; 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
;-| 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
;-| 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
;-| 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 = "QCF_2P"
command = ~D, DF, F, x+y
[Command]
name = "QCF_2P"
command = ~D, DF, F, y+z
[Command]
name = "QCF_2P"
command = ~D, DF, F, x+y
[Command]
name = "QCB_2P"
command = ~D, DB, B, x+y
[Command]
name = "QCB_2P"
command = ~D, DB, B, y+z
[Command]
name = "QCB_2P"
command = ~D, DB, B, x+y
;
[Command]
name = "QCF_2K"
command = ~D, DF, F, a+b
[Command]
name = "QCF_2K"
command = ~D, DF, F, b+c
[Command]
name = "QCF_2K"
command = ~D, DF, F, a+c
[Command]
name = "QCB_2K"
command = ~D, DB, B, a+b
[Command]
name = "QCB_2K"
command = ~D, DB, B, b+c
[Command]
name = "QCB_2K"
command = ~D, DB, B, a+c
[Command]
name = "QCBHCF_P"
command = ~D, DB, B, DB, D, DF, F, x
time = 20
[Command]
name = "QCBHCF_P"
command = ~D, DB, B, DB, D, DF, F, y
time = 20
[Command]
name = "QCBHCF_P"
command = ~D, B, D, F, x
time = 20
[Command]
name = "QCBHCF_P"
command = ~D, B, D, F, y
time = 20
[Command]
name = "QCFHCB_P"
command = ~D, DF, F, DF, D, DB, B, x
time = 20
[Command]
name = "QCFHCB_P"
command = ~D, DF, F, DF, D, DB, B, y
time = 20
[Command]
name = "QCFHCB_P"
command = ~D, F, D, B, x
time = 20
[Command]
name = "QCFHCB_P"
command = ~D, F, D, B, y
time = 20
[Command]
name = "QCFx2P"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "QCFx2P"
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "QCBx2P"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20
[Command]
name = "QCBx2P"
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20
[Command]
name = "QCFx2K"
command = ~D, DF, F, D, DF, F, a
time = 20
[Command]
name = "QCFx2K"
command = ~D, DF, F, D, DF, F, b
time = 20
[Command]
name = "QCBx2K"
command = ~D, DB, B, D, DB, B, a
time = 20
[Command]
name = "QCBx2K"
command = ~D, DB, B, D, DB, B, b
time = 20
[Command]
name = "QCFx2Z"
command = ~D, DF, F, D, DF, F, z
time = 20
[Command]
name = "QCBx2Z"
command = ~D, DB, B, D, DB, B, z
time = 20
[Command]
name = "SGS"
command = ~x, x, F, a, z
time = 35
;-| Special Motions |------------------------------------------------------
[Command]
name = "HCB_x"
command = ~F, D, B, x
[Command]
name = "HCB_x"
command = ~F, DF, D, DB, B, x
[Command]
name = "HCB_y"
command = ~F, D, B, y
[Command]
name = "HCB_y"
command = ~F, DF, D, DB, B, y
[Command]
name = "HCF_x"
command = ~B, D, F, x
[Command]
name = "HCF_x"
command = ~B, DB, D, DF, F, x
[Command]
name = "HCF_y"
command = ~B, D, F, y
[Command]
name = "HCF_y"
command = ~B, DB, D, DF, F, y
[Command]
name = "upper_x"
command = ~F, D, DF, x
[Command]
name = "upper_y"
command = ~F, D, DF, y
[Command]
name = "upper_z"
command = ~F, D, DF, z
[Command]
name = "rupper_x"
command = ~B, D, DB, x
[Command]
name = "rupper_y"
command = ~B, D, DB, y
[Command]
name = "rupper_z"
command = ~B, D, DB, z
[Command]
name = "upper_a"
command = ~F, D, DF, a
[Command]
name = "upper_b"
command = ~F, D, DF, b
[Command]
name = "upper_c"
command = ~F, D, DF, c
[Command]
name = "rupper_a"
command = ~B, D, DB, a
[Command]
name = "rupper_b"
command = ~B, D, DB, b
[Command]
name = "rupper_c"
command = ~B, D, DB, c
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_z"
command = ~D, DF, F, z
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "QCB_z"
command = ~D, DB, B, z
[Command]
name = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_c"
command = ~D, DF, F, c
[Command]
name = "QCB_a"
command = ~D, DB, B, a
[Command]
name = "QCB_b"
command = ~D, DB, B, b
[Command]
name = "QCB_c"
command = ~D, DB, B, c
[Command]
name = "HCB_a"
command = ~F, D, B, a
[Command]
name = "HCB_a"
command = ~F, DF, D, DB, B, a
[Command]
name = "HCB_b"
command = ~F, D, B, b
[Command]
name = "HCB_b"
command = ~F, DF, D, DB, B, b
[Command]
name = "HCB_c"
command = ~F, D, B, c
[Command]
name = "HCB_c"
command = ~F, DF, D, DB, B, c
[Command]
name = "HCF_a"
command = ~B, D, F, a
[Command]
name = "HCF_a"
command = ~B, DB, D, DF, F, a
[Command]
name = "HCF_b"
command = ~B, D, F, b
[Command]
name = "HCF_b"
command = ~B, DB, D, DF, F, b
[Command]
name = "HCF_c"
command = ~B, D, F, c
[Command]
name = "HCF_c"
command = ~B, DB, D, DF, F, c
[Command]
name = "360_x"
command = ~$F, $D, $B, $U, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$D, $B, $U, $F, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$B, $U, $F, $D, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$U, $F, $D, $B, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$B, $D, $F, $U, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$D, $F, $U, $B, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$F, $U, $B, $D, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$U, $B, $D, $F, x
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$F, $D, $B, $U, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$D, $B, $U, $F, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$B, $U, $F, $D, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$U, $F, $D, $B, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$B, $D, $F, $U, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$D, $F, $U, $B, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$F, $U, $B, $D, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$U, $B, $D, $F, y
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$F, $D, $B, $U, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$D, $B, $U, $F, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$B, $U, $F, $D, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$U, $F, $D, $B, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$B, $D, $F, $U, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$D, $F, $U, $B, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$F, $U, $B, $D, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$U, $B, $D, $F, z
time = 15
buffer.time = 3
;-| N.Edge Special Motions |------------------------------------------------------
[Command]
name = "HCB_x"
command = ~F, D, B, ~x
[Command]
name = "HCB_x"
command = ~F, DF, D, DB, B, ~x
[Command]
name = "HCB_y"
command = ~F, D, B, ~y
[Command]
name = "HCB_y"
command = ~F, DF, D, DB, B, ~y
[Command]
name = "HCF_x"
command = ~B, D, F, ~x
[Command]
name = "HCF_x"
command = ~B, DB, D, DF, F, ~x
[Command]
name = "HCF_y"
command = ~B, D, F, ~y
[Command]
name = "HCF_y"
command = ~B, DB, D, DF, F, ~y
[Command]
name = "upper_x"
command = ~F, D, DF, ~x
[Command]
name = "upper_y"
command = ~F, D, DF, ~y
[Command]
name = "upper_z"
command = ~F, D, DF, ~z
[Command]
name = "rupper_x"
command = ~B, D, DB, ~x
[Command]
name = "rupper_y"
command = ~B, D, DB, ~y
[Command]
name = "rupper_z"
command = ~B, D, DB, ~z
[Command]
name = "upper_a"
command = ~F, D, DF, ~a
[Command]
name = "upper_b"
command = ~F, D, DF, ~b
[Command]
name = "upper_c"
command = ~F, D, DF, ~c
[Command]
name = "rupper_a"
command = ~B, D, DB, ~a
[Command]
name = "rupper_b"
command = ~B, D, DB, ~b
[Command]
name = "rupper_c"
command = ~B, D, DB, ~c
[Command]
name = "QCF_x"
command = ~D, DF, F, ~x
[Command]
name = "QCF_y"
command = ~D, DF, F, ~y
[Command]
name = "QCF_z"
command = ~D, DF, F, ~z
[Command]
name = "QCB_x"
command = ~D, DB, B, ~x
[Command]
name = "QCB_y"
command = ~D, DB, B, ~y
[Command]
name = "QCB_z"
command = ~D, DB, B, ~z
[Command]
name = "QCF_a"
command = ~D, DF, F, ~a
[Command]
name = "QCF_b"
command = ~D, DF, F, ~b
[Command]
name = "QCF_c"
command = ~D, DF, F, ~c
[Command]
name = "QCB_a"
command = ~D, DB, B, ~a
[Command]
name = "QCB_b"
command = ~D, DB, B, ~b
[Command]
name = "QCB_c"
command = ~D, DB, B, ~c
[Command]
name = "HCB_a"
command = ~F, D, B, ~a
[Command]
name = "HCB_a"
command = ~F, DF, D, DB, B, ~a
[Command]
name = "HCB_b"
command = ~F, D, B, ~b
[Command]
name = "HCB_b"
command = ~F, DF, D, DB, B, ~b
[Command]
name = "HCB_c"
command = ~F, D, B, ~c
[Command]
name = "HCB_c"
command = ~F, DF, D, DB, B, ~c
[Command]
name = "HCF_a"
command = ~B, D, F, ~a
[Command]
name = "HCF_a"
command = ~B, DB, D, DF, F, ~a
[Command]
name = "HCF_b"
command = ~B, D, F, ~b
[Command]
name = "HCF_b"
command = ~B, DB, D, DF, F, ~b
[Command]
name = "HCF_c"
command = ~B, D, F, ~c
[Command]
name = "HCF_c"
command = ~B, DB, D, DF, F, ~c
[Command]
name = "360_x"
command = ~$F, $D, $B, $U, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$D, $B, $U, $F, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$B, $U, $F, $D, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$U, $F, $D, $B, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$B, $D, $F, $U, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$D, $F, $U, $B, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$F, $U, $B, $D, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$U, $B, $D, $F, ~x
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$F, $D, $B, $U, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$D, $B, $U, $F, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$B, $U, $F, $D, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$U, $F, $D, $B, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$B, $D, $F, $U, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$D, $F, $U, $B, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$F, $U, $B, $D, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$U, $B, $D, $F, ~y
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$F, $D, $B, $U, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$D, $B, $U, $F, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$B, $U, $F, $D, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$U, $F, $D, $B, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$B, $D, $F, $U, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$D, $F, $U, $B, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$F, $U, $B, $D, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$U, $B, $D, $F, ~z
time = 15
buffer.time = 3
;-| 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 = "TapUp" ;Required (do not remove)
command = $U
[Command]
name = "tapu"
command = U
time = 1
[Command]
name = "tapd"
command = D
time = 1
[Command]
name = "tapf"
command = F
time = 1
[Command]
name = "tapb"
command = B
time = 1
[Command]
name = "SupahJump"
;command = ~$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, $U, c
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "lplk"
command = x+a
time = 1
[Command]
name = "lplk"
command = c
time = 1
[Command]
name = "hphk"
command = y+b
time = 1
[Command]
name = "hphk"
command = z
time = 1
[Command]
name = "3Punch"
command = x+y+z
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$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.
