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Command List — MVC_DK_AI.zip ← Back to Overview

;=========================================================================== ;--------------------------------------------------------------------------- ;Commands ;--------------------------------------------------------------------------- ;=========================================================================== ;-| AI/CPU Commands |------------------------------------------------------ [Command] name = "cpu_1" command = U, U, U, U, U time = 1 [Command] name = "cpu_2" command = D, D, D, D, D time = 1 [Command] name = "cpu_3" command = x, x, x, x, x time = 1 [Command] name = "cpu_4" command = y, y, y, y, y time = 1 [Command] name = "cpu_5" command = z, z, z, z, z time = 1 [Command] name = "cpu_6" command = a, a, a, a, a time = 1 [Command] name = "cpu_7" command = b, b, b, b, b time = 1 [Command] name = "cpu_8" command = c, c, c, c, c time = 1 [Command] name = "cpu_9" command = s, s, s, s, s time = 1 [Command] name = "cpu_10" command = U, D, U, D, U time = 1 [Command] name = "cpu_11" command = D, U, D, U, D time = 1 [Command] name = "cpu_12" command = U, U, U, U, U time = 1 [Command] name = "cpu_13" command = D, D, D, D, D time = 1 [Command] name = "cpu_14" command = x, x, x, x, x time = 1 [Command] name = "cpu_15" command = y, y, y, y, y time = 1 [Command] name = "cpu_16" command = z, z, z, z, z time = 1 [Command] name = "cpu_17" command = a, a, a, a, a time = 1 [Command] name = "cpu_18" command = b, b, b, b, b time = 1 [Command] name = "cpu_19" command = c, c, c, c, c time = 1 [Command] name = "cpu_20" command = s, s, s, s, s time = 1 [Command] name = "cpu_21" command = U, D, U, D, U time = 1 [Command] name = "cpu_22" command = D, U, D, U, D time = 1 [Command] name = "cpu_23" command = U, U, U, U, U time = 1 [Command] name = "cpu_24" command = D, D, D, D, D time = 1 [Command] name = "cpu_25" command = x, x, x, x, x time = 1 [Command] name = "cpu_26" command = y, y, y, y, y time = 1 [Command] name = "cpu_27" command = z, z, z, z, z time = 1 [Command] name = "cpu_28" command = a, a, a, a, a time = 1 [Command] name = "cpu_29" command = b, b, b, b, b time = 1 [Command] name = "cpu_30" command = c, c, c, c, c time = 1 [Command] name = "cpu_31" command = s, s, s, s, s time = 1 [Command] name = "cpu_32" command = U, D, U, D, U time = 1 [Command] name = "cpu_33" command = D, U, D, U, D time = 1 [Command] name = "cpu_34" command = U, U, U, U, U time = 1 [Command] name = "cpu_35" command = D, D, D, D, D time = 1 [Command] name = "cpu_36" command = x, x, x, x, x time = 1 [Command] name = "cpu_37" command = y, y, y, y, y time = 1 [Command] name = "cpu_38" command = z, z, z, z, z time = 1 ;---| QCF Motions |------------------------------- [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCF_s" command = ~D, DF, F, s ;---| Super QCF Motions |------------------------- [Command] name = "QCF_xyz" command = ~D, DF, F, x+y [Command] name = "QCF_xyz" command = ~D, DF, F, x+z [Command] name = "QCF_xyz" command = ~D, DF, F, y+z [Command] name = "QCF_abc" command = ~D, DF, F, a+b [Command] name = "QCF_abc" command = ~D, DF, F, a+c [Command] name = "QCF_abc" command = ~D, DF, F, b+c [Command] name = "QCF_zc" command = ~D, DF, F, z+c ;---| QCB Motions |------------------------------- [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "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 ;---| Super QCB Motions |------------------------- [Command] name = "QCB_xyz" command = ~D, DB, B, x+y [Command] name = "QCB_xyz" command = ~D, DB, B, x+z [Command] name = "QCB_xyz" command = ~D, DB, B, y+z [Command] name = "QCB_abc" command = ~D, DB, B, a+b [Command] name = "QCB_abc" command = ~D, DB, B, a+c [Command] name = "QCB_abc" command = ~D, DB, B, b+c [Command] name = "QCB_zc" command = ~D, DB, B, z+c ;---| HCF Motions |------------------------------- [Command] name = "HCF_x" command = ~B, DB, D, DF, F, x [Command] name = "HCF_y" command = ~B, DB, D, DF, F, y [Command] name = "HCF_z" command = ~B, DB, D, DF, F, z [Command] name = "HCF_a" command = ~B, DB, D, DF, F, a [Command] name = "HCF_b" command = ~B, DB, D, DF, F, b [Command] name = "HCF_c" command = ~B, DB, D, DF, F, c ;---| DP Motions |-------------------------------- [Command] name = "RU_x" command = ~F, D, DF, x [Command] name = "RU_y" command = ~F, D, DF, y [Command] name = "RU_z" command = ~F, D, DF, z [Command] name = "MS_a" command = ~F, D, DF, a [Command] name = "MS_b" command = ~F, D, DF, b [Command] name = "MS_c" command = ~F, D, DF, c ;-| Super Jump |----------------------------------------------------------- [Command] name = "superjump" command = ~D, U ;-| 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 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "throw_p" command = x+y time = 5 [Command] name = "throw_p" command = x+z time = 5 [Command] name = "throw_p" command = y+z time = 5 [Command] name = "throw_k" command = a+b time = 5 [Command] name = "throw_k" command = a+c time = 5 [Command] name = "throw_k" command = b+c time = 5 [Command] name = "guardpush" command = x+y time = 5 [Command] name = "guardpush" command = x+z time = 5 [Command] name = "guardpush" command = y+z time = 5 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "back_b" command = /$B,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 = "start" command = s time = 1 ;-| Tap Dir |--------------------------------------------------------------- [Command] name = "tapfwd" command = F time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;-| Hold Button |----------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "bitin" command = /x time = 1 [Command] name = "bitin" command = /y time = 1 [Command] name = "bitin" command = /z time = 1 ;-| Dir |----------------------------------------------------------- [command] name="fwd" command=F time=1 [command] name="back" command=B time=1 [command] name="up" command=U time=1 [command] name="down" command=D time=1 [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 && var(35)!