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Command List — alteramiba_AI.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ; Note that if you modify the button remapping scheme here, this character will ; still be able to correctly detect the basic commands of other characters ; complying with the basic command order specified below, as long as their ; buttons haven't been remapped. But no character (not even one with the same ; remapping scheme, not even another instance of this character) will be able to ; correctly detect this character's commands. This shouldn't ever result in any ; false positives, but it could delay correct positives, and could erroneously ; make the helper AI activation method trigger a false negative in team simul ; modes, in which case the XOR-ed commands method would be needed to provide ; backup. But of course, this isn't an issue in any version of Mugen prior to ; version 2002.04.14. ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ; These 11 Single Button and Hold Dir commands must be placed here at the top ; of the CMD, above all other commands, and in the standard order shown here, ; in order for the "Compatibly Partnered" version (9742) of the helper AI ; activation method to work with different partners in simul team mode. ; (When the partner is not compatible, then it's best to just use the regular ; version (9741) and rely on the XOR method for backup in case a human ; partner's input turns off the CPU partner's AI.) ; (Now, even if you do not intend to give your character any custom AI, it ; would still be nice if you would place the commands at the top of your CMD, ; for the sake of other characters which do use this AI activation method. ; And then, define Anim 9741 in your AIR file to indicate to other characters ; that your character is compatible. ; It may slightly increase the chances of faulty AI activation if the user ; is using characters with a poor implementation of the old humanly-impossible ; commands AI activation method when fighting against your character, but ; other than that, there's really no particular reason not to. And you can ; change the names of the commands if you want. For compatibility, all that ; really matters is the "command" and "time" parameters.) ; ; Please don't add any extra definitions for any of these 11 basic command ; names, nor for any of the 7 "hold[button]" command names that follow. ; For example, things like this should be avoided: ; [Command] ; name = "z" ; command = y+b ; time = 1 ; There are several workarounds possible to achieve the same effect. Please ; feel free to ask me about it if you have any uncertainty. ; Violating this rule would cause the KeyCtrl Helper method and/or the XORed ; Commands method to malfunction, and could also interfere with other future ; applications of this command order standard. ; ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;-| Hold Button |---------------------------------------------------------- ; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these ; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir ; commands at the very top of your CMD list, as demonstrated here. ; In this version of the AI code, these commands are only used by the XOR ; method, and thus are optional. But there remains a possibility that a ; future version of the helper method might be helped by having these ; commands placed here, and Anim 74140108 would then be used to indicate ; that a partner character has a compatible CMD. [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;--- None of your own command definitions should be above this line. --- ;-| CPU |-------------------------------------------------------------- ; Note that if you make any changes to the basic one-button or recovery ; commands, you'll need to make the same changes to their matching commands here ; and/or in the XOR VarSet controller. That includes things like, for example: ; * changing the recovery command to use a different combination of buttons. ; * renaming the b button command as "d", or the start button command as "s". ; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y". ; * having more than one way to trigger the same command name. ; If you understand how the XOR method works, the proper changes should be obvious. ; If you don't understand it, then simply disable the lines in the XOR VarSet ; controller that correspond to the commands you've altered. [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+y time = 1 ; Here add matching commands for any moves that must never be used randomly ; by the computer, such as suicide moves and super moves, and add the pairs ; to the XOR VarSet controller in State -3. ; If you're desperate to make sure that the AI always gets turned on as soon ; as possible, you can add more equivalents for your own commands here too, ; and add to the XOR VarSet controller's triggers accordingly. ; And of course, if you've run out of unique command labels (Mugen allows ; 128), you can remove as many of these as you want. You'll of course need ; to modify the XOR VarSet controller's triggers accordingly, but Mugen ; will let you know if you forget to do so. :) ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "Fata" command = ~D, DF, F, D, DF, F, z time = 20 [Command] name = "Uwaraba" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "Uwaraba" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "Barakabama" command = ~D, DB, B, D, DB, B, x time = 20 [Command] name = "Barakabama" command = ~D, DB, B, D, DB, B, y time = 20 [Command] name = "Uninspired" command = ~D, DB, B, D, DB, B, a time = 20 [Command] name = "Uninspired" command = ~D, DB, B, D, DB, B, b time = 20 [Command] name = "Inspired" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "Inspired" command = ~D, DF, F, D, DF, F, b time = 20 [Command] name = "Diehard" command = ~D, DB, B, DB, D, DF, F, x time = 20 [Command] name = "Diehard" command = ~D, DB, B, DB, D, DF, F, y time = 20 [Command] name = "Diehard" command = ~D, B, D, F, x time = 20 [Command] name = "Diehard" command = ~D, B, D, F, y time = 20 [Command] name = "r_Diehard" command = ~D, DF, F, DF, D, DB, B, x time = 20 [Command] name = "r_Diehard" command = ~D, DF, F, DF, D, DB, B, y time = 20 [Command] name = "r_Diehard" command = ~D, F, D, B, x time = 20 [Command] name = "r_Diehard" command = ~D, F, D, B, y time = 20 [Command] name = "Fata" command = ~D, F, D, F, z time = 20 [Command] name = "r_Fata" command = ~D, B, D, B, z time = 20 [Command] name = "r_Fata" command = ~D, DB, B, D, DB, B, z time = 20 [Command] name = "Uwaraba" command = ~D, F, D, F, x time = 20 [Command] name = "Uwaraba" command = ~D, F, D, F, y time = 20 [Command] name = "Barakabama" command = ~D, B, D, B, x time = 20 [Command] name = "Barakabama" command = ~D, B, D, B, y time = 20 [Command] name = "Uninspired" command = ~D, B, D, B, a time = 20 [Command] name = "Uninspired" command = ~D, B, D, B, b time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCF_x" command = ~D, F, x [Command] name = "QCF_y" command = ~D, F, y [Command] name = "QCB_x" command = ~D, B, x [Command] name = "QCB_y" command = ~D, B, y [Command] name = "QCF_a" command = ~D, F, a [Command] name = "QCF_b" command = ~D, F, b [Command] name = "QCB_a" command = ~D, B, a [Command] name = "QCB_b" command = ~D, B, b [Command] name = "SPK" command = ~D, F, a [Command] name = "SPK" command = ~D, F, b [Command] name = "SPK" command = ~D, DF, F, a [Command] name = "SPK" command = ~D, DF, F, b [Command] name = "SPK" command = ~D, F, UF, a [Command] name = "SPK" command = ~D, F, UF, b [Command] name = "SPK" command = ~D, DF, F, UF, a [Command] name = "SPK" command = ~D, DF, F, UF, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 [Command] name = "AFF" ;Required (do not remove) command = $F, ~F, F time = 10 [Command] name = "ABB" ;Required (do not remove) command = $B, ~B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "CD" command = y+b time = 1 [Command] name = "CD" command = z time = 1 [Command] name = "Roll" command = a+x time = 1 [Command] name = "Roll" command = c time = 1 [Command] name = "AFF" ;Required (do not remove) command = $F, ~F, F time = 10 [Command] name = "ABB" ;Required (do not remove) command = $B, ~B, B time = 10 [Command] name = "SupahJump" ;command = ~$D, $U command = ~$D, $U time = 5 buffer.time = 2 [Command] name = "ChargedSupahJump" ;command = ~$D, $U command = ~12$D, $U time = 5 buffer.time = 2 [Command] name = "upper_what" command = ~15$D, $U, x time = 10 [Command] name = "upper_what" command = ~15$D, $U, y time = 10 [Command] name = "upper_what" command = ~15$D, $U, z time = 10 [Command] name = "upper_what" command = ~15$D, $U, a time = 10 [Command] name = "upper_what" command = ~15$D, $U, b time = 10 [Command] name = "upper_what" command = ~15$D, $U, c time = 10 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. [Statedef 10218] type = S physics = S anim=20218 ctrl = 0 [State 218 , 1] type = posset trigger1=1 x=root,pos x+ifelse((root,facing>0),-100,100) y=root,pos y [State 66] Type = AssertSpecial Trigger1 = 1 Flag = Noshadow [State -2, タッグ用生死判別]; Type = VarSet triggerall = RoundState = 2 trigger1 = NumEnemy = 1 trigger2 = NumEnemy = 2 trigger2 = EnemyNear,life > 0 var(36) = 0 IgnoreHitPause = 1 [State -2, タッグ用生死判別]; Type = VarSet triggerall = RoundState = 2 trigger1 = NumEnemy = 2 trigger1 = EnemyNear,life <= 0 var(36) = 1 IgnoreHitPause = 1 [State -2: VarSet] type = VarSet trigger1=fvar(5)<=-1 trigger1=fvar(5) !=-99999 trigger1=root,movetype=H||(root,stateno=[150,159])||(root,stateno=1101) fv = 5 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentVarset triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-999,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(20)>=0 trigger1=fvar(5) >0 fv = 20 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(20)<0 fv = 20 value =-root,fvar(20) [State -2 , 1] type = parentVarset triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-999,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(33)>=0 trigger1=fvar(5) >0 fv = 33 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(33)<0 fv = 33 value =-root,fvar(33) [State -2 , 1] type = parentVarset triggerall=root,fvar(32)=0||root,fvar(32)-fvar(5) =[-999,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(32)>=0 trigger1=fvar(5) >0 fv = 32 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(32)<0 fv = 32 value =-root,fvar(32) [State -2 , 1] type = parentVarset triggerall=root,fvar(39)=0||root,fvar(39)-fvar(5) =[-999,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(39)>=0 trigger1=fvar(5) >0 fv = 39 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(39)<0 fv = 39 value =-root,fvar(39) [State -2 , 1] type = parentVarset triggerall=root,fvar(38)=0||root,fvar(38)-fvar(5) =[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(38)>=0 trigger1=fvar(5) >0 fv = 38 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(38)<0 fv = 38 value =-root,fvar(38) [State -2 , 1] type = parentVarset triggerall=root,fvar(37)=0||root,fvar(37)-fvar(5) =[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(37)>=0 trigger1=fvar(5) >0 fv = 37 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(37)<0 fv = 37 value =-root,fvar(37) [State -2 , 1] type = parentVarset triggerall=root,fvar(36)=0||root,fvar(36)-fvar(5) =[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(36)>=0 trigger1=fvar(5) >0 fv = 36 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(36)<0 fv = 36 value =-root,fvar(36) [State -2 , 1] type = parentVarset triggerall=root,fvar(35)=0||root,fvar(35)-fvar(5) =[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(35)>=0 trigger1=fvar(5) >0 fv = 35 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(35)<0 fv = 35 value =-root,fvar(35) [State -2 , 1] type = parentVarset triggerall=root,fvar(34)=0||root,fvar(34)-fvar(5) =[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(34)>=0 trigger1=fvar(5) >0 fv = 34 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(34)<0 fv = 34 value =-root,fvar(34) [State -2 , 1] type = parentVarset triggerall=root,fvar(31)=0||root,fvar(31)-fvar(5) =[-999,999] trigger1=root,fvar(31)>=0 trigger1=fvar(5) >0 fv = 31 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(31)<0 fv = 31 value =-root,fvar(31) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(25)=0 && var(14)<2 fv = 25 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(25)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 25 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(25)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 25 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(24)=0 && var(14)<2 fv = 24 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(24)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 24 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(24)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 24 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(29)=0 && var(14)<2 fv = 29 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(29)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 29 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(29)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 29 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(26)=0 && var(14)<2 fv = 26 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(26)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 26 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(26)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 26 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(27)=0 && var(14)<2 fv = 27 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(27)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 27 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(27)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 27 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 trigger1=root,fvar(28)=0 && var(14)<2 fv = 28 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(28)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 28 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(28)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 28 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2: VarSet] type = VarSet trigger1=fvar(5)>0 fv = 5 value =-99999 Ignorehitpause=1 [State -2 , 1] type = Varset triggerall=fvar(5) =-99999 trigger1=var(13) !=enemynear(Var(36)),stateno fv = 5 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset triggerall=fvar(5) !=-99999 triggerall=((root,movetype =H) ||root,stateno !=[800,899]) trigger1=1 fv = 5 value =0 Ignorehitpause=1 [State -2: VarSet] type = VarSet triggerall=fvar(5)<=0 triggerall=fvar(5) !=-99999 triggerall=root,movetype!