triggerall = roundstate = 2 trigger1 = stateno = 3550 && time > 100 && time < 110 trigger2 = stateno = [34003,34004] trigger3 = stateno = [44002,44008] trigger4 = stateno = [54004,54008] trigger5 = stateno = [64004,64014] trigger6 = stateno = [84002,84011] trigger7 = stateno = [94001,94012] trigger8 = anim = 86502 && time >= 200 && time < 250 trigger9 = anim = 86508 && time >= 170 && time < 220 trigger10 = stateno = 86504 && time >= 145 && time < 175 trigger11 = stateno = 86505 && time >= 47 && time < 53 trigger12 = stateno = 76501 && time >= 76 && time < 100 trigger13 = stateno = 76502 && time >= 68 && time < 98 ;trigger14 = stateno = 66530 && time >= 30 && time < 40 trigger14 = stateno = 66522 && time >= 95 && time < 120 trigger15 = stateno = 6537 && time >= 95 && time < 120 trigger16 = anim = 26548 && time >= 60 && time < 70 trigger17 = anim = 56505 && time >= 0 && time < 10 trigger18 = anim = 46503 && time >= 90 && time < 100 trigger19 = stateno = 46510 && time >= 58 && time < 73 trigger20 = stateno = 76531 && time >= 291 && time < 311 trigger21 = stateno = 54050 && time >= 104 && time < 110 trigger22 = stateno = 36510 && time >= 150 && time < 170 trigger23 = stateno = 36511 && time >= 125 && time < 145 trigger24 = stateno = 26503 && time >= 28 && time < 48 trigger25 = stateno = 26511 && time >= 45 && time < 65 trigger26 = stateno = 16505 && time >= 109 && time < 129 trigger27 = stateno = 16530 && time >= 150 && time < 170 trigger28 = stateno = 6503 && time >= 330 && time < 350 trigger29 = stateno = 4003 && time >= 55 trigger30 = stateno = 14008 && time >= 160 trigger31 = stateno = 24014 && time >= 150 && time < 170 trigger32 = stateno = 86530 && time >= 335 && time < 437 trigger33 = stateno = 100500 && time >= 280 && time < 300 trigger34 = stateno = 200007 && time >= 700 && time < 800 id = 910001 pos = 0,0 postype = P1 stateno = 910001 helpertype = normal keyctrl = 0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 1110,当て身] type = helper;IKEMEN triggerall = FVar(37) = 1 triggerall = !Ishelper triggerall = numhelper(910001) = 0 && !Ishelper TriggerAll = EnemyNear(Floor(FVar(31))),Alive triggerall = roundstate = 2 triggerall = stateno = [74001,74009] TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&512);超即死使用フラグ trigger1 = 1 id = 910001 pos = 0,0 postype = P1 stateno = 910001 helpertype = normal keyctrl = 0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 1110,当て身] type = helper;IKEMEN triggerall = FVar(37) = 1 triggerall = !Ishelper triggerall = numhelper(910001) = 0 && !Ishelper TriggerAll = EnemyNear(Floor(FVar(31))),Alive triggerall = roundstate = 2 triggerall = (stateno = 100500 && time >= 280 && time < 300) || (stateno = [100101,100107]) || StateNo = 100160 TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&512);超即死使用フラグ trigger1 = 1 id = 910001 pos = 0,0 postype = P1 stateno = 910001 helpertype = normal keyctrl = 0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = stateno = [10000,10015] trigger2 = stateno = 74001 fvar(36) = 0 ;変身回数 [State 2200,] type = Explod triggerall = !Ishelper triggerall = (NumExplod(3568) = 0) trigger1 = stateno = 10000 trigger2 = stateno = 10001 trigger3 = stateno = 10002 trigger4 = stateno = 10003 trigger5 = stateno = 10004 trigger6 = stateno = 10005 trigger7 = stateno = 10006 trigger8 = var(2) = 89 id = 3568 anim = 450016 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = 999999999 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 ;変身回数 [State 2200,] type = Explod triggerall = !Ishelper trigger1 = (NumExplod(3569) = 0) trigger1 = stateno = 10004 id = 3569 anim = 450016 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = 999999999 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 ;変身回数 [State 2200,] type = Explod triggerall = !Ishelper trigger1 = (NumExplod(3565) = 0) trigger1 = var(14) = 1 id = 3565 anim = 3565 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = 999999999 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = Lose = 1 var(9) = 1 [State 4500, 9] type = Varset triggerall = !Ishelper trigger1 = Lose = 1 trigger1 = ((EnemyNear(Floor(FVar(31))),life*1.0)/(EnemyNear(Floor(FVar(31))),lifemax*1.0))-((life*1.0)/(lifemax*1.0))>0.6 var(2) = 72 [State 4500, 9] type = Varset triggerall = !Ishelper trigger1 = Lose = 1 trigger1 = ((EnemyNear(Floor(FVar(31))),life*1.0)/(EnemyNear(Floor(FVar(31))),lifemax*1.0))-((life*1.0)/(lifemax*1.0))>0.7 var(2) = 73 [State 4500, 9] type = Varset triggerall = !Ishelper trigger1 = Lose = 1 trigger1 = ((EnemyNear(Floor(FVar(31))),life*1.0)/(EnemyNear(Floor(FVar(31))),lifemax*1.0))-((life*1.0)/(lifemax*1.0))>0.8 var(2) = 74 [State 4500, 9] type = Varset triggerall = !Ishelper trigger1 = Lose = 1 trigger1 = ((EnemyNear(Floor(FVar(31))),life*1.0)/(EnemyNear(Floor(FVar(31))),lifemax*1.0))-((life*1.0)/(lifemax*1.0))>0.9 var(2) = 75 [State 4500, 9] type = Varset triggerall = !Ishelper trigger1 = Lose = 1 trigger1 = var(2) = 89 trigger2 = stateno = [10000,10005] var(2) = 0 [State 0, VarSet] type = VarSet triggerall = !Ishelper triggerall = Lose = 1 trigger1 = RoundsExisted >= 2 trigger1 = var(19) >= 1 trigger1 = var(9) >= 1 trigger2 = RoundsExisted = 1 trigger2 = var(19) != 1 trigger2 = var(9) = 1 trigger3 = TeamMode=Turns var(9) = 2 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = var(52) = 10 var(48) = 8 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = var(52) = 9 var(48) = 0 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = var(52) = 8 var(48) = 7 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = var(52) = 7 var(48) = 6 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = var(52) = 6 var(48) = 5 [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = var(52) <= 5 var(48) = var(52) [State 0, VarSet] type = VarSet triggerall = !Ishelper trigger1 = !Alive trigger1 = P2Life > 800 var(49) = 1 [State -3, - Helper] type = Helper triggerall = !Ishelper TriggerAll = FVar(37) = 0 trigger1 = (NumHelper(24200) = 0) trigger1 = var(27)!=0 helpertype = player id = 24200 postype = p1 facing = 0 stateno = 24200 pos = 0,0 keyctrl = 0 ownpal = 0 sprpriority = 0 ;supermovetime = 1300 ;pausemovetime = 1300 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State -3, - Helper] type = Helper;IKEMEN triggerall = !Ishelper TriggerAll = FVar(37) = 1 trigger1 = (NumHelper(24200) = 0) trigger1 = var(27)!=0 helpertype = Normal id = 24200 postype = p1 facing = 0 stateno = 24200 pos = 0,0 keyctrl = 0 ownpal = 0 sprpriority = 0 ;supermovetime = 1300 ;pausemovetime = 1300 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 180, var] type = varset triggerall = !Ishelper trigger1 = ctrl=1 trigger2 = roundstate=0 var(27)=0 [State 0, アニメ変更] type = ChangeAnim triggerall = !Ishelper trigger1 = roundstate = 0 value = 0+(var(1)*(10000))+(var(10)+var(11))+(ifelse(var(0) = 1,80000,0)) [State 4500, 9] type = Varset triggerall = !Ishelper trigger1 = roundstate = 0 trigger1 = var(31) = 1 var(1) = 0 [State 4500, 9] type = Varset triggerall = !Ishelper trigger1 = roundstate = 0 trigger1 = var(31) = 1 var(10) = 0 [State 4500, 9] type = Varset triggerall = !Ishelper trigger1 = roundstate = 0 trigger1 = var(31) = 1 var(11) = 0 [State -2, varset] Type = varset triggerall = !Ishelper trigger1 = ctrl = 1; && stateno = 120 trigger2 = var(1) = 8 trigger3=var(20)!=gametime*5 var(14) = 0 [State -2, varset] Type = varset triggerall = !Ishelper trigger1 = ctrl = 1 var(31) = 0 [State -2, varset] Type = varset triggerall = !Ishelper trigger1 = ctrl = 1 fvar(23) = 0 [State -2, Intro] type = AssertSpecial triggerall = !Ishelper trigger1 = var(31) != 0 flag = NoFG ;[State 720, player push] ;Type = PlayerPush ;Trigger1 = var(14) = 1 ;Trigger1 = var(1) = 1 ;Value = 0 [State -2, Intro];身勝手 type = AssertSpecial triggerall = !Ishelper triggerall = roundstate = 2 trigger1 = stateno = 10006 trigger2 = stateno = [44003,44008] trigger3 = stateno = 44002 && time > 0 trigger4 = stateno = [64000,64014] trigger5 = stateno = [74001,74009] trigger6 = stateno = [84001,84010] trigger7 = stateno = [94001,94013] trigger8 = stateno = 84011 && time < 380 trigger9 = stateno = 4002 && time > 10 || stateno = 4003 trigger10 = stateno = [34003,34004] trigger11 = stateno = 54003 && time > 39 trigger12 = stateno = [54004,54011] trigger13 = stateno = 74010 && time < 380 flag = NoFG Flag2 = NoBG ignorehitpause = 1 [State 720, player push] Type = PlayerPush triggerall = !Ishelper Trigger1 = var(14) = 1 Trigger1 = var(1) = 2 Value = 0 [State 1500, Angle Draw] Type = AngleDraw triggerall = !Ishelper trigger1 = ctrl = 1 value = 0 Scale = 1, 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 64002 [State 4500, dust];スパーク type = explod triggerall = !Ishelper triggerall = alive Triggerall = var(1) = 2 || var(1) = 3 triggerall = numexplod(10003)=0 trigger1 = ctrl = 1 trigger2 = roundstate = 0 trigger2 = stateno != 190 trigger2 = stateno != 192 trigger2 = stateno != [10200,10212] trigger2 = stateno != [10216,10219] anim = 13610 pos = 0,-30 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 RemoveTime = -1 scale = 1.0,1.0 ;supermove = 1 id=10003 [State 4500, dust];スパーク type = explod triggerall = !Ishelper triggerall = alive Triggerall = var(1) = 2 || var(1) = 3 triggerall = numexplod(10003)=1 trigger1 = ctrl = 1 trigger2 = roundstate = 0 trigger2 = stateno != 190 trigger2 = stateno != 192 trigger2 = stateno != [10200,10212] trigger2 = stateno != [10216,10219] anim = 13612 pos = 0,0 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 RemoveTime = -1 scale = 1.0,0.8 ;supermove = 1 id=10003 [State 4500, dust];スパーク type = explod triggerall = !Ishelper triggerall = alive Triggerall = var(1) = 2 || var(1) = 3 triggerall = numexplod(10004)=0 trigger1 = stateno = [2000,2150] trigger2 = stateno = [3000,3050] trigger3 = stateno = [3500,3550] trigger4 = stateno = [10000,10015] trigger5 = stateno = 24000 trigger6 = stateno = 34000 anim = 13610 pos = 0,-30 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 RemoveTime = -1 scale = 1.0,1.0 supermove = 1 id=10004 [State 4500, dust];スパーク type = explod triggerall = !Ishelper triggerall = alive Triggerall = var(1) = 2 || var(1) = 3 triggerall = numexplod(10004)=1 trigger1 = stateno = [2000,2150] trigger2 = stateno = [3000,3050] trigger3 = stateno = [3500,3550] trigger4 = stateno = [10000,10015] trigger5 = stateno = 24000 trigger6 = stateno = 34000 anim = 13612 pos = 0,0 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 RemoveTime = -1 scale = 1.0,0.8 supermove = 1 id=10004 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = movetype = H id = 10003 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = [2000,2150] trigger2 = stateno = [3000,3050] trigger3 = stateno = [3500,3550] trigger4 = stateno = [10000,10015] trigger5 = stateno = 24000 trigger6 = stateno = 34000 trigger7 = stateno = [10200,10212] trigger8 = stateno = 193 trigger9 = stateno = 36500 || stateno = 36530 trigger10 = stateno = [26500,26510] id = 10003 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 10004 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 1930 [State 0, StopSnd] type = StopSnd triggerall = !Ishelper trigger1 = ctrl = 1 channel = 17 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 10004 [State 4500, 7] type = poweradd triggerall = !Ishelper trigger1 = MoveType = H trigger1 = time = 0 value = 50+(var(39)*50) [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 840430 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 840431 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 trigger2 = roundstate != 2 trigger3 = stateno = 84011 && time > 300 ID=64002 ;--------------------------------- ;界王拳関連 [State -2, red] type = PalFX triggerall = !Ishelper triggerall = alive trigger1 = var(10) = 1 && fvar(0) != 100 trigger2 = stateno=56005 && time >= 6 time = 1 add = ifelse(var(12)=1,120,100),0,0 ignorehitpause = 1 [State -2, red] type = PalFX triggerall = !Ishelper triggerall = var(10) = 0 trigger1 = stateno = [66501,66512] trigger2 = stateno = [66520,66530] trigger3 = stateno = [6531,6539] trigger4 = stateno = 66500 && time > 33 trigger5 = stateno = 6530 && time > 9 ;Trigger4 = numHelper(66540)!