=1 trigger1=fvar(5) !=-99999 trigger1=root,movetype=H||(root,stateno=[150,169]) fv = 5 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentVarset triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-999,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(20)>=0 trigger1=fvar(5) >0 fv = 20 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(20)<0 fv = 20 value =-root,fvar(20) [State -2 , 1] type = parentVarset triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-999,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(33)>=0 trigger1=fvar(5) >0 fv = 33 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(33)<0 fv = 33 value =-root,fvar(33) [State -2 , 1] type = parentVarset triggerall=root,fvar(32)=0||root,fvar(32)-fvar(5) =[-999,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(32)>=0 trigger1=fvar(5) >0 fv = 32 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(32)<0 fv = 32 value =-root,fvar(32) [State -2 , 1] type = parentVarset triggerall=root,fvar(39)=0||root,fvar(39)-fvar(5) =[-999,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(39)>=0 trigger1=fvar(5) >0 fv = 39 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(39)<0 fv = 39 value =-root,fvar(39) [State -2 , 1] type = parentVarset triggerall=root,fvar(38)=0||root,fvar(38)-fvar(5) =[-999,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(38)>=0 trigger1=fvar(5) >0 fv = 38 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(38)<0 fv = 38 value =-root,fvar(38) [State -2 , 1] type = parentVarset triggerall=root,fvar(37)=0||root,fvar(37)-fvar(5) =[-999,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(37)>=0 trigger1=fvar(5) >0 fv = 37 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(37)<0 fv = 37 value =-root,fvar(37) [State -2 , 1] type = parentVarset triggerall=root,fvar(36)=0||root,fvar(36)-fvar(5) =[-999,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(36)>=0 trigger1=fvar(5) >0 fv = 36 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(36)<0 fv = 36 value =-root,fvar(36) [State -2 , 1] type = parentVarset triggerall=root,fvar(35)=0||root,fvar(35)-fvar(5) =[-999,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(35)>=0 trigger1=fvar(5) >0 fv = 35 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(35)<0 fv = 35 value =-root,fvar(35) [State -2 , 1] type = parentVarset triggerall=root,fvar(34)=0||root,fvar(34)-fvar(5) =[-999,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999] trigger1=root,fvar(34)>=0 trigger1=fvar(5) >0 fv = 34 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(34)<0 fv = 34 value =-root,fvar(34) [State -2 , 1] type = parentVarset triggerall=root,fvar(31)=0||root,fvar(31)-fvar(5) =[-999,999] trigger1=root,fvar(31)>=0 trigger1=fvar(5) >0 fv = 31 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(31)<0 fv = 31 value =-root,fvar(31) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(9)>1 && root,fvar(9)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(25)=0 && var(14)<2 fv = 25 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(25)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 25 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(25)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 25 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(9)>1 && root,fvar(9)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(24)=0 && var(14)<2 fv = 24 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(24)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 24 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(24)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 24 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(9)=0 && var(14)<2 fv = 9 value =1 [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=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 = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(26)=0 && var(14)<2 fv = 26 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(26)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 26 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(26)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 26 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(27)=0 && var(14)<2 fv = 27 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(27)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 27 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(27)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 27 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 trigger1=root,fvar(28)=0 && var(14)<2 fv = 28 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(28)=1 trigger1=enemynear(Var(36)),movetype=H trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13) fv = 28 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(28)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 28 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) ;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) [State -2 , 1] type = parentVarset triggerall=(-root,fvar(11))-((ceil((-root,fvar(11))/100)-ifelse((-root,fvar(11))-(ceil((-root,fvar(11))/100)*100)<0,1,0))*100)=[1,98] trigger1=root,fvar(11)<0 fv = 11 value =root,fvar(11)-1 [State -2 , 1] type = parentVarset triggerall=root,fvar(11)<0 trigger1=var(13)-enemynear(Var(36)),stateno!