=H triggerall=root,stateno<200||root,movetype=A||(root,stateno=[4000,4099]) trigger1=var(13)>0 trigger1=var(13) =enemynear(Var(36)),stateno fv = 5 value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14)) Ignorehitpause=1 [State -2: VarSet] type = VarSet triggerall=var(50)=[0,999999] trigger1=(root,stateno=[200,499]) trigger1=(var(13)=0)||(var(35)=[1,7])||(fvar(5)=-99999)||(root,prevstateno=105) v = 50 value =var(50)+1000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 50 value =var(50)-1000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1,999] trigger1=(root,stateno=[200,499]) trigger1=var(13)>0 v = 50 value =-var(50)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(50)=0 trigger1=(root,stateno=[200,499]) trigger1=var(13)>0 v = 50 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(50)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 50 value =ifelse(var(50)<=-1000000,-var(50)-1000000,ifelse(var(50)>=-999,0,-Var(50)-(ceil(-Var(50)/1000)-ifelse(-Var(50)-(ceil(-Var(50)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(50)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 50 value =-var(50) [State -2: VarSet] type = VarSet triggerall=var(50)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 50 value =var(50)-2000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(50)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(50)-(ceil(Var(50)/1000)-ifelse(Var(50)-(ceil(Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 50 value =var(50)+2000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[0,999999] trigger1=(root,stateno=[200,499]) trigger1=(var(13)=0)||(var(35)=[1,7])||(fvar(5)=-99999)||(root,prevstateno=105) v = 51 value =var(51)+1000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 51 value =var(51)-1000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1,999] trigger1=(root,stateno=[200,499]) trigger1=var(13)>0 v = 51 value =-var(51)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(51)=0 && var(50)=[999,999999] trigger1=(root,stateno=[200,499]) trigger1=var(13)>0 v = 51 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(51)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 51 value =ifelse(var(51)<=-1000000,-var(51)-1000000,ifelse(var(51)>=-999,0,-Var(51)-(ceil(-Var(51)/1000)-ifelse(-Var(51)-(ceil(-Var(51)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(51)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 51 value =-var(51) [State -2: VarSet] type = VarSet triggerall=var(51)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 51 value =var(51)-2000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(51)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(51)-(ceil(Var(51)/1000)-ifelse(Var(51)-(ceil(Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 51 value =var(51)+2000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[0,999999] trigger1=(root,stateno=[200,499]) trigger1=(var(13)=0)||((var(35)!=[1,7])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105) v = 52 value =var(52)+1000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 52 value =var(52)-1000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1,999] trigger1=(root,stateno=[200,499]) trigger1=var(13)>0 v = 52 value =-var(52)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(52)=0 trigger1=(root,stateno=[200,499]) trigger1=var(13)>0 v = 52 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(52)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 52 value =ifelse(var(52)<=-1000000,-var(52)-1000000,ifelse(var(52)>=-999,0,-Var(52)-(ceil(-Var(52)/1000)-ifelse(-Var(52)-(ceil(-Var(52)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(52)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 52 value =-var(52) [State -2: VarSet] type = VarSet triggerall=var(52)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 52 value =var(52)-2000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(52)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(52)-(ceil(Var(52)/1000)-ifelse(Var(52)-(ceil(Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 52 value =var(52)+2000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[0,999999] trigger1=(root,stateno=[200,499]) trigger1=(var(13)=0)||((var(35)!=[1,7])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105);||numhelper(4010) v = 53 value =var(53)+1000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 53 value =var(53)-1000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[1,999] trigger1=(root,stateno=[200,499]) trigger1=var(13)>0 v = 53 value =-var(53)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(53)=0 && var(52)=[999,999999] trigger1=(root,stateno=[200,499]) trigger1=var(13)>0 v = 53 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(53)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 53 value =ifelse(var(53)<=-1000000,-var(53)-1000000,ifelse(var(53)>=-999,0,-Var(53)-(ceil(-Var(53)/1000)-ifelse(-Var(53)-(ceil(-Var(53)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(53)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 53 value =-var(53) [State -2: VarSet] type = VarSet triggerall=var(53)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 53 value =var(53)-2000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(53)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(53)-(ceil(Var(53)/1000)-ifelse(Var(53)-(ceil(Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 53 value =var(53)+2000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[0,999999] trigger1=(root,stateno=[1100,1199]) trigger1=(var(13)=0)||root,stateno=198 v = 54 value =var(54)+1000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 54 value =var(54)-1000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1,999] trigger1=(root,stateno=[1100,1199]) trigger1=var(13)>0 v = 54 value =-var(54)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(54)=0 trigger1=(root,stateno=[1100,1199]) trigger1=var(13)>0 v = 54 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(54)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 54 value =ifelse(var(54)<=-1000000,-var(54)-1000000,ifelse(var(54)>=-999,0,-Var(54)-(ceil(-Var(54)/1000)-ifelse(-Var(54)-(ceil(-Var(54)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(54)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 54 value =-var(54) [State -2: VarSet] type = VarSet triggerall=var(54)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 54 value =var(54)-2000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(54)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(54)-(ceil(Var(54)/1000)-ifelse(Var(54)-(ceil(Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 54 value =var(54)+2000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[0,999999] trigger1=(root,stateno=[1100,1199]) trigger1=(var(13)=0) v = 55 value =var(55)+1000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 55 value =var(55)-1000000 [State -2: VarSet] type = VarSet triggerall=(var(55)=[1,999]) trigger1=(root,stateno=[1100,1199]) trigger1=var(13)>0 v = 55 value =-var(55)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(55)=0 && (var(54)=[999,999999]) trigger1=(root,stateno=[1100,1199]) trigger1=var(13)>0 v = 55 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(55)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 55 value =ifelse(var(55)<=-1000000,-var(55)-1000000,ifelse(var(55)>=-999,0,-Var(55)-(ceil(-Var(55)/1000)-ifelse(-Var(55)-(ceil(-Var(55)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(55)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 55 value =-var(55) [State -2: VarSet] type = VarSet triggerall=var(55)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 55 value =var(55)-2000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(55)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(55)-(ceil(Var(55)/1000)-ifelse(Var(55)-(ceil(Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 55 value =var(55)+2000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[0,999999] trigger1=(root,stateno=[3000,3999]) trigger1=(var(13)=0) v = 57 value =var(57)+1000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 57 value =var(57)-1000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[1,999] trigger1=(root,stateno=[3000,3999]) trigger1=var(13)>0 v = 57 value =-var(57)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(57)=0 ;&& var(56)=[999,999999] trigger1=(root,stateno=[3000,3999]) trigger1=var(13)>0 v = 57 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(57)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200) v = 57 value =ifelse(var(57)<=-1000000,-var(57)-1000000,ifelse(var(57)>=-999,0,-Var(57)-(ceil(-Var(57)/1000)-ifelse(-Var(57)-(ceil(-Var(57)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(57)=[-1999999,-1] trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 57 value =-var(57) [State -2: VarSet] type = VarSet triggerall=var(57)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 57 value =var(57)-2000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(57)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(57)-(ceil(Var(57)/1000)-ifelse(Var(57)-(ceil(Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 57 value =var(57)+2000000 [State -2: VarSet] type = VarSet triggerall=var(58)=[0,999999] trigger1=(root,stateno=[3000,3999]) trigger1=(var(13)=0) v = 58 value =var(58)+1000000 [State -2: VarSet] type = VarSet triggerall=var(58)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 58 value =var(58)-1000000 [State -2: VarSet] type = VarSet triggerall=var(58)=[1,999] trigger1=(root,stateno=[3000,3999]) trigger1=var(13)>0 v = 58 value =-var(58)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(58)=0 && var(57)=[999,999999] trigger1=(root,stateno=[3000,3999]) trigger1=var(13)>0 v = 58 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(58)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200) v = 58 value =ifelse(var(58)<=-1000000,-var(58)-1000000,ifelse(var(58)>=-999,0,-Var(58)-(ceil(-Var(58)/1000)-ifelse(-Var(58)-(ceil(-Var(58)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(58)=[-1999999,-1] trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 58 value =-var(58) [State -2: VarSet] type = VarSet triggerall=var(58)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 58 value =var(58)-2000000 [State -2: VarSet] type = VarSet triggerall=var(58)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(58)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(58)-(ceil(Var(58)/1000)-ifelse(Var(58)-(ceil(Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 58 value =var(58)+2000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[0,999999] triggerall=(root,stateno=21404)||stateno=1404 trigger1=(var(13)=0) v = 56 value =var(56)+1000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 56 value =var(56)-1000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[1,999] triggerall=(root,stateno=21404)||stateno=1404 trigger1=var(13)>0 v = 56 value =-var(56)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(56)=0 triggerall=(root,stateno=21404)||stateno=1404 trigger1=var(13)>0 v = 56 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(56)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl) v = 56 value =ifelse(var(56)<=-1000000,-var(56)-1000000,ifelse(var(56)>=-999,0,-Var(56)-(ceil(-Var(56)/1000)-ifelse(-Var(56)-(ceil(-Var(56)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(56)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 56 value =-var(56) [State -2: VarSet] type = VarSet triggerall=var(56)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 56 value =var(56)-2000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(56)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(56)-(ceil(Var(56)/1000)-ifelse(Var(56)-(ceil(Var(56)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0 v = 56 value =var(56)+2000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[0,999999] triggerall=(root,stateno=21404)||stateno=1404 trigger1=(var(13)=0) v = 59 value =var(59)+1000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 59 value =var(59)-1000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[1,999] triggerall=(root,stateno=21404)||stateno=1404 trigger1=var(13)>0 v = 59 value =-var(59)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(59)=0 && var(56)=[999,999999] triggerall=(root,stateno=21404)||stateno=1404 trigger1=var(13)>0 v = 59 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(59)=[-1999999,-1] trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 59 value =ifelse(var(59)<=-1000000,-var(59)-1000000,ifelse(var(59)>=-999,0,-Var(59)-(ceil(-Var(59)/1000)-ifelse(-Var(59)-(ceil(-Var(59)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(59)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 59 value =-var(59) [State -2: VarSet] type = VarSet triggerall=var(59)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 59 value =var(59)-2000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(59)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(59)-(ceil(Var(59)/1000)-ifelse(Var(59)-(ceil(Var(59)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0 v = 59 value =var(59)+2000000 [State -2: VarSet] type = VarSet triggerall=var(46)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 46 value =-var(46)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(46)=0 trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 46 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(46)=[-1999999,-1] trigger1=0;(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])||(root,movetype=A&&root,stateno>=200)) v = 46 value =ifelse(var(46)<=-1000000,-var(46)-1000000,ifelse(var(46)>=-999,0,-Var(46)-(ceil(-Var(46)/1000)-ifelse(-Var(46)-(ceil(-Var(46)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(46)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 46 value =-var(46) [State -2: VarSet] type = VarSet triggerall=var(46)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 46 value =var(46)-2000000 [State -2: VarSet] type = VarSet triggerall=var(46)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(46)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(46)-(ceil(Var(46)/1000)-ifelse(Var(46)-(ceil(Var(46)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0) v = 46 value =var(46)+2000000 [State -2: VarSet] type = VarSet triggerall=var(47)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 47 value =-var(47)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(47)=0 && var(46)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 47 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(47)=[-1999999,-1] trigger1=0;(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])||(root,movetype=A && root,stateno>=200)) v = 47 value =ifelse(var(47)<=-1000000,-var(47)-1000000,ifelse(var(47)>=-999,0,-Var(47)-(ceil(-Var(47)/1000)-ifelse(-Var(47)-(ceil(-Var(47)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(47)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 47 value =-var(47) [State -2: VarSet] type = VarSet triggerall=var(47)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 47 value =var(47)-2000000 [State -2: VarSet] type = VarSet triggerall=var(47)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(47)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(47)-(ceil(Var(47)/1000)-ifelse(Var(47)-(ceil(Var(47)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0) v = 47 value =var(47)+2000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[0,999999] triggerall=(root,stateno=[700,799]) trigger1=(var(13)=0)||root,stateno=198 v = 44 value =var(44)+1000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 44 value =var(44)-1000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[1,999] triggerall=(root,stateno=[700,799]) trigger1=var(13)>0 v = 44 value =-var(44)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(44)=0 triggerall=(root,stateno=[700,799]) trigger1=var(13)>0 v = 44 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(44)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&root,statetype!