=0 || numHelper(66541)!=0 || numHelper(66542)!=0 ;trigger4 = numexplod(44302) != 0 time = 1 add = ifelse(var(1)=0,65,100),0,0 ignorehitpause = 1 [State 4500, 5] type = varadd triggerall = !Ishelper triggerall = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 trigger1 = var(12)=1 trigger1 = var(34)>=0 ;trigger1 = gametime % 3 = 0 var(34) = -1 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(1993) = 0 triggerall = numexplod(44301) = 0 trigger1 = var(10) = 1 trigger1 = var(32) != 1 trigger2 = stateno=36005 && AnimElem = 2 anim = 1993 pos = 0,0 sprpriority = -5 bindtime = -1 ownpal = 1 id=1993 RemoveTime = -1 SuperMoveTime =-1 scale = ifelse(var(12)=1,0.8,0.7),ifelse(var(12)=1,0.8,0.7) [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(1970) = 0 triggerall = numexplod(44301) = 0 trigger1 = var(10) = 1 trigger1 = var(32) != 1 trigger2 = stateno=36005 && AnimElem = 2 anim = 1990 pos = 0,0 sprpriority = -6 bindtime = -1 ownpal = 1 id=1970 RemoveTime = -1 SuperMoveTime =-1 scale = ifelse(var(12)=1,0.8,0.7),ifelse(var(12)=1,0.8,0.7) [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(19073) = 0 triggerall = numexplod(44301) = 0 trigger1 = var(10) = 1 trigger1 = var(32) != 1 trigger2 = stateno=36005 && AnimElem = 2 anim = 1992 pos = 0,0 sprpriority = 10 bindtime = -1 ownpal = 1 id=19073 RemoveTime = -1 SuperMoveTime =-1 scale = ifelse(var(12)=1,1.1,1),ifelse(var(12)=1,1.1,1) [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = 10014 trigger2 = stateno = 64000 trigger3 = stateno = 10015 trigger4 = stateno = 360 trigger5 = stateno = 361 trigger6 = anim = 1103 trigger7 = stateno = 1600 && time >=14 && time <=19 trigger8 = stateno = 1650 && time >=14 && time <=19 trigger9 = stateno = 9050 trigger10 = stateno = 9051 trigger11 = stateno = 181 && time >=22 trigger12 = stateno = 9100 && time >=5 trigger13 = stateno = 9101 trigger14 = stateno = 9101 && time <=2 trigger15 = stateno = 9150 && time >=5 trigger16 = stateno = 9151 trigger17 = stateno = 9152 && time <=2 trigger18 = stateno = 3000 trigger19 = stateno = 3050 trigger20 = stateno = 3051 trigger21 = stateno = 3052 trigger22 = stateno = 3100 trigger23 = stateno = 3150 trigger24 = stateno = 8250 trigger25 = anim = 1104 trigger26 = stateno = 66000 && time >18 trigger27 = !alive trigger28 = !alive trigger29 = anim = 101+(var(1)*(10000)) trigger30 = statetype = L trigger31 = fvar(20) = 5080+(var(1)*(10000)) trigger32 = fvar(20) = 5110+(var(1)*(10000)) trigger33 = fvar(20) = 7312+(var(1)*(10000)) trigger34 = stateno = 3500 || (stateno = 3550 && time < 137) trigger35 = stateno = 8400 && time = 21 trigger36 = fvar(0) = 100 trigger37 = stateno = 66517 trigger38 = stateno = 66530 && time > 10 trigger39 = stateno = [66501,66530] trigger40 = stateno = 66500 && time >= 33 trigger41 = stateno = [6531,6539] trigger42 = stateno = 6530 && time >= 10 trigger43 = stateno = 800 trigger43 = time >= 12 trigger44 = stateno = [9003,9004] trigger45 = var(11) = 1 id = 1993 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = 10014 trigger2 = stateno = 64000 trigger3 = stateno = 10015 trigger4 = stateno = 360 trigger5 = stateno = 361 trigger6 = anim = 1103 trigger7 = stateno = 1600 && time >=14 && time <=19 trigger8 = stateno = 1650 && time >=14 && time <=19 trigger9 = stateno = 9050 trigger10 = stateno = 9051 trigger11 = stateno = 181 && time >=22 trigger12 = stateno = 9100 && time >=5 trigger13 = stateno = 9101 trigger14 = stateno = 9101 && time <=2 trigger15 = stateno = 9150 && time >=5 trigger16 = stateno = 9151 trigger17 = stateno = 9152 && time <=2 trigger18 = stateno = 3000 trigger19 = stateno = 3050 trigger20 = stateno = 3051 trigger21 = stateno = 3052 trigger22 = stateno = 3100 trigger23 = stateno = 3150 trigger24 = stateno = 8250 trigger25 = anim = 1104 trigger26 = stateno = 66000 && time >18 trigger27 = !alive trigger28 = !alive trigger29 = anim = 101+(var(1)*(10000)) trigger30 = statetype = L trigger31 = fvar(20) = 5080+(var(1)*(10000)) trigger32 = fvar(20) = 5110+(var(1)*(10000)) trigger33 = fvar(20) = 7312+(var(1)*(10000)) trigger34 = stateno = 3500 || (stateno = 3550 && time < 137) trigger35 = stateno = 8400 && time = 21 trigger36 = fvar(0) = 100 trigger37 = stateno = 66517 trigger38 = stateno = 66530 && time > 10 trigger39 = stateno = [66501,66530] trigger40 = stateno = 66500 && time >= 33 trigger41 = stateno = [6531,6539] trigger42 = stateno = 6530 && time >= 10 trigger43 = stateno = 800 trigger43 = time >= 12 trigger44 = stateno = [9003,9004] trigger45 = var(11) = 1 id = 1970 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = 10014 trigger2 = stateno = 64000 trigger3 = stateno = 10015 trigger4 = stateno = 360 trigger5 = stateno = 361 trigger6 = anim = 1103 trigger7 = stateno = 1600 && time >=14 && time <=19 trigger8 = stateno = 1650 && time >=14 && time <=19 trigger9 = stateno = 9050 trigger10 = stateno = 9051 trigger11 = stateno = 181 && time >=22 trigger12 = stateno = 9100 && time >=5 trigger13 = stateno = 9101 trigger14 = stateno = 9101 && time <=2 trigger15 = stateno = 9150 && time >=5 trigger16 = stateno = 9151 trigger17 = stateno = 9152 && time <=2 trigger18 = stateno = 3000 trigger19 = stateno = 3050 trigger20 = stateno = 3051 trigger21 = stateno = 3052 trigger22 = stateno = 3100 trigger23 = stateno = 3150 trigger24 = stateno = 8250 trigger25 = anim = 1104 trigger26 = stateno = 66000 && time >18 trigger27 = !alive trigger28 = !alive trigger29 = anim = 101+(var(1)*(10000)) trigger30 = statetype = L trigger31 = fvar(20) = 5080+(var(1)*(10000)) trigger32 = fvar(20) = 5110+(var(1)*(10000)) trigger33 = fvar(20) = 7312+(var(1)*(10000)) trigger34 = stateno = 3500 || (stateno = 3550 && time < 137) trigger35 = stateno = 8400 && time = 21 trigger36 = fvar(0) = 100 trigger37 = stateno = 66517 trigger38 = stateno = 66530 && time > 10 trigger39 = stateno = [66501,66530] trigger40 = stateno = 66500 && time >= 33 trigger41 = stateno = [6531,6539] trigger42 = stateno = 6530 && time >= 10 trigger43 = stateno = 800 trigger43 = time >= 12 trigger44 = stateno = [9003,9004] trigger45 = var(11) = 1 id = 19073 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = var(10) = 1 trigger1 = var(32) != 1 trigger1 = Numexplod(15003) = 0 trigger1 = anim = 101+(var(1)*(10000)) PosType = p1 anim = 1994 id = 15003 pos = 30,-30 sprpriority = -7 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 RemoveTime = -1 scale = 1.1,0.9 supermovetime = -1 pausemovetime = 1300 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = var(10) = 1 trigger1 = var(32) != 1 trigger1 = Numexplod(1994) = 0 trigger1 = anim = 101+(var(1)*(10000)) PosType = p1 anim = 1976 id = 1994 pos = 0,30 sprpriority = 20 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 RemoveTime = -1 scale = 0.9,0.9 supermovetime = -1 pausemovetime = 1300 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = anim != 101+(var(1)*(10000)) trigger1 = stateno != 1010 trigger1 = stateno != 1011 id = 1994 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = anim != 101+(var(1)*(10000)) trigger1 = stateno != 1010 trigger1 = stateno != 1011 id = 15003 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(1996) = 0 triggerall = var(10) = 1 triggerall = var(32) != 1 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 1990 pos = 0,20 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=1996 RemoveTime = -1 scale = 1.0,0.5 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(1995) = 0 triggerall = var(10) = 1 triggerall = var(32) != 1 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 1992 pos = 0,20 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=1995 RemoveTime = -1 scale = 1.1,0.65 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = statetype != L trigger1 = fvar(20) != 5080+(var(1)*(10000)) trigger1 = fvar(20) != 5110+(var(1)*(10000)) trigger1 = fvar(20) != 7312+(var(1)*(10000)) trigger2 = anim = 84011 && time > 380 trigger3 = var(29) = 3 trigger4 = fvar(0) = 100 id = 1995 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = statetype != L trigger1 = fvar(20) != 5080+(var(1)*(10000)) trigger1 = fvar(20) != 5110+(var(1)*(10000)) trigger1 = fvar(20) != 7312+(var(1)*(10000)) trigger2 = anim = 84011 && time > 380 trigger3 = var(29) = 3 trigger4 = fvar(0) = 100 id = 1996 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = 66001 trigger2 = stateno = 66002 trigger3 = stateno = 66003 trigger4 = stateno = 66006 && time >=5 trigger5 = stateno = [2000,2150] trigger6 = var(10) != 1 id = 1993 IgnoreHitPause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = 66001 trigger2 = stateno = 66002 trigger3 = stateno = 66003 trigger4 = stateno = 66006 && time >=5 trigger5 = stateno = [2000,2150] trigger6 = var(10) != 1 id = 1970 IgnoreHitPause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = 66001 trigger2 = stateno = 66002 trigger3 = stateno = 66003 trigger4 = stateno = 66006 && time >=5 trigger5 = stateno = [2000,2150] trigger6 = var(10) != 1 id = 19073 IgnoreHitPause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 ID=250012 [state -2 , 特殊ゲージ・最低値] type = VarSet triggerall = !Ishelper trigger1 = ctrl = 1 var(32) = 0 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(11993) = 0 triggerall = numexplod(44301) = 0 trigger1 = var(10) = 1 trigger1 = stateno = [2000,2150] anim = 1993 pos = 0,0 sprpriority = -5 bindtime = -1 ownpal = 1 id=11993 RemoveTime = -1 scale = 0.8,0.8 supermoveTime = -1 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(11970) = 0 triggerall = numexplod(44301) = 0 trigger1 = var(10) = 1 trigger1 = stateno = [2000,2150] anim = 1990 pos = 0,0 sprpriority = -6 bindtime = -1 ownpal = 1 id=11970 RemoveTime = -1 scale = 0.7,.7 supermoveTime = -1 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(119073) = 0 triggerall = numexplod(44301) = 0 trigger1 = var(10) = 1 trigger1 = stateno = [2000,2150] anim = 1992 pos = 0,0 sprpriority = 10 bindtime = -1 ownpal = 1 id=119073 RemoveTime = -1 scale = 1,1 supermoveTime = -1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno != [2000,2150] trigger2 = var(10) != 1 id = 11993 IgnoreHitPause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno != [2000,2150] trigger2 = var(10) != 1 id = 11970 IgnoreHitPause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno != [2000,2150] trigger2 = var(10) != 1 id = 119073 IgnoreHitPause = 1 ;------------------------------- ;1ヒット目根性値 [State -2, VarSet];カウントリセット type = VarSet triggerall = !Ishelper trigger1 = MoveType != H trigger2 = StateNo = [120, 159] var(22) = 0 ignorehitpause = 1 [State -2, VarSet];ヒットカウント type = VarSet triggerall = !Ishelper trigger1 = MoveType = H trigger1 = StateNo != [120, 159] var(22) = GetHitVar(HitCount) ignorehitpause = 1 [State -2, LifeAdd];回復 type = LifeAdd triggerall = !Ishelper triggerall = Alive trigger1 = var(22) = 1 value = Floor(GetHitVar(Damage) * 0.1) absolute = 1 persistent = 0 ignorehitpause = 1 [State -2, LifeAdd];回復 type = VarAdd triggerall = !Ishelper triggerall = Alive trigger1 = var(22) = 1 trigger1 = SysFVar(2) > 0 sysfvar(2) = -Floor(GetHitVar(Damage) * 