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Command List — coco_AI(mugen1.0).zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- [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 ;-| Super Motions |-------------------------------------------------------- [Command] name = "QCB_ab" command = ~D, DB, B, a+b [Command] name = "QCF_ab" command = ~D, DF, F, a+b [Command] name = "DDD_ab" command = ~D, D, a+b [Command] name = "DDD_ab" command = D, D, a+b [Command] name = "QCB_ab" command = ~D, DB, B, b+c [Command] name = "QCF_ab" command = ~D, DF, F, b+c [Command] name = "DDD_ab" command = ~D, D, b+c [Command] name = "DDD_ab" command = D, D, b+c [Command] name = "QCB_ab" command = ~D, DB, B, a+c [Command] name = "QCF_ab" command = ~D, DF, F, a+c [Command] name = "DDD_ab" command = ~D, D, a+c [Command] name = "DDD_ab" command = D, D, a+c ;-| Special Motions |------------------------------------------------------ [Command] name = "DP_a" command = ~F, D, DF, a [Command] name = "DP_b" command = ~F, D, DF, b [Command] name = "DD_a" command = ~D, D, a [Command] name = "DD_a" command = D, D, a [Command] name = "DD_b" command = ~D, D, b [Command] name = "DD_b" command = D, D, b [Command] name = "DD_c" command = ~D, D, c [Command] name = "DD_c" command = D, D, c [Command] name = "DD_y" command = ~D, D, y [Command] name = "DD_y" command = D, D, y [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 = "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 ;-| 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 = "FF" ;Required (do not remove) command = /$F,a+b time = 10 [Command] name = "BB" ;Required (do not remove) command = /$B,a+b time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = a time = 1 [Command] name = "recovery";Required (do not remove) command = b time = 1 [Command] name = "recovery";Required (do not remove) command = c time = 1 [Command] name = "recovery";Required (do not remove) command = x time = 1 [Command] name = "recovery";Required (do not remove) command = y time = 1 [Command] name = "recovery";Required (do not remove) command = z time = 1 [Command] name = "recovery";Required (do not remove) command = /a time = 1 [Command] name = "recovery";Required (do not remove) command = /b time = 1 [Command] name = "recovery";Required (do not remove) command = /c time = 1 [Command] name = "recovery";Required (do not remove) command = /x time = 1 [Command] name = "recovery";Required (do not remove) command = /y time = 1 [Command] name = "recovery";Required (do not remove) command = /z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b 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 = "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 = "start" command = s time = 1 [Command] name = "a+b" command = a+b time = 1 [Command] name = "b+c" command = b+c time = 1 [Command] name = "y+z" command = y+z 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 [Command] name = "highjump" command = >~D, U time = 8 [Command] name = "highjump" command = >~D, UF time = 8 ;--------------------------------------------------------------------------- ; 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 = null;null;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=1201||root,stateno=1206);;||(root,stateno=931||root,stateno=933) fv = 5 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = Varset triggerall=fvar(34)>0 && fvar(34)-fvar(5) !=[-99,999] triggerall=fvar(33)>0 && fvar(33)-fvar(5) !=[-99,999] triggerall=fvar(32)>0 && fvar(32)-fvar(5) !=[-99,999] triggerall=fvar(31)>0 && fvar(31)-fvar(5) !=[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(30)>0 && root,fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(35)>=0 trigger1=fvar(5) >0 fv = 35 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(35)<0 fv = 35 value =-fvar(35) [State -2 , 1] type = Varset triggerall=fvar(34)=0||fvar(34)-fvar(5) =[-99,999] triggerall=fvar(33)>0 && fvar(33)-fvar(5) !=[-99,999] triggerall=fvar(32)>0 && fvar(32)-fvar(5) !=[-99,999] triggerall=fvar(31)>0 && fvar(31)-fvar(5) !=[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(30)>0 && root,fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(34)>=0 trigger1=fvar(5) >0 fv = 34 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(34)<0 fv = 34 value =-fvar(34) [State -2 , 1] type = Varset triggerall=fvar(33)=0||fvar(33)-fvar(5) =[-99,999] triggerall=fvar(32)>0 && fvar(32)-fvar(5) !=[-99,999] triggerall=fvar(31)>0 && fvar(31)-fvar(5) !=[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(30)>0 && root,fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(33)>=0 trigger1=fvar(5) >0 fv = 33 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(33)<0 fv = 33 value =-fvar(33) [State -2 , 1] type = Varset triggerall=fvar(32)=0||fvar(32)-fvar(5) =[-99,999] triggerall=fvar(31)>0 && fvar(31)-fvar(5) !=[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(30)>0 && root,fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(32)>=0 trigger1=fvar(5) >0 fv = 32 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(32)<0 fv = 32 value =-fvar(32) [State -2 , 1] type = Varset triggerall=fvar(31)=0||fvar(31)-fvar(5) =[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(30)>0 && root,fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(31)>=0 trigger1=fvar(5) >0 fv = 31 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(31)<0 fv = 31 value =-fvar(31) [State -2 , 1] type = Varset triggerall=fvar(30)=0||fvar(30)-fvar(5) =[-99,999] triggerall=root,fvar(30)>0 && root,fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(30)>=0 trigger1=fvar(5) >0 fv = 30 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(30)<0 fv = 30 value =-fvar(30) [State -2 , 1] type = parentVarset triggerall=root,fvar(30)=0||root,fvar(30)-fvar(5) =[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(30)>=0 trigger1=fvar(5) >0 fv = 30 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(30)<0 fv = 30 value =-root,fvar(30) [State -2 , 1] type = parentVarset triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(33)>=0 trigger1=fvar(5) >0 fv = 33 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(33)<0 fv = 33 value =-root,fvar(33) [State -2 , 1] type = parentVarset triggerall=root,fvar(32)=0||root,fvar(32)-fvar(5) =[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(32)>=0 trigger1=fvar(5) >0 fv = 32 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(32)<0 fv = 32 value =-root,fvar(32) [State -2 , 1] type = parentVarset triggerall=root,fvar(39)=0||root,fvar(39)-fvar(5) =[-99,999] triggerall=root,var(38)>0 && root,var(38)-fvar(5) !=[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(39)>=0 trigger1=fvar(5) >0 fv = 39 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(39)<0 fv = 39 value =-root,fvar(39) [State -2 , 1] type = parentVarset triggerall=root,var(38)=0||root,var(38)-fvar(5) =[-99,999] triggerall=root,var(39)>0 && root,var(39)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,var(38)>=0 trigger1=fvar(5) >0 v = 38 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,var(38)<0 v = 38 value =-root,var(38) [State -2 , 1] type = parentVarset triggerall=root,var(39)=0||root,var(39)-fvar(5) =[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,var(39)>=0 trigger1=fvar(5) >0 v = 39 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,var(39)<0 v = 39 value =-root,var(39) [State -2 , 1] type = parentVarset triggerall=root,fvar(36)=0||root,fvar(36)-fvar(5) =[-99,999] triggerall=root,var(25)>0 && root,var(25)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(36)>=0 trigger1=fvar(5) >0 fv = 36 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(36)<0 fv = 36 value =-root,fvar(36) [State -2 , 1] type = parentVarset triggerall=root,var(25)=0||root,var(25)-fvar(5) =[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,var(25)>=0 trigger1=fvar(5) >0 v = 25 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,var(25)<0 v = 25 value =-root,var(25) [State -2 , 1] type = parentVarset triggerall=root,fvar(34)=0||root,fvar(34)-fvar(5) =[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(34)>=0 trigger1=fvar(5) >0 fv = 34 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(34)<0 fv = 34 value =-root,fvar(34) [State -2 , 1] type = parentVarset triggerall=root,fvar(31)=0||root,fvar(31)-fvar(5) =[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(31)>=0 trigger1=fvar(5) >0 fv = 31 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(31)<0 fv = 31 value =-root,fvar(31) [State -2 , 1] type = parentVarset triggerall=root,fvar(25)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 25 value =0 [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(9)>1 && root,fvar(9)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(25)=0 && var(14)<2 fv = 25 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(25)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 25 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall=root,fvar(24)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 24 value =0 [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(9)>1 && root,fvar(9)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(24)=0 && var(14)<2 fv = 24 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(24)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 24 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall=root,fvar(9)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 9 value =0 [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(9)=0 && var(14)<2 fv = 9 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(9)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 9 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall=root,fvar(26)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 26 value =0 [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(26)=0 && var(14)<2 fv = 26 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(26)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 26 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall=root,fvar(27)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 27 value =0 [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(27)=0 && var(14)<2 fv = 27 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(27)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 27 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall=root,fvar(8)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 8 value =0 [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 trigger1=root,fvar(8)=0 && var(14)<2 fv = 8 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(8)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 8 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=910||root,stateno=920) trigger1=var(13)>0 trigger1=var(13) =enemynear(Var(36)),stateno fv = 5 value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14)+ifelse((root,teamside=1),0,-1)+ifelse((root,stateno=901),-1,0)) Ignorehitpause=1 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(1)=[0,999999] trigger1=(root,stateno=215) trigger1=(var(13)=0);;;||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105) fv = 1 value =root,fvar(1)+1000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(1)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) fv = 1 value =root,fvar(1)-1000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(1)=[1,999] trigger1=(root,stateno=215) trigger1=var(13)>0 fv = 1 value =-root,fvar(1)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(1)=0 trigger1=(root,stateno=215) trigger1=var(13)>0 fv = 1 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(1)=[-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])) fv = 1 value =ifelse(root,fvar(1)<=-1000000,-root,fvar(1)-1000000,ifelse(root,fvar(1)>=-999,0,-root,fvar(1)-(ceil(-root,fvar(1)/1000)-ifelse(-root,fvar(1)-(ceil(-root,fvar(1)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(1)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) fv = 1 value =-root,fvar(1) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(1)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno fv = 1 value =root,fvar(1)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(1)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,fvar(1)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,fvar(1)-(ceil(root,fvar(1)/1000)-ifelse(root,fvar(1)-(ceil(root,fvar(1)/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 fv = 1 value =root,fvar(1)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(2)=[0,999999] trigger1=(root,stateno=215) trigger1=(var(13)=0);;;||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105) fv = 2 value =root,fvar(2)+1000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(2)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) fv = 2 value =root,fvar(2)-1000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(2)=[1,999] trigger1=(root,stateno=215) trigger1=var(13)>0 fv = 2 value =-root,fvar(2)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(2)=0 && root,fvar(1)=[999,999999] trigger1=(root,stateno=215) trigger1=var(13)>0 fv = 2 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(2)=[-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])) fv = 2 value =ifelse(root,fvar(2)<=-1000000,-root,fvar(2)-1000000,ifelse(root,fvar(2)>=-999,0,-root,fvar(2)-(ceil(-root,fvar(2)/1000)-ifelse(-root,fvar(2)-(ceil(-root,fvar(2)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(2)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) fv = 2 value =-root,fvar(2) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(2)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno fv = 2 value =root,fvar(2)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(2)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,fvar(2)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,fvar(2)-(ceil(root,fvar(2)/1000)-ifelse(root,fvar(2)-(ceil(root,fvar(2)/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 fv = 2 value =root,fvar(2)+2000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[0,999999] trigger1=(root,stateno!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[1300,1399])||(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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[1300,1399])||(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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[1300,1399])||(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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[220,229]) trigger1=(root,stateno=[200,499])||(root,stateno=[800,899])||(root,stateno=10109)||(root,stateno=[1600,1699])||(root,stateno=[1300,1399]) 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!=[1300,1399])||(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=[1000,1199]);;||root,stateno=240||root,stateno=10024 trigger1=(var(13)=0);;||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105) 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=[1000,1199]);;||root,stateno=240||root,stateno=10024 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=[1000,1199]);;||root,stateno=240||root,stateno=10024 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&&var(35)!=[1,8]) 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 && enemynear(Var(36)),movetype!=A)||(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=[1000,1199]);;||root,stateno=240||root,stateno=10024 trigger1=(var(13)=0);||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105) 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=[1000,1199]);;||root,stateno=240||root,stateno=10024 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=[1000,1199]);;||root,stateno=240||root,stateno=10024 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 && enemynear(Var(36)),movetype!=A)||(root,ctrl&&var(35)!=[1,8]) 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=[2000,3999])||(root,stateno=[8000,8099])||(root,stateno=1009)||(root,stateno=1102) 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=[2000,3999])||(root,stateno=[8000,8099])||(root,stateno=1009)||(root,stateno=1102) 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(5)=[999,999999] trigger1=(root,stateno=[2000,3999])||(root,stateno=[8000,8099])||(root,stateno=1009)||(root,stateno=1102) 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]))&&var(35)!=[1,9])||(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=[2000,3999])||(root,stateno=[8000,8099])||(root,stateno=1009)||(root,stateno=1102) 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=[2000,3999])||(root,stateno=[8000,8099])||(root,stateno=1009)||(root,stateno=1102) 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=[2000,3999])||(root,stateno=[8000,8099])||(root,stateno=1009)||(root,stateno=1102) 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]))&&var(35)!=[1,9])||(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=[42,44])||(root,stateno=[46,48])||(root,stateno=75)||(root,stateno=220) 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=[42,44])||(root,stateno=[46,48])||(root,stateno=75)||(root,stateno=220) 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=[42,44])||(root,stateno=[46,48])||(root,stateno=75)||(root,stateno=220) 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=(root,ctrl&&(helper(218),var(35)!=[1,9])&&(root,statetype!=A))||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200) v = 56 value =ifelse(var(56)<=-1000000,-var(56)-1000000,ifelse(var(56)>=-999,0,-Var(56)-(ceil(-Var(56)/1000)-ifelse(-Var(56)-(ceil(-Var(56)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(56)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]);||(root,ctrl&&helper(218),var(35)!=[1,9]) 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=[42,44])||(root,stateno=[46,48])||(root,stateno=75)||(root,stateno=220) 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=[42,44])||(root,stateno=[46,48])||(root,stateno=75)||(root,stateno=220) 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=[42,44])||(root,stateno=[46,48])||(root,stateno=75)||(root,stateno=220) trigger1=var(13)>0 v = 59 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(59)=[-1999999,-1] trigger1=(root,ctrl&&(helper(218),var(35)!=[1,9])&&(root,statetype!=A))||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200) 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]);||(root,ctrl&&helper(218),var(35)!=[1,9]) 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,fvar(17)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT fv = 17 value =-root,fvar(17)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(17)=0 trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT fv = 17 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(17)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) fv = 17 value =-root,fvar(17) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(17)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno fv = 17 value =root,fvar(17)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(17)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,fvar(17)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,fvar(17)-(ceil(root,fvar(17)/1000)-ifelse(root,fvar(17)-(ceil(root,fvar(17)/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) fv = 17 value =root,fvar(17)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT fv = 18 value =-root,fvar(18)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)=0 && root,fvar(17)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT fv = 18 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) fv = 18 value =-root,fvar(18) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno fv = 18 value =root,fvar(18)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,fvar(18)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,fvar(18)-(ceil(root,fvar(18)/1000)-ifelse(root,fvar(18)-(ceil(root,fvar(18)/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) fv = 18 value =root,fvar(18)+2000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[0,999999] triggerall=(root,stateno=[160,162]);||(root,stateno=[1300,1399]) 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=[160,162]);||(root,stateno=[1300,1399]) 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=[160,162]);||(root,stateno=[1300,1399]) 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=(root,ctrl&&var(35)!=[1,9])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)||(enemynear(Var(36)),stateno=[720,729]) 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=[160,162]);||(root,stateno=[1300,1399]) 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=[160,162]);||(root,stateno=[1300,1399]) 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=[160,162]);||(root,stateno=[1300,1399]) 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=(root,ctrl&&var(35)!=[1,9])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)||(enemynear(Var(36)),stateno=[720,729]) 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] triggerall=(root,stateno=[1500,1599]) 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] triggerall=(root,stateno=[1500,1599]) 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 triggerall=(root,stateno=[1500,1599]) 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=(root,ctrl&&var(35)!=[1,9])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)||(enemynear(Var(36)),stateno=[720,729]) v = 42 value =ifelse(var(42)<=-1000000,-var(42)-1000000,ifelse(var(42)>=-999,0,-Var(42)-(ceil(-Var(42)/1000)-ifelse(-Var(42)-(ceil(-Var(42)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(42)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) 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] triggerall=(root,stateno=[1500,1599]) 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] triggerall=(root,stateno=[1500,1599]) 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] triggerall=(root,stateno=[1500,1599]) 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=(root,ctrl&&var(35)!=[1,9])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)||(enemynear(Var(36)),stateno=[720,729]) v = 43 value =ifelse(var(43)<=-1000000,-var(43)-1000000,ifelse(var(43)>=-999,0,-Var(43)-(ceil(-Var(43)/1000)-ifelse(-Var(43)-(ceil(-Var(43)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(43)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl v = 43 value =-var(43) [State -2: VarSet] type = VarSet triggerall=var(43)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 43 value =var(43)-2000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(43)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(43)-(ceil(Var(43)/1000)-ifelse(Var(43)-(ceil(Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 43 value =var(43)+2000000 [State -2: VarSet] type = VarSet triggerall=var(37)=[0,999999] trigger1=(root,stateno=105) trigger1=(var(13)=0) v = 37 value =var(37)+1000000 [State -2: VarSet] type = VarSet triggerall=var(37)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 37 value =var(37)-1000000 [State -2: VarSet] type = VarSet triggerall=var(37)=[1,999] trigger1=(root,stateno=105) trigger1=var(13)>0 v = 37 value =-var(37)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(37)=0 ;;&& var(5)=[999,999999] trigger1=(root,stateno=105) trigger1=var(13)>0 v = 37 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(37)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)||((root,Ctrl||(root,stateno=[0,39])||(root,StateNo =[120,149]))&&var(35)!=[1,9]) v = 37 value =ifelse(var(37)<=-1000000,-var(37)-1000000,ifelse(var(37)>=-999,0,-Var(37)-(ceil(-Var(37)/1000)-ifelse(-Var(37)-(ceil(-Var(37)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(37)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 37 value =-var(37) [State -2: VarSet] type = VarSet triggerall=var(37)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 37 value =var(37)-2000000 [State -2: VarSet] type = VarSet triggerall=var(37)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(37)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(37)-(ceil(Var(37)/1000)-ifelse(Var(37)-(ceil(Var(37)/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 = 37 value =var(37)+2000000 [State -2: VarSet] type = VarSet triggerall=var(38)=[0,999999] trigger1=(root,stateno=105) trigger1=(var(13)=0) v = 38 value =var(38)+1000000 [State -2: VarSet] type = VarSet triggerall=var(38)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 38 value =var(38)-1000000 [State -2: VarSet] type = VarSet triggerall=var(38)=[1,999] trigger1=(root,stateno=105) trigger1=var(13)>0 v = 38 value =-var(38)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(38)=0 && var(37)=[999,999999] trigger1=(root,stateno=105) trigger1=var(13)>0 v = 38 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(38)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)||((root,Ctrl||(root,stateno=[0,39])||(root,StateNo =[120,149]))&&var(35)!=[1,9]) v = 38 value =ifelse(var(38)<=-1000000,-var(38)-1000000,ifelse(var(38)>=-999,0,-Var(38)-(ceil(-Var(38)/1000)-ifelse(-Var(38)-(ceil(-Var(38)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(38)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 38 value =-var(38) [State -2: VarSet] type = VarSet triggerall=var(38)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 38 value =var(38)-2000000 [State -2: VarSet] type = VarSet triggerall=var(38)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(38)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(38)-(ceil(Var(38)/1000)-ifelse(Var(38)-(ceil(Var(38)/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 = 38 value =var(38)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-99999,0] triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] fv = 16 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-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 fv = 16 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-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]) fv = 16 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H fv = 16 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-199999,-100000] trigger1=1 fv = 16 value =-root,fvar(16)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) fv = 16 value =root,fvar(16)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)=[-99999,0] triggerall=root,fvar(16)>0&&root,fvar(16)!