=A) v = 44 value =ifelse(var(44)<=-1000000,-var(44)-1000000,ifelse(var(44)>=-999,0,-Var(44)-(ceil(-Var(44)/1000)-ifelse(-Var(44)-(ceil(-Var(44)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(44)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 44 value =-var(44) [State -2: VarSet] type = VarSet triggerall=var(44)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 44 value =var(44)-2000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(44)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(44)-(ceil(Var(44)/1000)-ifelse(Var(44)-(ceil(Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 44 value =var(44)+2000000 [State -2: VarSet] type = VarSet triggerall=var(45)=[0,999999] triggerall=(root,stateno=[700,799]) trigger1=(var(13)=0) v = 45 value =var(45)+1000000 [State -2: VarSet] type = VarSet triggerall=var(45)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 45 value =var(45)-1000000 [State -2: VarSet] type = VarSet triggerall=var(45)=[1,999] triggerall=(root,stateno=[700,799]) trigger1=var(13)>0 v = 45 value =-var(45)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(45)=0 && var(44)=[999,999999] triggerall=(root,stateno=[700,799]) trigger1=var(13)>0 v = 45 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(45)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 45 value =ifelse(var(45)<=-1000000,-var(45)-1000000,ifelse(var(45)>=-999,0,-Var(45)-(ceil(-Var(45)/1000)-ifelse(-Var(45)-(ceil(-Var(45)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(45)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl v = 45 value =-var(45) [State -2: VarSet] type = VarSet triggerall=var(45)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 45 value =var(45)-2000000 [State -2: VarSet] type = VarSet triggerall=var(45)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(45)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(45)-(ceil(Var(45)/1000)-ifelse(Var(45)-(ceil(Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 45 value =var(45)+2000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[0,999999] trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=(var(13)=0)||root,stateno=198 v = 42 value =var(42)+1000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 42 value =var(42)-1000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1,999] trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=var(13)>0 v = 42 value =-var(42)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(42)=0 trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=var(13)>0 v = 42 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(42)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 42 value =ifelse(var(42)<=-1000000,-var(42)-1000000,ifelse(var(42)>=-999,0,-Var(42)-(ceil(-Var(42)/1000)-ifelse(-Var(42)-(ceil(-Var(42)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(42)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl v = 42 value =-var(42) [State -2: VarSet] type = VarSet triggerall=var(42)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 42 value =var(42)-2000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(42)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(42)-(ceil(Var(42)/1000)-ifelse(Var(42)-(ceil(Var(42)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 42 value =var(42)+2000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[0,999999] trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=(var(13)=0) v = 43 value =var(43)+1000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 43 value =var(43)-1000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1,999] trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=var(13)>0 v = 43 value =-var(43)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(43)=0 && var(42)=[999,999999] trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=var(13)>0 v = 43 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(43)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 43 value =ifelse(var(43)<=-1000000,-var(43)-1000000,ifelse(var(43)>=-999,0,-Var(43)-(ceil(-Var(43)/1000)-ifelse(-Var(43)-(ceil(-Var(43)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(43)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl v = 43 value =-var(43) [State -2: VarSet] type = VarSet triggerall=var(43)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 43 value =var(43)-2000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(43)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(43)-(ceil(Var(43)/1000)-ifelse(Var(43)-(ceil(Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 43 value =var(43)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-99999,0] triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] v = 38 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-99999,-1] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT trigger2=root,life<=0 trigger3=enemynear(Var(36)),movetype !=A trigger4=root,stateno=[800,899] trigger5=root,movetype=A trigger6=root,stateno=[2100,2199] trigger7=root,stateno=140 v = 38 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-99999,-1] triggerall=(root,movetype !=H)||(root,stateno=[120,159]) trigger1=root,statetype !=C trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=root,stateno !=[130,159] trigger4=(root,stateno!=131)&&(root,stateno!=[152,153]) v = 38 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H v = 38 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-199999,-100000] trigger1=1 v = 38 value =-root,var(38)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) v = 38 value =root,var(38)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-99999,0] triggerall=root,var(38)>0&&root,var(38)!=var(13) triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] v = 39 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-99999,-1] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT trigger2=root,life<=0 trigger3=enemynear(Var(36)),movetype !=A trigger4=root,stateno=[800,899] trigger5=root,movetype=A trigger6=root,stateno=[2100,2199] trigger7=root,stateno=140 trigger8=root,var(38)<=0||root,var(38)=-root,var(39) v = 39 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-99999,-1] triggerall=(root,movetype !=H)||(root,stateno=[120,159]) trigger1=root,statetype !=C trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=root,stateno !=[130,159] trigger4=(root,stateno!=131)&&(root,stateno!=[152,153]) v = 39 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H v = 39 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-199999,-100000] trigger1=1 v = 39 value =-root,var(39)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) v = 39 value =root,var(39)-100000 [State -2: VarSet, Damage] type = VarSet triggerall = enemynear(Var(36)),movetype=A triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1 =enemynear(Var(36)),HitDefAttr =SCA,HA trigger2=var(15) - (enemynear(Var(36)),power*100)>=100000 v = 15 value =var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+100 [State -2: VarSet, Damage] type = VarSet triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] v = 15 value = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(36)),power/10)-ifelse(enemynear(Var(36)),power-(ceil(enemynear(Var(36)),power/10)*10)<0,1,0))*1000) [State -2: VarSet, Damage] type = VarSet triggerall=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000)=[100,299] trigger1 = enemynear(Var(36)),movetype !=A v = 15 value = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100) [State -2: VarSet] type = varset trigger1=root,stateno=131||(root,stateno=130&&root,time<=1&&prevstateno=131) ;trigger1=root,inguarddist=0 ;trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0 trigger2=root,statetype=L trigger2=numpartner=0 trigger2=enemynear(Var(36)),movetype=A trigger2=var(14)<=10 trigger3=(root,facing=1 && enemynear(Var(36)),pos x<root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>root,pos x) trigger3=enemynear(Var(36)),movetype=A && root,inguarddist=0 trigger3=numpartner=0 && numenemy=1 trigger4=numpartner=0 && numenemy=1 trigger4=(root,facing=1 && enemynear(Var(36)),pos x<=root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>=root,pos x)||enemynear(Var(36)),vel x !=0 trigger4=enemynear(Var(36)),statetype=A && (var(14)<=20||(enemynear(Var(36)),vel x=0 && enemynear(Var(36)),vel y>0)) && enemynear(Var(36)),movetype =A trigger5=(var(35)=[100,101])||(var(35)=[200,201]) v = 15 value =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+ifelse(root,stateno=131&& root,inguarddist=0,1,10) [State -2, Run Back] type = varadd triggerall=numpartner=0 triggerall=numenemy=1 triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0 triggerall=enemynear(Var(36)),movetype=A && root,inguarddist=0 trigger1=root,fvar(20)>999 && root,fvar(20)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger1=root,fvar(20)>999 && root,fvar(20)-((ceil(root,fvar(20)/1000)-ifelse(root,fvar(20)-(ceil(root,fvar(20)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger4=root,fvar(39)>999 && root,fvar(39)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger4=root,fvar(39)>999 && root,fvar(39)-((ceil(root,fvar(39)/1000)-ifelse(root,fvar(39)-(ceil(root,fvar(39)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger5=root,fvar(38)>999 && root,fvar(38)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger5=root,fvar(38)>999 && root,fvar(38)-((ceil(root,fvar(38)/1000)-ifelse(root,fvar(38)-(ceil(root,fvar(38)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger6=root,fvar(37)>999 && root,fvar(37)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger6=root,fvar(37)>999 && root,fvar(37)-((ceil(root,fvar(37)/1000)-ifelse(root,fvar(37)-(ceil(root,fvar(37)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger7=root,fvar(36)>999 && root,fvar(36)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger7=root,fvar(36)>999 && root,fvar(36)-((ceil(root,fvar(36)/1000)-ifelse(root,fvar(36)-(ceil(root,fvar(36)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger8=root,fvar(35)>999 && root,fvar(35)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger8=root,fvar(35)>999 && root,fvar(35)-((ceil(root,fvar(35)/1000)-ifelse(root,fvar(35)-(ceil(root,fvar(35)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger9=root,fvar(34)>999 && root,fvar(34)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger9=root,fvar(34)>999 && root,fvar(34)-((ceil(root,fvar(34)/1000)-ifelse(root,fvar(34)-(ceil(root,fvar(34)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger10=root,fvar(31)>999 && root,fvar(31)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger10=root,fvar(31)>999 && root,fvar(31)-((ceil(root,fvar(31)/1000)-ifelse(root,fvar(31)-(ceil(root,fvar(31)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] v = 15 value =10 [State -2: VarSet] type = varadd trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[1,98] trigger1=root,movetype !=H trigger1=root,statetype !=L trigger1=root,stateno !=[5000,5150] v = 15 value =1 [State -2: VarSet] type = varset trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[3,9] trigger2=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>=20 trigger3=root,stateno=[150,159] trigger3=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>1||var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>10 trigger4=root,stateno=[5000,5059] ;trigger5=inguarddist v = 15 value =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100) [State -2 , 1] type = Varadd trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,998] v = 18 value =1 [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),life>0 trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=0 trigger1=enemynear(Var(36)),stateno=[5100,5120] v = 18 value =1 [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>=1 trigger1=enemynear(Var(36)),stateno =[5000,5059] v = 18 value =((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000) [State -2 , 1] type = Varset triggerall=var(18)=[1000,1999] trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 18 value =1000 [State -2 , 1] type = Varset triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999] trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 18 value =(var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000))*1000 [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999] trigger1=(enemynear(Var(36)),stateno !=[5100,5110])&&(enemynear(Var(36)),stateno !=[0,199]) trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0 v = 18 value =1000+var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000) [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/100000)-ifelse(var(18)-(ceil(var(18)/100000)*100000)<0,1,0))*100000)=[1,9999] trigger1=(root,stateno=200)||(root,stateno=220)||(root,stateno=225)||(root,stateno=300) trigger1=enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 && root,time<=1 trigger1=numenemy=1 && numpartner=0 v = 18 value =10000 [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/100000)-ifelse(var(18)-(ceil(var(18)/100000)*100000)<0,1,0))*100000)=[10000,19999] trigger1=(root,movecontact)||enemynear(Var(36)),life<=0||enemynear(Var(36)),stateno<200||enemynear(Var(36)),movetype=A||root,movetype=H v = 18 value =-10000 [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30 trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]) v = 19 value =-29 [State -2 , 1] type = Varset trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=20 trigger2=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30 trigger2=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199] v = 19 value =((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100) [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)>1 trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)<=19 v = 19 value =1 [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=0 trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])||(enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=1000) v = 19 value =ifelse((enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]),1,30) [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=1 trigger1=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199] v = 19 value =1 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[0,99] triggerall=root,inguarddist trigger1=var(13)<=0 && enemynear(Var(36)),movetype !=A v = 19 value =100 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[100,199] trigger1=root,inguarddist=0 v = 19 value =-100 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999] trigger1=var(13)<=0 && root,movetype =A v = 19 value =1000 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[1000,1999] trigger1=root,ctrl trigger2=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 19 value =ifelse(root,ctrl,-1000,1000) [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999] triggerall=enemynear(Var(36)),pos x-root,pos x=[-150,150] triggerall=(root,stateno=[120,159])||((root,stateno!=[5100,5150])&&(root,movetype !