0.1) absolute = 1 persistent = 0 ignorehitpause = 1 ;--------------------------------- [State -2, オーラ消し] Type = RemoveExplod TriggerAll = !IsHelper Trigger1 = Var(1) < 6 Trigger2 = Var(1) = 8 ID = 84042 IgnoreHitPause = 1 [State 2200,オーラ上];身勝手 type = Explod triggerall = !Ishelper triggerall = Numexplod(84042) = 0 triggerall = var(1) >= 6 && var(1) < 8 trigger1 = var(14) = 0 || roundstate = 0 || stateno = 74011 || stateno = 84006 || stateno = 84009 || stateno = 1317 || (stateno = 84011 && animelem >= 6) || var(29) = 2 trigger2 = anim = 86508 && AnimElem = 2 trigger3 = stateno = 76501 || stateno = 84000 || (stateno = 9152 && time > 6) trigger4 = ctrl = 1 trigger5 = roundstate = 3 id = 84042 anim = 84042 pos = 0, 100 scale = .7,1 postype = P1 bindtime = -1 removetime = -1 supermovetime = 120000 pausemovetime = 120000 sprpriority = -1;表示優先度 ownpal = 1 removeongethit = 1 [State -2, オーラ消し] Type = RemoveExplod TriggerAll = !IsHelper Trigger1 = Var(1) < 6 Trigger2 = Var(1) = 8 ID = 84043 IgnoreHitPause = 1 [State 2200,オーラ上] type = Explod triggerall = !Ishelper triggerall = Numexplod(84043) = 0 triggerall = var(1) >= 6 && var(1) < 8 trigger1 = var(14) = 0 || roundstate = 0 || stateno = 74011 || stateno = 84006 || stateno = 84009 || stateno = 1317 || (stateno = 84011 && animelem >= 6) || var(29) = 2 trigger2 = anim = 86508 && AnimElem = 2 trigger3 = stateno = 76501 || stateno = 84000 || (stateno = 9152 && time > 6) trigger4 = ctrl = 1 trigger5 = roundstate = 3 id = 84043 anim = 84042 pos = 0, 100 scale = .7,1 postype = P1 bindtime = -1 removetime = -1 supermovetime = 120000 pausemovetime = 120000 sprpriority = 5;表示優先度 ownpal = 1 removeongethit = 1 [State 2200,オーラ上];身勝手 type = Explod triggerall = !Ishelper trigger1 = Numexplod(84042) = 1 trigger1 = var(1) >= 7 && var(1) < 8 trigger1 = stateno != 10019 trigger1 = stateno != 10007 trigger1 = stateno != 10008 id = 84042 anim = 84046 pos = 0, 95 scale = .75,1 postype = P1 bindtime = -1 removetime = -1 supermovetime = 120000 pausemovetime = 120000 sprpriority = -1;表示優先度 ownpal = 1 removeongethit = 1 [State 2200,オーラ上] type = Explod triggerall = !Ishelper triggerall = Numexplod(84043) = 1 trigger1 = var(1) >= 7 && var(1) < 8 trigger1 = stateno != 10019 trigger1 = stateno != 10007 trigger1 = stateno != 10008 trigger2 = var(1) = 6 trigger2 = var(36) >= 1000 id = 84043 anim = 8005 pos = 0, 0 scale = 0.8,1.1 postype = P1 bindtime = -1 removetime = -1 removeongethit = 1 sprpriority = 5;表示優先度 ownpal = 1 removeongethit = 1 supermovetime = 1300 pausemovetime = 1300 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(1994) = 1 trigger1 = var(1) >= 7 && var(1) < 8 trigger1 = var(12) != 1 trigger1 = anim = 101+(var(1)*(10000)) anim = 8007 pos = 60,-15 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=1994 RemoveTime = -1 scale = 1.25,0.95 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(1996) = 1 triggerall = var(12) != 1 trigger1 = var(1) >= 7 && var(1) < 8 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 8005 pos = 0,20 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=1996 RemoveTime = -1 scale = 1.2,0.60 supermovetime = 120000 pausemovetime = 120000 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod triggerall = !Ishelper trigger1 = stateno = [84002,84011] ID = 84042 sprpriority = 9 [State 0, ModifyExplod] type = ModifyExplod triggerall = !Ishelper trigger1 = stateno = [84002,84011] ID = 84043 sprpriority = 15 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = 10014 trigger2 = stateno = 64000 trigger3 = stateno = 10015 trigger4 = stateno = 360 trigger5 = stateno = 361 trigger6 = anim = 1103 trigger7 = stateno = 1600 && time >=14 && time <=19 trigger8 = stateno = 1650 && time >=14 && time <=19 trigger9 = stateno = 9050 trigger10 = stateno = 9051 trigger11 = stateno = 181 && time >=22 trigger12 = stateno = 9100 && time >=5 trigger13 = stateno = 9101 trigger14 = stateno = 9101 && time <=2 trigger15 = stateno = 9150 && time >=5 trigger16 = stateno = 9151 trigger17 = stateno = 9152 && time <=2 trigger18 = stateno = 3000 trigger19 = stateno = 3050 trigger20 = stateno = 3051 trigger21 = stateno = 3052 trigger22 = stateno = 3100 trigger23 = stateno = 3150 trigger24 = stateno = 8250 trigger25 = anim = 1104 trigger26 = stateno = 66000 && time >18 trigger27 = !alive trigger28 = !alive trigger29 = anim = 101+(var(1)*(10000)) trigger30 = statetype = L trigger31 = fvar(20) = 5080+(var(1)*(10000)) trigger32 = fvar(20) = 5110+(var(1)*(10000)) trigger33 = fvar(20) = 7312+(var(1)*(10000)) trigger34 = stateno = 1010 && time > 15 trigger35 = stateno = 1011 trigger36 = stateno = 84005 trigger37 = stateno = 84008 trigger38 = stateno = 84009 && time > 48 trigger39 = stateno = 76000 trigger40 = stateno = [94001,94310] trigger41 = var(29) = 3 trigger42 = anim = 84011 && time > 380 trigger43 = var(1) = 8 trigger44 = var(1) = 7 && (stateno = 700 || stateno = 9113 || (stateno = 9114 && time < 5)) trigger45 = anim = 86502 && AnimElem = 12 trigger46 = anim = 63303 && time > 4 trigger47 = stateno = 76500 trigger48 = stateno = 1300 || stateno = 1662 trigger49 = stateno = [9003,9004] id = 84042 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno = 10014 trigger2 = stateno = 64000 trigger3 = stateno = 10015 trigger4 = stateno = 360 trigger5 = stateno = 361 trigger6 = anim = 1103 trigger7 = stateno = 1600 && time >=14 && time <=19 trigger8 = stateno = 1650 && time >=14 && time <=19 trigger9 = stateno = 9050 trigger10 = stateno = 9051 trigger11 = stateno = 181 && time >=22 trigger12 = stateno = 9100 && time >=5 trigger13 = stateno = 9101 trigger14 = stateno = 9101 && time <=2 trigger15 = stateno = 9150 && time >=5 trigger16 = stateno = 9151 trigger17 = stateno = 9152 && time <=2 trigger18 = stateno = 3000 trigger19 = stateno = 3050 trigger20 = stateno = 3051 trigger21 = stateno = 3052 trigger22 = stateno = 3100 trigger23 = stateno = 3150 trigger24 = stateno = 8250 trigger25 = anim = 1104 trigger26 = stateno = 66000 && time >18 trigger27 = !alive trigger28 = !alive trigger29 = anim = 101+(var(1)*(10000)) trigger30 = statetype = L trigger31 = fvar(20) = 5080+(var(1)*(10000)) trigger32 = fvar(20) = 5110+(var(1)*(10000)) trigger33 = fvar(20) = 7312+(var(1)*(10000)) trigger34 = stateno = 1010 && time > 15 trigger35 = stateno = 1011 trigger36 = stateno = 84005 trigger37 = stateno = 84008 trigger38 = stateno = 84009 && time > 48 trigger39 = stateno = 76000 trigger40 = stateno = [94001,94310] trigger41 = var(29) = 3 trigger42 = anim = 84011 && time > 380 trigger43 = var(1) = 8 trigger44 = var(1) = 7 && (stateno = 700 || stateno = 9113 || (stateno = 9114 && time < 5)) trigger45 = anim = 86502 && AnimElem = 12 trigger46 = anim = 63303 && time > 4 trigger47 = stateno = 76500 trigger48 = stateno = 1300 || stateno = 1662 trigger49 = stateno = [9003,9004] id = 84043 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = var(29) != 3 triggerall = alive triggerall = var(1) >= 6 && var(1) < 8 triggerall = Numexplod(15003) = 0 trigger1 = anim = 101+(var(1)*(10000)) trigger2 = stateno = 1010 && time > 15 trigger3 = stateno = 1011 PosType = p1 anim = 84043 id = 15003 pos = 0,10 sprpriority = -7 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 RemoveTime = -1 scale = 1.1,0.9 supermovetime = 1200 pausemovetime = 1200 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = var(29) != 3 triggerall = alive triggerall = var(1) >= 6 && var(1) < 8 triggerall = Numexplod(1994) = 0 trigger1 = anim = 101+(var(1)*(10000)) trigger2 = stateno = 1010 && time > 15 trigger3 = stateno = 1011 PosType = p1 anim = 84044 id = 1994 pos = 0,10 sprpriority = 20 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 RemoveTime = -1 scale = 0.9,0.9 supermovetime = 1200 pausemovetime = 1200 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = var(29) != 3 triggerall = alive triggerall = Numexplod(1996) = 0 triggerall = var(1) >= 6 && var(1) < 8 triggerall = var(29) != 2 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 84042 pos = 0,60 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=1996 RemoveTime = -1 scale = 1.4,0.5 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = var(29) != 3 triggerall = alive triggerall = Numexplod(1995) = 0 triggerall = var(1) >= 6 && var(1) < 8 triggerall = var(29) != 2 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 84042 pos = 0,60 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=1995 RemoveTime = -1 scale = 1.4,0.5 ;------------------------------ ;オーラ系 [State -2];超必殺でスパキン強制解除 type = varset triggerall = !Ishelper triggerall = var(12) = 1 triggerall = var(39) <= 7 trigger1 = stateno = 4000+(var(1)*(10000)) trigger2 = stateno = 100005 trigger3 = stateno = 100100 trigger4 = stateno = 14000 trigger5 = stateno = 16000 trigger6 = stateno = 16500 trigger7 = stateno = 16530 trigger8 = stateno = 24000 trigger9 = stateno = 26000 trigger10 = stateno = 26500 trigger11 = stateno = 34000 trigger12 = stateno = 36000 trigger13 = stateno = 36500 trigger14 = stateno = 36530 trigger15 = stateno = 4000 trigger16 = stateno = 44000 trigger17 = stateno = 46000 trigger18 = stateno = 46500 trigger19 = stateno = 54000 trigger20 = stateno = 56000 trigger21 = stateno = 56500 trigger22 = stateno = 56530 trigger23 = stateno = 6000 trigger24 = stateno = 64000 trigger25 = stateno = 6530 trigger26 = stateno = 66000 trigger27 = stateno = 66500 trigger28 = stateno = 74000 trigger29 = stateno = 76000 trigger30 = stateno = 76500 trigger31 = stateno = 76530 trigger32 = stateno = 6500 trigger33 = stateno = 84000 trigger34 = stateno = 86000 trigger35 = stateno = 86500 trigger36 = stateno = 86530 trigger37 = stateno = 86570 trigger38 = stateno = 94000 trigger39 = stateno = 94605 trigger40 = stateno = 46510 trigger41 = stateno = 94600 trigger42 = stateno = 26510 var(34) = 0 [State -2];超必殺でスパキン強制解除 type = null;Varset triggerall = !Ishelper triggerall = var(39) <= 7 trigger1 = var(11) = 1 trigger2 = roundstate != 2 trigger3 = stateno = 4000 trigger4 = stateno = 14000 trigger5 = stateno = 24000 trigger6 = stateno = 34000 trigger7 = stateno = 44000 trigger8 = stateno = 54000 trigger9 = stateno = 64000 var(12) = 0 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15000) = 0 trigger1 = var(12) = 1 trigger1 = var(1) <= 3 anim = 1937+(var(1)*(10)) pos = 0,5 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15000 RemoveTime = -1 scale = ifelse(var(1)=3,1.4,1.05),ifelse(var(1)=3,1.2,1.05) [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15000) = 1 trigger1 = var(12) = 1 trigger1 = var(1) <= 3 anim = 1934+(var(1)*(10)) pos = 0,5 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15000 RemoveTime = -1 scale = ifelse(var(1)=3,1.3,0.95),ifelse(var(1)=3,1.1,0.95) [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15000) = 0 trigger1 = var(12) = 1 trigger1 = var(1) > 3 trigger1 = var(1) <= 5 trigger1 = var(10) = 0 anim = ifelse(var(1)=4,1997,1987) pos = 0,5 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15000 RemoveTime = -1 scale = 0.6,0.7 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15000) = 1 trigger1 = var(12) = 1 trigger1 = var(1) > 3 trigger1 = var(1) <= 5 trigger1 = var(10) = 0 anim = ifelse(var(1)=4,1971,1986) pos = 0,5 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15000 RemoveTime = -1 scale = 0.6,0.7 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15002) = 0 trigger1 = var(12) = 1 trigger1 = var(1) <= 3 trigger1 = anim = 101+(var(1)*(10000)) anim = 1938+(var(1)*(10)) pos = -20,40 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15002 RemoveTime = -1 scale = 1.2,1.2 