=var(13) triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] fv = 15 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(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,fvar(16)<=0||root,fvar(16)=-root,fvar(15) fv = 15 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(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]) fv = 15 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H fv = 15 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)=[-199999,-100000] trigger1=1 fv = 15 value =-root,fvar(15)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) fv = 15 value =root,fvar(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]) trigger6=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999] trigger6=(enemynear(Var(36)),pos x<=root,pos x) trigger6=enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=A && root,inguarddist=0 trigger7=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999] trigger7=(enemynear(Var(36)),pos x>=root,pos x) trigger7=enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=A && root,inguarddist=0 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(30)>999 && root,fvar(30)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger1=root,fvar(30)>999 && root,fvar(30)-((ceil(root,fvar(30)/1000)-ifelse(root,fvar(30)-(ceil(root,fvar(30)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger4=root,fvar(39)>999 && root,fvar(39)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger4=root,fvar(39)>999 && root,fvar(39)-((ceil(root,fvar(39)/1000)-ifelse(root,fvar(39)-(ceil(root,fvar(39)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger5=root,var(38)>999 && root,var(38)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger5=root,var(38)>999 && root,var(38)-((ceil(root,var(38)/1000)-ifelse(root,var(38)-(ceil(root,var(38)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger6=root,var(39)>999 && root,var(39)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger6=root,var(39)>999 && root,var(39)-((ceil(root,var(39)/1000)-ifelse(root,var(39)-(ceil(root,var(39)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger7=root,fvar(36)>999 && root,fvar(36)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger7=root,fvar(36)>999 && root,fvar(36)-((ceil(root,fvar(36)/1000)-ifelse(root,fvar(36)-(ceil(root,fvar(36)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger8=root,var(25)>999 && root,var(25)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger8=root,var(25)>999 && root,var(25)-((ceil(root,var(25)/1000)-ifelse(root,var(25)-(ceil(root,var(25)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger9=root,fvar(34)>999 && root,fvar(34)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger9=root,fvar(34)>999 && root,fvar(34)-((ceil(root,fvar(34)/1000)-ifelse(root,fvar(34)-(ceil(root,fvar(34)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger10=root,fvar(31)>999 && root,fvar(31)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger10=root,fvar(31)>999 && root,fvar(31)-((ceil(root,fvar(31)/1000)-ifelse(root,fvar(31)-(ceil(root,fvar(31)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] v = 15 value =10 [State -2: VarSet] type = varadd trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[1,98] trigger1=root,movetype !=H trigger1=root,statetype !=L trigger1=root,stateno !=[5000,5150] 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, Run Back] type = varadd triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0 trigger1=0;root,var(49) v = 15 value =1 [State -2 , 1] type = Varset triggerall=(var(21)=[10000,19999])||(-var(21)=[10000,19999]) triggerall=(var(21)>0&&var(21)-10000-enemynear(Var(36)),pos x!=[-80,80])||(var(21)<0&&var(21)+10000-enemynear(Var(36)),pos x!=[-80,80]) trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 21 value =20000 [State -2 , 1] type = Varset triggerall=(var(21)=[10000,19999])||(-var(21)=[10000,19999]) trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 21 value =0 [State -2 , 1] type = Varset trigger1=(var(21)=[10000,19999])||(-var(21)=[10000,19999]) trigger1=(enemynear(Var(36)),stateno =[5000,5059]) v = 21 value =0 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),life>0 trigger1=var(21)=0 && enemynear(Var(36)),stateno=[5100,5120] v = 21 value =ifelse((enemynear(Var(36)),pos x>=0),(enemynear(Var(36)),pos x+10000),(enemynear(Var(36)),pos x-10000)) [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=(root,stateno=[1100,1199])||enemynear(Var(36)),stateno =5145||enemynear(Var(36)),stateno =[5000,5059] v = 18 value =((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000) [State -2 , 1] type = Varset triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999] trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 18 value =(var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000))*1000 [State -2 , 1] type = 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])||(root,stateno=[700,719])||(root,stateno=3020) 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=[-200,200] triggerall=(root,stateno=[120,159])||((root,stateno!=[5100,5150])&&(root,movetype !=H)) trigger1=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<30 trigger1=random<=10+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,0) trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 trigger2=random<=8;+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,10) v = 19 value =-2000 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999] triggerall=enemynear(Var(36)),stateno>200 && enemynear(Var(36)),movetype=H trigger1=root,movetype!=H 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 ;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)>0,20000,10000) [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),stateno!=var(13) ;trigger1=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19) trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999] v = 19 value =ifelse((enemynear(Var(36)),movetype=A),50000,ifelse((enemynear(Var(36)),stateno>=160),60000,10000)) [State -2 , 1] type = Varadd ;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19) trigger1= enemynear(Var(36)),movetype=A||inguarddist trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999] trigger2= enemynear(Var(36)),movetype=A||inguarddist||(enemynear(Var(36)),stateno>=160 && enemynear(Var(36)),movetype!=H) trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999] v = 19 value =50000 [State -2 , 1] type = Varadd triggerall= var(35)=7 && root,stateno=[1100,1110] triggerall=partner,life<=0;numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[0,99999] trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999] trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999] trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999] v = 19 value =100000 [State -2 , 1] type = Varadd triggerall= root,stateno!=[1100,1110] trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999] trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[300000,399999] trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999] trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999] v = 19 value =100000 [State -2 , 1] type = Varset trigger1= enemynear(Var(36)),movetype=H && root,stateno=1150 trigger2=root,stateno=[1100,1110] trigger2=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<3 trigger3=root,prevstateno=[1100,1110] trigger3=root,stateno!=[1100,1199] trigger3=root,movetype!=H v = 19 value =800000+var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varset triggerall= enemynear(Var(36)),movetype!=H trigger1=1 v = 19 value =var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varadd triggerall=numenemy=1 && var(17)>0 trigger1=root,inguarddist v = 17 value =1 [State -2 , 1] type = Varset trigger1=root,inguarddist =0 v = 17 value =0 [State -2 , 1] type = Varadd triggerall=numenemy=1 && var(17)=0 trigger1=root,inguarddist && enemynear(Var(36)),movetype!=A v = 17 value =1 [State -2 , 1] type = Varadd trigger1=var(16)<999 && root,stateno=[120,159] trigger2=(var(16)=[1,1000]) && root,stateno!=[120,159] v = 16 value =ifelse((root,stateno!=[120,159]),-var(16),1) [State -2 , 1] type = Varset trigger1=var(35)=1||var(35)=7||var(35)=[4,5] trigger1=var(13)!=enemynear(Var(36)),stateno v = 35 value =ifelse((var(35)=[4,5]),95,3) [State -2 , 1] type = Varset ;;trigger1=var(35)!=[10,39] trigger1=(root,stateno=10047||root,prevstateno=10047) v = 35 value =99 [State -2 , 1] type = Varset trigger1=var(35)!=[13,15] trigger1=(root,stateno=[20130,20132]) v = 35 value =98 [State -2 , 1] type = Varset trigger1=0;(root,stateno=6000) && var(13)>0 v = 35 value =ifelse(var(13)>0,7,2) [State -2 , 1] type = Varset trigger1=var(35)=[7,8] trigger1=var(13)!=enemynear(Var(36)),stateno v = 35 value =2 [State -2 , 1] type = Varset trigger1=var(35)!=95 trigger1=var(35)!=5 trigger1=var(35)!=[7,9] trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||root,fvar(16)>=2000000||root,fvar(17)>=2000000 v = 35 value =4 [State -2 , 1] type = Varset ;;triggerall=((var(35)!=[5,40])&&(var(35)!=[95,300]));||var(35)=8 trigger1=(root,prevstateno=5120&&root,stateno=161) && var(13)>0 v = 35 value =7 [State -2 , 1] type = Varset triggerall=((var(35)!=[5,40])&&(var(35)!=[95,300]));||var(35)=8 trigger1=(root,stateno=108)||(root,stateno=105)||(root,stateno=[41,49])||(root,stateno=[160,162])||(root,stateno=[910,919])||(root,stateno=75)||(root,stateno=[1500,1599]) ;;trigger2=(root,stateno=1200)||(root,stateno=1210)||(root,stateno=[1250,1251]);;;||(root,stateno=[160,162])||(root,stateno=[910,919])||(root,stateno=[930,939])||(root,stateno=75) v = 35 value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2)) [State -2 , 1] type = Varset ;triggerall=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<2 ;;triggerall=root,stateno=420||enemynear(Var(36)),stateno!=854 trigger1=(root,stateno=[800,899]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger2=(var(35)!=[22,23])||(root,stateno!=[3050,3059]) trigger2=(root,stateno=[3000,3999]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 ;trigger3=(var(35)!=18) trigger3=(var(35)!=15) trigger3=(root,stateno=[200,499]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger4=(var(35)!=16) trigger4=(root,stateno=[1000,1999]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger5=(root,stateno!=621) trigger5=(root,stateno=[620,629]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger6=var(35)=15 trigger6=(root,prevstateno=220);; && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =11 [State -2 , 1] type = Varset trigger1=(root,stateno=[600,699]) && enemynear(Var(36)),movetype=H && (enemynear(Var(36)),stateno<200) && enemynear(Var(36)),statetype!=A trigger2=(root,stateno=[200,499]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno<200 && enemynear(Var(36)),statetype!=A trigger3=(root,stateno=[1000,1999]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno<200 && enemynear(Var(36)),statetype!=A v = 35 value =13 [State -2 , 1] type = Varset ;;trigger1=(var(35)!=21) trigger1=(root,stateno=[600,629]) && enemynear(Var(36)),movetype=H && (enemynear(Var(36)),stateno>200) && enemynear(Var(36)),statetype!=A ;trigger2=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)<20||var(35)!=11 trigger2=(root,stateno=221) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 && enemynear(Var(36)),statetype!=A v = 35 value =ifelse((root,stateno=[620,629]),12,16) [State -2 , 1] type = Varset trigger1=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)>=2 trigger1=(root,stateno=[810,819]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 ;;&& enemynear(Var(36)),statetype!=A v = 35 value =14 [State -2 , 1] type = Varset trigger1=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)>=2 trigger1=(root,stateno=1007) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 ;;&& enemynear(Var(36)),statetype!=A v = 35 value =19 [State -2 , 1] type = Varset trigger1=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)>=2 trigger1=(root,stateno=621) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 ;;&& enemynear(Var(36)),statetype!=A v = 35 value =20 [State -2 , 1] type = Varset trigger1=(root,stateno=[8050,8059]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =ifelse((root,stateno=[1210,1219]),19,22) [State -2 , 1] type = Varset ;;trigger1=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)>=2 trigger1=((root,stateno=[6060,6069])||(root,prevstateno=[6060,6069])) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 ;;&& enemynear(Var(36)),statetype!=A trigger2=(root,stateno=3000&&root,prevstateno=[800,899]) trigger2=0;enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 && enemynear(Var(36)),statetype=A v = 35 value =ifelse((root,statetype!=A),17,18) [State -2 , 1] type = Varset trigger1=(var(35)=[2,3])||(var(35)=98)||(var(35)=95) 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)=[9,39]);||(var(35)=[100,199]) trigger2=(var(35)!=15)||root,stateno!=410 trigger2=(var(35)!=10)||root,movetype=H||enemynear(Var(36)),movetype=A||(root,stateno<40&&root,statetype!=A)||root,movetype=A trigger2=(var(35)!=11)||root,movetype=H||enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno<200||enemynear(Var(36)),ctrl trigger2=(var(35)!=24)||root,movetype=H||enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno<200||enemynear(Var(36)),ctrl trigger2=(var(35)!=15)||enemynear(Var(36)),statetype=A trigger2=(var(35)!=20)||root,movetype=H||(enemynear(Var(36)),movetype=A)||(enemynear(Var(36)),statetype!=A) 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 =[5100,5120]) trigger3=(var(35)=99) trigger3=(root,movetype=A)||(root,movetype=H)||(root,stateno<40&&root,statetype!=A);;&&(root,stateno!=410) trigger4=(var(35)=102) trigger4=((root,stateno!=43)&&(root,statetype!=A))||root,movetype=H||root,stateno=[600,699] v = 35 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(20)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) fv = 20 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(20)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 20 value =-fvar(20) [State -2: VarSet] type = VarSet trigger1=fvar(20)<=0 && enemynear(Var(36)),statetype!=A fv = 20 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(20)>0 && enemynear(Var(36)),stateno=fvar(20) && ((root,stateno=[42,43])||(root,stateno=[1000,1009])) fv = 20 value =fvar(20)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(20)=[100000,199999]) && ((root,ctrl&&root,statetype!=A)||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 20 value =ifelse((root,movetype=H),fvar(20)+100000,fvar(20)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(21)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(20)=enemynear(Var(36)),stateno||fvar(20)-100000=enemynear(Var(36)),stateno||fvar(20)-200000=enemynear(Var(36)),stateno fv = 21 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(21)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 21 value =-fvar(21) [State -2: VarSet] type = VarSet trigger1=fvar(21)<=0 && fvar(20)>0 && enemynear(Var(36)),statetype!=A fv = 21 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(21)>0 && enemynear(Var(36)),stateno=fvar(21) && ((root,stateno=[42,43])||(root,stateno=[1000,1009])) fv = 21 value =fvar(21)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(21)=[100000,199999]) && ((root,ctrl&&root,statetype!=A)||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 21 value =ifelse((root,movetype=H),fvar(21)+100000,fvar(21)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(22)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(20)=enemynear(Var(36)),stateno||fvar(20)-100000=enemynear(Var(36)),stateno||fvar(20)-200000=enemynear(Var(36)),stateno trigger3=fvar(21)=enemynear(Var(36)),stateno||fvar(21)-100000=enemynear(Var(36)),stateno||fvar(21)-200000=enemynear(Var(36)),stateno fv = 22 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(22)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 22 value =-fvar(22) [State -2: VarSet] type = VarSet trigger1=fvar(22)<=0 && fvar(20)>0 && fvar(21)>0 && enemynear(Var(36)),statetype!=A fv = 22 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(22)>0 && enemynear(Var(36)),stateno=fvar(22) && ((root,stateno=[42,43])||(root,stateno=[1000,1009])) fv = 22 value =fvar(22)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(22)=[100000,199999]) && ((root,ctrl&&root,statetype!=A)||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 22 value =ifelse((root,movetype=H),fvar(22)+100000,fvar(22)-100000) [State -2: VarSet] type = VarSet trigger1=(fvar(23)=[-999999,-1]) && ((root,stateno=[42,43])||(root,stateno=[1000,1009])) ;trigger1=(fvar(23)>0&&fvar(23)-p2stateno!=[-10,10]) ;trigger1=(fvar(24)>0&&fvar(24)-p2stateno!=[-10,10]) trigger1=root,time<=1 && var(13)<=0 && (enemynear(Var(36)),statetype=A) && (enemynear(Var(36)),movetype!=H) fv = 23 value =fvar(23)-1000000;;-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(23)<-1000000 && ((root,stateno<200&&root,statetype!=A)||root,movetype=H||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200)) fv = 23 value =ifelse((root,stateno<200)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200),0,-fvar(23)-1000000) [State -2: VarSet] type = VarSet trigger1=(fvar(23)=[-999999,0]) fv = 23 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=(fvar(24)=[-999999,-1]) && ((root,stateno=[42,43])||(root,stateno=[1000,1009])) trigger1=(fvar(23)>0&&fvar(23)-p2stateno!=[-10,10]) ;trigger1=(fvar(24)>0&&fvar(24)-p2stateno!=[-10,10]) trigger1=root,time<=1 && var(13)<=0 && (enemynear(Var(36)),statetype=A) && (enemynear(Var(36)),movetype!=H) fv = 24 value =fvar(24)-1000000;;-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(24)<-1000000 && ((root,stateno<200&&root,statetype!=A)||root,movetype=H||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200)) fv = 24 value =ifelse((root,stateno<200)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200),0,-fvar(24)-1000000) [State -2: VarSet] type = VarSet trigger1=(fvar(24)=[-999999,0]) fv = 24 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=(fvar(25)=[-999999,-1]) && ((root,stateno=[42,43])||(root,stateno=[1000,1009])) trigger1=(fvar(23)>0&&fvar(23)-p2stateno!=[-10,10]) trigger1=(fvar(24)>0&&fvar(24)-p2stateno!=[-10,10]) trigger1=root,time<=1 && var(13)<=0 && (enemynear(Var(36)),statetype=A) && (enemynear(Var(36)),movetype!=H) fv = 25 value =fvar(25)-1000000;;-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(25)<-1000000 && ((root,stateno<200&&root,statetype!=A)||root,movetype=H||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200)) fv = 25 value =ifelse((root,stateno<200)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200),0,-fvar(25)-1000000) [State -2: VarSet] type = VarSet trigger1=(fvar(25)=[-999999,0]) fv = 25 value =-enemynear(Var(36)),stateno [State -2 , 1] type = Varadd triggerall=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)<998 trigger1=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)=0 trigger1=enemynear(Var(36)),stateno=13311 trigger2=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)>0 v = 1 value =1 [State -2 , 1] type = Varset triggerall=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)>0 triggerall=enemynear(Var(36)),stateno!=13311 trigger1=enemynear(Var(36)),ctrl||enemynear(Var(36)),stateno<200 v = 1 value =(var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000))*1000 [State -2 , 1] type = Varset triggerall=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)>0 triggerall=enemynear(Var(36)),stateno!=13311 trigger1=enemynear(Var(36)),vel x!=[-1,1] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),statetype=A v = 1 value =1000 [State -2 , 1] type = Varadd triggerall=var(2)=1 trigger1=(root,stateno!=[40,49])&&root,statetype!=A trigger2=root,movetype=H||root,movetype=A v = 2 value =0 [State -2 , 1] type = Varadd triggerall=var(2)=0 trigger1=root,stateno=[43,44] v = 2 value =1 [State -2 , 1] type = Varadd triggerall=var(3)=[0,999] trigger1=1 v = 3 value =1 [State -2 , 1] type = Varset triggerall=var(3)>0 trigger1=enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200 v = 3 value =ifelse(var(3)>600,-300,0) [State -2 , 1] type = Varset triggerall=var(3)<0 trigger1=enemynear(Var(36)),movetype!=H;;&&enemynear(Var(36)),stateno>200 v = 3 value =-var(3) [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=200||root,stateno=400) && 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=enemynear(Var(36)),movetype!=H value =-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 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 = Varadd triggerall=var(12)-((ceil(var(12)/100000)-ifelse(var(12)-(ceil(var(12)/100000)*100000)<0,1,0))*100000)=[0,9999] triggerall=enemynear(Var(36)),movetype=H trigger1=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 trigger1=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<20000||random<=400 trigger1=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<40000||random<=400 trigger1=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=400 trigger1=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=400 trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)=[20,29] trigger2=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<20000||random<=500||enemynear(Var(36)),life<root,life trigger2=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<40000||random<=500;;||enemynear(Var(36)),life<root,life trigger2=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500 trigger2=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 trigger3=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)=[0,19] trigger3=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500||enemynear(Var(36)),life<root,life trigger3=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500||enemynear(Var(36)),life<root,life v = 12 value =10000 [State -2 , 1] type = Varadd trigger1=var(12)-((ceil(var(12)/100000)-ifelse(var(12)-(ceil(var(12)/100000)*100000)<0,1,0))*100000)=[0,9999] trigger1=enemynear(Var(36)),movetype=H v = 12 value =20000 [State -2 , 1] type = Varset trigger1=var(12)-((ceil(var(12)/100000)-ifelse(var(12)-(ceil(var(12)/100000)*100000)<0,1,0))*100000)=[10000,29999] trigger1=(enemynear(Var(36)),movetype!=H)&&(enemynear(Var(36)),statetype!=L) v = 12 value =var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)+((ceil(var(12)/100000)-ifelse(var(12)-(ceil(var(12)/100000)*100000)<0,1,0))*100000) [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 = Varset triggerall= (root,stateno<200 && enemynear(helper(218),Var(36)),movetype!=H);;;||root,stateno=1400||root,stateno=3050||root,stateno=6060||(root,stateno=210&&var(35)=[18,19]) trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)>0 v = 10 value =((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10) [State -2 , 1] type = Varadd triggerall=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<4 triggerall= (root,stateno=1007) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H;; && 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 trigger2=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=2 trigger3=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=4 trigger4=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=6 trigger5=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=8 v = 10 value =1 [State -2 , 1] type = Varadd triggerall= (root,stateno!=1007) trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=1 trigger2=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=3 trigger3=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=5 trigger4=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=7 v = 10 value =1 [State -2 , 1] type = Varset triggerall= enemynear(helper(218),Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)>=10 v = 10 value =var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)+((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000) [State -2 , 1] type = Varadd triggerall= (root,stateno=610) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H && enemynear(helper(218),Var(36)),statetype=A trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[0,9] trigger2=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[20,29] trigger3=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[40,49] trigger4=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[60,69] v = 10 value =10 [State -2 , 1] type = Varadd triggerall= (root,stateno!=610) trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[10,19] trigger2=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[30,39] trigger3=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[50,59] trigger4=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[70,79] v = 10 value =10 [State -2 , 1] type = Varadd triggerall= ((root,stateno=[6060,6069])||(root,prevstateno=[6060,6069])) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H;; && enemynear(helper(218),Var(36)),statetype=A trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[0,99] trigger2=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[200,299] trigger3=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[400,499] trigger4=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[600,699] v = 10 value =100 [State -2 , 1] type = Varadd triggerall= (root,stateno!=[6060,6069])&&(root,prevstateno!=[6060,6069]) trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[100,199] trigger2=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[300,399] trigger3=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[500,599] trigger4=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[700,799] v = 10 value =100 [State -2 , 1] type = Varadd triggerall= (root,stateno=3000) && root,time<=1 && enemynear(helper(218),Var(36)),statetype=A trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)=[0,999] v = 10 value =1000 [State -2 , 1] type = Varadd triggerall= (root,stateno!=3000); && root,time<=1 && enemynear(helper(218),Var(36)),statetype=A trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)=[1000,1999] v = 10 value =-1000 [State -2 , 1] type = Varadd ;;triggerall=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 triggerall= (root,stateno=[1200,1299]);;||(root,stateno=[1200,1299]) ;;triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)<=0&&(enemynear(Var(36)),stateno!=[5000,5550]) trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)<10000 v = 10 value =10000 [State -2 , 1] type = Varadd triggerall= (root,stateno!