; Don't remove the following line. It's required by the CMD standard.
[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=[760,762])
fv = 5
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(23)>0 && root,fvar(23)-fvar(5) !=[-999,999]
triggerall=root,fvar(22)>0 && root,fvar(22)-fvar(5) !=[-999,999]
triggerall=root,fvar(19)>0 && root,fvar(19)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(17)>0 && root,fvar(17)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(24)>0 && root,fvar(24)-fvar(5) !=[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-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(23)=0||root,fvar(23)-fvar(5) =[-999,999]
triggerall=root,fvar(22)>0 && root,fvar(22)-fvar(5) !=[-999,999]
triggerall=root,fvar(19)>0 && root,fvar(19)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(17)>0 && root,fvar(17)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(24)>0 && root,fvar(24)-fvar(5) !=[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-fvar(5) !=[-999,999]
trigger1=root,fvar(23)>=0
trigger1=fvar(5) >0
fv = 23
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(23)<0
fv = 23
value =-root,fvar(23)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(22)=0||root,fvar(22)-fvar(5) =[-999,999]
triggerall=root,fvar(19)>0 && root,fvar(19)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(17)>0 && root,fvar(17)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(24)>0 && root,fvar(24)-fvar(5) !=[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-fvar(5) !=[-999,999]
trigger1=root,fvar(22)>=0
trigger1=fvar(5) >0
fv = 22
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(22)<0
fv = 22
value =-root,fvar(22)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(19)=0||root,fvar(19)-fvar(5) =[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(17)>0 && root,fvar(17)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(24)>0 && root,fvar(24)-fvar(5) !=[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-fvar(5) !=[-999,999]
trigger1=root,fvar(19)>=0
trigger1=fvar(5) >0
fv = 19
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(19)<0
fv = 19
value =-root,fvar(19)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(18)=0||root,fvar(18)-fvar(5) =[-999,999]
triggerall=root,fvar(17)>0 && root,fvar(17)-fvar(5) !=[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(24)>0 && root,fvar(24)-fvar(5) !=[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-fvar(5) !=[-999,999]
trigger1=root,fvar(18)>=0
trigger1=fvar(5) >0
fv = 18
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(18)<0
fv = 18
value =-root,fvar(18)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(17)=0||root,fvar(17)-fvar(5) =[-999,999]
triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(24)>0 && root,fvar(24)-fvar(5) !=[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-fvar(5) !=[-999,999]
trigger1=root,fvar(17)>=0
trigger1=fvar(5) >0
fv = 17
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(17)<0
fv = 17
value =-root,fvar(17)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(16)=0||root,fvar(16)-fvar(5) =[-999,999]
triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
triggerall=root,fvar(24)>0 && root,fvar(24)-fvar(5) !=[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-fvar(5) !=[-999,999]
trigger1=root,fvar(16)>=0
trigger1=fvar(5) >0
fv = 16
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(16)<0
fv = 16
value =-root,fvar(16)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(14)=0||root,fvar(14)-fvar(5) =[-999,999]
triggerall=root,fvar(24)>0 && root,fvar(24)-fvar(5) !=[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-fvar(5) !=[-999,999]
trigger1=root,fvar(14)>=0
trigger1=fvar(5) >0
fv = 14
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(14)<0
fv = 14
value =-root,fvar(14)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(24)=0||root,fvar(24)-fvar(5) =[-999,999]
triggerall=root,fvar(21)>0 && root,fvar(21)-fvar(5) !=[-999,999]
trigger1=root,fvar(24)>=0
trigger1=fvar(5) >0
fv = 24
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(24)<0
fv = 24
value =-root,fvar(24)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(21)=0||root,fvar(21)-fvar(5) =[-999,999]
trigger1=root,fvar(21)>=0
trigger1=fvar(5) >0
fv = 21
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(21)<0
fv = 21
value =-root,fvar(21)
[State -2 , 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,var(24)>1 && root,var(24)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(39)>1 && root,var(39)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(26)>1 && root,var(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(23)>1 && root,var(23)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(38)>1 && root,var(38)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,var(25)=0 && var(14)<2
v = 25
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,var(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)
v = 25
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,var(25)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
v = 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,var(39)>1 && root,var(39)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(26)>1 && root,var(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(23)>1 && root,var(23)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(38)>1 && root,var(38)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,var(24)=0 && var(14)<2
v = 24
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,var(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)
v = 24
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,var(24)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
v = 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,var(26)>1 && root,var(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(23)>1 && root,var(23)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(38)>1 && root,var(38)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,var(39)=0 && var(14)<2
v = 39
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,var(39)=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)
v = 39
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,var(39)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
v = 39
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,var(23)>1 && root,var(23)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,var(38)>1 && root,var(38)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,var(26)=0 && var(14)<2
v = 26
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,var(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)
v = 26
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,var(26)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
v = 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,var(38)>1 && root,var(38)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,var(23)=0 && var(14)<2
v = 23
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,var(23)=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)
v = 23
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,var(23)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
v = 23
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,var(38)=0 && var(14)<2
v = 38
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,var(38)=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)
v = 38
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,var(38)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
v = 38
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=[800,899])||(root,stateno=[200,499])
trigger1=(var(13)=0)||(var(35)=[1,8])||(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=[800,899])||(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=[800,899])||(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=[800,899])||(root,stateno=[200,499])
trigger1=(var(13)=0)||(var(35)=[1,8])||(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=[800,899])||(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=[800,899])||(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=[800,899])||(root,stateno=[200,499])
trigger1=(var(13)=0)||((var(35)!=[1,8])&&(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=[800,899])||(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=[800,899])||(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=[800,899])||(root,stateno=[200,499])
trigger1=(var(13)=0)||((var(35)!=[1,8])&&(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=[800,899])||(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=[800,899])||(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=[2000,4999])
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=[2000,4999])
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=[2000,4999])
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=[2000,4999])
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=[2000,4999])
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=[2000,4999])
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=[700,769])
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=[700,769])
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=[700,769])
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&&helper(218),var(35)!=[1,9])
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])
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=[700,769])
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=[700,769])
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=[700,769])
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=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&helper(218),var(35)!=[1,9])
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 = parentVarSet
triggerall=root,var(46)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 46
value =-root,var(46)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,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 = parentVarSet
triggerall=root,var(46)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 46
value =-root,var(46)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(46)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 46
value =root,var(46)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(46)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(46)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(46)-(ceil(root,Var(46)/1000)-ifelse(root,Var(46)-(ceil(root,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 =root,var(46)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(47)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 47
value =-root,var(47)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,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 = parentVarSet
triggerall=root,var(47)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 47
value =-root,var(47)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(47)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 47
value =root,var(47)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(47)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(47)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(47)-(ceil(root,Var(47)/1000)-ifelse(root,Var(47)-(ceil(root,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 =root,var(47)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(44)=[0,999999]
triggerall=(root,stateno=[1050,1099])
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=[1050,1099])
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=[1050,1099])
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=[1050,1099])
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=[1050,1099])
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=[1050,1099])
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&&root,statetype!=A)
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=5201)
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=5201)
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=5201)
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 && root,statetype!=A)
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!=5201)||(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=5201)
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=5201)
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=5201)
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 && root,statetype!=A)
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!=5201)||(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(14)=[-99999,0]
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 14
value =-var(13)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(14)=[-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 = 14
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(14)=[-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 = 14
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(14)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 14
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(14)=[-199999,-100000]
trigger1=1
v = 14
value =-root,var(14)-100000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(14)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 14
value =root,var(14)-100000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(15)=[-99999,0]
triggerall=root,var(14)>0&&root,var(14)!=var(13)
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 15
value =-var(13)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(15)=[-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(14)<=0||root,var(14)=-root,var(15)
v = 15
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(15)=[-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 = 15
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(15)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 15
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(15)=[-199999,-100000]
trigger1=1
v = 15
value =-root,var(15)-100000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(15)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 15
value =root,var(15)-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||root,stateno=[18300,18399]
trigger2=numpartner=0
trigger2=enemynear(Var(36)),movetype=A||root,stateno=[18300,18399]
trigger2=var(14)<=10||root,stateno=[18300,18399]