=H)) trigger1=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<30 trigger1=random<=10+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,0) trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 trigger2=random<=8;+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,10) v = 19 value =-2000 [State -2 , 1] type = Varadd triggerall= root,movetype!=A trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999] trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999] v = 19 value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<20000,-10000,-30000) [State -2 , 1] type = Varadd triggerall= root,movetype!=A trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999] v = 19 value =-20000 [State -2 , 1] type = Varadd trigger1= enemynear(Var(36)),stateno -var(13)!=[-9,9] trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[60000,69999] trigger2= enemynear(Var(36)),stateno<160 ||(enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13))||(enemynear(Var(36)),movetype=H)||(root,movetype=H) trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[80000,89999] v = 19 value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<70000,-60000,-80000) [State -2 , 1] type = Varadd trigger1= enemynear(Var(36)),stateno !=var(13) trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[70000,79999] v = 19 value =-70000 [State -2 , 1] type = Varadd triggerall= root,movetype=A && (var(13)>0||inguarddist=0) && ((root,stateno!=9212)||(enemynear(Var(36)),statetype!=A)) ;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19) triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[0,9999] v = 19 value =ifelse(var(13)>0,20000,ifelse(var(12)<160 && (enemynear(Var(36)),movetype!=H),30000,10000)) [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),stateno!=var(13) ;trigger1=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19) trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999] v = 19 value =ifelse((enemynear(Var(36)),movetype=A),50000,ifelse((enemynear(Var(36)),stateno>=160),60000,10000)) [State -2 , 1] type = Varadd ;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19) trigger1= enemynear(Var(36)),movetype=A||inguarddist trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999] trigger2= enemynear(Var(36)),movetype=A||inguarddist||(enemynear(Var(36)),stateno>=160 && enemynear(Var(36)),movetype!=H) trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999] v = 19 value =50000 [State -2 , 1] type = Varadd triggerall= var(35)=7 && root,stateno=[1100,1110] triggerall=partner,life<=0;numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[0,99999] trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999] trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999] trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999] v = 19 value =100000 [State -2 , 1] type = Varadd triggerall= root,stateno!=[1100,1110] trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999] trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[300000,399999] trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999] trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999] v = 19 value =100000 [State -2 , 1] type = Varset trigger1= enemynear(Var(36)),movetype=H && root,stateno=1150 trigger2=root,stateno=[1100,1110] trigger2=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<3 trigger3=root,prevstateno=[1100,1110] trigger3=root,stateno!=[1100,1199] trigger3=root,movetype!=H v = 19 value =800000+var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varset triggerall= enemynear(Var(36)),movetype!=H trigger1=1 v = 19 value =var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varadd triggerall=numenemy=1 && var(17)>0 trigger1=root,inguarddist v = 17 value =1 [State -2 , 1] type = Varset trigger1=root,inguarddist =0 v = 17 value =0 [State -2 , 1] type = Varadd triggerall=numenemy=1 && var(17)=0 trigger1=root,inguarddist && enemynear(Var(36)),movetype!=A v = 17 value =1 [State -2 , 1] type = Varadd trigger1=var(16)<999 && root,stateno=[120,159] trigger2=(var(16)=[1,1000]) && root,stateno!=[120,159] v = 16 value =ifelse((root,stateno!=[120,159]),-var(16),1) [State -2 , 1] type = Varset trigger1=root,stateno=[730,740] v = 35 value =ifelse((root,stateno=730),100,200) [State -2 , 1] type = Varset trigger1=var(35)=[100,299] trigger1=(root,stateno!=[730,740])&&(root,movetype!=H)&&(root,statetype!=L) v = 35 value =ifelse((var(35)=[160,169])||(var(35)=[260,269]),0,var(35)+1) [State -2 , 1] type = Varset trigger1=var(35)=1||var(35)=[4,6] trigger1=var(13)!=enemynear(Var(36)),stateno v = 35 value =ifelse(var(35)=6,7,ifelse((var(35)=[4,ifelse(statetype=A&&(movetype!=A)&&(movetype!=H),4,5)]),3,3)) [State -2 , 1] type = Varset trigger1=var(35)=8 trigger1=var(13)!=enemynear(Var(36)),stateno v = 35 value =0 [State -2 , 1] type = Varset trigger1=var(35)!=5 trigger1=var(35)!=[8,9] trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||var(46)>=2000000||var(47)>=2000000 v = 35 value =4 [State -2 , 1] type = Varset triggerall=((var(35)!=[5,40])&&(var(35)!=[100,300]))||var(35)=8 trigger1=(root,stateno=108)||(root,stateno=[41,49])||(root,stateno=710)||(root,stateno=105) v = 35 value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2)) [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=(root,stateno=[3000,3099]) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =12 [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=(root,stateno=1401||root,stateno=[1200,1299]) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =ifelse((root,stateno=[1200,1299]),15,13) [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=numhelper(700) && helper(700),movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =14 [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=(root,stateno=21000); && root,pos y>-80 && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =16 [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=(root,stateno=1404) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =17 [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=(root,stateno=1402) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =19 [State -2 , 1] type = Varset triggerall=var(35)!=16 trigger1=(root,stateno=1002||root,stateno=[3100,3199]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =18 [State -2 , 1] type = Varset trigger1=(var(35)=[2,3])||(var(35)=7)||(var(35)=9)||(var(35)=60) trigger1=(root,statetype!=A)||root,movetype=H||root,movetype=A trigger1=(root,ctrl && root,stateno!=[100,119])||root,movetype=H||root,movetype=A trigger2=(var(35)=[10,39])||(var(35)=[200,299]) trigger2=((var(35)!=10)&&(var(35)!=12))||root,movetype=H||enemynear(Var(36)),statetype!=A trigger2=(var(35)!=16)||((root,stateno!=[1000,1009])&&root,stateno!=21000) trigger2=(enemynear(Var(36)),movetype!=H)||var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>0||(enemynear(Var(36)),stateno =[5100,5150])||(enemynear(Var(36)),stateno =[3500,3509]) trigger3=(var(35)=[12,15]);||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=A trigger3=(root,stateno=21000)||(root,stateno=[3100,3999]);||(root,stateno=[11500,11599]);&&(root,stateno!=[550,559])&&(root,movetype=A) trigger4=(var(35)=16);||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=A trigger4=(root,stateno=[1400,1409])||(root,stateno=[190,199]);||(root,stateno=[11500,11599]);&&(root,stateno!=[550,559])&&(root,movetype=A) v = 35 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) fv = 30 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 30 value =-fvar(30) [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && enemynear(Var(36)),statetype!=A fv = 30 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(30)>0 && enemynear(Var(36)),stateno=fvar(30) && root,stateno=11503 fv = 30 value =fvar(30)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(30)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 30 value =ifelse((root,movetype=H),fvar(30)+100000,fvar(30)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno fv = 31 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 31 value =-fvar(31) [State -2: VarSet] type = VarSet trigger1=fvar(31)<=0 && fvar(30)>0 && enemynear(Var(36)),statetype!=A fv = 31 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(31)>0 && enemynear(Var(36)),stateno=fvar(31) && root,stateno=11503 fv = 31 value =fvar(31)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(31)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 31 value =ifelse((root,movetype=H),fvar(31)+100000,fvar(31)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno fv = 31 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno fv = 32 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 32 value =-fvar(32) [State -2: VarSet] type = VarSet trigger1=fvar(32)<=0 && fvar(30)>0 && fvar(31)>0 && enemynear(Var(36)),statetype!=A fv = 32 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(32)>0 && enemynear(Var(36)),stateno=fvar(32) && root,stateno=11503 fv = 32 value =fvar(32)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(32)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 32 value =ifelse((root,movetype=H),fvar(32)+100000,fvar(32)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno fv = 32 value =0 [State -2: VarSet] type = VarSet trigger1=root,movetype=H||root,movetype=A trigger2=enemynear(Var(36)),movetype=A && fvar(34)!=enemynear(Var(36)),stateno fv = 33 value =((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10) [State -2: VarSet] type = VarSet trigger1=enemynear(Var(36)),movetype=A trigger1=fvar(34)!=enemynear(Var(36)),stateno fv = 34 value =enemynear(Var(36)),stateno [State -2: VarSet] type = Varadd trigger1=var(14)=1 && fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)<9 fv = 33 value =1 [State -2: VarSet] type = Varadd trigger1=(root,movetype!=H)&&(enemynear(Var(36)),movetype!=H) trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)<9980 fv = 33 value =10 [State -2: VarSet] type = Varset trigger1=(root,movetype!=A)&&(root,movetype!=H)&&(enemynear(Var(36)),movetype=A) trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)>10 fv = 33 value =fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)+((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000) [State -2: VarSet] type = Varset trigger1=root,movehit && fvar(35)>=0 trigger1=root,stateno=1102||root,stateno=[1330,1339] fv = 35 value =-fvar(35)-1 [State -2: VarSet] type = Varset trigger1=fvar(35)<0 trigger1=root,stateno!=1102 trigger1=root,stateno!=[1330,1339] fv = 35 value =-fvar(35) [State -2: VarSet] type = Varset trigger1=enemynear(Var(36)),movetype!=H fv = 35 value =0 [State -2 , 1] type = Varset triggerall=var(5)<0 trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H) v = 5 value =0 [State -2 , 1] type = Varset triggerall=var(5)<0 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 5 value =ifelse((-var(5)-root,life>=100),var(13),0) [State -2 , 1] type = Varset trigger1=var(5)=0 && enemynear(Var(36)),movetype=A trigger1=root,stateno=[120,159] v = 5 value =-root,life [State -2 , 1] type = Varset triggerall=var(6)<0 trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H) v = 6 value =0 [State -2 , 1] type = Varset triggerall=var(6)<0 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 6 value =ifelse((-var(6)-root,life>=100),var(13),0) [State -2 , 1] type = Varset trigger1=var(6)=0 && enemynear(Var(36)),movetype=A trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99] trigger1=root,stateno=[120,159] v = 6 value =-root,life [State -2 , 1] type = Varset triggerall=var(7)<0 trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H) v = 7 value =0 [State -2 , 1] type = Varset triggerall=var(7)<0 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 7 value =ifelse((-var(7)-root,life>=100),var(13),0) [State -2 , 1] type = Varset trigger1=var(7)=0 && enemynear(Var(36)),movetype=A trigger1=var(6)>0&&enemynear(Var(36)),stateno-var(6)!=[-99,99] trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99] trigger1=root,stateno=[120,159] v = 7 value =-root,life [State -2 , 1] type = Varadd trigger1=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=1 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 8 value =-1 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=0 trigger1=enemynear(Var(36)),movetype=A && var(9)-enemynear(Var(36)),power>=1000 trigger2=enemynear(Var(36)),HitDefAttr =SCA,HA,HP,HT v = 8 value =1 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[0,9] trigger1=root,stateno=42 && var(35)=10 && enemynear(Var(36)),movetype!=H v = 8 value =10 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[10,19] trigger1=(root,ctrl && root,statetype!=A)||enemynear(Var(36)),movetype=H||(root,movetype=H&&root,stateno>200) v = 8 value =ifelse(((root,ctrl && root,statetype!=A)||enemynear(Var(36)),movetype=H),-10,10) [State -2 , 1] type = Varset trigger1=1 v = 9 value =enemynear(Var(36)),power [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),movetype=A && var(14)<2 && var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)=0 v = 12 value =1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),HitDefAttr =SCA,NA,SA,HA,NT,ST,HT trigger1=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1 trigger2=helper(4000),stateno=4120 trigger2=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1 v = 12 value =((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10) [State -2 , 1] type = Varadd trigger1=root,statetype=L && var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[0,9] v = 12 value =10 [State -2 , 1] type = Varadd trigger1=root,statetype!=L trigger1=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[10,89] trigger2=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99] v = 12 value =ifelse((var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99]),-90,10) [State -2 , 1] type = Varadd triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[100,199] trigger1=var(13)!=enemynear(Var(36)),stateno v = 12 value =-100 [State -2 , 1] type = Varadd triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[0,99] trigger1=root,time<=1 && var(14)>6 && (root,stateno=705||root,stateno=715||root,stateno=725) trigger2=enemynear(Var(36)),HitDefAttr =SCA,SA v = 12 value =100 [State -2 , 1] type = Varadd trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[1000,1999] trigger1=(var(13)-enemynear(Var(36)),stateno!=[-99,99]) v = 12 value =-1000 [State -2 , 1] type = Varadd trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[0,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP,HA,HP v = 12 value =1000 [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno v = 11 value =0 [State -2 , 1] type = Varset trigger1=(var(11)=0||var(11)=-2) && p2movetype=A trigger1=enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT v = 11 value =ifelse(var(11)=-2,1,-1) [State -2 , 1] type = Varset trigger1=var(11)=0 && p2movetype=A v = 11 value =-2 [State -2 , 1] type = Varadd trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)<9 trigger1=(root,stateno=1200)&&root,time=1 v = 10 value =1 [State -2 , 1] type = Varset trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)>=1 trigger1=(enemynear(Var(36)),movetype!=H)&&(root,stateno!=1200) v = 10 value =((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10) [State -2 , 1] type = Varset trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)>0 trigger1=enemynear(Var(36)),movetype!