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15002) = 1 trigger1 = var(12) = 1 trigger1 = var(1) > 3 trigger1 = var(1) <= 5 trigger1 = var(10) = 0 trigger1 = anim = 101+(var(1)*(10000)) anim = 1938+(var(1)*(10)) pos = -70,-15 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15002 RemoveTime = -1 scale = 0.95,0.95 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15002) = 0 trigger1 = var(12) = 1 trigger1 = var(1) > 3 trigger1 = var(1) <= 5 trigger1 = var(10) = 0 trigger1 = anim = 101+(var(1)*(10000)) anim = 1939+(var(1)*(10)) pos = -70,-15 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15002 RemoveTime = -1 scale = 0.95,0.95 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15002) = 1 trigger1 = var(12) = 1 trigger1 = var(1) <= 3 trigger1 = anim = 101+(var(1)*(10000)) anim = 1936+(var(1)*(10)) pos = -10,35 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15002 RemoveTime = -1 scale = 0.95,0.95 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(15004) = 0 triggerall = var(12) = 1 triggerall = var(1) <= 3 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 1930+(var(1)*(10)) pos = 0,20 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15004 RemoveTime = -1 scale = 1.5,0.6 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(15004) = 1 triggerall = var(12) = 1 triggerall = var(1) <= 3 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 1931+(var(1)*(10)) pos = 0,20 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15004 RemoveTime = -1 scale = 1.6,0.65 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(15004) = 0 triggerall = var(12) = 1 triggerall = var(1) > 3 triggerall = var(1) <= 5 triggerall = var(10) = 0 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = ifelse(var(1)=4,1997,1987) pos = 0,20 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15004 RemoveTime = -1 scale = 1.0,0.6 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(15004) = 0 triggerall = var(12) = 1 triggerall = var(1) > 3 triggerall = var(1) <= 5 triggerall = var(10) = 0 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = ifelse(var(1)=4,1971,1986) pos = 0,20 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15004 RemoveTime = -1 scale = 1.0,0.6 [State 2200,オーラ上];身勝手 type = Explod triggerall = !Ishelper triggerall = Numexplod(15000) = 0 triggerall = var(1) >= 6 trigger1 = var(12) = 1 id = 15000 anim = 8004 pos = 0, 0 scale = 1.0,1.4 postype = P1 bindtime = -1 removetime = -1 removeongethit = 1 sprpriority = -1;表示優先度 ownpal = 1 removeongethit = 1 supermovetime = 1300 pausemovetime = 1300 [State 2200,オーラ上] type = Explod triggerall = !Ishelper triggerall = Numexplod(15000) = 1 triggerall = var(1) >= 6 trigger1 = var(12) = 1 id = 15000 anim = 8005 pos = 0, 0 scale = 1.0,1.4 postype = P1 bindtime = -1 removetime = -1 removeongethit = 1 sprpriority = 5;表示優先度 ownpal = 1 removeongethit = 1 supermovetime = 1300 pausemovetime = 1300 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15002) = 0 triggerall = var(1) >= 6 trigger1 = var(12) = 1 trigger1 = anim = 101+(var(1)*(10000)) anim = 8006 pos = 60,-15 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15002 RemoveTime = -1 scale = 1.25,0.95 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive trigger1 = Numexplod(15002) = 1 triggerall = var(1) >= 6 trigger1 = var(12) = 1 trigger1 = anim = 101+(var(1)*(10000)) anim = 8007 pos = 60,-15 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15002 RemoveTime = -1 scale = 1.25,0.95 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(15004) = 0 triggerall = var(12) = 1 triggerall = var(1) >= 6 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 8004 pos = 0,20 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15004 RemoveTime = -1 scale = 1.2,0.80 supermovetime = 120000 pausemovetime = 120000 ownpal = 1 [State 4500, dust] type = explod triggerall = !Ishelper triggerall = alive triggerall = Numexplod(15004) = 1 triggerall = var(12) = 1 triggerall = var(1) >= 6 trigger1 = statetype = L trigger2 = fvar(20) = 5080+(var(1)*(10000)) trigger3 = fvar(20) = 5110+(var(1)*(10000)) trigger4 = fvar(20) = 7312+(var(1)*(10000)) anim = 8005 pos = 0,20 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=15004 RemoveTime = -1 scale = 1.2,0.80 supermovetime = 120000 pausemovetime = 120000 ownpal = 1 [state -2, remove charge dust] type = removeexplod triggerall = !Ishelper trigger1 = stateno = [10000,10022];var(14) = 1 && stateno != 8400 trigger2 = stateno = 8400 && time <=20 trigger3 = stateno = 10000 trigger4 = stateno = 10001 trigger5 = stateno = 10002 trigger6 = stateno = 10003 trigger7 = stateno = 10010 trigger8 = stateno = 10011 trigger9 = stateno = 10012 trigger10 = stateno = 10014 trigger11 = stateno = 10015 trigger12 = stateno = 44000 trigger13 = stateno = 10015 trigger14 = stateno = 360 trigger15 = stateno = 361 trigger16 = anim = 1103 trigger17 = stateno = 1600 && time >=14 && time <=19 trigger18 = stateno = 1650 && time >=14 && time <=19 trigger19 = stateno = 9050 trigger20 = stateno = 9051 trigger21 = stateno = 181 && time >=22 trigger22 = stateno = 9100 && time >=5 trigger23 = stateno = 9101 trigger24 = stateno = 9101 && time <=2 trigger25 = stateno = 9150 && time >=5 trigger26 = stateno = 9151 trigger27 = stateno = 9152 && time <=2 trigger28 = stateno = 3000 trigger29 = stateno = 3050 trigger30 = stateno = 3051 trigger31 = stateno = 3052 trigger32 = stateno = 3100 trigger33 = stateno = 3150 trigger34 = stateno = 8250 trigger35 = anim = 1104 trigger36 = stateno = 46000 && time >18 trigger37 = stateno = 10014 trigger38 = var(11) = 1 trigger39 = var(11) = 1 trigger40 = var(12) != 1 trigger41 = !alive trigger42 = RoundState != 2 trigger43 = anim = 101+(var(1)*(10000)) trigger44 = statetype = L trigger45 = fvar(20) = 5080+(var(1)*(10000)) trigger46 = fvar(20) = 5110+(var(1)*(10000)) trigger47 = fvar(20) = 7312+(var(1)*(10000)) trigger48 = stateno = 10013 && time > 9 trigger49 = stateno = 800 && time > 0 trigger50 = var(1) = 8 trigger51 = var(1) = 7 && (stateno = 700 || stateno = 9113 || (stateno = 9114 && time < 5)) trigger52 = anim = 86502 && AnimElem = 12 trigger53 = anim = 63303 && time > 4 trigger54 = stateno = 76500 trigger55 = stateno = 9070 trigger56 = stateno = [9003,9004] trigger57 = stateno = [3002,3003] trigger58 = stateno = [2000,2150] trigger59 = stateno = [3000,3500] trigger60 = stateno = 3550 && time < 150 trigger61 = stateno = [56530,56535] trigger62 = stateno = 36500 || stateno = 36530 || stateno = 26500 || stateno = 26510 || stateno = 16500 || stateno = 26520 trigger63 = stateno = [56000,56010] trigger64 = NumHelper(99999) trigger64 = Helper(99999),var(41) = 1 id = 15000 IgnoreHitPause = 1 [state -2, remove charge dust] type = removeexplod triggerall = !Ishelper trigger1 = anim != 101+(var(1)*(10000)) trigger2 = stateno = 9050 trigger3 = stateno = 9051 trigger4 = var(12) !=1 id = 15002 IgnoreHitPause = 1 [state -2, remove charge dust] type = removeexplod triggerall = !Ishelper trigger1 = statetype != L trigger1 = fvar(20) = 5080+(var(1)*(10000)) trigger1 = fvar(20) = 5110+(var(1)*(10000)) trigger1 = fvar(20) = 7312+(var(1)*(10000)) trigger2 = Numexplod(15000) != 0 trigger3 = Numexplod(1993) != 0 trigger4 = var(12) !=1 id = 15004 IgnoreHitPause = 1 [state -2, remove charge dust] type = removeexplod triggerall = !Ishelper trigger1 = stateno != 9051 trigger1 = stateno != 56002 trigger1 = stateno != 56003 trigger1 = stateno != 56004 trigger2 = stateno = 56004 && AnimElem >= 5 id = 150021 IgnoreHitPause = 1 [state -2, remove charge dust] type = removeexplod triggerall = !Ishelper trigger1 = stateno != 9051 trigger1 = stateno != 56002 trigger1 = stateno != 56003 trigger1 = stateno != 56004 trigger2 = stateno = 56004 && AnimElem >= 5 id = 150031 IgnoreHitPause = 1 [State 4501, StopSnd] type = StopSnd triggerall = !Ishelper trigger1 = anim != 1900+(var(1)*(10000)) && anim != 67000 channel = 18 [State 0, RemoveExplod];オーラ消す type = RemoveExplod triggerall = !Ishelper trigger1 = prevstateno = 3050 trigger2 = ctrl = 1 id = 3000 IgnoreHitPause = 1 [State 2200, 3];かめはめ波分岐フラグリセット type = varSet triggerall = !Ishelper trigger1 = prevstateno = 3050 trigger2 = ctrl = 1 var(15) = 0 ;必殺オーラ------------------- [State 4500, dust] type = explod triggerall = !Ishelper triggerall = Numexplod(16000) = 0 triggerall = var(12) = 1 triggerall = var(1) <= 5 trigger1 = (stateno = 3000) && time < 12 ;超かめはめ波 trigger2 = (stateno = 2000 || stateno = 2100 || stateno = 2050 || stateno = 2150) && var(10) = 0 trigger3 = stateno = 1759 ;メテオアタック trigger4 = stateno = 14000 || stateno = 14008 ;瞬間移動かめはめ波 trigger5 = stateno = [56000,56008] anim = 1937+(var(1)*(10)) pos = 0,5 sprpriority = -5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=16000 RemoveTime = -1 SuperMoveTime =-1 scale = ifelse(var(1)=4,0.6,ifelse(var(1)=5,0.6,1.05)),ifelse(var(1)=4,0.7,ifelse(var(1)=5,0.7,1.05)) [State 4500, dust] type = explod triggerall = !Ishelper triggerall = Numexplod(16001) = 0 triggerall = var(12) = 1 triggerall = var(1) <= 5 trigger1 = (stateno = 3000) && time < 12 ;超かめはめ波 trigger2 = (stateno = 2000 || stateno = 2100 || stateno = 2050 || stateno = 2150) && var(10) = 0 trigger3 = stateno = 1759 ;メテオアタック trigger4 = stateno = 14000 || stateno = 14008 ;瞬間移動かめはめ波 trigger5 = stateno = [56000,56008] anim = ifelse(var(1)=5,1986,1934+(var(1)*(10))) pos = 0,5 sprpriority = 5 bindtime = -1 ownpal = 1 removeongethit = 1 ignorehitpause = 1 id=16001 RemoveTime = -1 SuperMoveTime =-1 SuperMoveTime =-1 scale = ifelse(var(1)=4,0.6,ifelse(var(1)=5,0.6,0.95)),ifelse(var(1)=4,0.7,ifelse(var(1)=5,0.7,0.95)) [State 3200, Aura0];スパキンオーラ type = Explod triggerall = !Ishelper triggerall = Numexplod(16000) = 0 triggerall = var(12) = 1 triggerall = var(1) >= 6 trigger1 = stateno = 3000 || stateno = 3050 ;超かめはめ波 trigger2 = stateno = 2000 || stateno = 2100 || stateno = 2050 || stateno = 2150 ;かめはめ波 trigger3 = stateno = 1759 ;メテオアタック trigger4 = stateno = 14000 || stateno = 14008 ;瞬間移動かめはめ波 anim = 8004 id=16000 sprpriority = -5 postype = p1 pos = 0, 0 scale = 1.2,1.5 bindtime = -1 removetime = -1 supermovetime = 1300 pausemovetime = 1300 ownpal = 1 [State 3200, Aura0];スパキンオーラ type = Explod triggerall = !Ishelper triggerall = Numexplod(16001) = 0 triggerall = var(12) = 1 triggerall = var(1) >= 6 trigger1 = stateno = 3000 || stateno = 3050 ;超かめはめ波 trigger2 = stateno = 2000 || stateno = 2100 || stateno = 2050 || stateno = 2150 ;かめはめ波 trigger3 = stateno = 1759 ;メテオアタック trigger4 = stateno = 14000 || stateno = 14008 ;瞬間移動かめはめ波 anim = 8005 id=16001 sprpriority = -5 postype = p1 pos = 0, 0 scale = 1.2,1.5 bindtime = -1 removetime = -1 supermovetime = 1300 pausemovetime = 1300 ownpal = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper triggerall = stateno != 3050 trigger1 = var(12) != 1 trigger2 = var(14) != 1 trigger3 = stateno = 3011 trigger4 = stateno = 14004 trigger5 = (stateno = 3000 && time >= 12 && var(1) <= 5) trigger6 = anim = 63303 && time > 4 trigger7 = anim = 1111 id = 16000 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = Numexplod(16000) = 0 id = 16001 ;スパーキングゲージ--------------------------------------- [State -2] type = Helper triggerall = !Ishelper TriggerAll = FVar(37) = 0 trigger1 = Numhelper(13500) = 0 trigger1 = (Var(58)/100000%10 > 0) stateno = 13500 ID = 13500 pos = 0,0 postype = left helpertype = player name = "gauge" keyctrl = 0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State -2] type = Helper;IKEMEN triggerall = !Ishelper TriggerAll = FVar(37) = 1 trigger1 = Numhelper(13500) = 0 trigger1 = (Var(58)/100000%10 > 0) stateno = 13500 ID = 13500 pos = 0,0 postype = left helpertype = Normal name = "gauge" keyctrl = 0 ownpal = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State 4500, 5] type = varset triggerall = !Ishelper trigger1 = var(34)<=0 var(12) = 2 [State 4500, 5] type = varset triggerall = !Ishelper trigger1 = var(34) >= 1000 var(12) = 0 [State -2, スパーキングゲージ回復/LV2] type = varadd triggerall = !Ishelper triggerall = (Var(56)/1%10 = 2) triggerall = var(39) >= 6 trigger1 = var(12) = 2 trigger1 = var(34) <= 1000 trigger1 = gametime % 2 = 0 trigger1 = var(11) != 1 var(34) = ifelse(var(39) = 7,1,ifelse(var(39) = 8,4,1)) [State 4500, 5] type = varadd triggerall = !Ishelper trigger1 = RoundState = 2 trigger1 = var(12)=1 trigger1 = var(34)>=0 trigger1 = var(14)!