=[200,1999]) trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[10000,19999] v = 10 value =ifelse((root,movetype=H)&&(root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=20),20000,10000) [State -2 , 1] type = Varadd triggerall= random<=8 trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[20000,29999] v = 10 value =-20000 [State -2 , 1] type = Varadd triggerall= var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[30000,39999] triggerall=(root,stateno<200||root,movetype!=H) trigger1=random<=4 && root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 trigger2=random<=6 && root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<30 v = 10 value =-30000 [State -2 , 1] type = Varadd triggerall=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)<100000 trigger1=enemynear(Var(36)),statetype=A trigger2=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]) v = 10 value =ifelse((root,facing>0),100000,200000) [State -2 , 1] type = Varset triggerall=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000 trigger1=root,movetype=H||root,movetype=A trigger2=enemynear(helper(218),Var(36)),statetype!=A trigger2=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]) v = 10 value =var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)+((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varadd triggerall=var(10)<1000000 trigger1=roundstate=[3,4] trigger1=root,stateno=195;;[1390,1392] v = 10 value =1000000 [State -2 , 1] type = Varset triggerall= (root,stateno<200 && enemynear(helper(218),Var(36)),movetype!=H)||root,stateno=1400||root,stateno=3050||root,stateno=6060||(root,stateno=210&&var(35)=[18,19]) trigger1=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)>0 fv = 10 value =((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10) [State -2 , 1] type = Varadd ;triggerall=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<3 triggerall= (root,stateno=[1200,1299]) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H ;;;&& enemynear(helper(218),Var(36)),statetype!=A trigger1=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=0 trigger2=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=2 trigger3=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=4 trigger4=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=6 trigger5=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=8 fv = 10 value =1 [State -2 , 1] type = Varadd triggerall= (root,stateno!=[1200,1299]) trigger1=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=1 trigger2=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=3 trigger3=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=5 trigger4=fvar(10)-((ceil(fvar(10)/10)-ifelse(fvar(10)-(ceil(fvar(10)/10)*10)<0,1,0))*10)=7 fv = 10 value =1 [State -2 , 1] type = Varadd triggerall=fvar(10)-((ceil(fvar(10)/100000)-ifelse(fvar(10)-(ceil(fvar(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall=fvar(10)-((ceil(fvar(10)/100000)-ifelse(fvar(10)-(ceil(fvar(10)/100000)*100000)<0,1,0))*100000)<90000||random<=100 trigger1=(root,stateno!=161) trigger1=(root,stateno<200&&root,movetype!=H)||root,movetype=A||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200) fv = 10 value =ifelse((fvar(10)-((ceil(fvar(10)/100000)-ifelse(fvar(10)-(ceil(fvar(10)/100000)*100000)<0,1,0))*100000)>=90000),-90000,10000) [State -2 , 1] type = Varadd triggerall=fvar(10)-((ceil(fvar(10)/100000)-ifelse(fvar(10)-(ceil(fvar(10)/100000)*100000)<0,1,0))*100000)<10000 trigger1=root,stateno=161 && root,prevstateno=5120 fv = 10 value =10000 [State -2 , 1] type = Varset trigger1=root,movetype=H trigger1=fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=100000 trigger2=random<=2 trigger2=fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999] fv = 10 value =fvar(10)-((ceil(fvar(10)/100000)-ifelse(fvar(10)-(ceil(fvar(10)/100000)*100000)<0,1,0))*100000)+((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varadd triggerall=root,movetype=H triggerall=fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000)<100000 trigger1=random<=700 ;trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 ;trigger2=(root,var(59)-((ceil(root,var(59)/10000)-ifelse(root,var(59)-(ceil(root,var(59)/10000)*10000)<0,1,0))*10000)>=2000) ;trigger3=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 ;trigger3=(root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)>=20000) fv = 10 value =100000 [State -2 , 1] type = Varadd triggerall=root,movetype=H trigger1=fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000)<100000 fv = 10 value =200000 [State -2 , 1] type = Varset triggerall=root,stateno<40||root,movetype=H trigger1=fvar(10)>=1000000 fv = 10 value =fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varadd triggerall=root,stateno=10108||root,prevstateno=10108 trigger1=fvar(10)<1000000 fv = 10 value =1000000 [State -2 , 1] type = Varadd triggerall=root,stateno=75;;||root,prevstateno=75 trigger1=fvar(10)<2000000 fv = 10 value =ifelse(fvar(10)<1000000,2000000,1000000) [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 ) v = 14 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno ;trigger2=enemynear(Var(36)),movetype!=A v = 20 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=var(20)<0 trigger1=enemynear(Var(36)),movetype=A trigger1=enemynear(Var(36)),animtime<var(20) trigger1=enemynear(Var(36)),anim=var(22) v = 20 value =99999 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),movetype=A trigger1=var(20)!=99999 v = 20 value =enemynear(Var(36)),animtime Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=var(22) !=enemynear(Var(36)),anim v = 22 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),movetype=A trigger1=var(22)>=0 v = 22 value =enemynear(Var(36)),anim 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 20219] type = S physics = S anim=20218 ctrl = 0 [State 218 , 1] type = velset trigger1=1 x=120 [State -2 , 1] type = Varadd trigger1=frontedgebodydist>0 v = 59 value =1 [State 66] Type = AssertSpecial Trigger1 = 1 Flag = Noshadow Flag2= NoAutoTurn [State 0, DestroySelf] type = DestroySelf trigger1 = root,stateno!=[230,239] trigger1 = enemynear(helper(218),Var(36)),movetype!=H ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;-------------------------■AI設定■-------------------------------------------------------- [State -2: VarSet];■AI+コンボ設定(combo)■ type = Varadd triggerall=!ishelper triggerall = var(59)=0 && AIlevel;;(palno!=1) && (palno!=7) triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value = 1 ;(ここを1以上にするとAIが入ります+コンボ設定。0~3) [State -2: VarSet];■立ち回り設定(movement)■ type = Varadd triggerall=!ishelper triggerall = var(59)=[1,9] triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value =10* 1 ;(立ち回り設定。0~4) [State -2: VarSet];■超反応設定(counter)■ type = VarSet triggerall=!ishelper trigger1=fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] trigger1=fvar(14)<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 ) fv = 14 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(guard)■ type = VarSet triggerall=!ishelper trigger1=fvar(14) <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 ) fv = 14 value =fvar(14)+1000* 8 ;(0~11、数字を上げるほど硬く。11で超反応で投げに対応) [State -2: VarSet];■投げ抜け設定(throw escape)■ type = VarSet triggerall=!ishelper trigger1=fvar(21)=0 fv = 21 value = 0 ;(0or1、対AIで相手に投げ抜けを許すかどうか。0で抜けあり) [State -1, Stand] type = ChangeState value =195;ifelse(random<=333,1390,ifelse(random<=666,1391,1392)) triggerall = !IsHelper triggerall = roundstate!=4;;helper(218),var(35)!=16 triggerall = helper(218),var(10)<1000000 triggerall = var(59)!=0 triggerall = win && Alive && statetype!=A triggerall=p2bodydist x>=-20 && prevstateno!=[3900,3999] triggerall=0;ctrl||stateno=[0,39] trigger1=var(59)>0 ;;&& var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=100 trigger2=-var(59)>0 ;;&& -var(59)-((ceil(-var(59)/1000)-ifelse(-var(59)-(ceil(-var(59)/1000)*1000)<0,1,0))*1000)>=100 [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=fvar(13) <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 ) fv = 13 value =fvar(13)+1000* 11 ;(0~11、数字を上げるほど硬く。11で超反応で投げに対応) [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000)<100 triggerall=random>(fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/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 ) fv = 13 value =100 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=fvar(13)<100000 triggerall=random>((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/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 ) fv = 13 value =100000 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)<100 triggerall=random>(fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000))*100 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 ) fv = 14 value =100 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=fvar(14)<100000 triggerall=random>((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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 ) fv = 14 value =100000 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(1) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(2) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(17) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(18) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(15) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(16) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(39) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(38) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(39) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(36) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(25) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(34) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(33) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(32) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(31) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(30) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(9) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(8) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(27) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(26) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(25) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(24) =0 [State -3: VarSet] type = Varset triggerall=!ishelper triggerall = var(59)!=0 triggerall = fvar(3)>0 trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(3) = 0 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=102)&&prevstateno=[1000,1009] ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(fvar(3)-((ceil(fvar(3)/10)-ifelse(fvar(3)-(ceil(fvar(3)/10)*10)<0,1,0))*10)=0) fvar(3) = 1 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(movecontact&&p2movetype=H&&p2stateno>200)||p2life<=0||(movetype=H)||(stateno<40) trigger1=(fvar(3)-((ceil(fvar(3)/10)-ifelse(fvar(3)-(ceil(fvar(3)/10)*10)<0,1,0))*10)=1) fvar(3) = ifelse((movecontact&&p2movetype=H&&p2stateno>200)||p2life<=0||(stateno<40),-1,1) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=200||stateno=210) && time<=1 && p2stateno>200 && p2movetype=H && p2statetype=C ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(fvar(3)-((ceil(fvar(3)/100)-ifelse(fvar(3)-(ceil(fvar(3)/100)*100)<0,1,0))*100)=[0,9]) fvar(3) = 10 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(p2movetype!=H)||stateno<200||p2life<=0||(p2movetype=H&&p2stateno>200&&movehit) trigger1=(fvar(3)-((ceil(fvar(3)/100)-ifelse(fvar(3)-(ceil(fvar(3)/100)*100)<0,1,0))*100)=[10,19]) fvar(3) = ifelse(p2movetype=A||p2life<=0||(p2movetype=H&&p2stateno>200),-10,10) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 ;;;;triggerall=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)>=20 triggerall =stateno=1300&&prevstateno=[200,499] triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 trigger1=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)=[0,99]) trigger2=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)=[200,299]) trigger3=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)=[400,499]) trigger4=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)=[600,699]) fvar(3) = 100 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(movehit&&p2movetype=H&&stateno>=1000)||stateno<100||p2life<=0||(movetype=H&&stateno!=[1300,1399]) ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)=[100,199]) trigger2=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)=[300,399]) trigger3=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)=[500,599]) trigger4=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)=[700,799]) fvar(3) = ifelse((movetype=H&&stateno!=[1300,1399]),100,-100) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =((stateno=[200,499])&&(stateno!=400)&&(stateno!=300));;||(stateno=[1300,1399]);;;&&(p2stateno<200||p2movetype!=H) ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)=[0,999]) trigger2=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)=[2000,2999]) trigger3=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)=[4000,4999]) trigger4=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)=[6000,6999]) fvar(3) = 1000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(stateno<100&&statetype!=A)||(movetype=H&&stateno>200)||(movehit&&p2movetype=H) trigger1=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)=[1000,1999]) trigger2=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)=[3000,3999]) trigger3=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)=[5000,5999]) trigger4=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)=[7000,7999]) fvar(3) = ifelse(movetype=H,1000,-1000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[1200,1299]);;||(stateno=420) ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)=[0,9999]) trigger2=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)=[20000,29999]) trigger3=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)=[40000,49999]) trigger4=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)=[60000,69999]) fvar(3) = 10000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(stateno<100)||(movetype=H&&stateno>200)||(movehit&&p2movetype=H) trigger1=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)=[10000,19999]) trigger2=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)=[30000,39999]) trigger3=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)=[50000,59999]) trigger4=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)=[70000,79999]) fvar(3) = ifelse(movetype=H,10000,-10000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=600)&&time<=1&&helper(218),var(35)=16 ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(fvar(3)-((ceil(fvar(3)/1000000)-ifelse(fvar(3)-(ceil(fvar(3)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]) fvar(3) = 100000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =movehit||p2life<=0||p2movetype!=H ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(fvar(3)-((ceil(fvar(3)/1000000)-ifelse(fvar(3)-(ceil(fvar(3)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]) fvar(3) = ifelse(p2life<=0||movehit||p2movetype=A,-100000,100000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = fvar(3)<1000000 trigger1 = win fvar(3) = 1000000 [State -3: VarSet] type = Varset triggerall=!ishelper triggerall = var(59)>0 trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[1300,1399]);;||(stateno=[1200,1299]) triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999]) var(59) = 1000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(stateno!=[200,1499])&&(stateno!=6000) trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999]) var(59) = ifelse(movetype=H,1000,-1000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[10040,10049])||(stateno=[42,49])||(stateno=220)||(stateno=10108) triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999]) trigger2=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[20000,29999]) trigger3=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[40000,49999]) trigger4=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[60000,69999]) var(59) = 10000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(stateno<40)||(movetype=H&&stateno>200)||(movehit&&p2movetype=H) trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999]) trigger2=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[30000,39999]) trigger3=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[50000,59999]) trigger4=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[70000,79999]) var(59) = ifelse(movetype=H,10000,-10000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[200,220])||(stateno=260)||(stateno=240) triggerall=time<=1 && p2movetype=H && p2stateno>200 && p2statetype=S trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]) trigger2=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]) var(59) = 500000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[200,220])||(stateno=260)||(stateno=240) triggerall=time<=1 && p2movetype=H && p2stateno>200 && p2statetype=C trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]) var(59) = 100000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall=movehit||p2life<=0||p2movetype!=H trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]) var(59) = ifelse(p2movetype=A||movehit||p2life<=0,-100000,100000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall=movehit||p2life<=0||p2movetype!=H trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999]) trigger2=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999]) var(59) = ifelse(p2movetype=A||movehit||p2life<=0,-500000,100000) [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = var(59)>0 trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000) [State -3: VarSet] type = VarSet triggerall=!ishelper triggerall = var(59)>0 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 trigger1 = var(59)<1000000 && (stateno=210) && time<=1 && frontedgebodydist<80 var(59) = var(59)+1000000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 && (stateno!=210) trigger1 = var(59)=[1000000,1999999] var(59) = -1000000;ifelse(,-1000000,1000000) [State -3: VarSet] type = Varset triggerall=!ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<233 trigger1=RoundState !=2 var(59) = var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000) [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=var(59)>0 trigger1=RoundState !=2 v = 59 value =-var(59) [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=var(59)<0 trigger1=RoundState=2 && ctrl v = 59 value =-var(59) [State -2] Type = Helper triggerall=!ishelper ;trigger1=var(59)>0 trigger1 = numhelper(218)=0 StateNo = 10218 ID = 218 Name = "AI1" Pos = 0,0 PosType = P1 Ownpal = 1 Persistent = 0 IgnoreHitPause =1 [State -2: VarSet] type = Varadd triggerall=!ishelper trigger1=var(55)>=0 trigger1=0;numprojid(20219) v = 55 value =1 [State -2: VarSet] type = Varset triggerall=!ishelper trigger1=var(55)>0 trigger1=(stateno!=[200,399]) trigger1=0;p2movetype!=H v = 55 value =0 [State -2, 1] type = Projectile triggerall=!ishelper triggerall=var(59) triggerall=var(55)=0 && !ishelper trigger1=0;(stateno=[2300,2399]) projanim = 20218 projid= 20219 projhitanim = 1112 velocity=50,0;120, 0 projpriority=4 projsprpriority=2 projstagebound=0 projedgebound=99999 offset=0, 0 ;;postype=right supermovetime=99999 pausemovetime=99999 projremovetime=20;;-1 [State -1] type = ChangeState value = 161 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 triggerall =statetype != A triggerall = stateno=5120 && time>=3 ;triggerall=p2bodydist x>-30 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/100000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/100000)*100000)<0,1,0))*100000)<10000 ;triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=p2movetype=H&&p2stateno>200;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=partner,life<=0 trigger2=partner,life>0&&((facing>0&&partner,pos x<pos x)||(facing<0&&partner,pos x>pos x)) [State -1] type = ChangeState value = 1605 triggerall = !ishelper triggerall = var(59)>0 && prevstateno=[42,43] triggerall =statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) trigger1=1 [State -1] type = ChangeState value = 8050 triggerall = !ishelper triggerall = var(59)>0 && fvar(3)>=1000000 && partner,life<=0 triggerall = p2life <= (enemynear,lifemax)*.25 triggerall = var(21) = 0 triggerall = fvar(35) <= 0 triggerall = (power=[1000,1999])&&Var(50) != 1 triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)=15)&&(p2bodydist x<=70) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-50 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=0;p2movetype=H&&p2stateno>200&&p2statetype=A;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = 3900 triggerall = !ishelper triggerall = var(59)>0 && fvar(3)>=1000000 && partner,life<=0 triggerall = power >= 2000 triggerall = p2life <= (enemynear,lifemax)*.25 triggerall = var(21) = 0 triggerall = fvar(35) <= 0 triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)=15)&&frontedgebodydist<60;;&&(p2bodydist x<40||stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 && p2bodydist x<=60 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=0;p2movetype=H&&p2stateno>200;;&&p2bodydist y>=-160;;&&(p2stateno!=[5840,5849]);;;&&p2statetype=A;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = 4000 triggerall = !ishelper triggerall = var(59)>0 triggerall = fvar(19)>0&&(fvar(19)<180||p2life<100) triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)=15)&&frontedgebodydist<60;;&&(p2bodydist x<40||stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 && p2bodydist x<=60 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=0;p2movetype=H&&p2stateno>200;;&&p2bodydist y>=-160;;&&(p2stateno!=[5840,5849]);;;&&p2statetype=A;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1, Stand] type = ChangeState value =3900 triggerall = !IsHelper triggerall = var(59)>0 && fvar(3)>=1000000 && partner,life<=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 = power >= 2000 triggerall = p2life <= (enemynear,lifemax)*.25 triggerall = var(21) = 0 triggerall = fvar(35) <= 0 triggerall=numenemy=1;;partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) ;triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A);;;||p2bodydist y>=-20;;;||() triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <= 50 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=enemynear(helper(218),Var(36)),animtime<=-1 triggerall=helper(218),var(54)<2000000 && helper(218),var(55)<2000000 triggerall=(helper(218),var(54)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)-ifelse(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(55)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)-ifelse(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=0 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=0 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=0 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger23=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger23=(prevstateno=[150,159])||(prevstateno=[5000,5150])||enemynear(helper(218),Var(36)),vel x>=2||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,SA,ST,SP) trigger24=partner,life>0||statetype=A trigger25=helper(218),var(14)>=3 trigger25=0;var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;; && power>=1500 [State -1] type = ChangeState value = ifelse(p2bodydist x<30,400,100) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)=[17,18])&&(p2bodydist x<30||stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2stateno=[5840,5849];;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = ifelse(p2bodydist x<30,300,100) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)=[17,18])&&(p2bodydist x<30||stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2statetype=A&&p2stateno!=[5840,5849];;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = 3900 triggerall = !ishelper triggerall = var(59)>0 && fvar(3)>=1000000 && partner,life<=0 triggerall = power >= 2000 triggerall = p2life <= (enemynear,lifemax)*.25 triggerall = var(21) = 0 triggerall = fvar(35) <= 0 triggerall = RoundState = 2 && Alive triggerall =p2bodydist x<50&&(stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2stateno=8999;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = ifelse(power>=1000&&p2life<130,3050,1600) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=p2bodydist x<50&&(stateno!=[100,101]);||stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2stateno=8999;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = 75 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)=[19,20]);;&&(p2bodydist x<50||stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2statetype=A;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = 100 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)=14)&&(stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2statetype=A;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = 100;ifelse(p2bodydist x<40,400,100) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)=12)&&(stateno!=[100,101]) ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2;;&&(enemynear(0),life<=0||enemynear(1),life<=0||numenemy<2);||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)>=3 triggerall =statetype != A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-20 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 ;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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200;;;&&p2statetype=A;;;&&p2bodydist y<-100;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value =ifelse(backedgebodydist>100&&p2bodydist x>=-50,103,102) triggerall = !ishelper triggerall = var(59)>0 && stateno!=[900,909] triggerall = var(11)>0 && (stateno!=[100,109]) && (prevstateno!=[100,109]) && (prevstateno!=46) ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2stateno!=7012 triggerall=helper(218),var(35)!=99 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/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]);;||((stateno = [108,109]) && time >= 6) triggerall=p2bodydist x=[-150,150] ;;triggerall=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=5145||p2stateno !=[5100,5150])) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1=vel x=0 && vel y>0 && p2movetype!=H trigger1=(p2bodydist x<-30&&frontedgebodydist>100)||(p2bodydist x>=-30&&backedgebodydist>100)||(p2bodydist x<40&&frontedgebodydist>100)||(p2bodydist x>=-50&&backedgebodydist>100) trigger2=vel y>0 && p2movetype!=H trigger2=pos y<-150 [State -1] type = ChangeState value =ifelse(vel x>=0,102,103) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive triggerall = var(11)>0 && (stateno!=[100,109]) && (prevstateno!=[100,109]) && (prevstateno!