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(23)>999 && root,fvar(23)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger2=root,fvar(23)>999 && root,fvar(23)-((ceil(root,fvar(23)/1000)-ifelse(root,fvar(23)-(ceil(root,fvar(23)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger3=root,fvar(22)>999 && root,fvar(22)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger3=root,fvar(22)>999 && root,fvar(22)-((ceil(root,fvar(22)/1000)-ifelse(root,fvar(22)-(ceil(root,fvar(22)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger4=root,fvar(19)>999 && root,fvar(19)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger4=root,fvar(19)>999 && root,fvar(19)-((ceil(root,fvar(19)/1000)-ifelse(root,fvar(19)-(ceil(root,fvar(19)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger5=root,fvar(18)>999 && root,fvar(18)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger5=root,fvar(18)>999 && root,fvar(18)-((ceil(root,fvar(18)/1000)-ifelse(root,fvar(18)-(ceil(root,fvar(18)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger6=root,fvar(17)>999 && root,fvar(17)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger6=root,fvar(17)>999 && root,fvar(17)-((ceil(root,fvar(17)/1000)-ifelse(root,fvar(17)-(ceil(root,fvar(17)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger7=root,fvar(16)>999 && root,fvar(16)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger7=root,fvar(16)>999 && root,fvar(16)-((ceil(root,fvar(16)/1000)-ifelse(root,fvar(16)-(ceil(root,fvar(16)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger8=root,fvar(14)>999 && root,fvar(14)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger8=root,fvar(14)>999 && root,fvar(14)-((ceil(root,fvar(14)/1000)-ifelse(root,fvar(14)-(ceil(root,fvar(14)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger9=root,fvar(24)>999 && root,fvar(24)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger9=root,fvar(24)>999 && root,fvar(24)-((ceil(root,fvar(24)/1000)-ifelse(root,fvar(24)-(ceil(root,fvar(24)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger10=root,fvar(21)>999 && root,fvar(21)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger10=root,fvar(21)>999 && root,fvar(21)-((ceil(root,fvar(21)/1000)-ifelse(root,fvar(21)-(ceil(root,fvar(21)/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]
trigger1=root,stateno !=[8300,8305]
trigger1=root,stateno !=[18300,18305]
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]
trigger4=root,stateno=3000||var(35)=13
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)=[0,999]
trigger1=root,stateno=305
v = 19
value =2000
[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(55)-((ceil(root,var(55)/100)-ifelse(root,var(55)-(ceil(root,var(55)/100)*100)<0,1,0))*100)<30
trigger1=random<=10+ifelse((root,var(55)-((ceil(root,var(55)/100)-ifelse(root,var(55)-(ceil(root,var(55)/100)*100)<0,1,0))*100)<20),20,0)
trigger2=root,var(55)-((ceil(root,var(55)/100)-ifelse(root,var(55)-(ceil(root,var(55)/100)*100)<0,1,0))*100)>=30
trigger2=random<=8;+ifelse((root,var(55)-((ceil(root,var(55)/100)-ifelse(root,var(55)-(ceil(root,var(55)/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(55)-((ceil(root,var(55)/10)-ifelse(root,var(55)-(ceil(root,var(55)/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=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
;triggerall=var(35)!=14
trigger1=(root,stateno=705)
v = 35
value =ifelse(var(13)>0,8,2)
[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)||root,var(46)>=2000000||root,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=107)||(root,stateno=105)||(root,stateno=[41,49])||(root,stateno=700)
v = 35
value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2))
[State -2 , 1]
type = Varset
trigger1=(root,stateno=1210||root,stateno=3153) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =12
[State -2 , 1]
type = Varset
trigger1=(root,stateno=3050||((root,statetype=A||enemynear(Var(36)),statetype=A) && root,stateno=[1000,1010])||root,stateno=[800,899])
trigger1=enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =11
[State -2 , 1]
type = Varset
trigger1=(root,stateno=3000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =13
[State -2 , 1]
type = Varset
trigger1=(root,stateno=230||root,stateno=430) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =14
[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)=[100,199])
trigger2=(var(35)!=11)||root,stateno!=[1100,1101];enemynear(Var(36)),stateno!=var(13)
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)=11)||(var(35)=[15,16]);||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=A
trigger3=0;(root,stateno=[1000,1999]);||(root,stateno=[1200,1299]);;;;||(root,stateno=[1300,1399])||(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=1050||root,stateno=[1300,1499])
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=1050||root,stateno=[1300,1499])
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=1050||root,stateno=[1300,1499])
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
;trigger1=var(3)-((ceil(var(3)/100)-ifelse(var(3)-(ceil(var(3)/100)*100)<0,1,0))*100)=1
trigger1=(var(13)>0 && enemynear(Var(36)),stateno!=var(13))||enemynear(Var(36)),movetype!=A
v = 3
value =ifelse((enemynear(Var(36)),vel x>99),99,(enemynear(Var(36)),vel x))+((ceil(var(3)/100)-ifelse(var(3)-(ceil(var(3)/100)*100)<0,1,0))*100)
[State -2 , 1]
type = Varadd
trigger1=var(3)-((ceil(var(3)/1000)-ifelse(var(3)-(ceil(var(3)/1000)*1000)<0,1,0))*1000)=[0,99]
trigger1=0;root,stateno=5201||root,prevstateno=5201
v = 3
value =100
[State -2 , 1]
type = Varadd
trigger1=var(3)-((ceil(var(3)/1000)-ifelse(var(3)-(ceil(var(3)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=0;random<=10 && (root,stateno<200||root,movetype!=H)&&root,stateno<5000&&root,statetype!=L
v = 3
value =-100
[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
triggerall=(root,stateno=[1000,1099]) && enemynear(helper(218),Var(36)),statetype!=A
trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=0
v = 10
value =1
[State -2 , 1]
type = Varadd
triggerall=root,stateno!=[1000,1099]
trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=1
v = 10
value =-1
[State -2 , 1]
type = Varadd
triggerall=root,NumHelper(1015)||root,Numhelper(1016)||root,NumHelper(1017)||root,NumHelper(1018)
triggerall=root,stateno=105
trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[0,9]
v = 10
value =10
[State -2 , 1]
type = Varadd
triggerall=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[0,9]
trigger1=root,NumHelper(1015)=0&&root,Numhelper(1016)=0&&root,NumHelper(1017)=0&&root,NumHelper(1018)=0
trigger2=0;root,movetype=H
v = 10
value =-10
[State -2 , 1]
type = Varadd
triggerall=root,stateno=1210
trigger1=var(2)-((ceil(var(2)/100)-ifelse(var(2)-(ceil(var(2)/100)*100)<0,1,0))*100)=[0,9]
v = 2
value =10
[State -2 , 1]
type = Varadd
trigger1=var(2)-((ceil(var(2)/100)-ifelse(var(2)-(ceil(var(2)/100)*100)<0,1,0))*100)=[10,19]
trigger1=enemynear(helper(218),Var(36)),movetype!=H
v = 2
value =-10
[State -2 , 1]
type = Varadd
triggerall=root,stateno=3000&&(root,prevstateno=410||root,prevstateno=1152)
trigger1=var(2)-((ceil(var(2)/1000)-ifelse(var(2)-(ceil(var(2)/1000)*1000)<0,1,0))*1000)=[0,99]
v = 2
value =100
[State -2 , 1]
type = Varadd
trigger1=var(2)-((ceil(var(2)/1000)-ifelse(var(2)-(ceil(var(2)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=enemynear(helper(218),Var(36)),movetype!=H
v = 2
value =-100
[State -2 , 1]
type = Varadd
triggerall=var(10)<1000000
trigger1=root,stateno=195||root,stateno=220
v = 10
value =1000000
[State -2 , 1]
type = Varset
triggerall=var(4)>0
trigger1=enemynear(helper(218),Var(36)),movetype!=H
trigger2=root,stateno=250 && root,movehit=1
trigger3=root,stateno=252 && root,time=1
v = 4
value =0
[State -2 , 1]
type = Varadd
triggerall=var(4)>=0
trigger1=root,numprojid(20219)
v = 4
value =1
[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
[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
;===========================================================================
[State -1, Sword recoil on guard]
type = ChangeState
triggerall = moveguarded
trigger1 = stateno = 200
trigger1 = anim = [300,309]
trigger2 = stateno = 210
trigger2 = anim = [310,319]
trigger3 = stateno = 205
trigger3 = anim = [300,309]
trigger4 = stateno = 400
trigger4 = anim = [500,509]
trigger5 = stateno = 410
trigger5 = anim = [510,519]
value = 302
ctrl = 0
ignorehitpause = 1
;===========================================================================
[State -1, React to the dragon]
type = ChangeState
triggerall = stateno != 3452
triggerall = numhelper(3460)
triggerall = helper(3460),stateno = 3460
triggerall = helper(3460),animelemtime(3) < 0
triggerall = helper(3460),time <= 120
trigger1 = ctrl
trigger2 = var(9)
value = 3452
ctrl = 0
ignorehitpause = 1
;===========================================================================
;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 != 302
;trigger2 = anim != 200
trigger2 = anim != 210
;trigger2 = anim != 220
;trigger2 = anim != 230
trigger2 = anim != 240
trigger2 = anim != 440
trigger2 = anim != 300
trigger2 = anim != 310
trigger2 = (anim != 510) || (anim = 510 && animelemtime(6) < 0)
;trigger2 = anim != 250
trigger2 = movecontact
trigger3 = stateno = 100
trigger4 = stateno = 730
trigger4 = animelemtime(6) > 0
trigger4 = movehit
trigger5 = stateno = 40
trigger5 = animtime != 0
trigger6 = stateno = 302
trigger6 = time >= 6
var(9) = 1
;-------------------------■AI設定■--------------------------------------------------------
[State -2: VarSet];■AI+立ち回り設定■
type = Varadd
triggerall = var(55)=0
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(55)>0
v = 55
value = 1 ;(ここを1以上にするとAIが入ります+立ち回り設定。0~4)
[State -2: VarSet];■AI+立ち回り設定■
type = Varadd
triggerall = var(55)=[1,9]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(55)>0
v = 55
value =10* 1 ;(ここを1以上にするとAIが入ります+立ち回り設定。0~3)
[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 = 7 ;(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 -1, Stand]
type = ChangeState
value =1200
triggerall = !IsHelper
triggerall = helper(218),var(10)<1000000 && var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=30 && var(59)=1
triggerall = var(55)!=0
triggerall = win && Alive && statetype!=A
;;triggerall=p2bodydist x>=-20
trigger1=ctrl||stateno=[0,39]
[State -1, Stand]
type = ChangeState
value =ifelse(random<=200,220,195)
triggerall = !IsHelper
triggerall = helper(218),var(10)<1000000
triggerall = var(55)!=0
triggerall = win && Alive && statetype!=A
triggerall=p2bodydist x>=-20
trigger1=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 = 1
fvar(35) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(14) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(15) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(48) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(49) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(19) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(18) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(17) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(16) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(14) =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(20) =0
[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
var(26) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(25) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(24) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(23) =0
[State -2: VarSet]
type = VarSet
trigger1=var(55)=[30,99]
v = 59
value =0
[State -2: VarSet]
type = Varadd
trigger1=var(55)=[30,99]
v = 55
value =100
[State -3: VarSet]
type = Varadd
triggerall = var(55)>0
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall =(stateno=[1400,1419])
trigger1=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)=[0,999])
trigger2=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)=[2000,2999])
trigger3=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)=[4000,4999])
trigger4=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)=[6000,6999])
var(55) = 1000
[State -3: VarSet]
type = Varadd
triggerall = var(55)>0
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall = ctrl||movetype=H
trigger1=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)=[1000,1999])
trigger2=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)=[3000,3999])
trigger3=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)=[5000,5999])
trigger4=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)=[7000,7999])
var(55) =ifelse(ctrl,-1000,1000)
[State -3: VarSet]
type = VarSet
trigger1 = var(55)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(55) = var(55)-((ceil(var(55)/1000)-ifelse(var(55)-(ceil(var(55)/1000)*1000)<0,1,0))*1000)
[State -3: VarSet]
type = VarSet
triggerall = var(55)>0
trigger1 = var(55)<1000000 && stateno=800 && movetype!=H
var(55) = var(55)+1000000
[State -3: VarSet]
type = VarSet
triggerall = var(55)>0
trigger1 = var(55)>=1000000 && roundstate!=2
var(55) = var(55)-1000000
[State -2: VarSet]
type = VarSet
trigger1=var(55)>0
trigger1=RoundState !=2
v = 55
value =-var(55)
[State -2: VarSet]
type = VarSet
trigger1=var(55)<0
trigger1=RoundState=2 && ctrl
v = 55
value =-var(55)
[State -2]
Type = Helper
;trigger1=var(55)>0
trigger1 = numhelper(218)=0
StateNo = 10218
ID = 218
Name = "AI1"
Pos = 0,0
PosType = P1
Ownpal = 1
Persistent = 0
IgnoreHitPause =1
[State -2, 1]
type = Projectile
;triggerall=numprojid(20219)=0 && helper(218),var(4)=0
trigger1=stateno=250 && movehit=1
trigger2=stateno=252 && time=1
projanim = 20218
projid= 20219
projhitanim = 1112
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale=.7,.7
offset = -7,-60
velocity = 20
attr = S, SP
damage = 0,0
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 10,10
hitsound = s0,7
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 10
ground.velocity = -6,-4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
fall=1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
accel = 0.9
envshake.freq = 50
envshake.time = 30
[State -1]
type = ChangeState
value=3700
triggerall = !ishelper
triggerall = var(55)>0
triggerall = power >= 3000
triggerall = roundsexisted > 0
triggerall = enemy,life <= (enemy,lifemax * 0.33)
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=stateno!=100
triggerall = RoundState = 2 && Alive
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=(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 < 40
;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(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 = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)
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 =p2movetype=A;+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=30,-100,0);;;;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1, Stand]
type = ChangeState
value =ifelse((p2bodydist x<=30 && time>=4),430,100)
triggerall = !IsHelper
triggerall = var(55)>0
triggerall=(helper(218),var(35)=14)
triggerall=(stateno!=[100,101])||(p2bodydist x<=30 && time>=4)
triggerall=var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;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||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;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(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/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=[100,101])