=H v = 10 value =((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000) [State -2 , 1] type = Varadd trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[0,9] trigger1=((root,prevstateno=[200,499])&&root,stateno=42&&root,time=1) v = 10 value =10 [State -2 , 1] type = Varadd trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[10,19] trigger1=root,stateno=[1500,1599] v = 10 value =10 [State -2 , 1] type = Varadd triggerall=(root,stateno=[3000,3999]) && enemynear(Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[0,99] v = 10 value =100 [State -2 , 1] type = Varadd triggerall=(root,stateno=[200,699]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[100,199] v = 10 value =-100 [State -2 , 1] type = Varadd triggerall=(root,stateno=910) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)=[0,999] v = 10 value =1000 [State -2 , 1] type = Varadd triggerall=enemynear(Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)=[1000,1999] v = 10 value =-1000 [State -2 , 1] type = Varadd triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[10000,19999] v = 10 value =10000 [State -2 , 1] type = Varadd triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[0,9999] v = 10 value =10000 [State -2 , 1] type = Varadd triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[30000,39999] v = 10 value =-10000 [State -2 , 1] type = Varadd triggerall=(root,stateno=520||root,stateno=8520) && enemynear(Var(36)),statetype=A trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[0,9999] v = 10 value =30000 [State -2 , 1] type = Varadd triggerall=(root,stateno!=[520,529]) && (root,stateno!=[8520,8529]) && (enemynear(Var(36)),movetype!=H) && var(35)!=[19,20] trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[10000,39999] v = 10 value =-10000 [State -2 , 1] type = Varadd triggerall=(root,prevstateno=[200,499]) && root,stateno=21402 && root,time<=1 && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[0,99999] v = 10 value =100000 [State -2 , 1] type = Varadd triggerall=root,movehit||enemynear(Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999] v = 10 value =ifelse((root,movehit),-100000,100000) [State -2 , 1] type = Varadd triggerall=var(10)=[1000000,1999999] trigger1=random<=2 trigger1=random<=800 trigger2=root,win v = 10 value =-1000000 [State -2 , 1] type = Varadd triggerall=root,stateno=195 trigger1=var(10)<1000000 v = 10 value =ifelse((root,win||roundstate!=2),2000000,1000000) [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 ) v = 14 value =0 Ignorehitpause=1 [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),movetype=A trigger2=var(14)>0 v = 14 value =1 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno v = 13 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),movetype=A trigger1=var(13)>=0 v = 13 value =enemynear(Var(36)),stateno Ignorehitpause=1 ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ; The main purpose of having these next two controllers here at the top of ; StateDef -1 is to make sure the AI helper never changes to a different state, ; nor encounters any VarSets within State -1. ; But they also improve efficiency by preventing Mugen from wasting time ; processing the entire State -1 for the helper. [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 ; This is generally the best place to put most of your AI directives. For ; example, this controller would only be executed when the CPU is in control: ; ; [State -1, Haha!] ; type = ChangeState ; trigger1 = var(0) ; (Or use "var(58)>0" if you've chosen not to ; ; use the Simplifier variable/controller.) ; trigger1 = ctrl ; trigger1 = StateType = S ; trigger1 = MoveType = I ; trigger1 = P2MoveType = H ; trigger1 = NumEnemy = 1 ; trigger1 = Enemy,GetHitVar(HitTime) > 60 ; trigger1 = PrevStateNo != 195 ; trigger1 = Random < 99 ; value = 195 ; And of course, most human-only command-based ChangeStates also belong ; in State -1. For example, this move would only be performable by a human: ; ; [State -1, Death Before Dishonor] ; type = ChangeState ; trigger1 = command = "suicide" ; trigger1 = !var(0) ; (Or use "var(58)<1" if you've chosen not to ; ; use the Simplifier variable/controller.) ; trigger1 = ctrl ; trigger1 = StateType != A ; trigger1 = MoveType = I ; value = {suicide state number} ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(9) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 trigger2 = stateno != 260 trigger2 = movecontact trigger3 = stateno = 40 trigger3 = animtime != 0 trigger4 = (stateno = 1402) && (movecontact) var(9) = 1 ;-------------------------■AI設定■-------------------------------------------------------- [State -2: VarSet];■AI+コンボ設定■ type = Varadd triggerall = var(59)=0 triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value = 1 ;(1以上でAIon、0でoff。レベルは1~3) [State -2: VarSet];■立ち回り設定■ type = Varadd triggerall = var(59)=[1,9] triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value =10* 1 ;(立ち回り設定。1~3) [State -2: VarSet];■超反応設定■ type = VarSet trigger1=var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] trigger1=var(51)<100000 trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno) trigger3=enemynear(helper(218),Var(36)),movetype !=A trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 ) v = 51 value = 8 ;(0~10、超反応設定。数字が高いほど攻撃に対する反撃が厳しくなる) [State -2: VarSet];■ガード設定■ type = VarSet trigger1=var(51) <1000 trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno) trigger3=enemynear(helper(218),Var(36)),movetype !=A trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 ) v = 51 value =var(51)+1000* 8 ;(0~11、数字を上げるほど硬く。11で超反応で投げに対応) [State -2: VarSet];■Follow up X,Yの判定強化■ type = VarSet trigger1=var(46)=0 v = 46 value = 0 ;(0or1、ここを1にするとFollow up X,Yの判定が若干強化される) [State -1, Stand] type = ChangeState value =195 triggerall = !IsHelper triggerall = palno = 12 && helper(218),var(10)<1000000 triggerall = var(59)!=0 triggerall = win && Alive && statetype!=A triggerall=p2bodydist x>=-20 trigger1=0;ctrl||stateno=[0,39] [State -2: VarSet] type = Varadd triggerall=var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000)<100 triggerall=random>(var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000))*100 triggerall=enemynear(helper(218),Var(36)),movetype=A trigger1=helper(218),var(14)<2 trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 ) v = 51 value =100 [State -2: VarSet] type = Varadd triggerall=var(51)<100000 triggerall=random>((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000)/10 triggerall=enemynear(helper(218),Var(36)),movetype=A trigger1 = (helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno) trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 ) v = 51 value =100000 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(38) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(39) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(39) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(38) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(37) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(36) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(35) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(34) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(33) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(32) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(31) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(30) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(29) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(28) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(27) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(26) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(25) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(24) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(23) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(22) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(21) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(29) =0 [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=21401)&&time=0&&p2movetype=A&&p2statetype=S trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999]) var(59) = 1000 [State -3: VarSet] type = Varset triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =movehit trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999]) var(59) =var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000) [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(ctrl&&statetype!=A)||(movetype=H&&stateno>200)||p2life<=0||movehit trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999]) var(59) =ifelse((ctrl&&statetype!=A),1000,-1000) [State -3: VarSet] type = Varadd triggerall = var(59)>0 && (helper(218),var(35)=16) triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =stateno=21404 trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<10000) var(59) = 10000 [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999] trigger1 =(ctrl)||(movehit&&movetype=H&&stateno>200)||p2life<=0 var(59) =ifelse((movetype=H&&stateno>200)||p2life<=0||p2movetype=H||p2statetype=L,-10000,10000) [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =stateno=3600 trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000) var(59) = 100000 [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =stateno=3640||ctrl||p2life<=0 trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]) var(59) = ifelse(stateno=3640||p2life<=0,-100000,100000) [State -3: VarSet] type = VarSet trigger1 = var(59)>0 trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000) [State -3: VarSet] type = VarSet triggerall = var(59)>0 trigger1 = var(59)<1000000 && win var(59) = var(59)+1000000 [State -2: VarSet] type = VarSet trigger1=var(59)>0 trigger1=RoundState !=2 v = 59 value =-var(59) [State -2: VarSet] type = VarSet trigger1=var(59)<0 trigger1=RoundState=2 && ctrl v = 59 value =-var(59) [State -2] Type = Helper ;trigger1=var(59)>0 trigger1 = numhelper(218)=0 StateNo = 10218 ID = 218 Name = "AI1" Pos = 0,0 PosType = P1 Ownpal = 1 Persistent = 0 IgnoreHitPause =1 [State -1, Stand] type = ChangeState value =21404 triggerall = !IsHelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000 triggerall=helper(218),var(35)=16 && helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =ifelse(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2,710,195) triggerall = !IsHelper triggerall=helper(218),var(35)=16 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =3600 triggerall = !IsHelper triggerall = var(59)>1000000 triggerall=power>=3000 && p2life<500 ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(helper(218),var(35)=[12,ifelse(p2bodydist y>=-20,15,14)]) triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200&&(p2bodydist y>=-40||enemynear(helper(218),Var(36)),vel y>=0) [State -1, Stand] type = ChangeState value =ifelse((helper(218),var(35)=15 && power>=1000 && frontedgebodydist>140),3100,21000) triggerall = !IsHelper triggerall = var(59)>0 triggerall=(helper(218),var(35)=13||(helper(218),var(35)=15&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*15=[-60,40])||helper(218),var(35)=19) ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||helper(218),var(35)=19 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A ;triggerall=((helper(218),var(35)=12||helper(218),var(35)=14)&&enemynear(helper(218),Var(36)),vel y>=0)||(helper(218),var(35)=13&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-20,40]) triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =ifelse((helper(218),var(35)=[13,14]),21000,3100) triggerall = !IsHelper triggerall = var(59)>0 && ((helper(218),var(35)=[13,14])||power<2000) ;;;;;triggerall=((helper(218),var(35)=[13,ifelse(p2bodydist x>80,14,13)])||(helper(218),var(35)=15&&helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2)) ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200 trigger1=(helper(218),var(35)=[13,ifelse(p2bodydist x>80,14,13)]) trigger2=(helper(218),var(35)=15&&frontedgebodydist>130&&power>=1000&&helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2) [State -1, Stand] type = ChangeState value =ifelse((p2bodydist x<=40&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-20,80]),ifelse((helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2),240,400),100) triggerall = !IsHelper triggerall = var(59)>0 triggerall=helper(218),var(35)=13 && helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2 ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(p2bodydist x<=40&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-20,80])||(p2bodydist x>40&&stateno!=100) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =ifelse((p2bodydist x<=40&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-20,40]),ifelse((helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2),240,400),100) triggerall = !IsHelper triggerall = var(59)>0 triggerall=helper(218),var(35)=13 && frontedgebodydist<=100 ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(p2bodydist x<=40&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-20,40])||(p2bodydist x>40&&stateno!=100) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =ifelse((p2bodydist x<=40&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-20,40]),ifelse((helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2),240,200),100) triggerall = !IsHelper triggerall = var(59)>0 triggerall=(helper(218),var(35)=13||helper(218),var(35)=15) ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(p2bodydist x<=40&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-20,40])||(p2bodydist x>40&&stateno!=100) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=ifelse((teamside=2 && helper(218),var(35)=14),10,20),ifelse((helper(218),var(35)=12||helper(218),var(35)=14),ifelse(p2bodydist y>=0,410,1200),200),100) triggerall = !IsHelper triggerall = var(59)>0 triggerall=(helper(218),var(35)=12||helper(218),var(35)=14) ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A ;triggerall=((helper(218),var(35)=12||helper(218),var(35)=14)&&enemynear(helper(218),Var(36)),vel y>=0)||(helper(218),var(35)=13&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-20,40]) triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(p2bodydist x<=ifelse((teamside=2 && helper(218),var(35)=14),10,20)&&enemynear(helper(218),Var(36)),vel y>=0)||(p2bodydist x>ifelse((teamside=2 && helper(218),var(35)=14),10,20)&&stateno!=100) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200 [State -1] type = ChangeState value=110 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive && numenemy=1 && numpartner=0 triggerall = !(var(22) & floor(exp(1*ln(2)) + 0.5) ) triggerall = statetype = A && pos y<-30 ;triggerall=backedgebodydist>60||(p2bodydist x<=60 && enemynear(helper(218),Var(36)),vel x>=3 && p2stateno!=[5100,5110]) triggerall=p2bodydist x>=-100 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall =(p2statetype!=A);||(helper(218),var(35)=8) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1 =p2bodydist x<=100 && enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110] trigger2 = backedgebodydist<70 && enemynear(helper(218),Var(36)),vel x>=0 && (p2bodydist x<=50||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20) [State -1] type = ChangeState value = ifelse(random<=500 && backedgebodydist>70 && vel x<0,115,110) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive && (stateno!