=46) ;;triggerall = cond(vel y < 0,pos y <= -40,1)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 triggerall=helper(218),var(35)!=99 triggerall=helper(218),var(35)!=102 triggerall=helper(218),fvar(10)!=[1000000,1999999] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/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]);;||((stateno = [108,109]) && time >= 6) ;;;triggerall=p2bodydist x>20||vel x<=0 triggerall=p2statetype!=A triggerall=(vel x!=0) && vel y<0 && pos y=[-50,-20];(pos y<-40||p2bodydist x<30) && ((pos y>-50&&vel x>=0)||(vel x<0&&pos y=[-80,-60]));vel x<0; && pos y=[-50,-20];;pos y=[-50,ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,0,-40)] trigger1=helper(218),var(35)=1||helper(218),var(35)=5 trigger1=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||helper(218),var(14)<2 trigger1=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||helper(218),var(14)<2 trigger1=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||helper(218),var(14)<2 trigger1=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||helper(218),var(14)<2 trigger1=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||helper(218),var(14)<2 trigger1=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||helper(218),var(14)<2 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A 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=(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=5145||p2stateno !=[5100,5150])) trigger3=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A trigger3=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 trigger3=vel x<=0 trigger3=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] ;trigger3=(helper(218),var(18)>3000);;||(enemynear(helper(218),Var(36)),vel x<0&&p2stateno!=[5100,5110]) trigger4=0;(partner,life>0&&vel x<0&&helper(218),var(35)<=11) [State -1] type = ChangeState value =ifelse(vel x>=0,102,103) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive triggerall = var(11)>0 && (stateno!=[100,109]) && (prevstateno!=[100,109]) && (prevstateno!=46) ;;triggerall = cond(vel y < 0,pos y <= -40,1)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 triggerall=helper(218),var(35)!=99 triggerall=helper(218),var(35)!=102 triggerall=helper(218),fvar(10)!=[1000000,1999999] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/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]);;||((stateno = [108,109]) && time >= 6) ;;triggerall=p2bodydist x=[-150,150] ;triggerall=p2statetype!=A triggerall=((vel x>=0) && vel y<0 && pos y=[-80,-50])||((vel x<=0) && vel y<0 && pos y=[-80,-20]);(pos y<-40||p2bodydist x<30) && ((pos y>-50&&vel x>=0)||(vel x<0&&pos y=[-80,-60]));vel x<0; && pos y=[-50,-20];;pos y=[-50,ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,0,-40)] trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A 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=(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, Stand] type = ChangeState value =ifelse(p2bodydist x<=160,1001,1003) triggerall = !IsHelper triggerall = var(59)>0 triggerall = var(4) = 0 triggerall=helper(218),fvar(10)!=[1000000,2999999] 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype =A) && vel y>=0 && (stateno!=[100,109]) && (prevstateno!=[100,109]) ;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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>180||helper(218),var(35)!=1 triggerall=p2bodydist x<400;;; && pos y<-90 && vel y>=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=helper(218),var(44)<2000000 && helper(218),var(45)<2000000 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=0;(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=1;fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] ;;trigger1=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x>150,30,20) trigger1=1;fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<ifelse(p2bodydist x>150,40,30)||p2bodydist x>200||helper(218),var(35)!=1 trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x>150,30,20) trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<ifelse(p2bodydist x>150,40,30)||p2bodydist x>200||helper(218),var(35)!=1 trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x>150,30,20) trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<ifelse(p2bodydist x>150,40,30)||p2bodydist x>200||helper(218),var(35)!=1 trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x>150,30,20) trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<ifelse(p2bodydist x>150,40,30)||p2bodydist x>200||helper(218),var(35)!=1 trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x>150,30,20) trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<ifelse(p2bodydist x>150,40,30)||p2bodydist x>200||helper(218),var(35)!=1 trigger6=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x>150,30,20) trigger6=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<ifelse(p2bodydist x>150,40,30)||p2bodydist x>200||helper(218),var(35)!=1 [State -1];15 type = ChangeState value =1605 triggerall = !ishelper triggerall = var(59)>0;; && stateno!=622 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 = p2movetype=A||(p2movetype=H&&p2stateno>200)||p2statetype=A||time>=12||stateno!=102 triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2stateno!=7012 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/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 ;;&& (stateno!=[102,103])&&(prevstateno!=[102,103]) ;;triggerall = p2statetype = A||vel x<0 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||((stateno=931||stateno=933)&&time>=5)||stateno=100;;||(animelemtime(20) >= 1&&stateno = [1100,1101]) triggerall=p2bodydist x<=55+ifelse(vel x<=0,0,30);;+ifelse((stateno=[100,103])||(prevstateno=[100,103]),-20,0) triggerall=p2bodydist x>-50;ifelse((helper(218),fvar(10)>=1000000),70,-50) triggerall=(p2statetype=A && p2bodydist y=[-60,40]);;||(pos y>=ifelse((helper(218),fvar(10)>=2000000),-120,ifelse((helper(218),fvar(10)>=1000000),-100,-90)) && (vel y>0||(stateno=[102,103])||(prevstateno=[102,103])) && p2statetype!=A) triggerall=(vel x>=0)||(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=5145||p2stateno !=[5100,5150])) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),var(35)=8||helper(218),fvar(5)=-99999||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0) ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A 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||p2stateno=[5100,5110] [State -1];15 type = ChangeState value =ifelse(p2statetype=A,ifelse(p2bodydist y<0,610,620),ifelse(stateno=102,600,620)) triggerall = !ishelper triggerall = var(59)>0;; && stateno!=622 ;;triggerall = p2movetype=A||(p2movetype=H&&p2stateno>200)||p2statetype=A||time>=12||stateno!=102 triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2stateno!=7012 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/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 ;;&& (stateno!=[102,103])&&(prevstateno!=[102,103]) ;;triggerall = p2statetype = A||vel x<0 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||((stateno=931||stateno=933)&&time>=5)||stateno=100;;||(animelemtime(20) >= 1&&stateno = [1100,1101]) triggerall=p2bodydist x<=ifelse(p2bodydist y<0,85,55)+ifelse(vel x=0&&(prevstateno!=49),0,30)+ifelse((stateno=[100,103])||(prevstateno=[100,103]),-20,0) triggerall=p2bodydist x>-50;ifelse((helper(218),fvar(10)>=1000000),70,-50) triggerall=(p2statetype=A && p2bodydist y=[-60,40])||(pos y>=ifelse((helper(218),fvar(10)>=2000000),-120,ifelse((helper(218),fvar(10)>=1000000),-100,-90)) && (vel y>0||(stateno=[102,103])||(prevstateno=[102,103])) && p2statetype!=A) triggerall=(vel x>=0)||(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=5145||p2stateno !=[5100,5150])) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),var(35)=8||helper(218),fvar(5)=-99999||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0) ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110] [State -1];15 type = ChangeState value =621 triggerall = !ishelper triggerall = var(59)>0;; && stateno!=622 ;;triggerall = p2movetype=A||(p2movetype=H&&p2stateno>200)||p2statetype=A||time>=12||stateno!=102 triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2stateno!=7012 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/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 ;;&& pos y<-70;;&& (stateno!=[102,103])&&(prevstateno!=[102,103]) ;;triggerall = p2statetype = A||vel x<0 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||((stateno=931||stateno=933)&&time>=5)||stateno=100;;||(animelemtime(20) >= 1&&stateno = [1100,1101]) triggerall=p2bodydist x<=-10 triggerall=p2bodydist x>-60;ifelse((helper(218),fvar(10)>=1000000),70,-50) triggerall=p2statetype!=A;;(p2statetype=A && p2bodydist y=[-60,40])||(pos y>=ifelse((helper(218),fvar(10)>=2000000),-120,ifelse((helper(218),fvar(10)>=1000000),-100,-90)) && (vel y>0||(stateno=[102,103])||(prevstateno=[102,103])) && 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=5145||p2stateno !=[5100,5150])) trigger1=(stateno=[75,79])||(prevstateno=[75,79])||helper(218),var(35)=1||helper(218),var(35)=5||helper(218),var(35)=8||helper(218),fvar(5)=-99999||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0) ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110] [State -1, Stand] type = ChangeState value =230;420;210;200;400;300;800;ifelse(p2bodydist x<=60,400,ifelse(p2bodydist x<=130,200,420)) triggerall = !IsHelper triggerall =0;facing>0 && statetype=C;var(59)>0 ;triggerall=stateno!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0||p2stateno=5145 triggerall=(helper(218),var(35)!=12)||p2bodydist x<10||time>=10||stateno!=100 ;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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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*10=[-40,20]) triggerall=p2bodydist x>=-30 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<=130;145;150;105;95;50;35;140-ifelse((helper(218),var(35)=12),10,0) triggerall =Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=ifelse(p2bodydist x<=80,-6,ifelse(p2bodydist x<=90,-9,-10))||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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=1;(p2movetype=H&&p2stateno>200);;||helper(218),var(35)=13 trigger3=helper(218),var(35)=7&&(p2bodydist x>=0||time>=2||enemynear(helper(218),Var(36)),facing*facing>0) trigger3=enemynear(helper(218),Var(36)),facing*facing>0||helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=-2 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=ifelse(p2bodydist x<=60,-9,ifelse(p2bodydist x<=130,-11,-13))||(enemynear(helper(218),Var(36)),facing*facing>0&&enemynear(helper(218),Var(36)),animtime<-12) trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall =var(59)>0 && random<=500 && (var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2life<200) 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!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0||p2stateno=5145 triggerall=(helper(218),var(35)!=[17,18]);||partner,life>0 ;triggerall=(helper(218),var(35)!=12)||p2bodydist x<10||time>=18||stateno!=100 ;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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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*10=[-40,20]) triggerall=p2bodydist x>=-30 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<=55;140-ifelse((helper(218),var(35)=12),10,0) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = [100,101])||((stateno=911||stateno=913)&&time>=5) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=ifelse(p2bodydist x<=45,-4,-4)||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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=0;(p2movetype=H&&p2stateno>200);;||helper(218),var(35)=13 trigger3=helper(218),var(35)=7&&(p2bodydist x>=0||time>=2||enemynear(helper(218),Var(36)),facing*facing>0) trigger3=enemynear(helper(218),Var(36)),facing*facing>0||helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=-2 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=-5||(enemynear(helper(218),Var(36)),facing*facing>0&&enemynear(helper(218),Var(36)),animtime<-4) trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=95,400,ifelse(p2bodydist x<=105,200,420)) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=stateno!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0||p2stateno=5145 triggerall=(helper(218),var(35)!=12)||p2bodydist x<5||time>=12||stateno!=100 triggerall=(helper(218),var(35)!=16)||p2bodydist x<5||time>=2||stateno!=100 triggerall=(helper(218),var(35)!=[17,18])||p2bodydist x<5||time>=12||stateno!=100 triggerall=(helper(218),var(35)!=[17,18])||(p2stateno!=[5840,5849]);||partner,life>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||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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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*10=[-20,20]) triggerall=p2bodydist x>=-30 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<=145;140-ifelse((helper(218),var(35)=12),10,0) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101])||((stateno=911||stateno=913)&&time>=5) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=ifelse(p2bodydist x<=95,-7,ifelse(p2bodydist x<=105,-12,-12))||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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);;||helper(218),var(35)=13 trigger3=helper(218),var(35)=7&&(p2bodydist x>=0||time>=2||enemynear(helper(218),Var(36)),facing*facing>0) trigger3=enemynear(helper(218),Var(36)),facing*facing>0||helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=-2 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=ifelse(p2bodydist x<=95,-8,ifelse(p2bodydist x<=115,-13,-13))||(enemynear(helper(218),Var(36)),facing*facing>0&&enemynear(helper(218),Var(36)),animtime<-12) trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1, Stand] type = ChangeState value =800 triggerall = !IsHelper triggerall =var(59)>0 && fvar(21) 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!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0||p2stateno=5145 triggerall=(helper(218),var(35)!=[17,18]);||partner,life>0 ;triggerall=(helper(218),var(35)!=12)||p2bodydist x<10||time>=18||stateno!=100 ;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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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*10=[-40,20]) triggerall=p2bodydist x>=-30 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<=35;140-ifelse((helper(218),var(35)=12),10,0) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]);;||(StateNo = [100,101])||((stateno=911||stateno=913)&&time>=5) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=ifelse(p2bodydist x<=45,-6,-6)||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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=0;(p2movetype=H&&p2stateno>200);;||helper(218),var(35)=13 trigger3=helper(218),var(35)=7&&(p2bodydist x>=0||time>=2||enemynear(helper(218),Var(36)),facing*facing>0) trigger3=enemynear(helper(218),Var(36)),facing*facing>0||helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=-2 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=ifelse(p2bodydist x<=45,-7,-7)||(enemynear(helper(218),Var(36)),facing*facing>0&&enemynear(helper(218),Var(36)),animtime<-6) trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall =var(59)>0 ;;&& fvar(21) 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!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0||p2stateno=5145 triggerall=(helper(218),var(35)!=[17,18]);||partner,life>0 ;triggerall=(helper(218),var(35)!=12)||p2bodydist x<10||time>=18||stateno!=100 ;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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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*10=[-40,20]) triggerall=p2bodydist x>=-30 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<=55;140-ifelse((helper(218),var(35)=12),10,0) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = [100,101])||((stateno=911||stateno=913)&&time>=5) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=ifelse(p2bodydist x<=45,-4,-4)||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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=0;(p2movetype=H&&p2stateno>200);;||helper(218),var(35)=13 trigger3=helper(218),var(35)=7&&(p2bodydist x>=0||time>=2||enemynear(helper(218),Var(36)),facing*facing>0) trigger3=enemynear(helper(218),Var(36)),facing*facing>0||helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=-2 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=-5||(enemynear(helper(218),Var(36)),facing*facing>0&&enemynear(helper(218),Var(36)),animtime<-4) trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1, Stand] type = ChangeState value =10109 triggerall = !IsHelper triggerall =var(59)>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!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0||p2stateno=5145 triggerall=(helper(218),var(35)!=[17,18]);||partner,life>0 ;triggerall=(helper(218),var(35)!=12)||p2bodydist x<10||time>=18||stateno!=100 ;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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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*10=[-40,20]) triggerall=p2bodydist x>=-30 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<=50;140-ifelse((helper(218),var(35)=12),10,0) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = [100,101])||((stateno=911||stateno=913)&&time>=5) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=ifelse(p2bodydist x<=45,-5,-6)||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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=0;(p2movetype=H&&p2stateno>200);;||helper(218),var(35)=13 trigger3=helper(218),var(35)=7&&(p2bodydist x>=0||time>=2||enemynear(helper(218),Var(36)),facing*facing>0) trigger3=enemynear(helper(218),Var(36)),facing*facing>0||helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=-2 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=-6||(enemynear(helper(218),Var(36)),facing*facing>0&&enemynear(helper(218),Var(36)),animtime<-4) trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=55,400,ifelse(p2bodydist x<=110,410,420)) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=stateno!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0 triggerall=(helper(218),var(35)!=12)||(stateno!=100)||time>=10||p2bodydist x<10 triggerall=(helper(218),var(35)!=[17,18])||(p2stateno!=[5840,5849]);||partner,life>0 ;triggerall=(helper(218),var(35)!=18)||var(12)<=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||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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype=S);;;||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-40,20]) triggerall=p2bodydist x>=-30 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<=150;-ifelse((helper(218),var(35)=12),20,0) triggerall = 0;stateno=131 trigger1=helper(218),var(13)>0||p2movetype=A trigger1=helper(218),var(14)>=ifelse(p2bodydist x<=55,7,ifelse(p2bodydist x<=110,12,15)) trigger1=enemynear(helper(218),Var(36)),animtime=ifelse(p2bodydist x<=55,-7,ifelse(p2bodydist x<=110,-12,-15))||p2statetype=A 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] trigger1=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger1=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) trigger1=(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] trigger1=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) trigger1=(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] [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=50,300,200) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=stateno!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0 triggerall=(helper(218),var(35)!=[17,18]);||partner,life>0 triggerall=(helper(218),var(35)!=20)||partner,life>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||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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3&&frontedgebodydist>80 ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype=A) ;;triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*12=[ifelse(p2bodydist x<=50,-40,-40),40]);;||(helper(218),var(35)=16&&p2bodydist x<=100);;||(helper(218),var(35)=20&&p2bodydist x<=140) triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*ifelse(p2bodydist x<=50,7,10)=[ifelse(p2bodydist x<=50,-20,-30),40]);;||(helper(218),var(35)=16&&p2bodydist x<=100);;||(helper(218),var(35)=20&&p2bodydist x<=140) triggerall=p2bodydist x>=-50 triggerall=p2stateno=5145||(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<=95;140 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101])||((stateno=911||stateno=913)&&time>=5) ;;trigger1=(helper(218),var(35)!=1)||enemynear(helper(218),Var(36)),vel y>0||p2bodydist y>=-10 trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=-ifelse(P2BodyDist X<=35,6,ifelse(p2bodydist x<=70,7,13))||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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);;;||helper(218),var(35)=13||helper(218),var(35)=23 [State -1] type = ChangeState value = 27 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = stateno!=[100,109] triggerall = RoundState = 2 && Alive ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) triggerall=(helper(218),var(35)=19) ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2 triggerall =statetype!= A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 109);;;;||(stateno=[100,101]);;;;||(stateno=410&&movehit)||(stateno=420&&movehit)||(stateno=210&&movehit&&p2bodydist y>-5) ;triggerall=p2bodydist x>-50 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200;;&&p2statetype=A;||p2stateno<=200||p2stateno=[5100,5110] trigger1=0;prevstateno=1201||stateno=1201 [State -1] type = ChangeState value = ifelse(p2bodydist x>20,27,28) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = stateno!=[100,109] triggerall = RoundState = 2 && Alive ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) triggerall=(helper(218),var(35)=[22,23])||((helper(218),var(35)=[15,17])&&p2bodydist x<40) ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2 triggerall =statetype!= A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 109);;;;||(stateno=[100,101]);;;;||(stateno=410&&movehit)||(stateno=420&&movehit)||(stateno=210&&movehit&&p2bodydist y>-5) triggerall=p2bodydist x>-50 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 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=5145||p2stateno !=[5100,5150]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200;;&&p2statetype=A;||p2stateno<=200||p2stateno=[5100,5110] trigger1=p2bodydist x<=20&&(stateno!=28)&&(time>=5||helper(218),var(35)=23) trigger2=p2bodydist x>20&&(stateno!=27)&&(time>=5||helper(218),var(35)=23) [State -1] type = ChangeState value =4000;ifelse(statetype=A,ifelse(facing>0,ifelse(vel x=0,1605,1605),ifelse(random<=500,1605,1605)),ifelse(facing>0,ifelse(statetype=C,1100,1600),ifelse(statetype=C,3050,3000))) triggerall =var(59)=0 ;;triggerall =var(12) <= 0 trigger1 =Command = "start";;||statetype=A;;||(stateno=100&&statetype=A);;||pos y<=-20;||(statetype=A&&vel y>0&&pos y>-70&&facing>0)||(statetype=A&&vel y<0&&pos y<-20&&facing<0);;;||(statetype=A&&vel x=0)||pos y=[-30,-20];;;||pos y<-40 ;trigger1 = statetype != S trigger1 =0;ctrl||stateno=100||stateno=[20,29] [State -1, Stand] type = ChangeState value =204 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall=alive triggerall=power>=1000 triggerall=Stateno=[150,152] triggerall = p2movetype=A && (helper(218),var(14)=[3,4]) && p2statetype!=A triggerall=enemynear(helper(218),Var(36)),animtime<=-18 triggerall=p2bodydist x=[-20,75] 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] trigger1=backedgebodydist<30 trigger2=(fvar(16)>0 && fvar(16)=p2stateno)||(fvar(15)>0 && fvar(15)=p2stateno) [State -1, Stand] type = ChangeState value =8050 triggerall = !IsHelper triggerall = var(59)>0 triggerall = power<1000&&Var(50) != 1 triggerall=p2life>ifelse(life<p2life,300,500)||fvar(3)>=1000000||partner,life>0 triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(p2stateno<800&&partner,stateno=[5000,5150]) triggerall=(facing>0&&helper(218),var(10)=[100000,199999])||(facing<0&&helper(218),var(10)=[200000,299999])||p2statetype!=A triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/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=[100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A)||enemynear(helper(218),Var(36)),vel x>=0 triggerall=(p2statetype !