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&&p2statetype!=A
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=30,ifelse(var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4,430,400),100)
triggerall = !IsHelper
triggerall = var(55)>0
triggerall=(helper(218),var(35)=13)
triggerall=(stateno!=[100,101])||(p2bodydist x<=30)
triggerall=var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
;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||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;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(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/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=[100,101])
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((enemynear(helper(218),Var(36)),vel x>0),60,30),ifelse(p2statetype=A,410,430),100)
triggerall = !IsHelper
triggerall = var(55)>0
triggerall=(helper(218),var(35)=12)
triggerall=(stateno!=[100,101])||(p2bodydist x<=ifelse((enemynear(helper(218),Var(36)),vel x>0),60,30))
triggerall=var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;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||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;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(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/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=[100,101])
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 && p2statetype!=A
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=ifelse((enemynear(helper(218),Var(36)),vel x>0),60,30),ifelse(p2statetype=A,410,ifelse(power>=2000&&p2life<300&&var(59)=1,3350,400)),100)
triggerall = !IsHelper
triggerall = var(55)>0
triggerall=(helper(218),var(35)=12)
triggerall=(stateno!=[100,101])||(p2bodydist x<=ifelse((enemynear(helper(218),Var(36)),vel x>0),60,30))
triggerall=var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3 && power>=1000
;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||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;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(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/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=[100,101])
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 x>ifelse((enemynear(helper(218),Var(36)),vel x>0),60,30)||enemynear(helper(218),Var(36)),vel y>0||p2statetype!=A)
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=30,ifelse(p2statetype=A,210,ifelse(power>=2000&&p2life<300&&var(59)=1,3350,400)),100)
triggerall = !IsHelper
triggerall = var(55)>0
triggerall=(helper(218),var(35)=12)
triggerall=(stateno!=[100,101])||(p2bodydist x<=30)
;triggerall=var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=2
;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||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;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(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/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=[100,101])
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 x>30||enemynear(helper(218),Var(36)),vel y>0||p2statetype!=A)
[State -1]
type = ChangeState
value = ifelse(p2statetype=A,ifelse(var(59)=1,ifelse(p2bodydist y>=0,630,600),ifelse(p2bodydist y>=0,630,640)),ifelse(var(59)=1&&pos y<-90,610,630))
triggerall = !ishelper
triggerall = var(55)>0
triggerall = RoundState = 2 && Alive
;triggerall=(helper(218),var(35)!=19)||p2statetype=A
;triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;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=[-40,40])||(vel y>0 && pos y>=ifelse(var(59)=1,-100,-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]
trigger3=var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=20
trigger3=(enemynear(helper(218),Var(36)),facing*facing>0)&&(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)>=1000
[State -1, Stand]
type = ChangeState
value =ifelse(p2statetype=A,ifelse(var(59)=1,200,210),ifelse((var(59)=1&&p2bodydist x<=50)||(var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4&&p2bodydist x<=40),430,400))
triggerall = !IsHelper
triggerall =var(55)>0
triggerall=(helper(218),var(35)!=11);||p2statetype=A
triggerall=(helper(218),var(35)!=14)||p2statetype=A
triggerall=(helper(218),var(35)!=12)||p2statetype=A||p2bodydist x<=30
triggerall=(helper(218),var(35)!=13)
;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1
;triggerall=var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=ifelse((helper(218),var(35)!=15),3,2)
;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||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;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(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/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)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-40,40]);||(helper(218),var(35)=12)
triggerall=p2bodydist x>=-40
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(p2statetype=A,80,ifelse(var(59)=1,110,50))
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=100)
trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999;;||(helper(218),var(35)=8)
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
;trigger3=var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=20
;trigger3=(enemynear(helper(218),Var(36)),facing*facing>0)&&(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)>=1000
[State -1, Stand]
type = ChangeState
value =430
triggerall = !IsHelper
triggerall = var(55)>0 && var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
triggerall = !var(19)
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A);||enemynear(helper(218),Var(36)),pos y>=-80
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=45
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)>=6
triggerall=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(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)>=6
trigger2=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger11=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger12=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger13=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger14=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger15=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger16=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
[State -1, Stand]
type = ChangeState
value =ifelse(var(59)=1,430,400)
triggerall = !IsHelper
triggerall = var(55)>0 ;;&& var(59)!=1
triggerall = !var(19)
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A);||enemynear(helper(218),Var(36)),pos y>=-80
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),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)>=ifelse(var(59)=1,6,5)
triggerall=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(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)>=ifelse(var(59)=1,6,5)
trigger2=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)>=ifelse(var(59)=1,6,5)
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger11=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger12=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger13=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger14=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger15=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
trigger16=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(var(59)=1,6,5)
[State -1, Stand]
type = ChangeState
value =400
triggerall = !IsHelper
triggerall = var(55)>0 && var(59)=1
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A);||enemynear(helper(218),Var(36)),pos y>=-80
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=110
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)>=9
triggerall=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(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)>=9
trigger2=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger11=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger12=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger13=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger14=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger15=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger16=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
[State -1, Stand]
type = ChangeState
value =240
triggerall = !IsHelper
triggerall = var(55)>0 && var(59)!=1
;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)
triggerall = p2movetype=A
triggerall=(p2statetype =S);||enemynear(helper(218),Var(36)),pos y>=-80
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=90
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(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(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(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger12=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger13=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger14=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger15=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger16=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=60&&p2bodydist y<=-40,1110,1100)
triggerall = !IsHelper
triggerall = var(55)>0 && var(59)!=1
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A)||(p2bodydist x>0 && p2bodydist x<=70 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-80,20])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),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=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
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]
triggerall= (partner,life<=0||(partner,movetype!=H)||(partner,stateno<200)||(partner,stateno=[5100,5150]))
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(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)>=0
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger11=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
trigger11=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30)||var(25)>0||fvar(20)>0||partner,life>0) && helper(218),fvar(5)!=-99999
trigger11=p2statetype=A||p2stateno>=1000||(prevstateno=[150,159])||enemynear(helper(218),Var(36)),vel x>=3||(partner,life>0&&helper(218),var(14)<2)
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=60&&p2bodydist y<=-40,1110,1100)
triggerall = !IsHelper
triggerall = var(55)>0 && var(59)!=1
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A)||(p2bodydist x>0 && p2bodydist x<=70 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-80,20])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),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(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=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger2=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger3=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger4=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger5=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger6=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
[State -1, Stand]
type = ChangeState
value =1050
triggerall = !IsHelper
triggerall = var(55)>0 && var(59)!=1
;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=[100,101]) ;;|| (Anim = [99,101])
triggerall = p2movetype=A
triggerall=p2statetype =A && p2bodydist y+enemynear(helper(218),Var(36)),vel y*30<=0 && (enemynear(helper(218),Var(36)),vel x>=0||p2bodydist x<=150)
triggerall=p2bodydist x>=-20 && p2bodydist x<=250
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(44)<2000000 && helper(218),var(45)<2000000
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=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger2=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger3=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger4=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger5=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger6=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
[State -1, Stand]
type = ChangeState
value =ifelse((p2bodydist x=[-30,80])&&p2bodydist y>=-80 && (var(59)!=1),ifelse(p2bodydist x<=60&&p2bodydist y<=-40,1110,1100),105)
triggerall = !IsHelper
triggerall = var(55)>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(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S
;triggerall=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/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
triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(var(46)>=2000000||var(47)>=2000000)
triggerall=(var(51)-((ceil(var(51)/100000)-ifelse(var(51)-(ceil(var(51)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400
triggerall=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99])
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=1
[State -1, Stand]
type = ChangeState
value =105
triggerall = !IsHelper
triggerall = var(55)>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(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S
;triggerall=(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(55)-((ceil(var(55)/10000)-ifelse(var(55)-(ceil(var(55)/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
triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(var(46)>=2000000||var(47)>=2000000)
triggerall=(var(51)-((ceil(var(51)/100000)-ifelse(var(51)-(ceil(var(51)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400
triggerall=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99])
trigger1=1
[State -1, Stand]
type = ChangeState
value =700
triggerall = !IsHelper
triggerall = var(55)>0
triggerall = helper(218),var(35)!=1
triggerall = helper(218),var(35)!=8
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)||(power>=1000&&stateno=[150,159])
triggerall = p2movetype=A
triggerall=(p2statetype !=A);;||(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-80,20])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),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=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=(var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno)
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)=[8,10]
trigger2=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,10]
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,10]
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,10]
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,10]
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,10]
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,10]
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,10]
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)=[8,10]
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,10]
[State -1, Stand]
type = ChangeState
value =3250;ifelse(power>=2000&&p2bodydist x<=40&&(p2statetype!=A),3350,3250)
triggerall = !IsHelper