=1 trigger1 = gametime % 2 = 0 var(34) = -1 [state -2 , 特殊ゲージ・最大値] type = VarSet triggerall = !Ishelper trigger1 = RoundState = 1 trigger2 = RoundState = 0 trigger3 = var(34) >= 1000 var(34) = 1000 [state -2 , 特殊ゲージ・最大値] type = VarSet triggerall = !Ishelper trigger1 = RoundState = 0 trigger1 = var(33) >= 1000 var(11) = 0 [State -2, スパーキング無し] type = varset TriggerAll = !IsHelper trigger1 = (Var(56)/1%10 = 0) ;スパーキングLV trigger2 = (Var(56)/1%10 = [1,3]);スパーキングLV trigger2 = var(34) <= 0 var(12) = 2 IgnoreHitPause = 1 [state 4500, 5] type = varadd TriggerAll = !IsHelper trigger1 = RoundState = 2 trigger1 = var(12)=1 trigger1 = var(34)>=0 trigger1 = var(14)!=1 trigger1 = gametime % 2 = 0 var(34) = -1 [State -2, スパーキングLV0用] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(56)/1%10 = 0);スパーキングLV Trigger1 = 1 || Var(12) := 2 Trigger1 = 1 || Var(34) := 0 IgnoreHitPause = 1 [State -2, スパーキングLV1用] Type = Null TriggerAll = !IsHelper TriggerAll = RoundState <= 2 TriggerAll = !(Var(42)&Floor(2.0**2));試合中フラグ TriggerAll = (Var(56)/1%10 = 1);スパーキングLV Trigger1 = 1 || Var(12) := 0 Trigger1 = 1 || Var(34) := 1000 IgnoreHitPause = 1 [State -2, スパーキングゲージ回復/LV3] type = varadd triggerall = !Ishelper triggerall = (Var(56)/1%10 = 3) trigger1 = var(12) = 2 trigger1 = var(34) <= 1000 trigger1 = gametime % 2 = 0 trigger1 = var(11) != 1 var(34) = ifelse(var(39) = 7,1,ifelse(var(39) = 8,4,1)) [State -2, スパーキングLV3用] Type = Null TriggerAll = !IsHelper TriggerAll = (Var(56)/1%10 = 3);スパーキングLV Trigger1 = Var(12) = 2 Trigger1 = Var(34) = 1000 Trigger1 = 0 && Var(12) := 0 IgnoreHitPause = 1 [State -2, スパーキングLV4用] Type = Null TriggerAll = !IsHelper && Alive TriggerAll = (Var(56)/1%10 = 4);スパーキングLV Trigger1 = 1 || Var(12) := 1 Trigger1 = 1 || Var(34) := 1000 IgnoreHitPause = 1 [State -2, スパーキングゲージ/下限値] Type = VarSet TriggerAll = !IsHelper Trigger1 = Var(34) < 0 var(34) = 0 IgnoreHitPause = 1 ;サバイバルゲージ--------------------------------------- [State -2] type = Helper triggerall = !Ishelper TriggerAll = FVar(37) = 0 trigger1 = Numhelper(13000) = 0 trigger1 = var(1) < 6 trigger1 = (Var(58)/100000%10 > 0) stateno = 13000 ID = 13000 pos = 0,0 postype = left helpertype = player name = "gauge" keyctrl = 0 ownpal = 1 IgnoreHitPause = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 [State -2] type = Helper;IKEMEN triggerall = !Ishelper triggerall = FVar(37) = 1 trigger1 = Numhelper(13000) = 0 trigger1 = var(1) < 6 trigger1 = (Var(58)/100000%10 > 0) stateno = 13000 ID = 13000 pos = 0,0 postype = left helpertype = normal name = "gauge" keyctrl = 0 ownpal = 1 IgnoreHitPause = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 [State -2] type = Helper triggerall = !Ishelper TriggerAll = FVar(37) = 0 trigger1 = Numhelper(13003) = 0 trigger1 = var(1) >= 6 trigger1 = (Var(58)/100000%10 > 0) stateno = 13003 ID = 13003 pos = 0,0 postype = left helpertype = player name = "gauge3" keyctrl = 0 ownpal = 1 IgnoreHitPause = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 [State -2] type = Helper;IKEMEN triggerall = !Ishelper triggerall = FVar(37) = 1 trigger1 = Numhelper(13003) = 0 trigger1 = var(1) >= 6 trigger1 = (Var(58)/100000%10 > 0) stateno = 13003 ID = 13003 pos = 0,0 postype = left helpertype = normal name = "gauge3" keyctrl = 0 ownpal = 1 IgnoreHitPause = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 [State -2, サバイバルゲージ回復] type = Varset triggerall = !Ishelper triggerall = RoundState = 2 trigger1 = var(33) > 1000 trigger2 = (Var(58)/100000%10 = 0) var(33) = 1000 [State 0, LifeAdd] type = null;LifeAdd triggerall = !Ishelper trigger1 = var(14) != 1 trigger1 = var(12) = 1 trigger1 = gametime % 3 = 0 trigger1 = var(39) = 3 value = 1 [State 0, LifeAdd] type = LifeAdd triggerall = !Ishelper trigger1 = var(14) != 1 trigger1 = var(12) = 1 trigger1 = gametime % 3 = 0 trigger1 = var(39) = 4 value = 0 [State 0, LifeAdd] type = LifeAdd triggerall = !Ishelper trigger1 = var(14) != 1 trigger1 = var(12) = 1 trigger1 = gametime % 3 = 0 trigger1 = var(39) = 5 trigger1 = var(11) != 1 value = 0 [State -2, スパキン中体力回復/ランク「6」] type = LifeAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) trigger1 = var(14) != 1 trigger1 = var(12) = 1 trigger1 = gametime % 3 = 0 trigger1 = var(39) = 6 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 2) trigger1 = var(11) != 1 value = 6 [State -2, ライフ管理/スパキン中体力回復/ランク「6」] type = VarAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) trigger1 = var(14) != 1 trigger1 = var(12) = 1 trigger1 = gametime % 3 = 0 trigger1 = var(39) = 6 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 2) trigger1 = var(11) != 1 trigger1 = SysFVar(2) > 0 sysfvar(2) = -6 [State -2, スパキン中体力回復/ランク「7」] type = LifeAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) trigger1 = var(14) != 1 trigger1 = var(12) = 1 trigger1 = gametime % 3 = 0 trigger1 = var(39) = 7 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 3) trigger1 = var(11) != 1 value = 10 [State -2, ライフ管理/スパキン中体力回復/ランク「7」] type = VarAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) trigger1 = var(14) != 1 trigger1 = var(12) = 1 trigger1 = gametime % 3 = 0 trigger1 = var(39) = 7 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 3) trigger1 = var(11) != 1 trigger1 = SysFVar(2) > 0 sysfvar(2) = -10 [State 0, LifeAdd] type = null;LifeAdd triggerall = !Ishelper trigger1 = var(14) != 1 trigger1 = var(12) = 1 trigger1 = gametime % 3 = 0 trigger1 = var(39) >= 8 trigger1 = var(11) != 1 value = 20 [state -2 , 特殊ゲージ・通常] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1=var(20)=gametime*5 || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = RoundState = 2 trigger1 = var(14) != 1 trigger1 = var(1) = 0 && var(11) = 0 trigger1 = gametime % 2 = 0 trigger1 = movetype != H || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = var(33) <= 1000 trigger1 = var(33) >= 0 var(33) = -Var(41) [state -2 , 特殊ゲージ・超サイヤ人] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1=var(20)=gametime*5 || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = RoundState = 2 trigger1 = var(14) != 1 trigger1 = var(1) = 1 && var(11) = 0 trigger1 = gametime % 5 = 0 trigger1 = movetype != H || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = var(33) <= 1000 trigger1 = var(33) >= 0 var(33) = -Var(41) [state -2 , 特殊ゲージ・超サイヤ人2] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1=var(20)=gametime*5 || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = RoundState = 2 trigger1 = var(14) != 1 trigger1 = var(1) = 2 && var(11) = 0 trigger1 = gametime % 5 = 0 trigger1 = movetype != H || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = var(33) <= 1000 trigger1 = var(33) >= 0 var(33) = -Var(41) [state -2 , 特殊ゲージ・超サイヤ人3] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1=var(20)=gametime*5 || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = RoundState = 2 trigger1 = var(14) != 1 trigger1 = var(1) = 3 && var(11) = 0 trigger1 = gametime % 5 = 0 trigger1 = movetype != H || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = var(33) <= 1000 trigger1 = var(33) >= 0 var(33) = -Var(41) [state -2 , 特殊ゲージ・超サイヤ人ゴッド] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1=var(20)=gametime*5 || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = RoundState = 2 trigger1 = var(14) != 1 trigger1 = var(1) = 4 && var(11) = 0 trigger1 = gametime % 5 = 0 trigger1 = movetype != H || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = var(33) <= 1000 trigger1 = var(33) >= 0 var(33) = -Var(41) [state -2 , 特殊ゲージ・超サイヤ人ブルー] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1=var(20)=gametime*5 || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = RoundState = 2 trigger1 = var(14) != 1 trigger1 = var(1) = 5 && var(11) = 0 && var(10) = 0 trigger1 = gametime % 5 = 0 trigger1 = movetype != H || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = var(33) <= 1000 trigger1 = var(33) >= 0 var(33) = -Var(41) [state -2 , 特殊ゲージ・超サイヤ人ブルー界王拳] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1=var(20)=gametime*5 || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = RoundState = 2 trigger1 = var(14) != 1 trigger1 = var(1) = 5 && var(10) = 1 trigger1 = gametime % 5 = 0 trigger1 = movetype != H || (Var(42)&Floor(2.0**19));サバイバルゲージ被弾中の消費 trigger1 = var(33) <= 1000 trigger1 = var(33) >= 0 var(33) = -Var(41) [state -2 , 特殊ゲージ・エネルギー切れ] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 trigger1 = var(1) = 0 && var(11) = 1 trigger1 = var(33) <= 1000 trigger1 = var(33) >= 0 var(33) = -Var(41) [State 230, 2] type = stopsnd triggerall = !Ishelper trigger1 = RoundState = 2 channel = 8 [State 230, 2] type = stopsnd triggerall = !Ishelper trigger1 = RoundState = 2 trigger1 = time = 0 channel = 1 ;--------------------------------------------------- ;変身パワーアップ [State -2, パワー回復/ランク「0」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 0 trigger1 = var(14) != 1 ;trigger1 = !(stateno = 76001 && var(1) = 6) trigger1 = var(20) = gametime*5 || (Var(42)&Floor(2.0**5)) value = ifelse(var(12)=1,var(12),0)*0 [State -2, パワー回復/ランク「1」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 1 trigger1 = var(14) != 1 ;trigger1 = !(stateno = 76001 && var(1) = 6) trigger1 = var(20) = gametime*5 || (Var(42)&Floor(2.0**5)) value = 0+(ifelse(var(12)=1,var(12),0)*0) [State -2, パワー回復/ランク「2」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(51)/1%10 >= 1);ゲージ回復LV trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 2 && (Var(51)/1%10 = 1) || (Var(51)/1%10 = 2) trigger1 = var(14) != 1 ;trigger1 = !(stateno = 76001 && var(1) = 6) trigger1 = var(20) = gametime*5 || (Var(42)&Floor(2.0**5)) value = 1+(ifelse(var(12)=1,var(12),0)*5) [State -2, パワー回復/ランク「3」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(51)/1%10 >= 1);ゲージ回復LV trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 3 && (Var(51)/1%10 = 1) || (Var(51)/1%10 = 3) trigger1 = var(14) != 1 ;trigger1 = !(stateno = 76001 && var(1) = 6) trigger1 = var(20) = gametime*5 || (Var(42)&Floor(2.0**5)) value = 3+(ifelse(var(12)=1,var(12),0)*10) [State -2, パワー回復/ランク「4」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(51)/1%10 >= 1);ゲージ回復LV trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 4 && (Var(51)/1%10 = 1) || (Var(51)/1%10 = 4) trigger1 = var(14) != 1 ;trigger1 = !(stateno = 76001 && var(1) = 6) trigger1 = var(20) = gametime*5 || (Var(42)&Floor(2.0**5)) value = 4+(ifelse(var(12)=1,var(12),0)*30) [State -2, パワー回復/ランク「5」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(51)/1%10 >= 1);ゲージ回復LV trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 5 && (Var(51)/1%10 = 1) || (Var(51)/1%10 = 5) trigger1 = var(14) != 1 ;trigger1 = !