=A)||(p2bodydist x>0&&((p2bodydist y>-20&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*6<=0&&enemynear(helper(218),Var(36)),vel y>=1)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-20,20]))) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X -ifelse(p2statetype=A,(enemynear(helper(218),Var(36)),vel x*13),0)<=40 ;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)),animtime<-6||p2statetype=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] 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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=0 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=0 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=0 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger23=partner,life>0 trigger24=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 [State -1, Stand] type = ChangeState value =8000 triggerall = !IsHelper triggerall = var(59)>0 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = numhelper(9000) triggerall = helper(9000),var(3) <= 0 triggerall = Var(50) != 1 triggerall = movetype = H triggerall = enemy,hitdefattr != SCA,HA,HP,AT triggerall = enemy,stateno != [120,155] triggerall = enemy,stateno != [800,899] triggerall = enemy,stateno != [3000,4999] triggerall = statetype != L triggerall=alive triggerall=stateno=[5000,5119] triggerall = p2movetype=A triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<33||life<400 trigger1=(stateno=5000||stateno=5010||stateno=5020)&&time=0 trigger1=life<300 trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger2=(stateno=5000||stateno=5010||stateno=5020)&&time=0 trigger2=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 trigger3=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger3=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA) trigger3=(p2bodydist x=[-70,70])&&(p2bodydist y=[-40,40]) trigger4=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger4=(stateno=5000||stateno=5010||stateno=5020)&&time=0 trigger4=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,HA,HT,HP) ignorehitpause=1 [State -1, Stand] type = ChangeState value =100 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109);;||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype =C triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=140 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(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=enemynear(helper(218),Var(36)),animtime<=ifelse(p2bodydist x<=100,-17,-23) 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=0;(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=5 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=5 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=5 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall =var(59)>0 && random<=500 && (var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2life<200) 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(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=55 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(8)<=999||(fvar(8)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=4 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=4 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=4 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 [State -1, Stand] type = ChangeState value =400 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=95 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(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(8)<=999||(fvar(8)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=7 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=7 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=7 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=105,200,420) triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=145 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(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(8)<=999||(fvar(8)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=12 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=12 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=12 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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)>=12 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=12 [State -1, Stand] type = ChangeState value =800 triggerall = !IsHelper triggerall =var(59)>0 && fvar(21) 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(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109);;||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=35 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(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/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])||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(8)<=999||(fvar(8)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall =var(59)>0 ;;&& fvar(21) 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(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=55 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(8)<=999||(fvar(8)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=4 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=4 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=4 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 [State -1, Stand] type = ChangeState value =10109 triggerall = !IsHelper triggerall =var(59)>0 ;;&& fvar(21) 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(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=50 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(8)<=999||(fvar(8)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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(p2bodydist x<=45,5,6) trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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(p2bodydist x<=45,5,6) trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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(p2bodydist x<=45,5,6) trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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(p2bodydist x<=45,5,6) trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x<=45,5,6) [State -1, Stand] type = ChangeState value =4000 triggerall = !IsHelper triggerall = var(59)>0 triggerall = fvar(19)>0&&(fvar(19)<180||p2life<150) triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=1000 && (random<=200||p2life<200||partner,life>0);; ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A);;;||() triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <= 80 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=enemynear(helper(218),Var(36)),animtime<-11 ;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(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=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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=0 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=0 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=0 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger23=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 [State -1, Stand] type = ChangeState value =1100 triggerall = !IsHelper triggerall = var(59)>0 ;;&& (fvar(3)<1000000||(var(21)!=0)||partner,life>0||p2life<300||(power>=2000&&p2life>800)||partner,life>0) && power>=1000 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||life<p2life||random<=100 triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=21)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]))||stateno=901 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = (p2movetype=A);;&&(p2stateno!=[5000,5999]) ;;triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = helper(218),var(35)=21||backedgebodydist<50||(facing>0&&helper(218),var(10)=[100000,199999])||(facing<0&&helper(218),var(10)=[200000,299999])||p2statetype!=A triggerall=p2statetype=A && (backedgebodydist<50||p2bodydist x>=ifelse(p2bodydist y>=-40,0,0)) && (helper(218),var(35)=21||enemynear(helper(218),Var(36)),vel x>=0) triggerall=helper(218),var(35)=21||backedgebodydist<50||((p2bodydist x+0)/enemynear(helper(218),Var(36)),vel x)>=12||p2bodydist y+enemynear(helper(218),Var(36)),vel y*((p2bodydist x+0)/enemynear(helper(218),Var(36)),vel x)>=-100||enemynear(helper(218),Var(36)),vel x=0 triggerall=((p2bodydist x+10)/enemynear(helper(218),Var(36)),vel x)>=17||p2bodydist y+enemynear(helper(218),Var(36)),vel y*((p2bodydist x+10)/enemynear(helper(218),Var(36)),vel x)>=-100||enemynear(helper(218),Var(36)),vel x=0 triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*17=[-120,20])||(p2bodydist y>=-100&&enemynear(helper(218),Var(36)),vel y=[-2,1]);;&&(p2bodydist y>=-60||p2bodydist x-enemynear(helper(218),Var(36)),vel x*5>0) triggerall=p2bodydist x>=-30 && enemynear(helper(218),Var(36)),vel y>=0 triggerall=P2bodyDist X -ifelse(p2statetype=A,(enemynear(helper(218),Var(36)),vel x*17),0)<=80 triggerall=(helper(218),fvar(23)<=0)||(helper(218),fvar(23)-p2stateno!=[-10,10]) triggerall=(helper(218),fvar(24)<=0)||(helper(218),fvar(24)-p2stateno!=[-10,10]) triggerall=(helper(218),fvar(25)<=0)||(helper(218),fvar(25)-p2stateno!=[-10,10]) 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=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=1 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=50,43,42) triggerall = !IsHelper triggerall = var(59)>0 ;&& (fvar(3)<1000000||(var(21)!=0)||partner,life>0||p2life<300||(power>=2000&&p2life>800)||partner,life>0) && power>=1000 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||life<p2life||random<=100 triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=21)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]))||stateno=901 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = (p2movetype!=H)&&(p2stateno!=[5000,5999]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = helper(218),var(35)=21||backedgebodydist<50||(facing>0&&helper(218),var(10)=[100000,199999])||(facing<0&&helper(218),var(10)=[200000,299999])||p2statetype!=A triggerall=p2statetype=A && (backedgebodydist<50||p2bodydist x>=ifelse(p2bodydist y>=-40,0,0)) && (helper(218),var(35)=21||enemynear(helper(218),Var(36)),vel x>=0) triggerall=helper(218),var(35)=21||backedgebodydist<50||((p2bodydist x+0)/enemynear(helper(218),Var(36)),vel x)>=12||p2bodydist y+enemynear(helper(218),Var(36)),vel y*((p2bodydist x+0)/enemynear(helper(218),Var(36)),vel x)>=-100||enemynear(helper(218),Var(36)),vel x=0 triggerall=((p2bodydist x+40)/enemynear(helper(218),Var(36)),vel x)>=7||p2bodydist y+enemynear(helper(218),Var(36)),vel y*((p2bodydist x+40)/enemynear(helper(218),Var(36)),vel x)>=-100||enemynear(helper(218),Var(36)),vel x=0 triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*7=[-120,20])||(p2bodydist y>=-80&&enemynear(helper(218),Var(36)),vel y=[-2,1]);;&&(p2bodydist y>=-60||p2bodydist x-enemynear(helper(218),Var(36)),vel x*5>0) triggerall=p2bodydist x>=-30 && enemynear(helper(218),Var(36)),vel y>=0 triggerall=P2bodyDist X -ifelse(p2statetype=A,(enemynear(helper(218),Var(36)),vel x*7),0)<=60 triggerall=(helper(218),fvar(23)<=0)||(helper(218),fvar(23)-p2stateno!=[-10,10]) triggerall=(helper(218),fvar(24)<=0)||(helper(218),fvar(24)-p2stateno!=[-10,10]) triggerall=(helper(218),fvar(25)<=0)||(helper(218),fvar(25)-p2stateno!=[-10,10]) 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=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=1 [State -1, Stand] type = ChangeState value =ifelse(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3&&power>=500,1010,1001) triggerall = !IsHelper triggerall = var(59)>0 ;&& (fvar(3)<1000000||(var(21)!=0)||partner,life>0||p2life<300||(power>=2000&&p2life>800)||partner,life>0) && power>=1000 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||life<p2life||random<=100 triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=21)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]))||stateno=901 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = (p2movetype!=H)&&(p2stateno!=[5000,5999]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = helper(218),var(35)=21||backedgebodydist<50||(facing>0&&helper(218),var(10)=[100000,199999])||(facing<0&&helper(218),var(10)=[200000,299999])||p2statetype!=A triggerall=p2statetype=A && (backedgebodydist<50||p2bodydist x>=ifelse(p2bodydist y>=-40,0,0)) && (helper(218),var(35)=21||enemynear(helper(218),Var(36)),vel x>=0) triggerall=helper(218),var(35)=21||backedgebodydist<50||((p2bodydist x+0)/enemynear(helper(218),Var(36)),vel x)>=12||p2bodydist y+enemynear(helper(218),Var(36)),vel y*((p2bodydist x+0)/enemynear(helper(218),Var(36)),vel x)>=-100||enemynear(helper(218),Var(36)),vel x=0 triggerall=((p2bodydist x+40)/enemynear(helper(218),Var(36)),vel x)>=6||p2bodydist y+enemynear(helper(218),Var(36)),vel y*((p2bodydist x+40)/enemynear(helper(218),Var(36)),vel x)>=-100||enemynear(helper(218),Var(36)),vel x=0 triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-120,20])||(p2bodydist y>=-80&&enemynear(helper(218),Var(36)),vel y=[-2,1]);;&&(p2bodydist y>=-60||p2bodydist x-enemynear(helper(218),Var(36)),vel x*5>0) triggerall=p2bodydist x>=-30 && enemynear(helper(218),Var(36)),vel y>=0 triggerall=P2bodyDist X -ifelse(p2statetype=A,(enemynear(helper(218),Var(36)),vel x*6),0)=[60,135] triggerall=(helper(218),fvar(23)<=0)||(helper(218),fvar(23)-p2stateno!=[-10,10]) triggerall=(helper(218),fvar(24)<=0)||(helper(218),fvar(24)-p2stateno!=[-10,10]) triggerall=(helper(218),fvar(25)<=0)||(helper(218),fvar(25)-p2stateno!=[-10,10]) 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=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=1 [State -1, Stand] type = ChangeState value =1000 triggerall = !IsHelper triggerall = var(59)>0 ;&& (fvar(3)<1000000||(var(21)!=0)||partner,life>0||p2life<300||(power>=2000&&p2life>800)||partner,life>0) && power>=1000 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||life<p2life||random<=100 triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=21)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]))||stateno=901 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = (p2movetype!=H)&&(p2stateno!=[5000,5999]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = helper(218),var(35)=21||backedgebodydist<50||(facing>0&&helper(218),var(10)=[100000,199999])||(facing<0&&helper(218),var(10)=[200000,299999])||p2statetype!=A triggerall=p2statetype=A && (backedgebodydist<50||p2bodydist x>=ifelse(p2bodydist y>=-40,0,0)) && (helper(218),var(35)=21||enemynear(helper(218),Var(36)),vel x>=0) triggerall=helper(218),var(35)=21||backedgebodydist<50||((p2bodydist x+0)/enemynear(helper(218),Var(36)),vel x)>=12||p2bodydist y+enemynear(helper(218),Var(36)),vel y*((p2bodydist x+0)/enemynear(helper(218),Var(36)),vel x)>=-100||enemynear(helper(218),Var(36)),vel x=0 triggerall=((p2bodydist x+40)/enemynear(helper(218),Var(36)),vel x)>=6||p2bodydist y+enemynear(helper(218),Var(36)),vel y*((p2bodydist x+40)/enemynear(helper(218),Var(36)),vel x)>=-100||enemynear(helper(218),Var(36)),vel x=0 triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-180,20])||(p2bodydist y>=-80&&enemynear(helper(218),Var(36)),vel y=[-2,1]);;&&(p2bodydist y>=-60||p2bodydist x-enemynear(helper(218),Var(36)),vel x*5>0) triggerall=p2bodydist x>=-30 && enemynear(helper(218),Var(36)),vel y>=0 triggerall=P2bodyDist X -ifelse(p2statetype=A,(enemynear(helper(218),Var(36)),vel x*6),0)=[25,70] triggerall=(helper(218),fvar(23)<=0)||(helper(218),fvar(23)-p2stateno!=[-10,10]) triggerall=(helper(218),fvar(24)<=0)||(helper(218),fvar(24)-p2stateno!=[-10,10]) triggerall=(helper(218),fvar(25)<=0)||(helper(218),fvar(25)-p2stateno!=[-10,10]) 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=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=1 [State -1, Stand] type = ChangeState value =400 triggerall = !IsHelper triggerall = var(59)>0 && stateno=161 && prevstateno=5120 ;;triggerall=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/100000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/100000)*100000)<0,1,0))*100000)<10000 ;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(35)!=1)&&(helper(218),var(35)!=5) ;;triggerall = stateno != [100,105] triggerall = (p2bodydist x=[-40,95])&&p2statetype!=A ;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A triggerall = RoundState = 2 && Alive && (statetype !=A) triggerall=enemynear(helper(218),Var(36)),facing*facing>0||p2bodydist x>-40 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<-40;||((p2bodydist x>=140||p2bodydist x<=50)&&(fvar(4)>2000000||fvar(5)>2000000)) triggerall=p2movetype=A ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[9000,9999]) ;triggerall=var(48)=11||(random<=400) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) ;;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(fvar(17)>=2000000||fvar(18)>=2000000||fvar(17)=p2stateno||fvar(18)=p2stateno) triggerall=(fvar(14)-((ceil(fvar(14)/100000)-ifelse(fvar(14)-(ceil(fvar(14)/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(14)>=6 && enemynear(helper(218),Var(36)),animtime<=-7 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] trigger1=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT) [State -1, Stand] type = ChangeState value =220 triggerall = !IsHelper triggerall = var(59)>0 && stateno!=161 ;;triggerall=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/100000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/100000)*100000)<0,1,0))*100000)<10000 ;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(35)!=1)&&(helper(218),var(35)!=5) ;;triggerall = stateno != [100,105] triggerall = (p2bodydist x=[-40,60])&&p2statetype!=A ;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A triggerall = RoundState = 2 && Alive && (statetype !=A) triggerall=enemynear(helper(218),Var(36)),facing*facing>0||p2bodydist x>-40 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<-40;||((p2bodydist x>=140||p2bodydist x<=50)&&(fvar(4)>2000000||fvar(5)>2000000)) triggerall=p2movetype=A ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=var(48)=11||(random<=400) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) ;;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(fvar(17)>=2000000||fvar(18)>=2000000||fvar(17)=p2stateno||fvar(18)=p2stateno) triggerall=(fvar(14)-((ceil(fvar(14)/100000)-ifelse(fvar(14)-(ceil(fvar(14)/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(14)<2 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(18)>0&&(fvar(18)-(p2stateno*100) =[-999,999]) trigger2=fvar(18)>0&&(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger3=fvar(17)>0&&(fvar(17)-(p2stateno*100) =[-999,999]) trigger4=fvar(17)>0&&(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger5=(fvar(18)!=[0,1999999])||(fvar(17)!=[0,1999999]) trigger6=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT) [State -1, Stand] type = ChangeState value =1100 triggerall = !IsHelper triggerall = var(59)>0 && stateno!=161 ;;triggerall=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/100000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/100000)*100000)<0,1,0))*100000)<10000 ;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(35)!=1)&&(helper(218),var(35)!=5) ;;triggerall = stateno != [100,105] triggerall = (p2bodydist x=[-40,85]);&&p2statetype!=A ;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A triggerall = RoundState = 2 && Alive && (statetype !=A) triggerall=enemynear(helper(218),Var(36)),facing*facing>0||p2bodydist x>-40 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<-40;||((p2bodydist x>=140||p2bodydist x<=50)&&(fvar(4)>2000000||fvar(5)>2000000)) triggerall=p2movetype=A ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[9000,9999]) ;triggerall=var(48)=11||(random<=400) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) ;;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(fvar(17)>=2000000||fvar(18)>=2000000||fvar(17)=p2stateno||fvar(18)=p2stateno) triggerall=(fvar(14)-((ceil(fvar(14)/100000)-ifelse(fvar(14)-(ceil(fvar(14)/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(14)<5 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=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(18)>0&&(fvar(18)-(p2stateno*100) =[-999,999]) trigger2=fvar(18)>0&&(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger3=fvar(17)>0&&(fvar(17)-(p2stateno*100) =[-999,999]) trigger4=fvar(17)>0&&(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger5=(fvar(18)!=[0,1999999])||(fvar(17)!=[0,1999999]) trigger6=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT) [State -1, Stand] type = ChangeState value =105;;ifelse(backedgebodydist<80,47,44);;105 triggerall = !IsHelper triggerall = var(59)>0 ;;;&& var(37)=0 ;;;&& var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 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=enemynear(helper(218),Var(36)),facing*facing>0||p2bodydist x>-40 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<-40;||((p2bodydist x>=140||p2bodydist x<=50)&&(fvar(4)>2000000||fvar(5)>2000000)) triggerall=p2movetype=A ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[9000,9999]) ;triggerall=var(48)=11||(random<=400) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109);;||(stateno=[100,101]) ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(fvar(17)>=2000000||fvar(18)>=2000000||fvar(17)=p2stateno||fvar(18)=p2stateno) triggerall=(fvar(14)-((ceil(fvar(14)/100000)-ifelse(fvar(14)-(ceil(fvar(14)/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=fvar(18)>0&&(fvar(18)-(p2stateno*100) =[-999,999]) trigger2=fvar(18)>0&&(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger3=fvar(17)>0&&(fvar(17)-(p2stateno*100) =[-999,999]) trigger4=fvar(17)>0&&(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger5=(fvar(18)!=[0,1999999])||(fvar(17)!=[0,1999999]) trigger6=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT) [State -1, Stand] type = ChangeState value =161 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98) ;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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!=123)||(StateNo = 10109)|| (stateno = [100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=0 ;triggerall=p2bodydist x>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=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<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] triggerall=enemynear(helper(218),Var(36)),animtime<=-32 trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)=[-1,8] trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)=[-1,8] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)=[-1,8] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger17=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(35)-((ceil(var(35)/1000)-ifelse(var(35)-(ceil(var(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=[-1,0] trigger17=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger17=0;(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA) trigger18=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(35)-((ceil(var(35)/1000)-ifelse(var(35)-(ceil(var(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA) trigger18=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 && helper(218),var(14)>=3 && helper(218),fvar(5)!=-99999 trigger18=0;(prevstateno=[150,159])||(prevstateno=[5100,5150])||(enemynear(helper(218),Var(36)),vel x>=2&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*5<0)||p2bodydist x<50 trigger19=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30&&p2bodydist x<=45&&frontedgebodydist -p2bodydist x>50 trigger20=0;p2bodydist x<=80&&partner,life>0&&(helper(218),var(14)=[2,10]) trigger21=(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) [State -1, Stand] type = ChangeState value =160 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98) ;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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!=123)||(StateNo = 10109)|| (stateno = [100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 95;;||partner,life<=0 ;triggerall=p2bodydist x>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=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) triggerall=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<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] triggerall=enemynear(helper(218),Var(36)),animtime<=-28 trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)=[-1,8] trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)=[-1,8] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)=[-1,8] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,8] trigger17=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(35)-((ceil(var(35)/1000)-ifelse(var(35)-(ceil(var(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=[-1,0] trigger17=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger17=0;(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA) trigger18=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(35)-((ceil(var(35)/1000)-ifelse(var(35)-(ceil(var(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA) trigger18=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 && helper(218),var(14)>=3 && helper(218),fvar(5)!=-99999 trigger18=0;(prevstateno=[150,159])||(prevstateno=[5100,5150])||(enemynear(helper(218),Var(36)),vel x>=2&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*5<0)||p2bodydist x<50 trigger19=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30&&p2bodydist x<=45&&frontedgebodydist -p2bodydist x>50 trigger20=0;p2bodydist x<=80&&partner,life>0&&(helper(218),var(14)=[2,10]) trigger21=(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50) [State -1, Stand] type = ChangeState value =162 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98) ;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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!=123)||(StateNo = 10109);;||stateno = 100 || (stateno =910) 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*5<=20) triggerall=p2bodydist x>0 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=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=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<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] triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA) trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)=[-1,10] trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)=[-1,10] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)=[-1,10] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger17=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(35)-((ceil(var(35)/1000)-ifelse(var(35)-(ceil(var(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=[-1,0] trigger17=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger18=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(35)-((ceil(var(35)/1000)-ifelse(var(35)-(ceil(var(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger18=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 && helper(218),var(14)>=4 trigger19=p2bodydist x<=80&&partner,life>0&&(helper(218),var(14)=[2,10]) [State -1, Stand] type = ChangeState value =3050 triggerall = !IsHelper triggerall = var(59)>0 && (fvar(3)<1000000||(var(21)!=0)||partner,life>0||p2life<300||(power>=2000&&p2life>800)||partner,life>0||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=30) && power>=1000 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=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) ;;triggerall=numhelper(2130)=0||((helper(2130),stateno!=6130)&&(helper(2130),stateno!=1064)) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;;;&& power>=1000;; && var(18)!=0 ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=((p2statetype !=A)&&(statetype!=A));;||((p2statetype !