triggerall = var(55)>0 && var(59)=1 && power>=1000 && (life<p2life-300||p2life<250)
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A)||(p2bodydist x>=0&&enemynear(helper(218),Var(36)),vel x>=0&&enemynear(helper(218),Var(36)),vel y*10=[-80,0])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=70
;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=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger2=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger3=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger4=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger5=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger6=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
[State -1, Stand]
type = ChangeState
value =3250;ifelse(power>=2000&&p2bodydist x<=40&&(p2statetype!=A),3350,3250)
triggerall = !IsHelper
triggerall = var(55)>0 && var(59)=1 && power>=1000 && (life<p2life-300||p2life<250)
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A)||(p2bodydist x>=0&&enemynear(helper(218),Var(36)),vel x>=0&&enemynear(helper(218),Var(36)),vel y*10=[-80,0])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=70
triggerall= (partner,life<=0||(partner,movetype!=H)||(partner,stateno<200)||(partner,stateno=[5100,5150]))
;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)>=9
;triggerall=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
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(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)>=0
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger11=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
trigger11=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30)||var(25)>0||fvar(20)>0) && helper(218),fvar(5)!=-99999
trigger11=p2statetype=A||p2stateno>=1000||(prevstateno=[150,159])||enemynear(helper(218),Var(36)),vel x>=3
[State -1, Stand]
type = ChangeState
value =3100
triggerall = !IsHelper
triggerall = var(55)>0 && power>=1000
triggerall=life<p2life&&var(59)=1&&var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=20
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A);||(p2bodydist x>=0&&enemynear(helper(218),Var(36)),vel x>=0&&enemynear(helper(218),Var(36)),vel y*10=[-80,0])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=250
;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= (partner,life<=0||(partner,movetype!=H)||(partner,stateno<200)||(partner,stateno=[5100,5150]))
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=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger2=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger3=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger4=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger5=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger6=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
[State -1, Stand]
type = ChangeState
value =3100
triggerall = !IsHelper
triggerall = var(55)>0 && power>=1000
triggerall=life<p2life&&var(59)=1&&var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=20
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A);;||(p2bodydist x>=0&&enemynear(helper(218),Var(36)),vel x>=0&&enemynear(helper(218),Var(36)),vel y*10=[-80,0])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=250
triggerall= (partner,life<=0||(partner,movetype!=H)||(partner,stateno<200)||(partner,stateno=[5100,5150]))
;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)>=9
;triggerall=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
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(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)>=0
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger11=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
trigger11=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30)||var(25)>0||fvar(20)>0) && helper(218),fvar(5)!=-99999
trigger11=p2statetype=A||p2stateno>=1000||(prevstateno=[150,159])||enemynear(helper(218),Var(36)),vel x>=3
[State -1, Stand]
type = ChangeState
value =3100
triggerall = !IsHelper
triggerall = var(55)>0 && power>=1000
triggerall=life<p2life-300||p2life<250||(var(59)=1&&var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=ifelse(life<p2life,2,3))
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A);||(p2bodydist x>=0&&enemynear(helper(218),Var(36)),vel x>=0&&enemynear(helper(218),Var(36)),vel y*10=[-80,0])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=250
;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= (partner,life<=0||(partner,movetype!=H)||(partner,stateno<200)||(partner,stateno=[5100,5150]))
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=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger2=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger3=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger4=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger5=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
trigger6=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
[State -1, Stand]
type = ChangeState
value =3100
triggerall = !IsHelper
triggerall = var(55)>0 && power>=1000
triggerall=life<p2life-300||p2life<250||(var(59)=1&&var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=ifelse(life<p2life,2,3))
;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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A);;||(p2bodydist x>=0&&enemynear(helper(218),Var(36)),vel x>=0&&enemynear(helper(218),Var(36)),vel y*10=[-80,0])
triggerall=p2bodydist x>=-20 ;&& enemynear(helper(218),Var(36)),vel x=0
triggerall=P2bodyDist X <=250
triggerall= (partner,life<=0||(partner,movetype!=H)||(partner,stateno<200)||(partner,stateno=[5100,5150]))
;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)>=9
;triggerall=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
;triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9
triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
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(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)>=0
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger11=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
trigger11=fvar(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(17)<=999||(fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(16)<=999||(fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(14)<=999||(fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger11=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30)||var(25)>0||fvar(20)>0) && helper(218),fvar(5)!=-99999
trigger11=p2statetype=A||p2stateno>=1000||(prevstateno=[150,159])||enemynear(helper(218),Var(36)),vel x>=3
[State -1, Stand]
type = ChangeState
value =710
triggerall = !IsHelper
triggerall = var(55)>0
triggerall = helper(218),var(35)!=1
triggerall = helper(218),var(35)!=8
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=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)||(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-60,0])
triggerall=p2bodydist x>=-20 && p2bodydist x<=80
triggerall=(var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno)
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=0;p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=50 && helper(218),var(14)>=8 && p2statetype!=A
trigger2=((var(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)) && helper(218),fvar(5)!=-99999
trigger3=((random<=50&&prevstateno=[120,139])||p2life<100) && (stateno=150||stateno=152) && time=0
[State -1, Stand]
type = ChangeState
value =705
triggerall = !IsHelper
triggerall = var(55)>0 && partner,life<=0
triggerall = helper(218),var(35)!=1
triggerall = helper(218),var(35)!=8
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)
triggerall = p2movetype=A
triggerall=(p2statetype !=A);;||(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*9=[-80,20])
triggerall=p2bodydist x>=-20 && ((var(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)||(enemynear(helper(218),Var(36)),vel x<=0&&backedgebodydist>60))
;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=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(var(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)
triggerall=var(24)<=999||(var(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(var(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)
triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(var(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)
triggerall=var(26)<=999||(var(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(var(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)
triggerall=var(23)<=999||(var(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(var(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)
triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(var(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)
triggerall=(var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno)
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)=[0,8]
trigger2=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,8]
trigger3=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,8]
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,8]
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,8]
trigger6=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,8]
trigger7=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,8]
trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,8]
trigger9=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)=[0,8]
trigger10=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,8]
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x>170,107,42)
triggerall = !IsHelper
triggerall = var(55)>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=[100,101]) ;;|| (Anim = [99,101])
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=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=var(39)>999&&var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger2=var(24)>999&&var(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=var(24)>999&&var(24)-((ceil(var(24)/1000)-ifelse(var(24)-(ceil(var(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger3=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=var(25)>999&&var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger4=var(26)>999&&var(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=var(26)>999&&var(26)-((ceil(var(26)/1000)-ifelse(var(26)-(ceil(var(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger5=var(23)>999&&var(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=var(23)>999&&var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger6=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=var(38)>999&&var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
[State 0, Go full haohmaru]
type = ChangeState
triggerall = !IsHelper
triggerall = var(55)>0
triggerall = RoundState = 2 && Alive
triggerall =(p2movetype=A||(movehit&&p2movetype=H)) && p2bodydist x=[-40,80]
trigger1 = anim = 1410 && stateno=1410
trigger1 = animelemtime(7) >= 0
trigger2 = animelemtime(3) >= 0 && stateno=1412
trigger2 = animelemtime(5) < 0
trigger3 = anim = 1401 && stateno=1401
trigger3 = animelemtime(10) >= 0
trigger3 = animelemtime(12) < 0
value = 1402
[State -1, Stand]
type = ChangeState
value =1100
triggerall = !IsHelper
triggerall = var(55)>0 && var(59)!=1
;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 = movetype=A && var(9)
triggerall = p2movetype=A
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=var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=30
[State -1, 地上]
type = ChangeState
value = 3000
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive && power>=1000
triggerall=helper(218),var(2)-((ceil(helper(218),var(2)/1000)-ifelse(helper(218),var(2)-(ceil(helper(218),var(2)/1000)*1000)<0,1,0))*1000)<100
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
triggerall = statetype != A
triggerall=p2bodydist x>=-40 ;&& p2bodydist x<=ifelse((stateno=200||stateno=210)&&p2stateno>=200&&p2movetype=H,50,20)
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=p2stateno>=200&&p2movetype=H&&p2statetype=A;time>=30 && enemynear(helper(218),Var(36)),vel y<=0 && enemynear(helper(218),Var(36)),pos y<-40 && p2stateno>=200&&p2movetype=H
trigger1 = (stateno=410)||(stateno=1152&&movehit)
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=600,630,ifelse(stateno=630,640,ifelse(stateno=640,610,ifelse(var(59)=1,630,600))))
triggerall = !ishelper
triggerall = var(55)>0
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype = A
triggerall=p2bodydist x>=-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=p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)
trigger1 = p2bodydist x<=60 && p2bodydist y=[ifelse(vel y<0,-80,-40),40]
trigger2 = (stateno = 600 && anim = 600) || stateno = 630 || stateno = 640
trigger2 = movecontact
trigger2 = numtarget
trigger2 = target,statetype = A
[State -1, 地上]
type = ChangeState
value = ifelse(var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=2,1010,1050)
triggerall = !ishelper
triggerall = var(55)>0
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive ;;&& (power<2000||p2life<50)
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype = A
triggerall=p2bodydist x>=-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=p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = var(59) != 1
trigger1 = stateno = [600,640]
trigger1 = movehit
[State -1, 地上]
type = ChangeState
value = 42
triggerall = !ishelper
triggerall = var(55)>0
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=70
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
trigger1 = (stateno = 210) || (stateno = 410)||(stateno=[1350,1360])
trigger1 = (movecontact || animtime >= -6)
[State -1, 地上]
type = ChangeState
value = ifelse(p2statetype=A,200,400)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=80
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=movecontact ;p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = (stateno = 230) || stateno = 430
trigger1 = (movecontact || animtime >= -6)
[State -1, 地上]
type = ChangeState
value = ifelse((stateno=200||stateno=210)&&p2stateno>=200&&p2movetype=H,ifelse(stateno=210,240,210),ifelse(p2statetype=C,400,410))
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<2||((stateno!=200)&&(stateno!=210))||p2stateno<200||p2movetype!=H
triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=ifelse((stateno=200||stateno=210)&&p2stateno>=200&&p2movetype=H,50,20)
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=movecontact ;p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = (stateno = 200 && anim != 300 && anim != 301) || (stateno = 400 && anim = 400) || stateno = 430||(stateno=230&&p2statetype!=C)
trigger1 = (movecontact || animtime >= -6)
trigger2 = (stateno = 210 && anim = 211)