(stateno = 76001 && var(1) = 6) trigger1 = var(20) = gametime*5 || (Var(42)&Floor(2.0**5)) value = 10+(ifelse(var(12)=1,var(12),0)*50) [State -2, パワー回復/ランク「6」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(51)/1%10 >= 1);ゲージ回復LV trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 6 && (Var(51)/1%10 = 1) || (Var(51)/1%10 = 6) trigger1 = var(14) != 1 ;trigger1 = stateno != 76001 ;trigger1 = var(20) = gametime*5 value = 25+(ifelse(var(12)=1,var(12),0)*100) [State -2, パワー回復/ランク「7」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(51)/1%10 >= 1);ゲージ回復LV trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 7 && (Var(51)/1%10 = 1) || (Var(51)/1%10 = 7) trigger1 = var(14) != 1 ;trigger1 = stateno != 76001 ;trigger1 = var(20) = gametime*5 value = 30+(ifelse(var(12)=1,var(12),0)*100) [State -2, パワー回復/ランク「8」] type = poweradd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(51)/1%10 >= 1);ゲージ回復LV trigger1 = RoundState = 2 trigger1 = var(11) != 1 trigger1 = var(39) = 8 trigger1 = var(14) != 1 value = 10000 [State -2, パワー回復/ゲージMAX] Type = PowerSet TriggerAll = !IsHelper TriggerAll = (Var(51)/1%10 = 8);ゲージ回復LV Trigger1 = RoundState = 2 Trigger1 = Var(11) != 1 Value = PowerMAX IgnoreHitPause = 1 [State -2, パワー回復/エネルギー切れ] type = powerset triggerall = !Ishelper TriggerAll = NumPartner trigger1 = Partner,alive = 0 trigger1 = var(11) = 1 Value = 0 [State -2, 攻撃力/ランク「0」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 0 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 0) trigger1 = var(11) != 1 Value = 1-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0) [State -2, 攻撃力/ランク「1」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 1 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 2) trigger1 = var(11) != 1 Value = 1.1-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0) [State -2, 攻撃力/ランク「2」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 2 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 3) trigger1 = var(11) != 1 Value = 1.2-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0) [State -2, 攻撃力/ランク「3」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 3 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 4) trigger1 = var(11) != 1 Value = 1.4-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0) [State -2, 攻撃力/ランク「4」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 4 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 5) trigger1 = var(11) != 1 Value = 1.75-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0) [State -2, 攻撃力/ランク「5」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 5 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 6) trigger1 = var(11) != 1 Value = 2.0-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0) [State -2, 攻撃力/ランク「6」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 6 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 7) trigger1 = var(11) != 1 Value = 2.5-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0) [State -2, 攻撃力/ランク「7」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 7 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 8) trigger1 = var(11) != 1 Value = 3.0+ifelse(var(12)!=1,0,0.6)-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0) [State -2, 攻撃力/ランク「8」] Type = AttackMulSet triggerall = !Ishelper TriggerAll = NumHelper(99999) trigger1 = var(39) = 8 && (Var(51)/100%10 = 1) || (Var(51)/100%10 = 9) trigger1 = var(11) != 1 Value = (10.0+ifelse(var(12)!=1,0,0.6)-fvar(13)+IfElse((Helper(99999),Var(0)&128),FVar(39),0))*ifelse(var(12) = 1,2,1) [State -2, 攻撃力/エネルギー切れ] Type = AttackMulSet triggerall = !Ishelper trigger1 = var(11) = 1 Value = 0.5-fvar(13) [State -2, 攻撃力/ヘルパー用] Type = AttackMulSet TriggerAll = IsHelper TriggerAll = NumHelper(99999) Trigger1 = 0 Value = Helper(99999),FVar(0) IgnoreHitPause = 1 [State -2, 防御力/ランク「0」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 0 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 2) trigger1 = var(11) != 1 sysfvar(4) = 1.1*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/ランク「1」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 1 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 0) trigger1 = var(11) != 1 sysfvar(4) = 1.0*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/ランク「2」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 2 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 3) trigger1 = var(11) != 1 sysfvar(4) = 0.8*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/ランク「3」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 3 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 4) trigger1 = var(11) != 1 sysfvar(4) = 0.7*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/ランク「4」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 4 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 5) trigger1 = var(11) != 1 sysfvar(4) = 0.6*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/ランク「5」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 5 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 6) trigger1 = var(11) != 1 sysfvar(4) = 0.4*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/ランク「6」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 6 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 7) trigger1 = var(11) != 1 sysfvar(4) = 0.3*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/ランク「7」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 7 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 8) trigger1 = var(11) != 1 sysfvar(4) = 0.2*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/ランク「8」] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 8 && (Var(51)/100000000%10 = 1) || (Var(51)/100000000%10 = 9) trigger1 = var(11) != 1 sysfvar(4) = 0.1*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/最低保証値] type = VarSet triggerall = !Ishelper trigger1 = SysFvar(4) < 0.01 sysfvar(4) = 0.01*ifelse(var(1) = 6,ifelse((Var(55)/10%10=1),2,ifelse((Var(55)/10%10=3),2,1)),1) ignorehitpause = 1 [State -2, 防御力/エネルギー切れ] type = VarSet triggerall = !Ishelper trigger1 = var(11) = 1 sysfvar(4) = 2.0 ignorehitpause = 1 [State -2, 防御力/エネルギー切れ/身勝手] type = VarSet triggerall = !Ishelper trigger1 = var(1) = 8 sysfvar(4) = 100.0 ignorehitpause = 1 [State -2, 0] type = DefenceMulSet triggerall = !Ishelper trigger1 = 1 Value = SysFvar(4) [state -2 , 極ゲージ] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 trigger1 = var(1) = 6 trigger1 = var(36) <= 1000 trigger1 = var(36) >= 0 trigger1 = gametime % 19 = 0 var(36) = 1+Floor(FVar(4)) [state -2 , 極ゲージ] type = Varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 trigger1 = var(1) >= 7 trigger1 = var(36) <= 1000 trigger1 = var(36) >= 0 trigger1 = gametime % 38 = 0 var(36) = -Floor(FVar(5)) [state -2 , 極ゲージ] type = Varset triggerall = !Ishelper trigger1 = RoundState = 2 trigger1 = var(1) >= 6 trigger1 = var(36) >= 1000 var(36) = 1000 [State -2, 自動攻撃力上昇] type = Varadd triggerall = !Ishelper triggerall = NumHelper(99999) triggerall = (Helper(99999),Var(0)&128) TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 trigger1 = var(38) < 1000 trigger1 = gametime % 6 = 0 var(38) = (Var(51)/10000%10000) [State -2, 自動攻撃力上昇限界値] Type = Null TriggerAll = !IsHelper Trigger1 = Var(38) > 1000 Trigger1 = 0 && Var(38) := 1000 Trigger2 = Var(38) < 0 Trigger2 = 0 && Var(38) := 0 IgnoreHitPause = 1 [State -2, 自動攻撃力上昇値/ランク「7」] type = VarAdd triggerall = !Ishelper triggerall = NumHelper(99999) triggerall = (Helper(99999),Var(0)&128) TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 ;trigger1 = var(38) <= 1000 trigger1 = var(39) <= 7 fvar(39) = (var(38)*0.000005) [State -2, 自動攻撃力上昇値/ランク「8」] type = VarAdd triggerall = !Ishelper triggerall = NumHelper(99999) triggerall = (Helper(99999),Var(0)&128) TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ trigger1 = RoundState = 2 ;trigger1 = var(38) <= 1000 trigger1 = var(39) >= 8 fvar(39) = (var(38)*0.000010) [State 0, LifeAdd] type = null;LifeAdd triggerall = !Ishelper triggerall = var(39) = 5 trigger1 = RoundState = 2 trigger1 = gametime % 6 = 0 value = 1 [State -2, 体力回復/ランク「6」] type = LifeAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) triggerall = var(39) = 6 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 2) trigger1 = RoundState = 2 trigger1 = gametime % 6 = 0 value = 3 [State -2, ライフ管理/体力回復/ランク「6」] type = varAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) triggerall = var(39) = 6 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 2) trigger1 = RoundState = 2 trigger1 = gametime % 6 = 0 trigger1 = SysFVar(2) > 0 sysfvar(2) = -3 [State -2, 体力回復/ランク「7」] type = LifeAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) triggerall = var(39) >= 7 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 3) trigger1 = RoundState = 2 trigger1 = gametime % 6 = 0 value = 6 [State -2, ライフ管理/体力回復/ランク「7」] type = varAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) triggerall = var(39) >= 7 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 3) trigger1 = RoundState = 2 trigger1 = gametime % 6 = 0 trigger1 = SysFVar(2) > 0 sysfvar(2) = -6 [State -2, 体力回復/ランク「8」] type = LifeAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) triggerall = var(39) = 8 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 4) trigger1 = RoundState = 2 trigger1 = gametime % 6 = 0 value = 10 [State -2, ライフ管理/体力回復/ランク「8」] type = varAdd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**4)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**3)) && (Var(42)&Floor(2.0**4)) triggerall = var(39) = 8 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 4) trigger1 = RoundState = 2 trigger1 = gametime % 6 = 0 trigger1 = SysFVar(2) > 0 sysfvar(2) = -10 [State -2, ライフ管理/ランク「7」の回復] type = varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV triggerall = var(39) = 7 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 3) triggerall = var(12) = 1 ;スパーキング中フラグ triggerall = var(11) != 1;エネルギー切れフラグ trigger1 = gametime % 4 = 0 trigger1 = SysFVar(2) > 0 sysfvar(2) = ifelse(var(34)>900,-50,-1) [State -2, ライフ管理/ランク「8」の回復] type = varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV triggerall = var(39) >= 8 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 4) triggerall = var(12) = 1 ;スパーキング中フラグ triggerall = var(11) != 1;エネルギー切れフラグ trigger1 = gametime % 4 = 0 trigger1 = SysFVar(2) > 0 sysfvar(2) = ifelse(var(34)>900,-150,-3) [State -2, ライフ管理/ランク「8」の回復] type = varadd triggerall = !Ishelper TriggerAll = (Var(42)&Floor(2.0**2)) ;試合中フラグ TriggerAll = (Var(56)/10000000%10 >= 1);体力回復LV triggerall = var(39) >= 8 && (Var(56)/10000000%10 = 1) || (Var(56)/10000000%10 = 4) triggerall = var(12) != 1;スパーキングフラグ triggerall = var(11) != 1;エネルギー切れフラグ trigger1 = gametime % 4 = 0 trigger1 = SysFVar(2) > 0 sysfvar(2) = -1 [State -2, LifeAdd] type = varset triggerall = !Ishelper triggerall = var(39) >= 8 triggerall = roundstate <= 2 triggerall = !ishelper triggerall = var(11) != 1 trigger1 = gametime != sysvar(4) trigger2 = movereversed trigger3 = movetype = H && SysFvar(2) < 999 var(3) = 3 ;--------------------------------- ;1ヒット目根性値 [State -2, VarSet];カウントリセット type = VarSet triggerall = !Ishelper trigger1 = MoveType != H trigger2 = StateNo = [120, 159] var(22) = 0 ignorehitpause = 1 [State -2, VarSet];ヒットカウント type = VarSet triggerall = !Ishelper trigger1 = MoveType = H trigger1 = StateNo != [120, 159] var(22) = GetHitVar(HitCount) ignorehitpause = 1 [State -2, LifeAdd];回復 type = LifeAdd triggerall = !Ishelper triggerall = Alive triggerall = var(22) = 1 trigger1 = var(1) != 0 trigger2 = var(11) = 1 value = Floor(GetHitVar(Damage) * (1.0 - SysFvar(4))) absolute = 1 persistent = 0 ignorehitpause = 1 [State -2, LifeAdd];回復 type = VarAdd triggerall = !Ishelper triggerall = Alive triggerall = var(22) = 1 triggerAll = SysFVar(2) > 0 trigger1 = var(1) != 0 trigger2 = var(11) = 1 sysfvar(2) = -Floor(GetHitVar(Damage) * (1.0 - SysFvar(4))) absolute = 1 persistent = 0 ignorehitpause = 1 [State -2, ライフ管理無し/攻撃を受ける前の体力] Type = VarSet TriggerAll = !IsHelper TriggerAll = !GetHitVar(Damage) TriggerAll = Var(20) = GameTime*5;ステートを奪われてない TriggerAll = Var(39) < 7 ;ライフ管理 Trigger1 = MoveType != H var(44) = Life IgnoreHitPause = 1 [State -2, ライフ管理/攻撃を受ける前の体力] Type = VarSet TriggerAll = !IsHelper TriggerAll = !GetHitVar(Damage) TriggerAll = Var(20) = GameTime*5;ステートを奪われてない TriggerAll = Var(39) >= 7;ライフ管理 Trigger1 = MoveType != H var(44) = LifeMAX-Floor(SysFVar(2)) IgnoreHitPause = 1 [State -2, 現在体力を変数にセット] Type = VarSet TriggerAll = !IsHelper Trigger1 = Var(39) < 7;ライフ管理 var(45) = Life IgnoreHitPause = 1 [State -2, ライフ管理/現在体力を変数にセット] Type = VarSet TriggerAll = !IsHelper Trigger1 = Var(39) >= 7;ライフ管理 var(45) = LifeMAX-Floor(SysFVar(2)) IgnoreHitPause = 1 [State -2, 落下ダメージを受ける] Type = HitFallDamage TriggerAll = !IsHelper Trigger1 = Var(39) >= 7;ライフ管理 IgnoreHitPause = 1 [State -2, 落下ダメージ無効] Type = LifeSet TriggerAll = !IsHelper && Alive Trigger1 = Var(39) >= 7;ライフ管理 Value = Var(45) IgnoreHitPause = 1 [state -2, ダメージキャンセル用GetHitVar(Damage)記憶] type = varadd triggerall = !Ishelper TriggerAll = Var(1) != 8 Trigger1 = 0 && FVar(30) := 0 Trigger2 = (Var(42)&Floor(2.0**2));試合中 fvar(30) = gethitvar(damage) ignorehitpause = 1 [State -2, ライフ管理/ランク「7」ダメージ量記憶] type = varadd triggerall = !Ishelper triggerall = var(39) = 7 triggerall = var(20) = gametime*5 triggerall = MoveType != A triggerall = stateno != 1600 triggerall = stateno != 1650 triggerall = stateno != 9050 triggerall = stateno != 9052 triggerall = stateno != 950 triggerall = stateno != 1317 triggerall = var(14) != 1 triggerall = var(11) != 1 trigger1 = GetHitVar(Damage) < var(50) sysfvar(2) = floor(GetHitVar(damage)*(ifelse(var(1)=6,ifelse((Var(55)/10%10=3),2,ifelse((Var(55)/10%10=1),2,1)),1)));*0.75);*ifelse(var(1)>=6,0.5,0.4));0.5) ignorehitpause = 1 [State -2, ライフ管理/ランク「8」ダメージ量記憶] type = varadd triggerall = !Ishelper triggerall = var(39) >= 8 triggerall = var(20) = gametime*5 triggerall = MoveType != A triggerall = stateno != 1600 triggerall = stateno != 1650 triggerall = stateno != 9050 triggerall = stateno != 9052 triggerall = stateno != 950 triggerall = stateno != 1317 triggerall = stateno != 52 triggerall = stateno != 76001 triggerall = var(14) != 1 triggerall = var(11) != 1 trigger1 = GetHitVar(Damage) < Var(50) sysfvar(2) = floor(GetHitVar(damage)*(ifelse(var(1)=6,ifelse((Var(55)/10%10=3),1,ifelse((Var(55)/10%10=1),1,0.5)),0.5)));ifelse(var(1)>=6,0.5,0.4));0.5) ignorehitpause = 1 [State -2, ダメキャン用NoKo] Type = AssertSpecial TriggerAll = !IsHelper && Alive TriggerAll = Var(1) != 8 Trigger1 = Var(50) && GetHitVar(Damage) >= Var(50) Trigger2 = Var(50) && FVar(30) && FVar(30) >= Var(50) Trigger3 = Var(50) && (Var(44)-Var(45)) >= Var(50) Trigger4 = EnemyNear(Floor(FVar(31))),Life > 0 && EnemyNear(Floor(FVar(31))),Alive && EnemyNear(Floor(FVar(31))),MoveType != H Trigger4 = Var(50) && Var(44) >= Var(50) Trigger5 = Var(39) >= 7;ライフ管理 Trigger5 = EnemyNear(Floor(FVar(31))),Life > 0 && EnemyNear(Floor(FVar(31))),Alive && EnemyNear(Floor(FVar(31))),MoveType != H Trigger5 = LifeMAX != SysFVar(2) Flag = NoKo IgnoreHitPause = 1 [State -2, ライフ管理用ダメージキャンセル] Type = VarSet TriggerAll = !IsHelper TriggerAll = Var(1) != 8 TriggerAll = Var(39) >= 7;ライフ管理 TriggerAll = Var(44) != Var(45) Trigger1 = Var(50) && GetHitVar(Damage) >= Var(50) Trigger2 = Var(50) && FVar(30) && FVar(30) >= Var(50) Trigger3 = Var(50) && (Var(44)-Var(45)) >= Var(50) sysfvar(2) = LifeMAX-Var(44) IgnoreHitPause = 1 [State -2, ダメキャン/体力セット] Type = LifeSet TriggerAll = !IsHelper && Alive TriggerAll = Var(1) != 8 TriggerAll = Var(39) < 7;ライフ管理 TriggerAll = Var(44) != Var(45) Trigger1 = Var(50) && GetHitVar(Damage) >= Var(50) Trigger2 = Var(50) && FVar(30) && FVar(30) >= Var(50) Trigger3 = Var(50) && (Var(44)-Var(45)) >= Var(50) Value = Var(44) IgnoreHitPause = 1 [State -2, ライフ管理ライフ代入] type = lifeset triggerall = !Ishelper triggerall = var(39) >= 7 triggerall = var(11) != 1 trigger1 = 1 value = LifeMAX-Floor(SysFVar(2)) ignorehitpause = 1 [State -2, ダメキャン発動] Type = SelfState TriggerAll = !IsHelper && Alive TriggerAll = Var(1) != 8 TriggerAll = Var(44) != Var(45) Trigger1 = Var(50) && GetHitVar(Damage) >= Var(50) Trigger1 = 1 || Var(3) := 3 Trigger2 = Var(50) && FVar(30) && FVar(30) >= Var(50) Trigger2 = 1 || Var(3) := 3 Trigger3 = Var(50) && (Var(44)-Var(45)) >= Var(50) Trigger3 = 1 || Var(3) := 3 Value = 52 Ctrl = 1 IgnoreHitPause = 1 [State -2, ライフ管理/下限値] type = VarSet triggerall = !Ishelper trigger1 = var(39) = 7 trigger1 = roundstate < 2 trigger2 = SysFvar(2) <= 0 trigger3 = var(39) = 8 trigger3 = roundstate != 2 trigger4 = var(39) >= 8 trigger4 = var(11) != 1 sysfvar(2) = 0 IgnoreHitPause = 1 ;--------------------------------------------------- [State 1800, remove slashdown1] type = Removeexplod triggerall = !Ishelper trigger1 = stateno != 1300 ID = 1800 [State 1800, remove slashdown2] type = Removeexplod triggerall = !Ishelper trigger1 = stateno != 1350 ID = 1850 [state -2, remove charge dust] type = removeexplod triggerall = !Ishelper trigger1 = stateno != 1900 id = 4040 [state -2, remove charge dust] type = removeexplod triggerall = !Ishelper trigger1 = stateno != 800 id = 800 [state -2, remove charge dust] type = removeexplod triggerall = !Ishelper trigger1 = stateno != 2100 id = 2100 [State 1001, dm spark] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno != 1001 trigger1 = stateno != 1051 ID = 1005 [State 1001, dm spark] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno != 1001 trigger1 = stateno != 1051 ID = 1006 [State 1001, dm spark] type = RemoveExplod triggerall = !Ishelper trigger1 = stateno != 1001 trigger1 = stateno != 1051 ID = 1007 [state -2, stop charge voice] type = stopsnd triggerall = !Ishelper trigger1 = stateno != 1900 channel = 2 [state -2, stop charge sound] type = stopsnd triggerall = !Ishelper trigger1 = stateno != 1900 channel = 3 [state -2, stop voice] type = stopsnd triggerall = !Ishelper trigger1 = stateno != 192 channel = 5 ;--------------------------------------------------------------------------- ; 必須スプライトの差し替え [State -2] type = AssertSpecial triggerall = !Ishelper trigger1=var(20)!=gametime*5 trigger1=var(1)>=1 trigger1=fvar(38)=0 flag = invisible flag2 = noshadow persistent = 1 time=1 ignorehitpause = 1 pausemovetime = 999 pausemove = 999 supermovetime = 999 [State -2] type = helper triggerall = stateno != [8787612,8787615] triggerall = stateno != [8787607,8787609] triggerall = stateno != [8787601,8787602] triggerall = !Ishelper TriggerAll = FVar(37) = 0 trigger1=var(20)!=gametime*5 trigger1=var(1)>=1 helpertype = player name = "required_sprite" ID = 9001 pos = 0,0 postype = p1 stateno = 9001 keyctrl =0 ownpal = 0 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State -2] type = helper;IKEMEN triggerall = !Ishelper TriggerAll = FVar(37) = 1 trigger1=var(20)!=gametime*5 trigger1=var(1)>=1 helpertype = Normal name = "required_sprite" ID = 9001 pos = 0,0 postype = p1 stateno = 9001 keyctrl =0 ownpal = 0 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State -2, 1] type = Varset triggerall = !Ishelper trigger1=var(20)=gametime*5 trigger1=var(1)>=1 trigger2 = fvar(21) >= 42 fvar(21) = 0 [State -2, 1] type = Varset triggerall = !Ishelper trigger1=var(20)=gametime*5 trigger1=var(1)>=1 fvar(22) = 0 [state 9000,0] type = varset triggerall = !Ishelper trigger1=var(20)!=gametime*5 trigger1=var(1)>=1 trigger1 = Pos y != 0 var(21) = 1 [state 9000,0] type = varset triggerall = !Ishelper trigger1=var(1)>=1 trigger1=var(21) = 1 trigger1 = Pos y = 0 trigger1= time >= 4 var(21) = 2 [state 9000,0] type = varset triggerall = !Ishelper trigger1=var(1)>=1 trigger1=var(20)=gametime*5 var(21) = 0 [state 9000,0] type = varset triggerall = !Ishelper trigger1=var(1)>=1 trigger1=var(20)=gametime*5 fvar(20) = 0 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = var(1)!=2 trigger1 = var(1)!=3 id=10003 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 150121 [State 0, RemoveExplod] type = RemoveExplod triggerall = !Ishelper trigger1 = ctrl = 1 id = 150131 ;ランク--------------------------------------------- [State -2, 必殺用削除/ランク7] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) < 7 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 <= 8) ID = 555517 IgnoreHitPause = 1 [State -2, 必殺用削除/ランク6] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 6 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 7) ID = 555516 IgnoreHitPause = 1 [State -2, 必殺用削除/ランク5] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 5 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 6) ID = 555515 IgnoreHitPause = 1 [State -2, 必殺用削除/ランク4] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 4 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 5) ID = 555514 IgnoreHitPause = 1 [State -2, 必殺用削除/ランク3] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 3 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 4) ID = 555513 IgnoreHitPause = 1 [State -2, 必殺用削除/ランク2] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 2 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 3) ID = 555512 IgnoreHitPause = 1 [State -2, 必殺用削除/ランク1] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 1 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 2) ID = 555511 IgnoreHitPause = 1 [State -2, 必殺用削除/ランク0] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 0 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 0) ID = 555510 IgnoreHitPause = 1 ;必殺用 [State 2200,] type = Explod triggerall = !Ishelper trigger1 = (NumExplod(555510+IfElse((Var(51)/100%10!=1),IfElse((Var(51)/100%10=9),7,IfElse((Var(51)/100%10)=0,0,(Var(51)/100%10)-1)),IfElse(Var(39)>=8,7,Var(39)))) = 0) id = 555510+IfElse((Var(51)/100%10!=1),IfElse((Var(51)/100%10=9),7,IfElse((Var(51)/100%10)=0,0,(Var(51)/100%10)-1)),IfElse(Var(39)>=8,7,Var(39))) anim = 3567 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = 999999999 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 IgnoreHitPause = 1 [State -2, 固定必殺用削除/ランク7] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) < 7 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 <= 8) ID = 555617 IgnoreHitPause = 1 [State -2, 固定必殺用削除/ランク6] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 6 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 7) ID = 555616 IgnoreHitPause = 1 [State -2, 固定必殺用削除/ランク5] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 5 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 6) ID = 555615 IgnoreHitPause = 1 [State -2, 固定必殺用削除/ランク4] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 4 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 5) ID = 555614 IgnoreHitPause = 1 [State -2, 固定必殺用削除/ランク3] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 3 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 4) ID = 555613 IgnoreHitPause = 1 [State -2, 固定必殺用削除/ランク2] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 2 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 3) ID = 555612 IgnoreHitPause = 1 [State -2, 固定必殺用削除/ランク1] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 1 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 2) ID = 555611 IgnoreHitPause = 1 [State -2, 固定必殺用削除/ランク0] Type = RemoveExplod TriggerAll = !Ishelper Trigger1 = Var(39) != 0 && (Var(51)/100%10 = 1) || (Var(51)/100%10 != 1) && (Var(51)/100%10 != 0) ID = 555610 IgnoreHitPause = 1 ;固定必殺用 [State 2200,] Type = Explod TriggerAll = !Ishelper Trigger1 = NumExplod(555610+IfElse((Var(51)/100%10!