=A)&&pos y>-50&&vel y>=0)||((p2statetype =A)&&(statetype=A)&&p2bodydist y=[-100,20]) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=50 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=enemynear(helper(218),Var(36)),animtime<=-4;;||partner,life>0 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=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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=0 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=0 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=0 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger23=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger23=(prevstateno=[150,159])||(prevstateno=[5000,5150])||enemynear(helper(218),Var(36)),vel x>=2||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,SA,ST,SP) trigger24=partner,life>0||statetype=A trigger25=helper(218),var(14)>=3 trigger25=0;var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;; && power>=1500 [State -1, Stand] type = ChangeState value =1100 triggerall = !IsHelper triggerall = var(59)>0 ;;&& (fvar(3)<1000000||(var(21)!=0)||partner,life>0||p2life<300||(power>=2000&&p2life>800)||partner,life>0||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3) && power>=1000 ;;triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) ;;triggerall=numhelper(2130)=0||((helper(2130),stateno!=6130)&&(helper(2130),stateno!=1064)) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;;;&& power>=1000;; && var(18)!=0 ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=((p2statetype !=A)&&(statetype!=A));;||((p2statetype !=A)&&pos y>-50&&vel y>=0)||((p2statetype =A)&&(statetype=A)&&p2bodydist y=[-100,20]) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=85 ;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)),animtime<=-17;;||partner,life>0 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=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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=0 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=0 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=0 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger23=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger23=(prevstateno=[150,159])||(prevstateno=[5000,5150])||enemynear(helper(218),Var(36)),vel x>=2||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,SA,ST,SP) trigger24=partner,life>0||statetype=A trigger25=helper(218),var(14)>=3 trigger25=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 && power>=1500 [State -1, Stand] type = ChangeState value =1300 triggerall = !IsHelper triggerall =var(59)>0 && life>200 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <=200 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||var(25)-((ceil(var(25)/1000)-ifelse(var(25)-(ceil(var(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=enemynear(helper(218),Var(36)),animtime<=-20 && (-enemynear(helper(218),Var(36)),animtime-20)>p2bodydist x/6.5 triggerall=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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)>=20 trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)>=20 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)>=20 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=20 trigger17=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 [State -1, Stand] type = ChangeState value =75;ifelse(p2bodydist x<=150,47,10108) triggerall = !IsHelper triggerall = var(59)>0 triggerall = helper(218),var(35)!=1 triggerall = helper(218),var(35)!=[7,8] 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-40 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(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(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger6=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 [State -1, Stand] type = ChangeState value =75;ifelse(p2bodydist x<=150,47,10108) triggerall = !IsHelper triggerall = var(59)>0 triggerall = helper(218),var(35)!=1 triggerall = helper(218),var(35)!=[7,8] 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-40 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(3)>=600 trigger1=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(9)>999&&fvar(9)-((ceil(fvar(9)/1000)-ifelse(fvar(9)-(ceil(fvar(9)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger6=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 [State -1, Stand] type = ChangeState value =1500 triggerall = !IsHelper triggerall =var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>150;=-30 ;&& enemynear(Var(36)),vel x<=0 ;triggerall =P2BodyDist X <=200 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=(fvar(9)-(p2stateno*1000)=[-2,999])||(fvar(24)-(p2stateno*1000)=[-2,999])||(fvar(25)-(p2stateno*1000)=[-2,999])||(fvar(26)-(p2stateno*1000)=[-2,999])||(fvar(27)-(p2stateno*1000)=[-2,999])||(fvar(8)-(p2stateno*1000)=[-2,999]) triggerall=enemynear(helper(218),Var(36)),animtime<=-20 triggerall=helper(218),var(42)<2000000 && helper(218),var(43)<2000000 triggerall=(helper(218),var(42)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(42)-(ceil(helper(218),Var(42)/1000)-ifelse(helper(218),Var(42)-(ceil(helper(218),Var(42)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(43)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(43)-(ceil(helper(218),Var(43)/1000)-ifelse(helper(218),Var(43)-(ceil(helper(218),Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[15,25] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[15,25] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[15,25] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[15,25] trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)=[15,25] trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)=[15,25] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[15,25] trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)=[15,25] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[15,25] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[15,25] [State -1, Stand] type = ChangeState value =105 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98) ;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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!=123)||(StateNo = 10109);;||(stateno = 100 && time >= 3 || (stateno = [101,102]) && time >= 1) triggerall = p2movetype=A && p2statetype!=A triggerall=enemynear(helper(218),Var(36)),vel x<=0;;;||(p2bodydist x>0&&enemynear(helper(218),Var(36)),vel x>=0&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*5<=20) triggerall=p2bodydist x>-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=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=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA)||(fvar(16)>0 && fvar(16)=p2stateno)||(fvar(15)>0 && fvar(15)=p2stateno) triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,HA)||enemynear(helper(218),Var(36)),animtime<=-ifelse(numhelper(900),40,40)||(fvar(16)>0 && fvar(16)=p2stateno)||(fvar(15)>0 && fvar(15)=p2stateno) triggerall=helper(218),var(37)<2000000 && helper(218),var(38)<2000000 triggerall=(helper(218),var(37)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(37)-(ceil(helper(218),Var(37)/1000)-ifelse(helper(218),Var(37)-(ceil(helper(218),Var(37)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(38)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(38)-(ceil(helper(218),Var(38)/1000)-ifelse(helper(218),Var(38)-(ceil(helper(218),Var(38)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger5=var(38)>999&&var(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=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)=[-1,10] trigger6=var(39)>999&&var(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=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)=[-1,10] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger8=var(25)>999&&var(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=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)=[-1,10] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,10] trigger17=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=var(38)<=999||(var(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(38)-((ceil(var(38)/1000)-ifelse(var(38)-(ceil(var(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=var(39)<=999||(var(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(39)-((ceil(var(39)/1000)-ifelse(var(39)-(ceil(var(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=var(25)<=999||(var(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);;||var(35)-((ceil(var(35)/1000)-ifelse(var(35)-(ceil(var(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=11 trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,HA) [State -1, Stand] type = ChangeState value =1100;ifelse((fvar(3)<1000000||(var(21)!=0)||partner,life>0||p2life<300||(power>=2000&&p2life>800)||partner,life>0)&&power>=500&&random<=250&&var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3,1205,1200) triggerall = !IsHelper triggerall = var(59)>0 triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) ;triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98) ;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) triggerall=(enemynear(helper(218),Var(36)),facing*facing<0&&p2bodydist x>=-30);;||(enemynear(helper(218),Var(36)),facing*facing>0&&p2bodydist x<=0) triggerall=p2movetype=A triggerall=p2bodydist x>=-30;=[-30,50] 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=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 = (stateno = [400,420]) && movecontact trigger2 = (stateno = [200,202]) && movecontact trigger3 = (stateno = [210,212]) && movecontact trigger4 = (stateno = 621) && movecontact trigger5 = (stateno = 1250) && movecontact [State -1, Stand] type = ChangeState value =3900 triggerall = !IsHelper triggerall = var(59)>0 && fvar(3)>=1000000 triggerall = power >= 2000 triggerall = p2life <= (enemynear,lifemax)*.25 triggerall = var(21) = 0 triggerall = fvar(35) <= 0 && numenemy=1 triggerall=(helper(218),var(35)!=18)||stateno!=230 triggerall = statetype != A triggerall = RoundState = 2 && Alive && partner,life<=0;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(p2movetype=H&&p2stateno>200) ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!= A triggerall=p2bodydist x>=-40 && p2bodydist x<=40;;ifelse((stateno=[210,211]),80,60) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200)&&p2bodydist y>=-40 trigger1 = (stateno = [400,420]) && movecontact trigger2 = (stateno = [200,202]) && movecontact trigger3 = (stateno = [210,212]) && movecontact trigger4 = (stateno = 621) && movecontact trigger5 = (stateno = 1250) && movecontact [State -1, Stand] type = ChangeState value =4000 triggerall = !IsHelper triggerall = var(59)>0 triggerall = fvar(19)>0&&(fvar(19)<180||p2life<100) triggerall = statetype != A triggerall = RoundState = 2 && Alive && partner,life<=0;;;&& (random<=300||power>=4000); && partner,life<=0 triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<ifelse(fvar(19)<90,3,2)||p2life<100 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(p2movetype=H&&p2stateno>200) ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!= A triggerall=p2bodydist x>=-40 && p2bodydist x<70;;ifelse((stateno=[210,211]),80,60) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200)&&p2bodydist y>=-40;;statetype!=A trigger1 = (stateno = [400,420]) && movecontact trigger2 = (stateno = [200,202]) && movecontact trigger3 = (stateno = [210,212]) && movecontact trigger4 = (stateno = 621) && movecontact trigger5 = (stateno = 1250) && movecontact [State -1, Roman Cancel] type = ChangeState value = ifelse(statetype=A,6061,6060) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=(helper(218),var(35)!=13) ;triggerall = statetype != A triggerall = RoundState = 2 && Alive && power>=ifelse(stateno>=3000,500,1000);;;&& (random<=300||power>=4000); && partner,life<=0 triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=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)<=21 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall=((stateno!=420)&&(stateno!=211))||movecontact>=5||(p2statetype!=A)||p2stateno<200||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2movetype!=H 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)<100 triggerall=p2bodydist x>=-30 ;;&& p2bodydist x<70 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200) triggerall = time > 0 ;;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2 ;;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)<100 triggerall = movecontact||numhelper(7777) > 0 trigger1 =(stateno=[3050,3099])&&time>10 && movecontact=1 trigger2 =(stateno=[500,599])&&time>10 && movecontact=1 trigger2 =fvar(3)<1000000||partner,life>0||power<2000||p2life>(enemynear,lifemax)*.25||var(21)||fvar(35)||frontedgebodydist>60 trigger3 =(stateno=[1600,1699])&&time>10 && movecontact=1 trigger4 =0;stateno=1100 && time>10 && movecontact=1 [State -1, Stand] type = ChangeState value =ifelse(stateno=410,75,ifelse(stateno=201,ifelse(p2statetype=A,410,202),410)) triggerall = !IsHelper triggerall =var(59)>0 triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!= A triggerall=p2bodydist x>=-40 && p2bodydist x<=140 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200);;&&p2statetype=A trigger1 = (stateno = 410||stateno = 201) && movecontact trigger2 = (time>20&&stateno = 1250) && movecontact [State -1, Stand] type = ChangeState value =1010;ifelse((helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2),1000,1010) triggerall = !IsHelper triggerall =var(59)>0 triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 && power>=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 triggerall = statetype!= A triggerall=p2bodydist x>=-40 && p2bodydist x<=140 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200)&&p2statetype=A trigger1 = (stateno = 621) && movecontact trigger1 = 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)>=40||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 [State -1, Stand] type = ChangeState value =1000;ifelse((helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=2),1000,1010) triggerall = !IsHelper triggerall =var(59)>0 triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!= A triggerall=p2bodydist x>=-40 && p2bodydist x<=140 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200)&&p2statetype=A trigger1 = (stateno = 621) && movecontact trigger1 = 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)>=40||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 [State -1, Roman Cancel] type = ChangeState value = ifelse(statetype=A,6061,6060) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=(helper(218),var(35)!=13) ;triggerall = statetype != A triggerall = RoundState = 2 && Alive && power>=ifelse(stateno>=3000,500,1000);;;&& (random<=300||power>=4000); && partner,life<=0 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall=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)<=21 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall=((stateno!=420)&&(stateno!=211))||movecontact>=5||(p2statetype!=A)||p2stateno<200||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2movetype!=H ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall=p2bodydist x>=-30 ;;&& p2bodydist x<70 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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) triggerall = time > 0 triggerall =movecontact||numhelper(77777) > 0 triggerall=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)<20 trigger1=(stateno=[1100,1199])||(stateno=[1300,1399]) [State -1, Stand] type = ChangeState value =ifelse(stateno=420&&power>=1000&&(fvar(3)<1000000||(var(21)!=0)||partner,life>0||p2life<300||(power>=2000&&p2life>800)||partner,life>0),3000,500) triggerall = !IsHelper triggerall =var(59)>0 ;;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2;;;;||frontedgebodydist>80||stateno=211||stateno=410 ;triggerall=(helper(218),var(35)!=13) triggerall = statetype != A triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall=(helper(218),var(35)=18)||(helper(218),var(35)=20)||p2bodydist y<-40||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall=((stateno!=420)&&(stateno!=211))||movecontact>=5||(p2statetype!=A)||p2stateno<200||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2movetype!=H triggerall = statetype!= A triggerall =p2bodydist x<=70 triggerAll =(p2movetype=H&&p2stateno>200);;&&p2bodydist y>-140 trigger1 = (stateno = 1005) && movehit && time>10 trigger2 = (stateno = 1100) && movehit && time>10 trigger3 = 0;(time>20&&stateno = 1250) && movehit trigger4 = (stateno = 420) && movehit [State -1, Stand] type = ChangeState value =75 triggerall = !IsHelper triggerall =var(59)>0 ;;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2;;;;||frontedgebodydist>80||stateno=211||stateno=410 ;triggerall=(helper(218),var(35)!=13) triggerall = statetype != A triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall=(helper(218),var(35)=18)||(helper(218),var(35)=20)||p2bodydist y<-40||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall=((stateno!=420)&&(stateno!=211))||movecontact>=5||(p2statetype!=A)||p2stateno<200||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2movetype!=H triggerall = statetype!= A triggerall =p2bodydist x<=70 triggerAll =(p2movetype=H&&p2stateno>200);;&&p2bodydist y>-140 trigger1 = (Stateno = 410) && Movecontact&&(p2statetype=A) [State -1, Stand] type = ChangeState value =ifelse(stateno=400||stateno=300,200,ifelse(stateno=200,201,ifelse(stateno=201,ifelse(random<=333||p2statetype=A,410,ifelse(random<=666,202,420)),210))) triggerall = !IsHelper triggerall =var(59)>0 triggerall=(fvar(3)-((ceil(fvar(3)/100)-ifelse(fvar(3)-(ceil(fvar(3)/100)*100)<0,1,0))*100)<20)||p2statetype!=C ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(stateno!=210)||(p2statetype!=A)||time>75||p2bodydist y>-10 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(stateno!=[200,201])||(p2statetype!=A)||movecontact>=12||p2bodydist y>-10 ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)!=[200,299])||(stateno=[200,299])||p2statetype!=C ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)<700)||(stateno=[200,299])||p2statetype!=C ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)!=[800,899])||(stateno=[200,299])||p2statetype=A triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!= A triggerall=p2bodydist x>=-40 && p2bodydist x<=120 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200)||((stateno = 400||stateno = 300)&&p2statetype!=A) ;;triggerall = (stateno!=202)||(time>60&&movecontact=1);;||p2stateno<200||(p2movetype!=H)||p2bodydist y>=0||movecontact>=11||p2statetype!=A trigger1 = (stateno = [200,201]) && movecontact trigger2 = ((stateno=1250&&time>20)||stateno=420) && movecontact ;;&& p2movetype=H&&p2stateno>200 ;;&& random<=500 trigger3 = (stateno = 400||stateno = 300) && movecontact ;;&& p2bodydist x<=140;; && prevstateno!=[200,299] [State -1, Stand] type = ChangeState value =ifelse((stateno=400||stateno=300)&&p2bodydist x<=55,200,ifelse(p2bodydist x<=45&&random<=500,410,420)) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(stateno!=210)||(p2statetype!=A)||time>75||p2bodydist y>-10 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(stateno!=[200,201])||(p2statetype!=A)||movecontact>=12||p2bodydist y>-10 ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)!=[200,299])||(stateno=[200,299])||p2statetype!=C ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)<700)||(stateno=[200,299])||p2statetype!=C ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)!=[800,899])||(stateno=[200,299])||p2statetype=A triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!= A triggerall=p2bodydist x>=-40 && p2bodydist x<=120 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200)||((stateno = 400||stateno = 300)&&p2bodydist x<=55&&p2statetype!=A) ;;triggerall = (stateno!=202)||(time>60&&movecontact=1);;||p2stateno<200||(p2movetype!=H)||p2bodydist y>=0||movecontact>=11||p2statetype!=A trigger1 = (stateno = [200,201]) && movecontact trigger2 = 0;((stateno=1250&&time>20)||stateno=420) && movecontact ;;&& p2movetype=H&&p2stateno>200 ;;&& random<=500 trigger3 = (stateno = 400||stateno = 300) && movecontact ;;&& p2bodydist x<=140;; && prevstateno!=[200,299] [State -1, Stand] type = ChangeState value =1300 triggerall = !IsHelper triggerall =var(59)>0 triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)<200)&&life>200&&partner,life<=0 triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!= A triggerall=p2bodydist x>=100 && p2bodydist x<=180 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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) ;;triggerall = (stateno!=202)||(time>60&&movecontact=1);;||p2stateno<200||(p2movetype!=H)||p2bodydist y>=0||movecontact>=11||p2statetype!=A trigger1 = (stateno=420||stateno=[210,212]) && movecontact ;;&& p2bodydist x<=140;; && prevstateno!=[200,299] [State -1, Stand] type = ChangeState value =ifelse(stateno=621,1000,1001) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(stateno!=210)||(p2statetype!=A)||time>75||p2bodydist y>-10 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(stateno!=[200,201])||(p2statetype!=A)||movecontact>=12||p2bodydist y>-10 ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)!=[200,299])||(stateno=[200,299])||p2statetype!=C ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)<700)||(stateno=[200,299])||p2statetype!=C ;triggerall=(fvar(3)-((ceil(fvar(3)/1000)-ifelse(fvar(3)-(ceil(fvar(3)/1000)*1000)<0,1,0))*1000)!=[800,899])||(stateno=[200,299])||p2statetype=A triggerall = RoundState = 2 && Alive ;;;&& (random<=300||power>=4000); && partner,life<=0 ;;triggerall = NumHelper(1010) <= 0||(NumHelper(1010) <= 1&&Helper(1010),StateNo = [1012,1016]) ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!= A triggerall=p2bodydist x>=-40 && p2bodydist x<=140 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=p2stateno=5145||(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 =(p2movetype=H&&p2stateno>200)&&p2statetype=A trigger1 = (stateno = [400,420]) && movecontact trigger2 = (stateno = [200,201]) && movecontact trigger3 = (stateno = [210,212]) && movecontact trigger4 = (stateno = 621) && movecontact trigger4 = 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)>=40||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 trigger5 = (time>20&&stateno = 1250) && movecontact [State -1] type = ChangeState value =ifelse(stateno=600,610,ifelse(stateno=610,620,ifelse(stateno=620,621,610))) triggerall = !ishelper triggerall = var(59)>0 triggerall = (prevstateNo!=[6060,6069])&&(stateNo!=[6060,6069]) triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall=(helper(218),var(35)!=[16,17])||((pos y<-60||movehit)&&stateno!=610) ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/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=p2bodydist x>-50 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(p2stateno=5145||(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=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A ;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=(p2statetype=A)&&(p2movetype=H&&p2stateno>200);;||(stateno=620&&(p2stateno<200||p2movetype!=H));||p2stateno<=200||p2stateno=[5100,5110] trigger1 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||stateno=910;;;||((stateno = [1100,1101])&&animelemtime(20) >= 1) trigger1=(p2bodydist x<=ifelse(vel x>0,80,50) && p2bodydist y=[ifelse(vel y<0,-80,-40),40])||stateno=102||prevstateno=45;;||(helper(218),var(35)=21);;;||(helper(218),var(35)=19) ;;trigger1=time>10||prevstateno!=45 trigger2 = (stateno = [600,620]) && movecontact && (stateno=600||prevstateno!=622) [State -1] type = ChangeState value=ifelse(statetype=A,840,800) triggerall = !ishelper triggerall = var(59)>0 triggerall=numhelper(2130)=0||((helper(2130),stateno!=6130)&&(helper(2130),stateno!=1064))||p2bodydist x>100||partner,life>0||p2movetype=H ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;;triggerall = var(53)-((ceil(var(53)/100)-ifelse(var(53)-(ceil(var(53)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>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!=103 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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)&&p2bodydist X<=35&&p2bodydist Y=[-20,20]) triggerall=p2bodydist x>=-30 ;triggerall = stateno != 100 triggerall=p2movetype=A;;(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = 10109)||(StateNo = [100,101])||(time>=12&&StateNo = [1300,1302]) triggerall=p2stateno=5145||(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=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] trigger1=1 [State -1] type = ChangeState value=ifelse(statetype=A,840,800) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;;triggerall = var(53)-((ceil(var(53)/100)-ifelse(var(53)-(ceil(var(53)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>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!=103 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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)&&p2bodydist X <=35)||((statetype = A)&&(p2statetype=A)&&p2bodydist X<=35&&p2bodydist Y=[-20,20]) triggerall=p2bodydist x>=-30 ;triggerall = stateno != 100 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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)||statetype=A;||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101])||(time>=12&&StateNo = [1300,1302]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0||p2statetype=A triggerall=p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1 =p2bodydist x<10&&random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);;||p2movetype=A;+ifelse(var(53)-((ceil(var(53)/100)-ifelse(var(53)-(ceil(var(53)/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 =0;((p2stateno=[50,59]) && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20) trigger3 =stateno=10109 trigger4 = statetype=A [State -1] type = ChangeState value=10109 triggerall = !ishelper triggerall = var(59)>0 triggerall=(fvar(3)-((ceil(fvar(3)/100)-ifelse(fvar(3)-(ceil(fvar(3)/100)*100)<0,1,0))*100)=[0,9]) triggerall = RoundState = 2 && Alive && stateno!=3 ;;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;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>=-20 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))||fvar(14)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(p2movetype!=H);||p2stateno=[120,159] triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149])) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1 =0;helper(218),var(35)=15 trigger1 =p2stateno=[150,159] [State -1] type = ChangeState value=ifelse(random<=500,1600,10109) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 triggerall=(helper(218),var(35)!=13) triggerall=(p2movetype!=H)||random<=100||partner,life>0 triggerall = RoundState = 2 && Alive && stateno!