=[100,119]) triggerall = !(var(22) & floor(exp(1*ln(2)) + 0.5) ) ;triggerall=(helper(218),var(35)!=10) ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall = statetype = A && (vel x>0||(vel x<0&&vel y<0&&(random<=500||backedgebodydist>70)&&pos y=[-30,-20])); && pos y<-20 ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) ;triggerall=(p2bodydist x<=200&&vel x>0)||(vel x<0 && backedgebodydist>70) triggerall=p2bodydist x>=-20 triggerall=pos y>=-70 && p2statetype!=A triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=(p2statetype!=A)&&(p2stateno<200||p2movetype!=H) [State -1] type = ChangeState value = 660 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall=(helper(218),var(35)!=10) ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall = statetype = A ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) triggerall=p2bodydist x<=-1 triggerall=p2bodydist x>=-10 triggerall=(vel y<0 && (stateno!=105) && p2statetype!=A) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110] [State -1] type = ChangeState value = ifelse(p2statetype=A,ifelse(vel x>0,610,640),ifelse(vel x>0||stateno=105||prevstateno=105||(helper(218),var(35)=1||helper(218),var(35)=5),610,ifelse(p2bodydist x<=40,630,640))) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall=(helper(218),var(35)!=10) ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall = statetype = A ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) triggerall=p2bodydist x<=50+ifelse(vel x=0,0,30) triggerall=p2bodydist x>=-60 triggerall=(p2statetype=A && p2bodydist y=[-40,60])||((vel y>0||stateno=[100,119]) && pos y>=ifelse(vel x<=0,-90,-80) && p2statetype!=A) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110] [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x>50||p2statetype=A,410,ifelse(p2statetype=A,210,430)) triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=10) triggerall=(helper(218),var(35)!=[12,15]) ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype!=A)||(partner,life>0&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-20,40]) triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=120 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||(p2stateno>=1000&&helper(218),fvar(5)=-99999)||(prevstateno=[700,799]) trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger1=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger1=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger1=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =3200 triggerall = !IsHelper triggerall = var(59)>0 triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=2000 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000;||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 && p2bodydist x<=120 triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000 triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger7=(partner,life>0 && enemynear(helper(218),Var(36)),facing*facing>0 && ((partner,movetype!=H)||(partner,stateno!=[120,159])||(partner,stateno=[5000,5059])) && helper(218),var(14)<2) [State -1, Stand] type = ChangeState value =3000 triggerall = !IsHelper triggerall = var(59)>0 && numhelper(700)=0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=1000 && (random<=250||power>=3000||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3) ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=80 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000 triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger17=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=(p2stateno>=1000||prevstateno=[150,159])||(partner,life>0 && ((partner,movetype!=H)||(partner,stateno!=[120,159])||(partner,stateno=[5000,5059])) && helper(218),var(14)<2) trigger17=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3||partner,life>0 [State -1, Stand] type = ChangeState value =711 triggerall = !IsHelper triggerall = var(59)>0 && numhelper(700)=0 triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 && p2bodydist x<=50 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=0;helper(218),var(50)<2000000 && helper(218),var(51)<2000000 && (helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=37 trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=37 trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=37 trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=37 trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=37 trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=37 [State -1, Stand] type = ChangeState value =711 triggerall = !IsHelper triggerall = var(59)>0 && numhelper(700)=0 triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<2000000 && (helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[10,ifelse(p2bodydist x<=50,20,15)] [State -1, Stand] type = ChangeState value =430 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=50 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 [State -1, Stand] type = ChangeState value =440 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=120 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 [State -1, Stand] type = ChangeState value =1100 triggerall = !IsHelper triggerall = var(59)>0 && numhelper(700)=0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=(enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist x>0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*8=[-40,20])||p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=80 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=helper(218),var(54)<2000000 && helper(218),var(55)<2000000 triggerall=(helper(218),var(54)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)-ifelse(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(55)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)-ifelse(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger17=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17= helper(218),var(14)<2 && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 trigger17=(helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) trigger18=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger12=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,10,20) && prevstateno=[5100,5150] trigger19=(partner,life>0 && ((partner,movetype!=H)||(partner,stateno!=[120,159])||(partner,stateno=[5000,5059])) && helper(218),var(14)<2) [State -1, Stand] type = ChangeState value =1030 triggerall = !IsHelper triggerall = var(59)>0 triggerall = ((helper(218),var(35)!=10)&&(helper(218),var(35)!=12))||helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2bodydist y>-10||(p2bodydist x-enemynear(helper(218),Var(36)),vel x*6=[0,60])||p2statetype !=A triggerall=(p2bodydist x>=0 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-60,20])||p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X -enemynear(helper(218),Var(36)),vel x*6<=55 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=0;helper(218),var(54)<2000000 && helper(218),var(55)<2000000 trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,1] trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger17=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=(helper(218),var(14)>=7&&p2bodydist x<=50)||p2statetype=A||enemynear(helper(218),Var(36)),vel x>=2||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,SA,SP,ST)||(prevstateno=[150,159]) trigger17=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 && helper(218),fvar(5)!=-99999 [State -1, Stand] type = ChangeState value =710 triggerall = !IsHelper triggerall = var(59)>0 && partner,life<=0 triggerall = helper(218),var(35)!=1 ;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 triggerall=(var(38)>0 && var(38)=p2stateno)||(var(39)>0 && var(39)=p2stateno) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<2000000 && (helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,10] [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x>120,108,42) triggerall = !IsHelper triggerall = var(59)>0 triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000;||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 [State -1, Stand] type = ChangeState value =ifelse(p2statetype=S && p2bodydist x<=130 && var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000,21401,21404) triggerall = !IsHelper triggerall = var(59)>0 && numhelper(700)=0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=200 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000 triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=19 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=19 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=19 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=19 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=19 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=19 trigger17=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger17=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=p2bodydist x>80 && helper(218),var(14)<2 && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;&& p2stateno>=1000 && random<=500 trigger18=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10 trigger18=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=p2bodydist x>100&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 && prevstateno=[5100,5150] trigger19=(partner,life>0 && ((partner,movetype!=H)||(partner,stateno!=[120,159])||(partner,stateno=[5000,5059])) && p2bodydist x>100 && helper(218),var(14)<2) [State -1, Stand] type = ChangeState value =ifelse(p2statetype=A && p2bodydist y>=-20 && (p2bodydist x=[-20,80]),1100,ifelse(backedgebodydist<=50,105,21000)) triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5) triggerall = stateno != [100,105] ;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall=p2bodydist x>-30 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<=0;||((p2bodydist x>=140||p2bodydist x<=50)&&(fvar(4)>2000000||fvar(5)>2000000)) triggerall=p2movetype=A ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[9000,9999]) ;triggerall=var(48)=11||(random<=400) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(helper(218),var(46)>=2000000||helper(218),var(47)>=2000000) trigger1=(var(51)-((ceil(var(51)/100000)-ifelse(var(51)-(ceil(var(51)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400 trigger1=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99]) [State -1, Follow up] type = ChangeState value = stateno-20000 trigger1 = stateno = [21400,21409] trigger1 = animelemtime(4) > 0 [State -1, MY GOD OPPONENT WATCH OUT] type = Helper triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=1000 ;&& random<=500 triggerall = !numhelper(700) ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (StateNo = [150,159]) triggerall = p2movetype=A ;triggerall=p2statetype !=A ;triggerall=p2bodydist x>=-20 trigger1=helper(218),var(14)<2 && (p2life<100||(random<=100&&power>=2000)||(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3&&p2bodydist x<=30)) trigger2=(var(38)>0 && var(38)=p2stateno)||(var(39)>0 && var(39)=p2stateno) trigger3=(partner,life>0 && ((partner,movetype!=H)||(partner,stateno!=[120,159])||(partner,stateno=[5000,5059])) && helper(218),var(14)<2) helpertype = normal name = "An hero" ID = 700 stateno = 700 pos = 240,-240 postype = p2 facing = -1 ownpal = 1 size.xscale = .5 size.yscale = .5 ignorehitpause = 1 [State -1, 連撃 五段目] type = ChangeState value = ifelse(stateno=610,1000,610) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=(var(22) & floor(exp(0*ln(2)) + 0.5)) triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2 triggerall = statetype = A triggerall=p2bodydist x>=-60 triggerall=(p2bodydist x<=40 && p2bodydist y=[ifelse(vel y<0,-60,-20),40])||stateno=610 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2statetype=A&&p2stateno>=200&&p2movetype=H;||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 =Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = [720,721])||stateno=[100,101] trigger2=stateno=610 && movehit [State -1, 連撃 五段目] type = ChangeState value = 21404 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2movetype=A||inguarddist trigger1 = var(9) && movecontact [State -1, 連撃 五段目] type = ChangeState value = ifelse(stateno=600,ifelse((!(var(22) & floor(exp(0*ln(2)) + 0.5))),640,630),ifelse(stateno=630,640,ifelse(stateno=630,640,ifelse((!(var(22) & floor(exp(0*ln(2)) + 0.5)))&&stateno=640,45,3050)))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive && power>=1000 && (random<=500||p2life<200||power>=3000) triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype = A triggerall=p2bodydist x>=-60 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(p2statetype=A)&&(movehit&&p2stateno>=200&&p2movetype=H);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = (stateno = 600) && movecontact trigger2 = (stateno = 610) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = (stateno = 640) && movecontact [State -1, 連撃 五段目] type = ChangeState value = ifelse(stateno=600,ifelse((!(var(22) & floor(exp(0*ln(2)) + 0.5))),640,630),ifelse(stateno=630,640,ifelse(stateno=630,640,ifelse((!(var(22) & floor(exp(0*ln(2)) + 0.5)))&&stateno=640,45,1000)))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype = A triggerall=p2bodydist x>=-60 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(p2statetype=A)&&(movehit&&p2stateno>=200&&p2movetype=H);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = (stateno = 600) && movecontact trigger2 = (stateno = 610) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = (stateno = 640) && movecontact [State -1, 連撃 五段目] type = ChangeState value = 600 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype = A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x<=40 && p2bodydist y=[ifelse(vel y<0,-60,-20),40] triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2statetype=A&&p2stateno>=200&&p2movetype=H;||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 =Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = [720,721])||stateno=[100,101] [State -1, Air combo lol] type = ChangeState value = ifelse(stateno=240&&power>=1000&&random<=500&&var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2,3100,ifelse(p2bodydist y<-60,720,42)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 && p2bodydist x<=100 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = stateno = 240 || ((stateno = 1403 || stateno = 1402)&&helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<1) trigger1 = movehit [State -1, 連撃 五段目] type = ChangeState value = 410;ifelse((stateno=200||stateno=400)&&p2bodydist x<=40&&(p2statetype!=A),ifelse(p2bodydist x<=10,400,430),410) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 && p2bodydist x<=50 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H&&p2bodydist y>-10);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = (stateno = 200) && movecontact trigger2 = (stateno = 400) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 430) && movecontact [State -1, 連撃 五段目] type = ChangeState value = ifelse(power>=3000&&(p2statetype!=A)&&(movehit&&p2stateno>=200&&p2movetype=H),ifelse(frontedgebodydist<=60&&p2bodydist x<=5,210,1110),240) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 && p2bodydist x<=100 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H&&p2statetype!=A);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = (stateno = 410) && movecontact && p2bodydist x<=ifelse((power>=3000&&(p2statetype!