trigger2 = (movecontact || animtime >= -6)&&((p2stateno>=200&&p2movetype=H)||p2statetype!=C)
[State -1, 地上]
type = ChangeState
value = ifelse(var(59)=1||stateno=205,ifelse(power>=3000&&p2life<500,1410,1210),205)
triggerall = !ishelper
triggerall = var(55)>0
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
;triggerall=helper(218),var(2)-((ceil(helper(218),var(2)/1000)-ifelse(helper(218),var(2)-(ceil(helper(218),var(2)/1000)*1000)<0,1,0))*1000)<100||((var(59)!=1)&&stateno!=205)||(power>=3000&&p2life<500)
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=2
triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=90
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
trigger1 = var(59)!=1
trigger1 = (stateno = 200 && anim != 300 && movecontact) || (stateno = 230 && movecontact) || (stateno = 210 && (anim = 211 || anim = 311) && movecontact) || (stateno = 240 && anim = 241 && movecontact)
trigger2 = var(59)!=1
trigger2 = ((stateno = 400 && anim = 400) || stateno = 430 || stateno = 410) && (movecontact)
trigger3 = stateno=205 && var(59)!=1
trigger4 = var(9) && (stateno!=230) && (stateno!=430) && var(59)=1
[State -1, 地上]
type = ChangeState
value = ifelse(var(59)=1||stateno=205,ifelse(power>=3000&&p2life<500,1410,1210),205)
triggerall = !ishelper
triggerall = var(55)>0
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
;triggerall=helper(218),var(2)-((ceil(helper(218),var(2)/100)-ifelse(helper(218),var(2)-(ceil(helper(218),var(2)/100)*100)<0,1,0))*100)<10
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=2
triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=90
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
trigger1 = var(59)!=1
trigger1 = (stateno = 200 && anim != 300 && movecontact) || (stateno = 230 && movecontact) || (stateno = 210 && (anim = 211 || anim = 311) && movecontact) || (stateno = 240 && anim = 241 && movecontact)
trigger2 = var(59)!=1
trigger2 = ((stateno = 400 && anim = 400) || stateno = 430 || stateno = 410) && (movecontact)
trigger3 = stateno=205 && var(59)!=1
trigger4 = var(9) && (stateno!=230) && (stateno!=430) && var(59)=1
[State -1, 地上]
type = ChangeState
value = ifelse(power>=3000,3400,3050)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive && ((power>=3000&&random<=500&&movehit=1)||(random<=300&&movehit=1)||(power>=3000&&p2life<300)) && power>=ifelse(p2bodydist x<=70,1000,3000)
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=2
triggerall = statetype != A
triggerall=p2bodydist x>=-40 ;&& p2bodydist x<=ifelse((stateno=200||stateno=210)&&p2stateno>=200&&p2movetype=H,50,20)
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=movecontact&&p2stateno>=200&&p2movetype=H
trigger1 = stateno=1210
[State -1, 地上]
type = ChangeState
value = 3350
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive && power>=2000
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=ifelse(stateno=400,10,40)
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=movecontact&&p2stateno>=200&&p2movetype=H&&p2statetype!=A
trigger1 = var(9) && stateno!=205
[State -1, 地上]
type = ChangeState
value = ifelse(power>=3000,3400,3050)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive && (life<p2life||p2life<ifelse(power>=3000,200,300)||power>=3000||random<=500) && power>=ifelse(p2bodydist x<=70,1000,3000)
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype != A
triggerall=p2bodydist x>=-40 ;&& p2bodydist x<=ifelse((stateno=200||stateno=210)&&p2stateno>=200&&p2movetype=H,50,20)
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=movecontact&&p2stateno>=200&&p2movetype=H
trigger1 = var(9) && stateno!=205
[State -1, 地上]
type = ChangeState
value = ifelse(p2bodydist x<=ifelse(p2statetype=C,30,60),ifelse(p2statetype=A,1110,ifelse(p2bodydist x<=30,1150,1160)),ifelse(random<=500||p2bodydist x>100,1000,1050))
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive && random<=500
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20||(p2stateno>=200&&p2movetype=H)||p2bodydist x>ifelse(p2statetype=C,30,60)
triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=ifelse(p2statetype=C,30,60)
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=movecontact&&((p2stateno>=200&&p2movetype=H)||p2statetype!=A)
trigger1 = var(9) && stateno!=205
[State -1, 地上]
type = ChangeState
value = ifelse((p2stateno>=200&&p2movetype=H)||p2bodydist x>40,205,235)
triggerall = !ishelper
triggerall = var(55)>0
;;triggerall=helper(218),var(35)=12
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=80
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=movecontact ;p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = (stateno = 200 && anim != 300 && movecontact) || (stateno = 230 && movecontact) || (stateno = 210 && (anim = 211 || anim = 311) && movecontact) || (stateno = 240 && anim = 241 && movecontact)
trigger2 = ((stateno = 400 && anim = 400) || stateno = 430 || stateno = 410) && (movecontact)
[State -1, 地上]
type = ChangeState
value = ifelse(random<=500,1010,1050)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype != A
triggerall=p2bodydist x>=-40 ;&& p2bodydist x<=ifelse((stateno=200||stateno=210)&&p2stateno>=200&&p2movetype=H,50,20)
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=movecontact&&((p2stateno>=200&&p2movetype=H)||p2statetype!=A)
trigger1 = var(9)
[State -1, 地上]
type = ChangeState
value = ifelse(p2bodydist x<=30&&p2statetype=A,1400,ifelse(random<=500||(p2stateno>=200&&p2movetype=H),1410,1300))
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall = statetype != A
triggerall=p2bodydist x>=-40 ;&& p2bodydist x<=ifelse((stateno=200||stateno=210)&&p2stateno>=200&&p2movetype=H,50,20)
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=movecontact&&((p2stateno>=200&&p2movetype=H)||p2statetype!=A)
trigger1 = var(9)
[State -1, 地上]
type = ChangeState
value = ifelse(stateno<1150,1101,ifelse(stateno=1151,1152,1151))
triggerall = !ishelper
triggerall = var(55)>0 ;;&& var(59)!=1
triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<4||((stateno!=230)&&(stateno!=430))||p2statetype=A||p2stateno<200||p2movetype!=H
;;triggerall=helper(218),var(35)=12
triggerall = RoundState = 2 && Alive
;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||var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=4
;triggerall =var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
;triggerall = statetype != A
triggerall=p2bodydist x>=-40 && p2bodydist x<=80
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=movecontact
trigger1 = stateno = 1150 || stateno = 1160
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) < 0
trigger2 = stateno = 1151
trigger2 = animelemtime(6) >= 0
trigger2 = animelemtime(10) < 0
trigger3 = stateno = 1100 || stateno = 1110
trigger3 = animelemtime(2) > 0
trigger3 = animelemtime(6) < 0
[State -1]
type = ChangeState
value=ifelse(statetype=A,860,ifelse(random<=500,830,800))
triggerall = !ishelper
triggerall = var(55)>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=stateno!=100
triggerall = RoundState = 2 && Alive
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=(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
;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(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]
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999])
triggerall=(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]
triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999])
triggerall=(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]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)
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 =p2movetype=A;+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=30,-100,0);;;;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(statetype=A,860,ifelse(random<=500,830,800))
triggerall = !ishelper
triggerall = var(55)>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=stateno!=100
triggerall = RoundState = 2 && Alive
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=(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
;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=p2movetype!=A
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=30,-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=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger2 =stateno=109
trigger3 =teamside=2 && var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=30
[State -1]
type = ChangeState
value=109
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;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 < 50
;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 = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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(p2movetype=H||p2bodydist x>40||random<=500||p2statetype=C,ifelse(random<=500,430,400),ifelse(random<=850,230,200))
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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
[State -1]
type = ChangeState
value=ifelse(p2movetype=H||p2bodydist x>40||random<=500||p2statetype=C,430,230)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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
[State -1]
type = ChangeState
value=400
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-enemynear(helper(218),Var(36)),vel x*2<=110
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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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
[State -1]
type = ChangeState
value=ifelse(p2bodydist x<=60,440,ifelse(random<=500||p2bodydist x>90,210,410))
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-enemynear(helper(218),Var(36)),vel x*2<=130
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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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
[State -1]
type = ChangeState
value=ifelse(p2statetype=C||random<=500,ifelse(p2bodydist x<=60,440,205),ifelse(random<=850,240,210))
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-enemynear(helper(218),Var(36)),vel x*2<=80
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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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
[State -1]
type = ChangeState
value=ifelse(random<=700&&(var(59)!=1),410,220)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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(p2bodydist x<=50,220,205)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-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=(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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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=235
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-enemynear(helper(218),Var(36)),vel x*2<=70
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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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<=500,430,400)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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-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
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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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
[State -1]
type = ChangeState
value=ifelse(p2bodydist x<=100||random<=333,1410,ifelse(random<=666||numhelper(1352),1300,1360))
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && var(59)=1
triggerall = statetype != A
triggerall=p2bodydist x>=-20
;triggerall=p2bodydist x<=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
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),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=1050
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && var(59)!=1
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=150
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
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),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(p2bodydist x<50,1150,1160)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>=-20
triggerall=P2bodyDist X<=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=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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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=1050
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||(life>700&&p2life<life-400 && random<=500)
triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>=-20
triggerall=P2bodyDist X<=100
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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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=1200
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1 && power<1000
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
;;triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=20
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>=200
triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=200
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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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<=500,1010,1000)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)!=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && numhelper(1000)=0
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;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
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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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=1400
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>=-20
triggerall=P2bodyDist X<=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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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=1410
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>=-20
triggerall=P2bodyDist X<=200
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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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=1300
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && numhelper(1305)=0
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>=150
triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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||numhelper(1450),1350,1450)
triggerall = !ishelper
triggerall = var(55)>0 && var(59)=1
triggerall=stateno!=103
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall = RoundState = 2 && Alive && (numhelper(1450)=0||numhelper(1352)=0)
;triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>=150
triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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=1210