=3 ;;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;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>=-20 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))||fvar(14)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H);||p2stateno=[120,159] triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149])) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999]);||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=420;;ifelse(random<=500&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life||life<500,20,30),1300,420) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20;;;||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||p2bodydist x<=90||(life>500&&life>p2life&&random<=500) ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<=90||power>=1000 triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<2000)||random<=250 triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<4000)||random<=250 triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<6000)||random<=250 triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<8000)||random<=250 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>95 triggerall=p2bodydist x<=145 triggerall = (p2statetype =S);;||(p2bodydist y>=-40 && p2bodydist x>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))||fvar(14)>=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=[100,101]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(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||(p2movetype=H&&p2statetype=S&&((random<=250&&partner,life<=0)||(partner,life>0&&partner,movetype=A)));;||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=47;;ifelse(random<=500&&p2bodydist x<=50,220,47) triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=(fvar(3)-((ceil(fvar(3)/10)-ifelse(fvar(3)-(ceil(fvar(3)/10)*10)<0,1,0))*10)<2) triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20;;;||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=250 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=250 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||random<=250 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||random<=250 ;triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<2000)||random<=333 ;triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<4000)||random<=333 ;triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<6000)||random<=333 ;triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<8000)||random<=333 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=-40 triggerall=p2bodydist x<=100;120;ifelse((partner,life<=0)||random<=500,60,100) triggerall = (p2statetype !=A);;||(p2bodydist y>=-40 && p2bodydist x>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))||fvar(14)>=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=[100,101]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(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||(p2movetype=H&&p2statetype=C&&((random<=250&&partner,life<=0)||(partner,life>0&&partner,movetype=A)));;||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(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(helper(218),var(35)=15)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall=p2bodydist x<=95||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<2000)||random<=333 triggerall=p2bodydist x<=95||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<4000)||random<=333 triggerall=p2bodydist x<=95||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<6000)||random<=333 triggerall=p2bodydist x<=95||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<8000)||random<=333 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<=95;ifelse(random<=500,100,180) triggerall = (p2statetype !=A);;||(p2bodydist y>=-40 && p2bodydist x>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))||fvar(14)>=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=[100,101]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x<=50&&random<=500,410,ifelse(p2bodydist x<=100,200,ifelse(p2bodydist x<=130&&random<=500,10023,210))) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(helper(218),var(35)=15)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20;;;;||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<2000)||random<=333 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<4000)||random<=333 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<6000)||random<=333 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<8000)||random<=333 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<=150;ifelse(random<=500,100,180) triggerall = (p2statetype !=A);;||(p2bodydist y>=-40 && p2bodydist x>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))||fvar(14)>=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=[100,101]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x<=100,200,ifelse(p2bodydist x<=130&&(random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30),10023,210)) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(helper(218),var(35)=15)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40||(life>500&&life>p2life) triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20;;;||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<2000)||(random<=333&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40) triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<4000)||(random<=333&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30) triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<6000)||random<=333 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<8000)||random<=333 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>70 triggerall=p2bodydist x<=150;ifelse(random<=500,100,180) triggerall = (p2statetype !=A);;||(p2bodydist y>=-40 && p2bodydist x>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))||fvar(14)>=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=[100,101]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=300;ifelse(p2bodydist x<=50&&random<=500,410,ifelse(p2bodydist x<=100,200,ifelse(p2bodydist x<=130&&random<=500,10023,210))) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(helper(218),var(35)=15)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30;;;;||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<2000)||random<=333 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<4000)||random<=333 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<6000)||random<=333 triggerall=p2bodydist x<=-55||(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<8000)||random<=333 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<=50;ifelse(random<=500,100,180) triggerall = (p2statetype =S);;||(p2bodydist y>=-40 && p2bodydist x>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))||fvar(14)>=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=[100,101]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(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+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-25,0);;||(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=1001 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=13) ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life||life<400,20,30) triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && partner,life<=0 triggerall = statetype != A triggerall=p2bodydist x>-30 triggerall=p2bodydist x<=130;;||p2bodydist x=[101,199] ;;;&& enemynear(helper(218),Var(36)),animtime<=-4 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))||fvar(14)>=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=[100,101]) triggerall=p2stateno=5145||(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(20)>0 && helper(218),fvar(20)=p2stateno)||(helper(218),fvar(21)>0 && helper(218),fvar(21)=p2stateno)||(helper(218),fvar(22)>0 && helper(218),fvar(22)=p2stateno) trigger1 =p2stateno!=[105,109] [State -1] type = ChangeState value=3000 triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=partner,life<=0||(partner,movetype!=H)||partner,stateno<200||(partner,stateno=[5000,5150]) triggerall = RoundState = 2 && Alive && partner,life>0 && power>=1000 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=500,20,30)||p2bodydist x>100 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall =helper(218),var(3)<600||random<=500 ;triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500 ;triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x>100 triggerall=P2bodyDist X<300;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) 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=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 triggerall=p2movetype=A||p2statetype=A;;facing*enemynear(helper(218),Var(36)),facing>0 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=p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 trigger2=facing*enemynear(helper(218),Var(36)),facing>0 trigger3=p2bodydist x>150&&((facing>0&&partner,pos x>pos x+50)||(facing<0&&partner,pos x<pos x-50)) [State -1] type = ChangeState value=210 triggerall = !ishelper triggerall = var(59)>0 triggerall = !numhelper(1) triggerall = !numhelper(2) triggerall = !numhelper(3) triggerall = !numhelper(10) triggerall = time<30||partner,life>0||stateno!=0 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall = RoundState = 2 && Alive && partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=500,20,30)||p2bodydist x>100 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall =helper(218),var(3)<600||random<=500 ;triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500 ;triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 triggerall=statetype != A triggerall=p2bodydist x>100;ifelse(backedgebodydist>80,70,100) triggerall=P2bodyDist X<300;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall = (p2statetype != A)||(p2bodydist y>=-130);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 triggerall = (p2stateno<200||p2movetype != H);;||(p2movetype=H&&p2bodydist y>=-100);||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=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=p2stateno<200||(helper(218),var(35)<=11&&p2bodydist x>150)||p2movetype!=H triggerall = 0;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=p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000 trigger2=facing*enemynear(helper(218),Var(36)),facing>0 trigger3=p2bodydist x>140&&((facing>0&&partner,pos x>pos x+50)||(facing<0&&partner,pos x<pos x-50)) trigger4=statetype=A [State -1] type = ChangeState value=1300 triggerall = !ishelper triggerall = var(59)>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 = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life||life<500,30,40) ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && partner,life<=0 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<8000||random<=333 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<6000||random<=333 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=333 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=200 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40||random<=500 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>100;ifelse(p2bodydist x<160,60,150) triggerall=p2bodydist x<=200;;ifelse(random<=700,130,250) triggerall = (p2statetype !=A);;||(p2bodydist y>=-40 && p2bodydist x>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))||fvar(14)>=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=[100,101]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(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;;+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=1200 triggerall = !ishelper triggerall = var(59)>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 = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>0 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life||life<500,30,40) ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && partner,life<=0 triggerall=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)<20000)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=200 triggerall=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)<40000)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=333 triggerall=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)<60000)||random<=333 triggerall=(fvar(3)-((ceil(fvar(3)/100000)-ifelse(fvar(3)-(ceil(fvar(3)/100000)*100000)<0,1,0))*100000)<80000)||random<=333 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>100;ifelse(p2bodydist x<160,60,150) triggerall=p2bodydist x<=200;;ifelse(random<=700,130,250) triggerall = (p2statetype !=A);;||(p2bodydist y>=-40 && p2bodydist x>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))||fvar(14)>=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=[100,101]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=p2stateno=5145||(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;;+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x>200&&random<=333&&var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000,1010,1000) triggerall = !ishelper triggerall = var(59)>0 triggerall = !numhelper(1) triggerall = !numhelper(2) triggerall = !numhelper(3) triggerall = !numhelper(10) triggerall = time<30||partner,life>0||stateno!=0 triggerall=(p2movetype!=H)||(p2statetype=A)||partner,life>0 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall = RoundState = 2 && Alive && partner,life<=0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=500,20,30)||p2bodydist x>100 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40||random<=500 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life<p2life||life<500,20,30) ;;triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life||life<400,20,30)||p2bodydist x>170 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<8000||random<=333 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<6000||random<=333 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=333 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=200 ;triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500 ;triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =(pos y>-40&&vel x<=0)||statetype != A triggerall=p2bodydist x>100;;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>100 triggerall=P2bodyDist X<300;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall = (p2statetype != A);;||partner,life>0||p2bodydist y=[-10,100];||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=((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=0;p2stateno=5145||(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>130)) 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 =random<=50 trigger1 =(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)<20000)||partner,life>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||(partner,life>0)||(helper(218),var(3)>=600),47,48) triggerall = !ishelper triggerall = var(59)>0 triggerall=numhelper(2130)=0||((helper(2130),stateno!=6130)&&(helper(2130),stateno!=1064))||p2bodydist x>100||partner,life>0||p2movetype=H triggerall = time<30||partner,life>0||stateno!=0 triggerall=(helper(218),var(35)!=13)||partner,life>0 triggerall=(p2movetype!=H)||(p2statetype=A)||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && partner,life<=0;;||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 ;triggerall =random<=800 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40 ;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)<20000)||partner,life>0||random<=500 ;triggerall =var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<233||var(11)=0||random<=500 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=250 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=250 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=250 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=250 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x>60 && p2bodydist x<=300 ;;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))||fvar(14)>=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=p2stateno=5145||(p2stateno=5145||(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(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x<=120,1200,ifelse(p2bodydist x<=200,1201,1202)) triggerall = !ishelper triggerall = var(59)>0 triggerall = var(28) = 0 ;triggerall = var(17) = 0 ;triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<2000) ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive ;;;&& power>=500 ;triggerall=(helper(218),var(35)!=14) ;;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3&&(partner,life<=0||power>=1500)&&(var(45)<1000000||var(21)||partner,life>0) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<1000 triggerall=(p2bodydist x=[0,300]);;||(helper(218),var(35)=11&&p2statetype=A);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,120);;[0,120]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = 0;Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) ;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=0;(helper(218),var(18)<1000&&p2bodydist x>150&&p2stateno!=5120)||partner,life>0 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(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16)) ;;trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000<=20000 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||p2bodydist x>250 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>=50000||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>=60000||p2bodydist x>150 ;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>ifelse(p2bodydist x>150,30000,50000)||p2bodydist x>200;;;=[22000,ifelse(random<=500,26000,23000)] trigger3=helper(218),var(18)>3000;;||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) trigger3=(helper(218),var(35)=11&&p2statetype=A)||helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger3=0;p2bodydist x>200 trigger3=var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000 [State -1] type = ChangeState value=48 triggerall = !ishelper triggerall = var(59)>0 triggerall=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 triggerall = var(4) = 0 ;triggerall = var(17) = 0 ;triggerall=(fvar(3)-((ceil(fvar(3)/10000)-ifelse(fvar(3)-(ceil(fvar(3)/10000)*10000)<0,1,0))*10000)<2000) ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive ;;;&& power>=500 ;triggerall=(helper(218),var(35)!=14) ;;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3&&(partner,life<=0||power>=1500)&&(var(45)<1000000||var(21)||partner,life>0) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<1000 triggerall=(p2bodydist x=[-30,100])&&backedgebodydist>80;;||(helper(218),var(35)=11&&p2statetype=A);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,120);;[0,120]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =0; Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) ;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=0;(helper(218),var(18)<1000&&p2bodydist x>150&&p2stateno!=5120)||partner,life>0 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(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16)) ;;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<=40000 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>=40000;;||p2bodydist x>150 ;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>ifelse(p2bodydist x>150,30000,50000)||p2bodydist x>200;;;=[22000,ifelse(random<=500,26000,23000)] trigger3=helper(218),var(18)>3000;;||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) trigger3=(helper(218),var(35)=11&&p2statetype=A)||helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger3=0;p2bodydist x>200 trigger3=var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000 [State -1] type = ChangeState value=49;;ifelse((p2bodydist x=[-50,60])&&random<=500&&frontedgebodydist-p2bodydist x>50,10108,47) triggerall = !ishelper triggerall = var(59)>0 triggerall=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 triggerall=(helper(218),var(35)!=9) triggerall=(helper(218),var(35)!=10);||partner,life>0 ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive && partner,life<=0;ifelse(p2stateno=13311,30,500) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 triggerall=(p2bodydist x=[0,90]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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=[101,102]) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1=0;(helper(218),var(21)<20000&&helper(218),var(18)<1000&&p2stateno!=5120)||partner,life>0 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(21)<20000&&helper(218),var(18)>3000);;||(enemynear(helper(218),Var(36)),vel x<0&&p2stateno!=[5100,5110]) ;trigger3=helper(218),var(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16)) 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=[38000,ifelse(random<=100,50000,40000)];;;;=[22000,ifelse(random<=500,26000,23000)] ;trigger2=p2bodydist x<=70 ;trigger3=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) ;trigger3=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] ;trigger3=(helper(218),var(21)<20000&&helper(218),var(18)>3000);;||(enemynear(helper(218),Var(36)),vel x<0&&p2stateno!=[5100,5110]) ;trigger3=helper(218),var(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16)) ;trigger3=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000=[13000,ifelse(random<=100,15000,15000)];;;;=[22000,ifelse(random<=500,26000,23000)] ;trigger3=p2bodydist x>70 [State -1] type = ChangeState value=47 triggerall = !ishelper triggerall = var(59)>0 triggerall=(helper(218),var(35)!=96) triggerall=(helper(218),var(35)!=13) ;triggerall=(stateno!=1000) && (stateno!=[1340,1349]) && (stateno!=[11120,11129]) && (pos y>=0||((stateno!=[10,19])&&(prevstateno!=[10,19]))) triggerall=(helper(218),var(35)!=11)||(p2movetype!=H)||(p2stateno=[5100,5150]) ;triggerall=p2stateno!=80103 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>=-40 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = 10109) 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 = (facing>0&&helper(218),var(10)=[100000,199999])||(facing<0&&helper(218),var(10)=[200000,299999]) trigger2 =p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=50 && enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110] trigger2 =frontedgebodydist>100 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] ;triggerall=var(53)!=[1000,1999] 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 = 10109)||((stateno=5120||(stateno=161&&prevstateno=5120))&&AnimTime=0);;||(stateno=[100,101]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall = prevStateNo != [110,111] triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=fvar(14)<100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)=[1,9] value = ifelse(statetype=A,132,130) [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] ;triggerall=var(53)!=[1000,1999] 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 = 10109)||((stateno=5120||(stateno=161&&prevstateno=5120))&&AnimTime=0);;||(animelemtime(9) > 0&&stateno=[100,101]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall = prevStateNo != [110,111] triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=fvar(14)<100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)>=1 value = ifelse(statetype=A,132,ifelse((enemynear(helper(218),Var(36)),stateType = A),130,131)) [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] ;triggerall=var(53)!=[1000,1999] ;triggerall = p2statetype=A||helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||((stateno=5120||(stateno=161&&prevstateno=5120))&&AnimTime=0);;||(animelemtime(9) > 0&&stateno=[100,101]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall = prevStateNo != [110,111] triggerall=statetype !=A triggerall=inguarddist||helper(218),inguarddist triggerall=fvar(14)<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=(fvar(16)>0 && fvar(16)=p2stateno)||(fvar(15)>0 && fvar(15)=p2stateno) value = 130 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] ;triggerall=var(53)!=[1000,1999] ;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 = 10109)||((stateno=5120||(stateno=161&&prevstateno=5120))&&AnimTime=0);;||(animelemtime(9) > 0&&stateno=[100,101]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall = prevStateNo != [110,111] triggerall=statetype!=A triggerall=inguarddist||helper(218),inguarddist triggerall=fvar(14)<100000 triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(fvar(16)<=0||fvar(16) !=p2stateno) triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(fvar(15)<=0 ||fvar(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(59)>0 triggerall=(stateno!=1000) && (stateno!=[1340,1349]) && (stateno!=[11120,11129]) && (pos y>=0||((stateno!=[10,19])&&(prevstateno!=[10,19]))) ;triggerall=var(52)=[-999999,999] ;triggerall=var(53)!=[1000,1999] ;triggerall = helper(218),var(35)!=1 triggerall = vel y>=0||pos y<-40||helper(218),fvar(10)!=[1000000,1999999] triggerall = RoundState = 2 && Alive triggerall = StateNo != [120, 159] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall=inguarddist||helper(218),inguarddist triggerall=fvar(14)<100000 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||((stateno=5120||(stateno=161&&prevstateno=5120))&&AnimTime=0)||(stateno=[50,51]);;||(stateno=105&&time>=2) triggerall=statetype=A trigger1=1 value = 132 [State -1, Stand1] type = ChangeState value =100 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall=(helper(218),var(35)!=11) triggerall=(helper(218),var(35)!=14)||p2bodydist x>150 triggerall=(helper(218),var(35)!=22) ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/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(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(helper(218),var(35)!=19) ;triggerall = (helper(218),var(35)!=[13,14]) ;triggerall = (helper(218),var(35)!=16) ;triggerall = (helper(218),var(35)!=[12,13])||p2statetype!=A ;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(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall = RoundState = 2 && Alive && (stateno!=[100,109]) && stateno!=3 triggerall = statetype != A triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 && p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>250 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] 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<=10 && p2bodydist x>150 && p2movetype!=H trigger3=p2movetype=H && p2stateno>200 && p2bodydist x>100 && ((p2bodydist y>=-60&&p2bodydist x>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(59)>0 triggerall=stateno!=29 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2movetype!=A triggerall=(helper(218),var(35)!=19)||stateno!