=A)&&(movehit&&p2stateno>=200&&p2movetype=H)),20,10) [State -1, 連撃 五段目] type = ChangeState value = 250 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = statetype != A triggerall=p2bodydist x>=-60 && p2bodydist x<=20 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H&&(stateno=420||p2statetype!=A));||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = stateno = 410 trigger1 = movecontact [State -1, 連撃 五段目] type = ChangeState value = 240 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 && p2bodydist x<=ifelse(stateno=230,20,50) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H&&p2statetype!=A);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = stateno = 200 || stateno = 400 || stateno = 230 || stateno = 420 || (stateno = 210 && (anim = 215 || (anim = 210 && animelemtime(9) >= 0))) trigger1 = movecontact [State -1, 連撃 五段目] type = ChangeState value = 21401 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 && p2statetype=A && p2bodydist y>-20 && (p2bodydist y<=0||stateno<300) ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 && p2bodydist x<=20 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = var(9) && movecontact [State -1, 連撃 五段目] type = ChangeState value =21402 triggerall = !ishelper triggerall = var(59)>0 triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=1 triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000000)*1000000)<0,1,0))*1000000)<200000 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive && (random<=500) ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 && p2bodydist x<=20 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H&&p2statetype=A);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = var(9) && movecontact [State -1, 連撃 五段目] type = ChangeState value =ifelse(p2bodydist x<=ifelse(p2statetype=A,20,10),1200,ifelse(p2statetype=A&&(p2bodydist y<=0||stateno<300),21401,ifelse(random<=500&&p2bodydist x<=60&&(stateno!=410),1110,21404))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 ;&& p2bodydist x<=100 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<600,20,30);||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = var(9) && movecontact && stateno!=[1400,1409] [State -1, 連撃 五段目] type = ChangeState value = ifelse(p2bodydist x<=40,ifelse(p2bodydist x<=30&&random<=500,1200,21403),ifelse(random<=500,1110,21404)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 ;&& p2bodydist x<=100 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=0;(p2statetype=A)&&(movehit&&p2stateno>=200&&p2movetype=H);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = var(9) && movecontact && stateno!=[1400,1409] [State -1, 連撃 五段目] type = ChangeState value = 3300;ifelse(p2life<500&&var(59)>=1000000,3600,3300) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 && p2bodydist x<=40 && power>=3000 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = (stateno=[1100,1110]) ;&& (prevstateno=[200,499]) && movecontact [State -1] type = ChangeState value=ifelse(statetype=A,860,ifelse(random<=500,800,830)) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall=p2statetype=A||helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0 ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall = ((statetype != A)&&(p2statetype!=A))||((statetype = A)&&(p2statetype=A)&&p2bodydist y=[-40,40]) triggerall=p2bodydist x>=-40 triggerall = (p2bodydist x < 5 && (p2statetype!=A) && statetype!=A)||(p2bodydist x < 25 && abs(p2bodydist y) < 75 && statetype=A && p2statetype=A) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H);||p2stateno=[120,159] triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0||p2statetype=A triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=500+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-200,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger2 =stateno=109&&p2bodydist x<=10&&random<=500 trigger3 =(teamside=2||p2stateno=[50,59]) && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 trigger4 =statetype=A [State -1] type = ChangeState value=109 triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall=partner,life>0||helper(218),var(35)!=10 ;triggerall=partner,life>0||helper(218),var(10)-((ceil(helper(218),var(10)/100)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall = ((statetype != A)&&(p2statetype!=A));;;;;;;||((statetype = A)&&(p2statetype=A)&&p2bodydist y=[-40,40]) triggerall=p2bodydist x>=-40 triggerall = p2bodydist X < 60 ;triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-60,0] ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) ;triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H);||p2stateno=[120,159] triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999]);||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x<=20,400,430) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=-40 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=50 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0) [State -1] type = ChangeState value=ifelse(p2bodydist x<=20,200,230) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=-40 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=50 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0) [State -1] type = ChangeState value=ifelse(random<=333,210,ifelse(random<=666,440,240)) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=-40 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=60 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0) [State -1] type = ChangeState value=ifelse(random<=333||p2bodydist x>50,260,ifelse(random<=666,420,250)) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=-40 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=60 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0) [State -1] type = ChangeState value=ifelse(p2bodydist x<=60,1030,1040) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-40 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=100 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =0;(helper(218),fvar(30)>0 && helper(218),fvar(30)=p2stateno)||(helper(218),fvar(31)>0 && helper(218),fvar(31)=p2stateno)||(helper(218),fvar(32)>0 && helper(218),fvar(32)=p2stateno) [State -1] type = ChangeState value=3200 triggerall = !ishelper triggerall = var(59)>0 && var(59)<1000000 && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && power>=2000 && life>=p2life+300 ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 ;triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*3<=150) ;triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) ;triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger2 =(helper(218),fvar(30)>0 && helper(218),fvar(30)=p2stateno)||(helper(218),fvar(31)>0 && helper(218),fvar(31)=p2stateno)||(helper(218),fvar(32)>0 && helper(218),fvar(32)=p2stateno) [State -1] type = ChangeState value=ifelse(random<=500,1200,1210) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*3<=40) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=21000 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=500,30,20) ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*3<=150) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(random<=500&&backedgebodydist>80,710,ifelse(random<=750,21404,21401)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=500,30,20) ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*3<=150) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(backedgebodydist<=80,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x<=50,ifelse(random<=500,21402,21403),ifelse(random<=500,21401,21404)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*3<=150) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=1310;ifelse(random<=500,1300,1310) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=120 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30=[120,300]) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(random<=500&&p2bodydist x>150,710,711) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && partner,life<=0 ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=ifelse(backedgebodydist<100,150,-20) triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<=300) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=711 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && partner,life>0 ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 && ((partner,pos x<pos x&&facing>0)||(partner,pos x>pos x&&facing<0)) triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<=80) ;triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) ;triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) ;triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =1 [State -1] type = ChangeState value=ifelse(random<=500||(partner,life>0),42,43) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<500,20,30)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*2=[60,300]) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(random<=250,21402,ifelse(random<=600,1300,ifelse(p2bodydist x<160,710,711))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=120 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30=[120,300]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1=helper(218),var(18)<1000 && p2stateno=5120 && p2bodydist x>130 trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger2=helper(218),var(18)>3000||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) trigger2=p2bodydist x>120 trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000>=20000 trigger3=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger3=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger3=helper(218),var(18)>3000||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) trigger3=p2bodydist x>200 trigger3=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000>=10000 trigger4=(helper(218),var(35)=18) [State -1] type = ChangeState value=ifelse(random<=500,105,710) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<120) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) trigger1=(helper(218),var(35)=18) [State -1] type = ChangeState value=ifelse(frontedgebodydist>120&&(enemynear(helper(218),Var(36)),vel x>=2),108,ifelse(backedgebodydist>60,105,108)) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive && numenemy=1 && numpartner=0 triggerall = statetype != A ;triggerall=backedgebodydist>60||(p2bodydist x<=60 && enemynear(helper(218),Var(36)),vel x>=3 && p2stateno!=[5100,5110]) triggerall=p2bodydist x>=-60 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall =(p2statetype!=A);||(helper(218),var(35)=8) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1 =backedgebodydist<=50 && p2bodydist x<=60 && (enemynear(helper(218),Var(36)),vel x>=0||p2stateno=[5100,5110]) trigger2 =p2bodydist x<=100 && enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110] trigger3 = p2bodydist x<=30 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall = (stateno!=50)||var(3)!=[1,2] triggerall = helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=var(51)<100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)=[1,9] value = ifelse(statetype=A,132,130) [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall = (stateno!=50)||var(3)!=[1,2] triggerall = helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=var(51)<100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)>=1 value = ifelse(statetype=A,132,ifelse((enemynear(helper(218),Var(36)),stateType = A),130,131)) [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = p2statetype=A||helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall=statetype !=A triggerall=inguarddist||helper(218),inguarddist triggerall=var(51)<100000 trigger1=enemynear(helper(218),Var(36)),MoveType = A trigger1=enemynear(helper(218),Var(36)),statetype=A trigger2=enemynear(helper(218),Var(36)),MoveType = A trigger2=(var(38)>0 && var(38)=p2stateno)||(var(39)>0 && var(39)=p2stateno) value = 130 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(52)<2000000 && helper(218),var(53)<2000000||p2statetype=A||helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall=statetype!=A triggerall=inguarddist||helper(218),inguarddist triggerall=var(51)<100000 triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(38)<=0||var(38) !=p2stateno) triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(39)<=0 ||var(39) !=p2stateno) trigger1=enemynear(helper(218),Var(36)),statetype !=A trigger1=enemynear(helper(218),Var(36)),MoveType = A trigger2=enemynear(helper(218),Var(36)),movetype !=A value = 131 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 ;triggerall = helper(218),var(35)!=[100,130] triggerall = RoundState = 2 && Alive triggerall = StateNo != [120, 159] triggerall = StateNo != 102 triggerall=inguarddist||helper(218),inguarddist triggerall=var(51)<100000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall=statetype=A trigger1=1 value = 132 [State -1, Stand1] type = ChangeState value =100;ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25) triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = (helper(218),var(35)!=10)&&(helper(218),var(35)!=12) ;triggerall = (helper(218),var(35)!=18)||helper(218),var(10)-((ceil(helper(218),var(10)/1000000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall = RoundState = 2 && Alive && stateno!=[100,109] triggerall = statetype != A triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(p2movetype!=H)||(p2stateno =[120,159]) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) triggerall=p2bodydist x>20||frontedgebodydist>60 triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10000)*10000)<0,1,0))*10000)!=[2000,2999] trigger1=p2bodydist x>250 trigger2=helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999] trigger2=p2bodydist x>100 && random<=5 trigger3=p2movetype=H&&p2stateno>200&&(p2bodydist x>40||(p2bodydist y>=-100&&p2bodydist x>50)||p2statetype!=A) trigger3=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno!=[5100,5150] [State -1, Stand1] type = ChangeState value =ifelse(random<=333,100,27);ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25) triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=28 && random<=200)||(stateno=28 && helper(218),var(35)=[12,14]) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159]) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) trigger1=p2bodydist x>=ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,120,ifelse(p2movetype=H&&p2stateno>200,20,30)) [State -1, Stand1] type = ChangeState value =28 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=27 && random<=200) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159]) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) trigger1=p2bodydist x<ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,120,ifelse(p2movetype=H&&p2stateno>200,20,30)) [State -1, Stand] type = ChangeState value = 0 triggerall = !IsHelper triggerall = (var(59) !=0)||stateno=[27,28] ;triggerall = RoundState = 2 && Alive && time triggerall = time>=10 && statetype != A trigger1=(time>=10 && stateno=[27,28]);||(time>=3 && stateno=[100,101]) trigger1 = RoundState != 2 trigger2=(stateno=[27,28]);||(stateno=[100,101])||(StateNo = 5120 && AnimTime = 0) trigger2 = p2bodydist x<-20;||(p2bodydist x<0 && facing*enemynear(helper(218),Var(36)),facing>0) trigger3 = helper(218),var(35)=18 && p2bodydist x=[-20,20] ctrl=1 [State -1, Stand] type = ChangeState value = 0 triggerall = !IsHelper triggerall = (var(59) !