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall =var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>=80
triggerall=P2bodyDist X<=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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=[100,101]
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<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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<=0,ifelse(random<=250||(partner,life>0),42,43),ifelse(random<=750||(partner,life>0),47,48))
triggerall = !ishelper
triggerall = var(55)>0
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=30
triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20||random<=500
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<80000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
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*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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=100
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<=40;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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,ifelse(random<=250||(partner,life>0),42,43),ifelse(random<=750||(partner,life>0),47,48))
triggerall = !ishelper
triggerall = var(55)>0
triggerall =time<30||random<=200||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20||random<=500
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<80000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<60000||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<40000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(55)-((ceil(var(55)/100000)-ifelse(var(55)-(ceil(var(55)/100000)*100000)<0,1,0))*100000)<20000||var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
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*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))
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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| stateno=100
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<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/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(var(59)=1,3450,3300)
triggerall = !ishelper
triggerall = var(55)>0 && var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)<3
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && ((var(59)=1&&power>=3000&&p2life<500&&!numhelper(3450))||((life<p2life-300||p2life<300)&&power>=2000&&(var(59)!=1)&&!numhelper(3300)))
;triggerall =random<=100||(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=(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=[100,101])
;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=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>=30000
trigger3=helper(218),var(35)=11
[State -1]
type = ChangeState
value=ifelse(var(59)=1,3450,3300)
triggerall = !ishelper
triggerall = var(55)>0 && partner,life>0 &&((partner,movetype!=H)||(partner,stateno<200)||(partner,stateno=[5100,5150])||(var(59)=1&&power>=3000))
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && ((var(59)=1&&power>=3000&&partner,life>0&&!numhelper(3450))||(partner,life>0&&power>=2000&&(var(59)!=1)&&!numhelper(3300)))
;triggerall =random<=100||(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=(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=[100,101])
;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=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>=30000
trigger3=helper(218),var(35)=11
trigger4=p2bodydist x>200||(var(59)=1&&power>=3000)
[State -1]
type = ChangeState
value=1450
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && var(59)=1 && partner,life>0 && numhelper(1450)=0
;triggerall =random<=100||(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>=130
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=[100,101])
;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])
trigger3=helper(218),var(35)=11
trigger4=p2bodydist x>200
;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>=30000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=14
[State -1]
type = ChangeState
value=ifelse(var(59)=1,3450,3300)
triggerall = !ishelper
triggerall = var(55)>0 && var(55)-((ceil(var(55)/10)-ifelse(var(55)-(ceil(var(55)/10)*10)<0,1,0))*10)>=3
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && ((var(59)=1&&power>=3000&&!numhelper(3450))||((life<p2life-300||p2life<300)&&power>=2000&&(var(59)!=1)&&!numhelper(3300)))
;triggerall =random<=100||(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=(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=[100,101])
;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=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>=30000
trigger3=helper(218),var(35)=11
[State -1]
type = ChangeState
value=1200
triggerall = !ishelper
triggerall = var(55)>0 && var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)>=20
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && ((random<=500&&power>=1000)||(power<1000&&var(59)=1)) && prevstateno!=[1200,1299]
;triggerall =random<=100||(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>=150
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=[100,101])
;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=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>=30000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=14
[State -1]
type = ChangeState
value=ifelse(random<=300,220,195)
triggerall = !ishelper
triggerall = var(55)>0 && var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life>500&&random<=500,30,20)
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && random<=300 && life>p2life && prevstateno!=[1200,1299]
;triggerall =random<=100||(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>=150
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=[100,101])
;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=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>=30000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=14
[State -1]
type = ChangeState
value=1200
triggerall = !ishelper
triggerall = var(55)>0 && var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && random<=500 && prevstateno!=[1200,1299]
;triggerall =random<=100||(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>=150
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=[100,101])
;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=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>=30000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=14
[State -1]
type = ChangeState
value=1000
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && numhelper(1000)=0 && var(59)!=1
;triggerall =random<=100||(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>=130
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=[100,101])
;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=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>=30000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=14
[State -1]
type = ChangeState
value=1350
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && var(59)=1 && random<=333 && numhelper(1352)=0
;triggerall =random<=100||(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>=130 && p2bodydist x<=230
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=[100,101])
;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=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>=30000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=14
[State -1]
type = ChangeState
value=ifelse(random<=400||numhelper(1450),1300,1450)
triggerall = !ishelper
triggerall = var(55)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && var(59)=1
;triggerall =random<=100||(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>=130
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=[100,101])
;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=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>=30000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=14
[State -1]
type = ChangeState
value=ifelse(frontedgebodydist>120&&(enemynear(helper(218),Var(36)),vel x>=2),107,ifelse(backedgebodydist>60,105,107))
triggerall = !ishelper
triggerall = var(55)>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||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 && 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)!=[1,2]
[State -1]
type = ChangeState
value=ifelse(frontedgebodydist>120&&(enemynear(helper(218),Var(36)),vel x>=2),107,ifelse(backedgebodydist>60,105,107))
triggerall = !ishelper
triggerall = var(55)>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||stateno=109
;triggerall =(p2statetype!=A);||(helper(218),var(35)=8)
triggerall=helper(218),var(35)=11
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 && 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)!=[1,2]
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(55)>0
;triggerall=var(52)=[-999999,999]
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(55)>0
;triggerall=var(52)=[-999999,999]
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(55)>0
;triggerall=var(52)=[-999999,999]
;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(14)>0 && var(14)=p2stateno)||(var(15)>0 && var(15)=p2stateno)
value = 130
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(55)>0
;triggerall=var(52)=[-999999,999]
;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(14)<=0||var(14) !=p2stateno)
triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(15)<=0 ||var(15) !=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(55)>0
;triggerall=var(52)=[-999999,999]
;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(55)>0
;triggerall=var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<ifelse(life<p2life,20,30)||(p2movetype!=H)||(p2statetype!=A)||(helper(218),var(35)=[11,12])||(helper(218),var(35)=[14,16])
;triggerall=var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20||(helper(218),var(35)!=19)
;triggerall = (helper(218),var(35)!=12)||p2bodydist x>200
;triggerall = (helper(218),var(35)!=14)||p2bodydist x>150
;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(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<30
triggerall = RoundState = 2 && Alive && (stateno!=[100,109]) && stateno!=3
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=random<=8 && p2bodydist x>200 && p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>=200
trigger3=0;p2movetype=H && p2stateno>200 && (p2bodydist y>=-60||p2bodydist x>120||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 =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(55)>0
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && stateno!=3
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=28 && 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)>0,170,ifelse(p2movetype=H&&p2stateno>200,20,30))
trigger1=helper(218),var(35)!=11
trigger2=p2bodydist x>=170;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)>0,170,ifelse(p2movetype=H&&p2stateno>200,20,30))
trigger2=helper(218),var(35)=11
[State -1, Stand1]
type = ChangeState
value =28
triggerall = !IsHelper
triggerall = var(55)>0
triggerall = (helper(218),var(35)!=12)
;triggerall = var(55)-((ceil(var(55)/100)-ifelse(var(55)-(ceil(var(55)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && stateno!=3
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)>0,170,ifelse(p2movetype=H&&p2stateno>200,20,30))
trigger1=helper(218),var(35)!=11
trigger2=p2bodydist x<170;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)>0,170,ifelse(p2movetype=H&&p2stateno>200,20,30))
trigger2=helper(218),var(35)=11
[State -1, Stand]
type = ChangeState
value = 0
triggerall = !IsHelper
triggerall = (var(55) !=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 -2]
type = ChangeState
triggerall = !IsHelper
triggerall = var(55)>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(55)>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(55)!=0
triggerall=stateno=[20,23]
trigger1=roundstate !=2
trigger2=p2bodydist x<-10
value =0
ctrl=1
[State -1]
type = ChangeState
value =1210;ifelse(random<=500,1350,1360);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(55)=0
trigger1 = 0;(StateType != A) && (MoveContact) && var(9)
[State -1]
type = ChangeState
value =710;ifelse(random<=350,750,ifelse(random<=700,710,700));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(55)=0
trigger1 =Command = "a"
;trigger1 = statetype != A
trigger1 =0;ctrl||stateno=[20,29]
;trigger2=(stateno = 320) && (Time >= 35)
[State -1, Intergalactic Argentina Backbraker]
type = ChangeState
value = 3700
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCFx2Z",command = "QCBx2Z")) || (var(52) = [3700,3701])
triggerall = power >= 3000
triggerall = roundsexisted > 0
triggerall = enemy,life <= (enemy,lifemax * 0.33)
;triggerall = !numhelper(3050)
trigger1 = var(9)
trigger2 = stateno = 1150 || stateno = 1160 || stateno = 1151 || stateno = 1152 || stateno = 1210 || stateno = 1401 || stateno = 1412 || (stateno = [1350,1360])
trigger2 = time
[State -1, Duke Nukem]
type = ChangeState
value = ifelse(var(59)!=1,3400,3450);3400
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCBHCF_P",command = "QCFHCB_P")) || (var(52) = [3400,3401])
triggerall = power >= 3000
triggerall = !numhelper(3450)
trigger1 = var(9)
trigger2 = stateno = 1150 || stateno = 1160 || stateno = 1151 || stateno = 1152 || stateno = 1210 || stateno = 1401 || stateno = 1412 || (stateno = [1350,1360])
trigger2 = time
[State -1, Switch Super]
type = ChangeState
value = 3100
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCFHCB_P",command = "QCBHCF_P")) || (var(52) = [3100,3101])
triggerall = power >= 1000
trigger1 = var(9)
trigger2 = stateno = 1150 || stateno = 1160 || stateno = 1151 || stateno = 1152 || stateno = 1210 || stateno = 1401 || stateno = 1412 || (stateno = [1350,1360])
trigger2 = time
[State -1, Papa Duck]
type = ChangeState
value = ifelse(var(59)!=1,3300,3350);3050;3300
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCBx2K",command = "QCFx2K")) || (var(52) = [3300,3301])
triggerall = power >= 2000
triggerall = !numhelper(3300) || var(59) = 1
trigger1 = var(9)
trigger2 = stateno = 1150 || stateno = 1160 || stateno = 1151 || stateno = 1152 || stateno = 1210 || stateno = 1401 || stateno = 1412 || (stateno = [1350,1360])
trigger2 = time
[State -1, Acid Rain/Fire Kick]
type = ChangeState
value = ifelse(var(59)!=1,3050,3250);3050
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCFx2K",command = "QCBx2K")) || (var(52) = [3050,3051])
triggerall = power >= 1000
;triggerall = !numhelper(3050)
trigger1 = var(9)
trigger2 = stateno = 1150 || stateno = 1160 || stateno = 1151 || stateno = 1152 || stateno = 1210 || stateno = 1401 || stateno = 1412 || (stateno = [1350,1360])
trigger2 = time
trigger3 = var(59) = 1
trigger3 = statetype = A