=0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=28 && (random<=200||helper(218),var(35)=20));;||(stateno=28 && (helper(218),var(35)=18||helper(218),var(35)=[20,26])) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||fvar(14)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);;||var(53)=[1000,1999];||(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=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger1=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 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||(helper(218),var(35)=11),50,ifelse(p2movetype=H&&p2stateno>200,0,60)) 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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger2=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger2=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger2=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||(helper(218),var(35)=11),50,ifelse(p2movetype=H&&p2stateno>200,0,60)) 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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger3=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger3=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger3=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,60)) trigger3=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger4=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger4=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger4=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,60)) trigger4=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger5=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger5=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger5=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||(helper(218),var(35)=11),50,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger5=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger6=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger6=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger6=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||(helper(218),var(35)=11),50,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger6=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger7=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger7=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger7=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger7=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger8=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger8=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger8=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger8=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 [State -1, Stand1] type = ChangeState value =28;ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25) triggerall = !IsHelper triggerall = var(59)>0 && partner,life<=0 triggerall=stateno!=29 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2movetype!=A triggerall=(helper(218),var(35)!=19)||stateno!=0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 triggerall = statetype != A triggerall=stateno!=28;;||(stateno=28 && (helper(218),var(35)=18||helper(218),var(35)=[20,26])) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||fvar(14)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);;||var(53)=[1000,1999];||(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<50 [State -1, Stand1] type = ChangeState value =28;ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25) triggerall = !IsHelper triggerall = var(59)>0 triggerall=stateno!=29 triggerall=(helper(218),var(35)!=19)||stateno!=0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2movetype!=A ;triggerall=(helper(218),var(35)!=[11,12]) ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=27 && (random<=200||helper(218),var(35)=20));;||(stateno=28 && (helper(218),var(35)=18||helper(218),var(35)=[20,26])) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||fvar(14)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);;||var(53)=[1000,1999];||(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=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger1=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 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||(helper(218),var(35)=11),50,ifelse(p2movetype=H&&p2stateno>200,0,60)) 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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger2=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger2=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger2=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||(helper(218),var(35)=11),50,ifelse(p2movetype=H&&p2stateno>200,0,60)) 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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger3=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger3=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger3=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,60)) trigger3=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger4=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger4=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger4=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,60)) trigger4=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger5=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger5=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger5=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||(helper(218),var(35)=11),50,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger5=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger6=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger6=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger6=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||(helper(218),var(35)=11),50,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger6=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger7=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger7=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger7=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger7=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger8=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger8=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger8=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger8=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 [State -1, Stand] type = ChangeState value = 0 triggerall = !IsHelper triggerall = (var(59) !=0)||stateno=[27,28] ;triggerall = RoundState = 2 && Alive && time triggerall = time>=10 && statetype != A trigger1=(time>=10 && stateno=[27,28]);||(time>=3 && stateno=[100,101]) trigger1 = RoundState != 2 trigger2=(stateno=[27,28]);||(stateno=[100,101])||(StateNo = 5120 && AnimTime = 0) trigger2 = p2bodydist x<-30||time>=300;||(p2bodydist x<0 && facing*enemynear(helper(218),Var(36)),facing>0) ;;trigger3 = helper(218),var(35)=18 && p2bodydist x=[-20,20] ctrl=1 [State -1, Stand] type = ChangeState value = 101;ifelse(time <= 12, 101, 102) triggerall = !IsHelper triggerall = (var(59) !=0) triggerall =stateno=100 && statetype != A trigger1 = RoundState != 2 trigger2 = p2movetype=A||inguarddist||(((p2movetype!=H)||p2stateno<200||p2bodydist x<50)&&time>=30) trigger2 = p2movetype=A||inguarddist||p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<180||p2bodydist x<=180 trigger3 =p2bodydist x<ifelse(p2statetype=A,10,0) trigger4 =helper(218),Var(35)=14 trigger4 =0;p2bodydist x<100 ctrl=1 [State -1, Stand] type = ChangeState value = stateno+1 triggerall = !IsHelper triggerall = (var(59) !=0) triggerall =0;(stateno=1501||stateno=1511) && statetype != A trigger1 = RoundState != 2 trigger2 = p2movetype=A||inguarddist||(((p2movetype!=H)||p2stateno<200||p2bodydist x<50)&&time>=30) trigger2 = p2movetype=A||inguarddist||p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<150||p2bodydist x<=150||random<=10 trigger3 =p2bodydist x<ifelse(p2statetype=A,10,0) trigger4=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] trigger4=enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110] ;;ctrl=1 [State -2] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall=time=0 triggerall = RoundState = 2 && Alive trigger1=stateno=[5200,5210] trigger1=0;numpartner=0 value =5050 [State -1] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive trigger1=stateno=20 trigger2=stateno=40 trigger3=0;stateno=45 trigger4=stateno=10 value = ifelse(stateno=45,ifelse(vel y >=0,51,50),ifelse(p2movetype=A&&(helper(218),var(3)<600)&&p2bodydist x<130&&(helper(218),var(35)!=1),28,27)) ctrl=1 [State -1] type = ChangeState triggerall = !IsHelper triggerall = var(59)!=0 triggerall=stateno=[20,23] trigger1=roundstate !=2 trigger2=p2bodydist x<-10 value =0 ctrl=1 [State -1] type = ChangeState value =4200;;14400;ifelse(random<=500,14500,14600);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 =0;var(59)=0 trigger1 = stateno = 230 trigger1 = movecontact && AnimElemTime(8) <= 1 trigger2 = var(58) = [1,2] trigger2 = stateno = 310 trigger2 = movecontact && AnimElemTime(7) <= 3 [State -1] type = ChangeState value =ifelse(random<=333,1100,ifelse(random<=666,1110,1120));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310) triggerall =var(59)=0 trigger1 =Command = "start" trigger1 = statetype != A trigger1 =0;ctrl||stateno=[20,29] ;trigger2=(stateno = 320) && (Time >= 35) [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=var(59)<=0 trigger1=0;stateno=[3000,3999] v = 59 value =99 [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=var(59)>0 trigger1=0;stateno!=[3000,3999] v = 59 value =0 ;=========================================================================== ;=========================================================================== [State -1, Essence of True Form: Just Like a Dragon] type = changestate value = 3900 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "DDD_ab" triggerall = power >= 2000 triggerall = statetype != A triggerall = roundstate = 2 triggerall = p2life <= (enemynear,lifemax)*.25 triggerall = var(21) = 0 triggerall = fvar(35) <= 0 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact trigger6 = (stateno = 1250) && movecontact trigger7 = stateno = 5120 && time >= 3 ;--------------------------------------------------------------------------- [State -1, Essence of Dragon Drop] type = changestate value = 3050 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_ab" triggerall = power >= 1000 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact trigger6 = (stateno = 1250) && movecontact trigger7 = stateno = 5120 && time >= 3 ;--------------------------------------------------------------------------- [State -1, Flint Shooter] type = changestate value = 3000 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_ab" triggerall = power >= 1000 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact trigger6 = (stateno = 1250) && movecontact trigger7 = (stateno = 1005) && movehit ;--------------------------------------------------------------------------- [State -1, Exceed Accel] type = ChangeState value = 4000 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y+z" || command = "holdy" && command = "holdz" triggerall = fvar(19) > 0 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl || stateno = 100 trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact trigger6 = (stateno = 1250) && movecontact ;--------------------------------------------------------------------------- [State -1, Tail Slam] type = changestate value = 1100 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "DD_b" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact trigger6 = (stateno = 1250) && movecontact trigger7 = stateno = 5120 && time >= 3 ;--------------------------------------------------------------------------- [State -1, Tail Grab A] type = changestate value = 1000 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_a" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact trigger6 = (stateno = 1250) && movecontact ;--------------------------------------------------------------------------- [State -1, Tail Grab B] type = changestate value = 1001 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_b" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact trigger6 = (stateno = 1250) && movecontact ;--------------------------------------------------------------------------- [State -1, Tail Grab EX] type = changestate value = 1010 triggerall = power >= 500 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_c" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact trigger6 = (stateno = 1250) && movecontact ;--------------------------------------------------------------------------- [State -1, Acrobatic Assault] type = changestate value = 1200 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_a" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact ;--------------------------------------------------------------------------- [State -1, Raptor Boost] type = changestate value = 1300 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_b" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact ;--------------------------------------------------------------------------- [State -1, Wide Coco] type = changestate value = 1500 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "DD_y" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact ;--------------------------------------------------------------------------- [State -1, Coco Buster] type = changestate value = 1600 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_c" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,212]) && movecontact trigger5 = (stateno = 621) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Coco Buster] type = changestate value = 1605 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_c" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,620]) && movecontact ;--------------------------------------------------------------------------- [State -1, Plug-in Type AsaCoco] type = ChangeState value = 500 triggerall = !ishelper triggerall = !ailevel triggerall = command = "a" || command = "b" || command = "c" triggerall = statetype != A triggerall = time > 1 trigger1 = (stateno = 1005) && movehit trigger2 = (stateno = 1100) && movehit ;--------------------------------------------------------------------------- [State -1, Plug-in Type AsaCoco] type = ChangeState value = 500 triggerall = !ishelper triggerall = !ailevel triggerall = command = "a" triggerall = statetype != A triggerall = time > 1 trigger1 = (stateno = 1250) && movehit ;--------------------------------------------------------------------------- [State -1, Plug-in Type AsaCoco] type = ChangeState value = 500 triggerall = !ishelper triggerall = !ailevel triggerall = command = "a" || command = "c" triggerall = statetype != A triggerall = time > 1 trigger1 = (stateno = 420) && movehit ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = changestate value = 100 triggerall = !ishelper triggerall = !AIlevel trigger1 = command = "FF" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Back Dash] type = changestate value = 105 triggerall = !ishelper triggerall = !AIlevel trigger1 = command = "BB" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Super Jump] type = ChangeState value = 75 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "highjump" triggerall = fvar(38) < 8 trigger1 = Stateno = 100 trigger2 = (Stateno = [200,201]) && Movecontact trigger3 = (stateno = 300) && movecontact trigger4 = (stateno = [400,410]) && movecontact ;--------------------------------------------------------------------------- [State -1, Super Jump] type = ChangeState value = 75 triggerall = !ishelper triggerall = !AIlevel triggerall = numexplod(5993) trigger1 = Stateno = 100 trigger2 = (Stateno = [200,201]) && Movecontact trigger3 = (stateno = 300) && movecontact trigger4 = (stateno = [400,410]) && movecontact trigger5 = ctrl && stateno != [40,79] ;--------------------------------------------------------------------------- [State -1, Jump Cancel] type = changestate value = 40 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "holdup" trigger1 = Stateno = 100 trigger2 = (Stateno = [200,201]) && Movecontact trigger3 = (stateno = 300) && movecontact trigger4 = (stateno = [400,410]) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Jump] type = changestate value = 45 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "holdup" triggerall = statetype = A triggerall = var(11) = 1 triggerall = var(15) < 6 trigger1 = ctrl && vel y > 0 ;--------------------------------------------------------------------------- [State -1, Air Dash] type = changestate value = 102 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "FF" triggerall = statetype = A triggerall = var(11) = 1 trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Air Dash Back] type = changestate value = 103 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "BB" triggerall = statetype = A triggerall = var(11) = 1 trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Ultra Burst] type = changestate value = 8050 triggerall = !ishelper triggerall = !AIlevel triggerall = Var(50) != 1 triggerall = command = "y+z" triggerall = alive && Roundstate = 2 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 5120 && time >= 3 ;--------------------------------------------------------------------------- [State -1, Ultra Guard Cancel] type = changestate value = 8060 triggerall = !ishelper triggerall = !AIlevel triggerall = Var(50) != 1 triggerall = command = "y+z" triggerall = alive && Roundstate = 2 trigger1 = stateno = [120,155] ;--------------------------------------------------------------------------- [State -1, Grab] type = changestate value = 800 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "z" triggerall = statetype != A triggerall = ctrl trigger1 = stateno != 100 [State -1, Running Grab] type = changestate value = 820 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "z" triggerall = statetype != A trigger1 = stateno = 100 [State -1, Air Grab] type = changestate value = 840 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "z" triggerall = statetype = A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, 4A] type = changestate value = 300 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command = "holdback" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 5A] type = changestate value = 200 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (Stateno = [400,401]) && Movecontact trigger3 = (Stateno = [300,302]) && Movecontact trigger4 = (Stateno = 230) && Movecontact ;--------------------------------------------------------------------------- [State -1, 5AA] type = changestate value = 201 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = stateno = 200 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5AAA] type = changestate value = 202 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = stateno = 201 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5AAAA] type = null;changestate value = 1000 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = stateno = 202 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5B] type = changestate value = 210 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (Stateno = 300) && Movecontact trigger5 = (stateno = 1250) && movecontact ;--------------------------------------------------------------------------- [State -1, 5C] type = changestate value = 220 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "c" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,410]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = stateno = 100 trigger5 = (stateno = 1250) && movecontact ;--------------------------------------------------------------------------- [State -1, 66A] type = changestate value = 230 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" trigger1 = statetype != A trigger1 = Stateno = 100 ;--------------------------------------------------------------------------- [State -1, 66B] type = changestate value = 240 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "b" trigger1 = statetype != A trigger1 = Stateno = 100 ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = changestate value = 195 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 2A] type = changestate value = 400 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (Stateno = 200) && Movecontact trigger2 = prevstateno != 400 ;--------------------------------------------------------------------------- [State -1, 2B] type = changestate value = 410 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,401]) && movecontact trigger3 = (stateno = [200,201]) && movecontact trigger4 = (stateno = 1250) && movecontact ;--------------------------------------------------------------------------- [State -1, 2C] type = changestate value = 420 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,410]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = stateno = 100 trigger5 = (stateno = 1250) && movecontact ;--------------------------------------------------------------------------- [State -1, jA] type = changestate value = 600 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, jB] type = changestate value = 610 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "b" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [600,601] trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, jC] type = changestate value = 620 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "c" triggerall = command != "holddown" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact ;--------------------------------------------------------------------------- [State -1, j2C] type = changestate value = 621 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,620]) && movecontact ;--------------------------------------------------------------------------- [State -1, backdash alternate command] type = changestate value = 105 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y" triggerall = command = "holdback" triggerall = command != "holdfwd" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 5120 && time >= 3 ;--------------------------------------------------------------------------- [State -1, Dodge] type = changestate value = 160 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y" triggerall = command != "holdback" triggerall = command != "holdfwd" triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Forward Dodge] type = changestate value = 161 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y" triggerall = command != "holdback" triggerall = command = "holdfwd" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 5120 && time >= 3 ;--------------------------------------------------------------------------- [State -1, Air Dodge] type = changestate value = 162 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y" triggerall = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Roman Cancel] type = ChangeState value = 6060 triggerall = !ishelper triggerall = !AIlevel triggerall = prevstateno != [120,159] triggerall = movetype != H triggerall = statetype != A triggerall = command = "x" && power >= 1000 triggerall = !ctrl triggerall = stateno != [3000,3090] triggerall = stateno != [8000,8050] triggerall = stateno != [4000,4999] triggerall = stateno != 3001 triggerall = time > 0 trigger1 = movecontact trigger2 = stateno = 621 trigger2 = var(7) = 1 trigger3 = numhelper > 0 trigger3 = helper,movecontact trigger4 = numhelper(7777) > 0 ;--------------------------------------------------------------------------- [State -1, Air Roman Cancel] type = changestate value = 6061 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype = A triggerall = command = "x" && power >= 1000 triggerall = !ctrl triggerall = stateno != [3000,3090] triggerall = stateno != [8000,8050] triggerall = stateno != [4000,4999] triggerall = time > 0 trigger1 = movecontact trigger2 = numhelper > 0 trigger2 = helper,movecontact trigger3 = numhelper(7777) > 0 ;--------------------------------------------------------------------------- [State -1, Force Roman Cancel] type = changestate value = 6060 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype != A triggerall = command = "x" && power >= 500 triggerall = stateno = [3000,3090] triggerall = stateno != [4000,4999] triggerall = time > 0 triggerall = !ctrl trigger1 = movecontact trigger2 = numhelper(7777) > 0 ;--------------------------------------------------------------------------- [State -1, Air Force Roman Cancel] type = changestate value = 6061 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype = A triggerall = command = "x" && power >= 500 triggerall = !ctrl triggerall = stateno = [3000,3090] triggerall = stateno = [3051,3052] triggerall = stateno != [4000,4999] triggerall = time > 0 trigger1 = movecontact trigger2 = numhelper(7777) > 0 ;--------------------------------------------------------------------------- [State -1, Air Force Roman Cancel] type = changestate value = 6061 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype = A triggerall = command = "x" && power >= 500 triggerall = !ctrl triggerall = stateno = 3052 triggerall = time > 0 trigger1 = movecontact trigger1 = numtarget(14) ;--------------------------------------------------------------------------- [State -1, Guard Cancel] type = changestate value = 204 triggerall = !ishelper triggerall = !AIlevel triggerall = statetype != A trigger1 = command = "x" || command = "b+c" trigger1 = command = "holdfwd" trigger1 = power >= 1000 trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 151 || StateNo = 153 ;--------------------------------------------------------------------------- [State -1, Burst] type = changestate value = 8000 triggerall = !ishelper triggerall = !AIlevel triggerall = stateno != [120,155] triggerall = numhelper(9000) triggerall = helper(9000),var(3) <= 0 triggerall = Var(50) != 1 triggerall = command = "y+z" triggerall = alive && Roundstate = 2 triggerall = movetype = H triggerall = enemy,hitdefattr != SCA,HA,HP,AT triggerall = enemy,stateno != [120,155] triggerall = enemy,stateno != [800,899] triggerall = enemy,stateno != [3000,4999] trigger1 = !ctrl trigger2 = numenemy trigger2 = enemy,movehit && p2stateno != [3000,4999] trigger3 = enemy,numhelper trigger3 = movetype = H && p2stateno != [3000,4999] trigger4 = numenemy trigger4 = enemy,movehit && p2stateno != [800,899]
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