=1),IfElse((Var(51)/100%10=9),7,IfElse((Var(51)/100%10)=0,0,(Var(51)/100%10)-1)),IfElse(Var(39)>=8,7,Var(39)))) = 0 id = 555610+IfElse((Var(51)/100%10!=1),IfElse((Var(51)/100%10=9),7,IfElse((Var(51)/100%10)=0,0,(Var(51)/100%10)-1)),IfElse(Var(39)>=8,7,Var(39))) anim = 3568 pos = 0, 0 scale = 1,1 postype = back bindtime = -1 removetime = 999999999 supermovetime = 999999999 pausemovetime = 999999999 sprpriority = 502;表示優先度 ownpal = 1 ontop = 1 IgnoreHitPause = 1 [State 930, dust] type = Explod triggerall = !Ishelper triggerALL = !NumExplod(3574) trigger1 = roundstate != 2 anim = 3574 postype = p1 pos = 0,0 bindtime = -1 sprpriority = 2 ownpal = 1 ID = 3574 [State 930, dust] type = Explod triggerall = !Ishelper triggerALL = !NumExplod(3575) trigger1 = roundstate != 2 anim = 3575 postype = p1 pos = 0,0 bindtime = -1 sprpriority = 2 ownpal = 1 ID = 3575 [State -2, Special KO] type = Helper triggerall = !Ishelper TriggerAll = FVar(37) = 0 triggerall = matchover = 0 triggerall = NumHelper(6969) = 0 triggerall = var(9) = 2 triggerall = var(1) != 0 trigger1 = alive = 0 helpertype = player name = "KO" id = 6969 postype = p1 pos = 0,0 stateno = 6969 keyctrl = 0 ownpal = 1 facep2 = 0 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State -2, Special KO] type = Helper;IKEMEN triggerall = !Ishelper TriggerAll = FVar(37) = 1 triggerall = matchover = 0 triggerall = NumHelper(6969) = 0 triggerall = var(9) = 2 triggerall = var(1) != 0 trigger1 = alive = 0 helpertype = Normal name = "KO" id = 6969 postype = p1 pos = 0,0 stateno = 6969 keyctrl = 0 ownpal = 1 facep2 = 0 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 IgnoreHitPause = 1 [State -2, 画面端感知システム] Type = Helper TriggerAll = !IsHelper && Alive TriggerAll = FVar(37) = 0 TriggerAll = NumHelper(370000) = 0 Trigger1 = RoundState = 2 Helpertype = Player Name = "kanti" StateNo = 370000 ID = 370000 Pos = 0, 0 OwnPal = 0 IgnoreHitPause = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 [State -2, 画面端感知システム] Type = Helper;IKEMEN TriggerAll = !IsHelper && Alive TriggerAll = FVar(37) = 1 TriggerAll = NumHelper(370000) = 0 Trigger1 = RoundState = 2 Helpertype = Normal Name = "kanti" StateNo = 370000 ID = 370000 Pos = 0, 0 OwnPal = 0 IgnoreHitPause = 1 SuperMoveTime = 2147483647 PauseMoveTime = 2147483647 [State -2, 画面端感知] Type = Null TriggerAll = !IsHelper TriggerAll = NumHelper(370000) ;[自分前方] Trigger1 = 1 || FVar(14) := Floor(Helper(370000),Var(5+(Facing=-1))+(Helper(370000),RootDist X*Helper(370000),Facing)*(Facing*-1))-(Helper(370000),Var(14+(Facing=-1)))-(FrontEdgeDist-FrontEdgeBodyDist) ;[自分後方] Trigger1 = 1 || FVar(15) := Floor(Helper(370000),Var(5+(Facing=1))+(Helper(370000),RootDist X*Helper(370000),Facing)*(Facing))-(Helper(370000),Var(14+(Facing=1)))-(BackEdgeDist-BackEdgeBodyDist) ;[相手前方] Trigger1 = 1 || FVar(16) := Floor(Helper(370000),Var(5+(Facing=1))+(Helper(370000),P2Dist X*Helper(370000),Facing)*(Facing))-(Helper(370000),Var(14+(Facing=1)))-(EnemyNear(Floor(FVar(31))),BackEdgeDist-EnemyNear(Floor(FVar(31))),BackEdgeBodyDist) ;[相手後方] Trigger1 = 1 || FVar(17) := Floor(Helper(370000),Var(5+(Facing=-1))+(Helper(370000),P2Dist X*Helper(370000),Facing)*(Facing*-1))-(Helper(370000),Var(14+(Facing=-1)))-(EnemyNear(Floor(FVar(31))),FrontEdgeDist-EnemyNear(Floor(FVar(31))),FrontEdgeBodyDist) IgnoreHitPause = 1 [State -2, P2BodyDist Y計算(X距離補正)/地上] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(8) = IfElse(EnemyNear(Floor(FVar(31))),StateType!=A,IfElse(Pos X<=EnemyNear(Floor(FVar(31))),Pos X^^EnemyNear(Floor(FVar(31))),Facing=1,EnemyNear(Floor(FVar(31))),Const(Size.Ground.Front),EnemyNear(Floor(FVar(31))),Const(Size.Ground.back)),0) IgnoreHitPause = 1 [State -2, P2BodyDist Y計算(X距離補正)/空中] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(8) = IfElse(EnemyNear(Floor(FVar(31))),StateType=A,IfElse(Pos X<=EnemyNear(Floor(FVar(31))),Pos X^^EnemyNear(Floor(FVar(31))),Facing=1,EnemyNear(Floor(FVar(31))),Const(Size.Air.Front),EnemyNear(Floor(FVar(31))),Const(Size.Air.back)),FVar(8)) IgnoreHitPause = 1 [State -2, P2BodyDist X計算/相手までの距離] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(7) = (Pos X - EnemyNear(Floor(FVar(31))),Pos X)*Facing*-1 IgnoreHitPause = 1 [State -2, P2BodyDist X計算/キャラ幅加算] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(7) = FVar(7)-FVar(8)*Ifelse(FVar(7)>0,1,-1) IgnoreHitPause = 1 [State -2, P2BodyDist X計算/自分情報] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(7) = Floor(FVar(7)-IfElse(StateType!=A,Const(Size.Ground.Front),Const(Size.Air.Front))) IgnoreHitPause = 1 [State -2, P2BodyDist Y計算] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(8) = Floor(EnemyNear(Floor(FVar(31))),Pos Y - Pos Y) IgnoreHitPause = 1 [State -2, ヒットタイム] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(18) = IfElse((EnemyNear(Floor(FVar(31))),StateNo=[120,155]),FVar(19),EnemyNear(Floor(FVar(31))),GetHitVar(HitTime)+EnemyNear(Floor(FVar(31))),GetHitVar(HitShakeTime)) IgnoreHitPause = 1 [State -2, ガードヒットタイム] Type = VarSet TriggerAll = !IsHelper TriggerAll = NumEnemy Trigger1 = (EnemyNear(Floor(FVar(31))),StateNo = [120,155]) Trigger1 = EnemyNear(Floor(FVar(31))),GetHitVar(HitShakeTime) || ProjGuardedTime(0) = 0 fvar(19) = -1+(EnemyNear(Floor(FVar(31))),GetHitVar(CtrlTime) + EnemyNear(Floor(FVar(31))),GetHitVar(HitShakeTime)) IgnoreHitPause = 1 [State -2, ガードヒットタイム計算] Type = VarSet TriggerAll = !IsHelper Trigger1 = NumEnemy fvar(19) = IfElse(FVar(19)<=-1||EnemyNear(Floor(FVar(31))),MoveType!=H,-1,FVar(19)-1) IgnoreHitPause = 1 [State -2, 変身ランダム] Type = VarSet TriggerAll = !IsHelper TriggerAll = (Var(58)/100%10 >= 1);変身ランダムフラグ TriggerAll = RoundState < 2 TriggerAll = RoundNo = 1 TriggerAll = Time = 1 Trigger1 = StateNo = 192 Trigger2 = (StateNo = [10200,20218]) Trigger3 = StateNo = 10220 var(52) = Random%11 IgnoreHitPause = 1 [State -2, 変身ランダム/チーム戦用] Type = VarSet TriggerAll = !IsHelper TriggerAll = (Var(58)/100%10 >= 1);変身ランダムフラグ TriggerAll = RoundState < 2 TriggerAll = RoundNo != 1 TriggerAll = Time = 1 Trigger1 = StateNo = 10219 var(52) = Random%11 IgnoreHitPause = 1 [State -2, エネルギー切れ用] Type = Null TriggerAll = !IsHelper TriggerAll = !(Var(42)&Floor(2.0**2));試合中フラグ Trigger1 = Var(52) = 9 Trigger1 = Var(1) = 0 Trigger1 = 1 || Var(10) := 0 Trigger1 = 1 || Var(11) := 1 Trigger1 = 1 || Var(33) := IfElse(RoundState=2,0,Var(33)) Trigger1 = 1 || FVar(1) := 0 Trigger2 = Var(52) = 10 Trigger2 = 1 || Var(1) := 8 Trigger2 = 1 || Var(36) := 0 Trigger2 = 1 || Var(37) := 1 IgnoreHitPause = 1 [State -2, サバイバルゲージバグ対策] Type = Null TriggerAll = !IsHelper Trigger1 = Var(33) > 1000 Trigger1 = 0 && Var(33) := 1000 Trigger2 = Var(33) < 0 Trigger2 = 0 && Var(33) := 0 IgnoreHitPause = 1 [State -2, 元気玉チャージ保証値] Type = Null TriggerAll = !IsHelper Trigger1 = Var(35) < (Var(54)/1000%10000) Trigger1 = 0 && Var(35) := (Var(54)/1000%10000) ;元気玉最高値 Trigger2 = Var(35) > 1000 Trigger2 = 0 && Var(35) := 1000 ;元気玉最低値 Trigger3 = Var(35) < 0 Trigger3 = 0 && Var(35) := 0 IgnoreHitPause = 1 [State -2, 試合中以外無敵] Type = NotHitBy TriggerAll = !IsHelper && Alive Trigger1 = !(Var(42)&Floor(2.0**2));試合中フラグ Trigger1 = (Var(42)&Floor(2.0**6)) ;無敵:試合外無敵 Value = SCA,AA,AT,AP Time = 1 IgnoreHitPause = 1 [State -2, 必殺技無敵] type = NotHitBy triggerall = !Ishelper TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**8)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (Var(42)&Floor(2.0**8)) triggerall = var(20) = gametime*5 trigger1 = var(14) = 1 time = 1 value2 = SCA [State -2, 射撃無敵/ランク「7」] type = NotHitBy triggerall = !Ishelper TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**8)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (Var(42)&Floor(2.0**8)) triggerall = var(39) >= 7 && (Var(51)/10%10 = 1) || (Var(51)/10%10 = 5) triggerall = var(20) = gametime*5 trigger1 = MoveType = H trigger2 = statetype = L value2 = ,AP [State -2, 無敵/ランク「4」] type = NotHitBy triggerall = !Ishelper TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**8)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (Var(42)&Floor(2.0**8)) triggerall = var(39) = 4 && (Var(51)/10%10 = 1) || (Var(51)/10%10 = 2) triggerall = var(20) = gametime*5 trigger1 = stateno = [1000,1700] trigger2 = stateno = [2000,2150] trigger3 = stateno = [3000,3600] trigger4 = stateno = [8000,8300] trigger5 = stateno = [9050,9152] time = 1 value2 = SCA ignorehitpause = 1 [State -2, 無敵/ランク「5」] type = NotHitBy triggerall = !Ishelper TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**8)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (Var(42)&Floor(2.0**8)) triggerall = var(39) = 5 && (Var(51)/10%10 = 1) || (Var(51)/10%10 = 3) triggerall = var(20) = gametime*5 trigger1 = MoveType = A value2 = SCA time = 1 [State -2, 無敵/ランク「6」] type = NotHitBy triggerall = !Ishelper TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**8)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (Var(42)&Floor(2.0**8)) triggerall = var(39) = 6 && (Var(51)/10%10 = 1) || (Var(51)/10%10 = 4) triggerall = var(20) = gametime*5 trigger1 = MoveType = A trigger2 = stateno = 1600 trigger3 = stateno = 1650 trigger4 = stateno = 9050 trigger5 = stateno = 9052 value2 = SCA time = 1 [State -2, 無敵/ランク「7」] type = NotHitBy triggerall = !Ishelper TriggerAll = MoveType != H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (StateNo = [120,155]) || (Var(42)&Floor(2.0**8)) && MoveType = H && !(StateNo = [120,155]) || (Var(42)&Floor(2.0**7)) && (Var(42)&Floor(2.0**8)) triggerall = var(39) >= 7 && (Var(51)/10%10 = 1) || (Var(51)/10%10 = 5) triggerall = var(20) = gametime*5 trigger1 = MoveType = A trigger2 = stateno = 1600 trigger3 = stateno = 1650 trigger4 = stateno = 9050 trigger5 = stateno = 9052 trigger6 = ctrl = 0 ;trigger7 = (NumExplod(3565) != 0) trigger7 = stateno = 950 trigger8 = stateno = 1317 trigger9 = var(14) = 1 value2 = SCA time = 1 [State -2, タゲライフ] type = TargetLifeAdd TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&256);永タゲ+タゲライフダメ使用フラグ TriggerAll = !IsHelper TriggerAll = Var(20) = GameTime*5 TriggerAll = NumTarget Trigger1 = StateNo = 74009 && Time >= 10 ;身勝手の極意兆 Trigger2 = StateNo = 200007 && (Time = [700,800]) ;第7宇宙の奇跡 Trigger3 = Var(39) >= 8 && RoundState > 2 ;死の宣告 Value = -2147483648 IgnoreHitPause = 1 [State -2, 永タゲ対策] Type = SelfState TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&64) TriggerAll = Alive && !IsHelper Trigger1 = Var(39) >= 4 || Var(39) < 4 && AnimElem = 3,>= 0 Trigger1 = Var(23) = 1600 Value = Var(23) Ctrl = 0 IgnoreHitPause = 1 [State -2, ステ抜け] type=selfstate TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&64) TriggerAll = Alive && !IsHelper trigger1=var(20)!=gametime*5 value=1600 [state -2] type = selfstate value = 52;76001;52 triggerall = stateno != 10019 TriggerAll = NumHelper(99999) TriggerAll = (Helper(99999),Var(0)&64) TriggerAll = Alive && !IsHelper && RoundState <= 2 triggerall = var(39) >= 8 triggerall = EnemyNear(Floor(FVar(31))),alive != 0 triggerall = var(11) != 1 trigger1 = gametime != sysvar(4) trigger2 = movereversed trigger3 = movetype = H && SysFvar(2) < 999 ignorehitpause = 1 [State -2, 画面端感知システムヘルパー固定] Type = SelfState Value = IfElse(SysVar(3)=0,370000,SysVar(3)) TriggerAll = IsHelper(370000) Trigger1 = 1 IgnoreHitPause = 1 [State -2, 時止め解除ヘルパー固定] Type = SelfState Value = 370011 TriggerAll = IsHelper(370011) Trigger1 = 1 IgnoreHitPause = 1 [State -2, 時止め解除ヘルパー/殴られ固定] Type = SelfState Value = 370012 TriggerAll = IsHelper(370012) Trigger1 = 1 IgnoreHitPause = 1 [State -2, 時止め解除ヘルパー/殴り固定] Type = SelfState Value = 370013 TriggerAll = IsHelper(370013) Trigger1 = 1 IgnoreHitPause = 1 [State -2, 当身型マーキングヘルパー固定] type = SelfState trigger1 = ishelper(910000) value = 910000 ignorehitpause = 1