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Command List — Dink_AI.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| 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
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