trigger3 = ctrl
trigger4 = var(59) = 1
trigger4 = (stateno = [600,640]) || (stateno = 1402)
trigger4 = movecontact
[State -1, Bow Lore]
type = ChangeState
value = ifelse(var(59)!=1,ifelse(command="y"||var(52)=3010,3010,3000),3200)
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCFx2P",command = "QCBx2P")) || (var(52) = [3000,3010])
triggerall = power >= 1000
triggerall = !numhelper(1305) || var(59)=1
triggerall = !numhelper(3200) || var(59)=0
trigger1 = var(9)
trigger2 = stateno = 1150 || stateno = 1160 || stateno = 1151 || stateno = 1152 || stateno = 1210 || stateno = 1401 || stateno = 1412 || (stateno = [1350,1360])
trigger2 = time
;[State -1, Bow Test]
;type = ChangeState
;value = 1300
;triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_2P",command = "QCB_2P")) || var(52) = 1300
;trigger1 = var(9) ;Use combo condition (above)
[State -1, Switch-less Special]
type = ChangeState
value = 1209
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_2K",command = "QCF_2K")) || var(52) = 1209
trigger1 = var(9) ;Use combo condition (above)
[State -1, Switch Special]
type = ChangeState
value = 1200
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_a",command = "QCF_a")) || var(52) = 1200
trigger1 = var(9) ;Use combo condition (above)
[State -1, Switch Special]
type = ChangeState
value = 1210
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_b",command = "QCF_b")) || var(52) = 1210
trigger1 = var(9) ;Use combo condition (above)
[State -1, Fireball/Bow]
type = ChangeState
value = ifelse(var(59)=1,1300,1000)
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_x",command = "QCB_x")) || var(52) = 1000
triggerall = (var(59) = 0 && !numhelper(1000)) || (var(59) = 1 && !numhelper(1305))
trigger1 = var(9) ;Use combo condition (above)
trigger2 = var(59) != 1
trigger2 = statetype = A
trigger2 = ctrl
trigger3 = var(59) != 1
trigger3 = stateno = [600,640]
trigger3 = movecontact
[State -1, Fireball/Bow]
type = ChangeState
value = ifelse(var(59)=1,1300,1010)
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_y",command = "QCB_y")) || var(52) = 1010
triggerall = (var(59) = 0 && !numhelper(1000)) || (var(59) = 1 && !numhelper(1305))
trigger1 = var(9) ;Use combo condition (above)
trigger2 = var(59) != 1
trigger2 = statetype = A
trigger2 = ctrl
trigger3 = var(59) != 1
trigger3 = stateno = [600,640]
trigger3 = movecontact
[State -1, Duck/FireSpin]
type = ChangeState
value = ifelse(var(59)=1,1400,1050);1050
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_x",command = "QCF_x")) || var(52) = 1050
trigger1 = var(9) ;Use combo condition (above)
trigger2 = var(59) != 1
trigger2 = statetype = A
trigger2 = ctrl
trigger3 = var(59) != 1
trigger3 = stateno = [600,640]
trigger3 = movecontact
[State -1, Duck/FireDash]
type = ChangeState
value = ifelse(var(59)=1,1410,1060);1060
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_y",command = "QCF_y")) || var(52) = 1060
trigger1 = var(9) ;Use combo condition (above)
trigger2 = var(59) != 1
trigger2 = statetype = A
trigger2 = ctrl
trigger3 = var(59) != 1
trigger3 = stateno = [600,640]
trigger3 = movecontact
[State -1, Rising Knee/Axe]
type = ChangeState
value = ifelse(var(59)!=1,1100,1350)
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "upper_a",command = "rupper_a")) || var(52) = 1100
trigger1 = var(9) ;Use combo condition (above)
[State -1, Rising Knee/Axe]
type = ChangeState
value = ifelse(var(59)!=1,1110,1360)
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "upper_b",command = "rupper_b")) || var(52) = 1110
trigger1 = var(9) ;Use combo condition (above)
[State -1, Kick Followup A]
type = ChangeState
value = 1101
triggerall=var(55)=0
triggerall = (command = "a" || command = "b") || var(52) = 1051
trigger1 = stateno = 1100 || stateno = 1110
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(6) < 0
[State -1, Kick Special 1/Bomb]
type = ChangeState
value = ifelse(var(59)!=1,1150,1450)
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_a",command = "QCB_a")) || var(52) = 1150
triggerall = !numhelper(1450) || var(59) != 1
trigger1 = var(9) ;Use combo condition (above)
[State -1, Kick Special 2/Bomb]
type = ChangeState
value = ifelse(var(59)!=1,1160,1460)
triggerall=var(55)=0
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_b",command = "QCB_b")) || var(52) = 1160
triggerall = !numhelper(1450) || var(59) != 1
trigger1 = var(9) ;Use combo condition (above)
[State -1, Kick Followup A]
type = ChangeState
value = 1151
triggerall=var(55)=0
triggerall = (command = "QCF_a" || command = "QCF_b") || var(52) = 1151
trigger1 = stateno = 1150 || stateno = 1160
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) < 0
[State -1, Kick Followup B]
type = ChangeState
value = 1152
triggerall=var(55)=0
triggerall = (command = "QCF_x" || command = "QCF_y") || var(52) = 1152
trigger1 = stateno = 1150 || stateno = 1160
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) < 0
trigger2 = stateno = 1151
trigger2 = animelemtime(6) >= 0
trigger2 = animelemtime(10) < 0
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall=var(55)=0
triggerall = !var(19)
trigger1 = (command = "FF") || (var(52) = 100)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall=var(55)=0
;triggerall = !var(19)
trigger1 = (command = "BB") || (var(52) = 105)
trigger1 = statetype = S
trigger1 = ctrl || stateno = 100
;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[State -1, Gotcha kick throw]
type = ChangeState
value = 830
triggerall=var(55)=0
triggerall = !var(19)
triggerall = (command = "b" && (command = "holdfwd" || command = "holdback")) || var(52) = 830
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(8) <= 0
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
[State -1, Side switch throw]
type = ChangeState
value = 800
triggerall=var(55)=0
triggerall = !var(19)
triggerall = (command = "y" && (command = "holdfwd" || command = "holdback")) || var(52) = 800
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(8) <= 0
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
[State -1, Air Throw]
type = ChangeState
value = 860
triggerall=var(55)=0
triggerall = (command = "y" && (command = "holdfwd" || command = "holdback")) || var(52) = 860
;triggerall = ((command = "y" || command = "z") && (command = "holdfwd" || command = "holdback")) || var(52) = 800
triggerall = statetype = A
triggerall = ctrl
trigger1 = p2bodydist X < 8
trigger1 = abs(p2bodydist y) < 50
trigger1 = (p2statetype = A)
[State -1, Air Throw]
type = ChangeState
value = 861
triggerall=var(55)=0
triggerall = (command = "b" && (command = "holdfwd" || command = "holdback")) || var(52) = 861
;triggerall = ((command = "y" || command = "z") && (command = "holdfwd" || command = "holdback")) || var(52) = 800
triggerall = statetype = A
triggerall = ctrl
trigger1 = p2bodydist X < 8
trigger1 = abs(p2bodydist y) < 50
trigger1 = (p2statetype = A)
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand CD]
type = ChangeState
value = 220
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "hphk")) || var(52) = 220
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim = 201 && movecontact) || (stateno = 210 && anim = 211 && movecontact)
[State -1, Guard Counter Attack]
type = ChangeState
value = 710
triggerall=var(55)=0
triggerall = (fvar(35)<5 && command = "hphk" ) || var(52) = 710
triggerall = statetype != A
trigger1 = stateno = [150,156]
trigger1 = power >= 1000
;---------------------------------------------------------------------------
;Stand Dodge
;立ち強パンチ
[State -1, Stand Dodge]
type = ChangeState
value = 700
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "lplk" && command != "holdback")) || var(52) = 700
triggerall = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = [150,156]
trigger2 = power >= 1000
trigger3 = var(9)
trigger3 = power >= 1000
;---------------------------------------------------------------------------
;Stand Dodge
;立ち強パンチ
[State -1, Stand Dodge]
type = ChangeState
value = 705
triggerall=var(55)=0
triggerall = (var(55)<5 && (command = "lplk" && command = "holdback")) || var(52) = 705
triggerall = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = [150,156]
trigger2 = power >= 1000
trigger3 = var(9)
trigger3 = power >= 1000
[State -1, Golem Smash]
type = ChangeState
value = 205
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "x" && command = "holdfwd" && command != "holddown")) || var(52) = 205
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim != 300 && movecontact) || (stateno = 230 && movecontact) || (stateno = 210 && (anim = 211 || anim = 311) && movecontact) || (stateno = 240 && anim = 241 && movecontact)
trigger3 = ((stateno = 400 && anim = 400) || stateno = 430 || stateno = 410) && (movecontact)
[State -1, Viper Kick]
type = ChangeState
value = 235
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "a" && command = "holdfwd" && command != "holddown")) || var(52) = 235
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim != 300 && movecontact) || (stateno = 230 && movecontact) || (stateno = 210 && (anim = 211 || anim = 311) && movecontact) || (stateno = 240 && anim = 241 && movecontact)
trigger3 = ((stateno = 400 && anim = 400) || stateno = 430 || stateno = 410) && (movecontact)
;===========================================================================
;---------------------------------------------------------------------------
;Stand Attacks
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "x" && command != "holddown")) || var(52) = 200
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim != 300 && anim != 301) || stateno = 230 || (anim = 211 && stateno = 210)
trigger2 = (movecontact || animtime >= -6)
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "y" && command != "holddown")) || var(52) = 210
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim != 300 && anim != 301) || (stateno = 400 && anim = 400) || stateno = 430 || (stateno = 210 && anim = 211) ||(stateno = 410 && anim = 410)
trigger2 = (movecontact || animtime >= -6)
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "a" && command != "holddown")) || var(52) = 230
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
;trigger2 = stateno = 200 || stateno = 230
;trigger2 = (animtime >= -6)
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "b" && command != "holddown")) || var(52) = 240
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim != 300 && anim != 301) || stateno = 40 || stateno = 430 || (stateno = 210 && anim = 211)
trigger2 = (movecontact || animtime >= -6)
;[State -1, Test]
;type = ChangeState
;value = 182
;triggerall = (command = "start") || var(52) = 195; || (var(58) = -2 && winko && !var(48))
;triggerall = stateno != 195
;trigger1 = statetype != A
;trigger1 = ctrl || stateno = 100
[State -1, Taunt]
type = ChangeState
value = 195
triggerall=var(55)=0
triggerall = (command = "start") || var(52) = 195; || (var(58) = -2 && winko && !var(48))
triggerall = stateno != 195
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
;---------------------------------------------------------------------------
;Crouching Attacks
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall=var(55)=0
triggerall = !var(19)
triggerall = (fvar(35)<5 && (command = "x" && command = "holddown")) || var(52) = 400
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim != 300 && anim != 301) || (stateno = 400 && anim = 400) || stateno = 430
trigger2 = (movecontact || animtime >= -6)
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall=var(55)=0
triggerall = !var(19)
triggerall = (fvar(35)<5 && (command = "y" && command = "holddown")) || var(52) = 410
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim != 300 && anim != 301) || (stateno = 400 && anim = 400) || stateno = 430 || (stateno = 210 && anim = 211)
trigger2 = (movecontact || animtime >= -6)
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall=var(55)=0
triggerall = !var(19)
triggerall = (fvar(35)<5 && (command = "a" && command = "holddown")) || var(52) = 430
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 400 && anim = 400)
trigger2 = (animtime >= -6)
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall=var(55)=0
triggerall = !var(19)
triggerall = (fvar(35)<5 && (command = "b" && command = "holddown")) || var(52) = 440
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = 200 && anim != 300 && anim != 301) || (stateno = 400 && anim = 400) || stateno = 430
trigger2 = (movecontact || animtime >= -6)
;---------------------------------------------------------------------------
;Jump
[State -1, Jump Hard Punch]
type = ChangeState
value = 620
triggerall=var(55)=0
triggerall = (fvar(35)<5 && command = "hphk") || var(52) = 620
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
trigger2 = numtarget
trigger2 = target,statetype = A
[State -1, Jump Butt Stomp]
type = ChangeState
value = 635
triggerall=var(55)=0
triggerall = (fvar(35)<5 && (command = "a" && command = "holddown")) || var(52) = 635
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 640
trigger2 = movecontact
trigger2 = numtarget
trigger2 = target,statetype = A
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall=var(55)=0
triggerall = (fvar(35)<5 && command = "x") || var(52) = 600
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630 || (stateno = 640 && var(59) = 1)
trigger2 = movecontact
trigger2 = numtarget
trigger2 = target,statetype = A
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall=var(55)=0
triggerall = (fvar(35)<5 && command = "y") || var(52) = 610
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600 && anim = 600) || stateno = 630 || stateno = 640
trigger2 = movecontact
trigger2 = numtarget
trigger2 = target,statetype = A
[State -1, Jump Light Punch]
type = ChangeState
value = 630
triggerall=var(55)=0
triggerall = (fvar(35)<5 && command = "a") || var(52) = 630
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600 && anim = 600)
trigger2 = movecontact
trigger2 = numtarget
trigger2 = target,statetype = A
[State -1, Jump Medium Punch]
type = ChangeState
value = 640
triggerall=var(55)=0
triggerall = (fvar(35)<5 && command = "b") || var(52) = 640
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600 && anim = 600) || stateno = 630
trigger2 = movecontact
trigger2 = numtarget
trigger2 = target,statetype = A
[State -1, Air combo lol]
type = ChangeState
value = ifelse(statetype=A,45,40)
triggerall=var(55)=0
triggerall = (command = "holdup") || var(52) = [40,45]
trigger1 = fvar(35)
trigger1 = stateno != 40
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 100
trigger3 = numtarget
trigger3 = target,statetype = A
trigger3 = (stateno = 410 && anim = 410) || (stateno = 210 && anim = 211) || (stateno = 1350 || stateno = 1360)
trigger3 = movehit