=0) ;triggerall = RoundState = 2 && Alive && time triggerall =stateno=100 && statetype != A trigger1 = RoundState != 2 ;trigger2 = (helper(218),var(35)!=18)||p2movetype=A||inguarddist||p2bodydist x<=30 trigger2 = p2movetype=A||inguarddist||p2bodydist x<ifelse(p2movetype=H&&p2stateno>200,20,70) [State -2] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall=time=0 triggerall = RoundState = 2 && Alive trigger1=stateno=[5200,5210] trigger1=numpartner=0 value =5050 [State -1] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive trigger1=stateno=20 trigger2=stateno=40 trigger3=0;stateno=45 trigger4=stateno=10 value = ifelse(stateno=45,ifelse(vel y >=0,51,50),ifelse(p2movetype=A,28,27)) ctrl=1 [State -1] type = ChangeState triggerall = !IsHelper triggerall = var(59)!=0 triggerall=stateno=[20,23] trigger1=roundstate !=2 trigger2=p2bodydist x<-10 value =0 ctrl=1 [State -1] type = ChangeState value =ifelse(random<=333,21401,ifelse(random<=666,3200,3100));ifelse(random<=250,720,ifelse(random<=500,730,ifelse(random<=750,750,740)));ifelse(random<=500,197,198);ifelse(statetype=A,ifelse(random<=350,2150,ifelse(random<=700,2125,2100)),ifelse(random<=350,1500,ifelse(random<=700,2400,2400)));ifelse(random<=350,6000,ifelse(random<=700,4000,4100));ifelse(random<=350,ifelse(numhelper(6061) = 1,6051,6050),ifelse(random<=700,6000,ifelse((var(29)=1),4100,4000)));ifelse(random<=350,3000,ifelse(random<=700,3100,3050));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310) triggerall =var(59)=0 trigger1 = 0;(var(9)) && movehit [State -1] type = ChangeState value =3600;ifelse(random<=500,3660,3640);ifelse(statetype=A,1310,ifelse(random<=333,1300,ifelse(random<=666,520,3600)));ifelse(random<=250,720,ifelse(random<=500,730,ifelse(random<=750,750,740)));ifelse(random<=500,197,198);ifelse(statetype=A,ifelse(random<=350,2150,ifelse(random<=700,2125,2100)),ifelse(random<=350,1500,ifelse(random<=700,2400,2400)));ifelse(random<=350,6000,ifelse(random<=700,4000,4100));ifelse(random<=350,ifelse(numhelper(6061) = 1,6051,6050),ifelse(random<=700,6000,ifelse((var(29)=1),4100,4000)));ifelse(random<=350,3000,ifelse(random<=700,3100,3050));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310) triggerall =var(59)=0 trigger1 =Command = "a" ;trigger1 = statetype != A trigger1 =0;ctrl||stateno=[20,29] ;trigger2=(stateno = 320) && (Time >= 35) ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Fatal Ko] type = ChangeState value = 3600 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "Fata",command = "r_Fata")) || var(52) = 3600 triggerall = power >= 3000 triggerall = (p2life <= 500) trigger1 = statetype != A trigger1 = ctrl ;trigger1 = var(9) ;trigger2 = stateno = 1100 || stateno = 1110 || stateno = 1200 || stateno = 1210 || stateno = 1402 ;trigger2 = movecontact ;trigger3 = (stateno = 1300 || stateno = 1310) && (time >= 20) [State -1, Die Hard] type = ChangeState value = 3300 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "Diehard",command = "r_Diehard")) || var(52) = 3300 triggerall = power >= 3000 trigger1 = var(9) trigger2 = stateno = 1100 || stateno = 1110 || stateno = 1200 || stateno = 1210 || stateno = 1402 || stateno = 1403 trigger2 = movecontact trigger3 = (stateno = 1300 || stateno = 1310) && (time >= 20) [State -1, Uwareba] type = ChangeState value = 3000 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "Uwaraba",command = "Barakabama")) || var(52) = 3000 triggerall = power >= 1000 trigger1 = var(9) trigger2 = stateno = 1100 || stateno = 1110 || stateno = 1200 || stateno = 1210 || stateno = 1402 || stateno = 1403 trigger2 = movecontact trigger3 = (stateno = 1300 || stateno = 1310) && (time >= 20) [State -1, Air Uwareba] type = ChangeState value = 3050 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "Uwaraba") || var(52) = 3050 triggerall = power >= 1000 trigger1 = statetype = A trigger1 = ctrl || ((stateno = [600,640]) && movecontact) || stateno = 110 || stateno = 115 [State -1, Barakabama] type = ChangeState value = 3100 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "Barakabama",command = "Uwaraba")) || var(52) = 3100 triggerall = power >= 1000 trigger1 = var(9) trigger2 = stateno = 1100 || stateno = 1110 || stateno = 1200 || stateno = 1210 || stateno = 1402 || stateno = 1403 trigger2 = movecontact trigger3 = (stateno = 1300 || stateno = 1310) && (time >= 20) [State -1, That kick] type = ChangeState value = 3200 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "Uninspired",command = "Inspired")) || var(52) = 3200 triggerall = power >= 2000 trigger1 = var(9) trigger2 = stateno = 1100 || stateno = 1110 || stateno = 1200 || stateno = 1210 || stateno = 1402 || stateno = 1403 trigger2 = movecontact trigger3 = statetype = A trigger3 = ctrl || ((stateno = [600,640]) && movecontact) || stateno = 110 || stateno = 115 trigger4 = (stateno = 1300 || stateno = 1310) && (time >= 20) ;=========================================================================== ;--------------------------------------------------------------------------- ; Stock Photo [State -1, What] type = ChangeState value = 1100 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "QCF_a",command = "QCB_a")) || var(52) = 1100 trigger1 = var(9) [State -1, What] type = ChangeState value = 1110 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "QCF_b",command = "QCB_b")) || var(52) = 1110 trigger1 = var(9) trigger2 = stateno = 1402 && movecontact [State -1, Backhander] type = ChangeState value = 1200 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "QCB_x",command = "QCF_x")) || var(52) = 1200 trigger1 = var(9) [State -1, Backhander] type = ChangeState value = 1210 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "QCB_y",command = "QCF_y")) || var(52) = 1210 trigger1 = var(9) [State -1, Stray Bullet] type = ChangeState value = 1300 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "QCF_x",command = "QCB_x")) || var(52) = 1300 trigger1 = var(9) [State -1, Stray Bullet] type = ChangeState value = 1310 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "QCF_y",command = "QCB_y")) || var(52) = 1310 trigger1 = var(9) [State -1, Meh] type = ChangeState value = 1400 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "QCB_a",command = "QCF_a")) || var(52) = 1400 trigger1 = var(9) trigger1 = stateno != 1402 [State -1, Meh] type = ChangeState value = 1410 triggerall = var(59)=0 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "QCB_b",command = "QCF_b")) || var(52) = 1410 trigger1 = var(9) trigger1 = stateno != 1402 [State -1, Follow up] type = ChangeState value = 1401 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "y") || var(52) = 1401 trigger1 = stateno = 1400 || stateno = 1410 trigger1 = animelemtime(4) > 0 [State -1, Follow up] type = ChangeState value = 1404 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "b") || var(52) = 1404 trigger1 = stateno = 1400 || stateno = 1410 trigger1 = animelemtime(4) > 0 [State -1, Follow up] type = ChangeState value = 1402 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "x") || var(52) = 1402 trigger1 = stateno = 1400 || stateno = 1410 trigger1 = animelemtime(4) > 0 [State -1, Follow up] type = ChangeState value = 1403 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "a") || var(52) = 1403 trigger1 = stateno = 1400 || stateno = 1410 trigger1 = animelemtime(4) > 0 [State -1, Stock Photo Attack] type = ChangeState value = 1000 triggerall = var(59)=0 triggerall = ((command = "SPK") && var(55)<5) || var(52) = 1000 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,640] trigger2 = movecontact trigger3 = stateno = 40 ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59)=0 trigger1 = (command = "FF") || (var(52) = 100) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Fwd] type = ChangeState value = 105 triggerall = var(59)=0 trigger1 = (command = "BB") || (var(52) = 105) trigger1 = statetype = S trigger1 = ctrl [State -1, FLY AWAY] type = ChangeState value = 110 triggerall = var(59)=0 triggerall = !(var(22) & floor(exp(1*ln(2)) + 0.5) ) triggerall = (command = "AFF") || (var(52) = 110) trigger1 = statetype = A trigger1 = ctrl [State -1, UGH] type = ChangeState value = 115 triggerall = var(59)=0 triggerall = !(var(22) & floor(exp(1*ln(2)) + 0.5) ) triggerall = (command = "ABB") || (var(52) = 115) trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 830 triggerall = var(59)=0 triggerall = var(8) = 0 triggerall = (command = "y" && (command = "holdfwd" || command = "holdback")) || var(52) = 800 triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = var(59)=0 triggerall = var(8) = 0 triggerall = (command = "b" && (command = "holdfwd" || command = "holdback")) || var(52) = 830 triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1, Air Throw] type = ChangeState value = 860 triggerall = var(59)=0 triggerall = (command = "y" || command = "b") || var(52) = 860 triggerall = statetype = A triggerall = ctrl trigger1 = command = "holdfwd" || command = "holdback" trigger1 = p2bodydist X < 25 trigger1 = abs(p2bodydist y) < 75 trigger1 = (p2statetype = A) ;trigger1 = p2movetype != H [State -1, MY GOD OPPONENT WATCH OUT] type = Helper triggerall = var(59)=0 ;triggerall = (command = "z") && (command = "holdback") || ((command = "x") && (command = "y") && command = "holdback") triggerall = stateno = [150,169] triggerall = power >= 1000 triggerall = !numhelper(700) trigger1 = (command = "CD") || var(52) = 700 helpertype = normal name = "An hero" ID = 700 stateno = 700 pos = 240,-240 postype = p2 facing = -1 ownpal = 1 size.xscale = .5 size.yscale = .5 ignorehitpause = 1 ; CD [State -1, Roll] type = ChangeState value = 710 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "Roll" && command != "holddown") || var(52) = [710,711] triggerall = statetype != A trigger1 = ctrl || stateno = 100 trigger1 = stateno != [120,154] trigger2 = power >= 500 trigger2 = (stateno = [120,154]) || (((stateno = [200,250]) || (stateno = [400,440])) && movecontact ) [State -1, Blue Danube] type = ChangeState value = 720 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "Roll" && command = "holddown") || var(52) = [720,721] triggerall = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 240 || stateno = 1403 || stateno = 1402 trigger2 = movehit ; CD [State -1, BD] type = ChangeState value = 660 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "CD") || var(52) = 660 ;triggerall = !var(55) || !(var(40) & floor(exp(0*ln(2)) + 0.5) ) trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,640] trigger2 = movecontact ; CD [State -1, CD] type = ChangeState value = 260 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "CD") || var(52) = 260 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || (stateno = 230 && anim = 230) || stateno = 400 || stateno = 430 || stateno = 410 || stateno = 420 trigger2 = movecontact ; SLASH [State -1, SLASH] type = ChangeState value = 250 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "a" && command = "holdfwd" && command != "holddown")) || var(52) = 250 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || (stateno = 230 && anim = 230) || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 410 || stateno = 420 trigger2 = movecontact ; SLASH [State -1, DABUR] type = ChangeState value = 420 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "x" && command = "holdfwd" && command = "holddown")) || var(52) = 420 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || (stateno = 230 && anim = 230) || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 410 trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "x" && command != "holddown")) || var(52) = 200 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 trigger2 = time > 6 || movecontact [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "y" && command != "holddown")) || var(52) = 210 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 430 || stateno = 400 || stateno = 410 || (stateno = 230 && anim = 230) trigger2 = movecontact [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "a" && command != "holddown")) || var(52) = 230 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 430 || (stateno = 230 && anim = 230) || (stateno = 210 && anim = 215) trigger2 = movecontact [State -1, Stand Strong Kick] type = ChangeState value = 240 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "b" && command != "holddown")) || var(52) = 240 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 400 || stateno = 230 || stateno = 420 || (stateno = 210 && (anim = 215 || (anim = 210 && animelemtime(9) >= 0))) || stateno = 410 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59)=0 triggerall = (command = "start") || var(52) = 195 || (var(58) = -2 && winko && !var(48)) triggerall = stateno != 195 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Crouch Light Punch] type = ChangeState value = 400 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "x" && command = "holddown")) || var(52) = 400 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 400 trigger2 = time > 9 || movecontact [State -1, Crouch Strong Punch] type = ChangeState value = 410 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "y" && command = "holddown")) || var(52) = 410 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 400 || stateno = 430 || (stateno = 230 && anim = 230) trigger2 = movecontact [State -1, Crouch Light Kick] type = ChangeState value = 430 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "a" && command = "holddown")) || var(52) = 430 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 430 || stateno = 400 trigger2 = movecontact [State -1, Crouch Strong Kick] type = ChangeState value = 440 triggerall = var(59)=0 triggerall = (var(55)<5 && (command = "b" && command = "holddown")) || var(52) = 440 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 400 || (stateno = 230 && anim = 230) || stateno = 430 trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "x") || var(52) = 600 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact [State -1, Air Strong Punch] type = ChangeState value = 610 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "y") || var(52) = 610 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact [State -1, Air Light Kick] type = ChangeState value = 630 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "a") || var(52) = 630 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact [State -1, Air Strong Kick] type = ChangeState value = 640 triggerall = var(59)=0 triggerall = (var(55)<5 && command = "b") || var(52) = 640 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact [State -1, Air combo lol] type = ChangeState value = 40 triggerall = var(59)=0 triggerall = (command = "holdup") || var(52) = [40,45] trigger1 = var(55) trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 240 || stateno = 1403 || stateno = 1402 trigger2 = movehit [State -1, Guilty gear shit right here] type = ChangeState value = 45 triggerall = var(59)=0 triggerall = (command = "holdup") || var(52) = [40,45] triggerall = !(var(22) & floor(exp(0*ln(2)) + 0.5) ) trigger1 = stateno = 640 trigger1 = movehit
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