=[-99,99] fv = 11 value =-root,fvar(11) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(13)>1 && root,fvar(13)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(15)>1 && root,fvar(15)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(14)>1 && root,fvar(14)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(19)>1 && root,fvar(19)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(16)>1 && root,fvar(16)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(17)>1 && root,fvar(17)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(18)>1 && root,fvar(18)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(11)=0 && enemynear(Var(36)),HitDefAttr =SCA,SA fv = 11 value =-var(14)-(enemynear(Var(36)),stateno*100) [State -2 , 1] type = parentVarset triggerall=(-root,fvar(13))-((ceil((-root,fvar(13))/100)-ifelse((-root,fvar(13))-(ceil((-root,fvar(13))/100)*100)<0,1,0))*100)=[1,98] trigger1=root,fvar(13)<0 fv = 13 value =root,fvar(13)-1 [State -2 , 1] type = parentVarset triggerall=root,fvar(13)<0 trigger1=var(13)-enemynear(Var(36)),stateno!=[-99,99] fv = 13 value =-root,fvar(13) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(15)>1 && root,fvar(15)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(14)>1 && root,fvar(14)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(19)>1 && root,fvar(19)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(16)>1 && root,fvar(16)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(17)>1 && root,fvar(17)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(18)>1 && root,fvar(18)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(13)=0 && enemynear(Var(36)),HitDefAttr =SCA,SA fv = 13 value =-var(14)-(enemynear(Var(36)),stateno*100) [State -2 , 1] type = parentVarset triggerall=(-root,fvar(15))-((ceil((-root,fvar(15))/100)-ifelse((-root,fvar(15))-(ceil((-root,fvar(15))/100)*100)<0,1,0))*100)=[1,98] trigger1=root,fvar(15)<0 fv = 15 value =root,fvar(15)-1 [State -2 , 1] type = parentVarset triggerall=root,fvar(15)<0 trigger1=var(13)-enemynear(Var(36)),stateno!=[-99,99] fv = 15 value =-root,fvar(15) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(14)>1 && root,fvar(14)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(19)>1 && root,fvar(19)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(16)>1 && root,fvar(16)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(17)>1 && root,fvar(17)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(18)>1 && root,fvar(18)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(15)=0 && enemynear(Var(36)),HitDefAttr =SCA,SA fv = 15 value =-var(14)-(enemynear(Var(36)),stateno*100) [State -2 , 1] type = parentVarset triggerall=(-root,fvar(14))-((ceil((-root,fvar(14))/100)-ifelse((-root,fvar(14))-(ceil((-root,fvar(14))/100)*100)<0,1,0))*100)=[1,98] trigger1=root,fvar(14)<0 fv = 14 value =root,fvar(14)-1 [State -2 , 1] type = parentVarset triggerall=root,fvar(14)<0 trigger1=var(13)-enemynear(Var(36)),stateno!=[-99,99] fv = 14 value =-root,fvar(14) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(19)>1 && root,fvar(19)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(16)>1 && root,fvar(16)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(17)>1 && root,fvar(17)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(18)>1 && root,fvar(18)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(14)=0 && enemynear(Var(36)),HitDefAttr =SCA,SA fv = 14 value =-var(14)-(enemynear(Var(36)),stateno*100) [State -2 , 1] type = parentVarset triggerall=(-root,fvar(19))-((ceil((-root,fvar(19))/100)-ifelse((-root,fvar(19))-(ceil((-root,fvar(19))/100)*100)<0,1,0))*100)=[1,98] trigger1=root,fvar(19)<0 fv = 19 value =root,fvar(19)-1 [State -2 , 1] type = parentVarset triggerall=root,fvar(19)<0 trigger1=var(13)-enemynear(Var(36)),stateno!=[-99,99] fv = 19 value =-root,fvar(19) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(16)>1 && root,fvar(16)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(17)>1 && root,fvar(17)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(18)>1 && root,fvar(18)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(19)=0 && enemynear(Var(36)),HitDefAttr =SCA,SA fv = 19 value =-var(14)-(enemynear(Var(36)),stateno*100) [State -2 , 1] type = parentVarset triggerall=(-root,fvar(16))-((ceil((-root,fvar(16))/100)-ifelse((-root,fvar(16))-(ceil((-root,fvar(16))/100)*100)<0,1,0))*100)=[1,98] trigger1=root,fvar(16)<0 fv = 16 value =root,fvar(16)-1 [State -2 , 1] type = parentVarset triggerall=root,fvar(16)<0 trigger1=var(13)-enemynear(Var(36)),stateno!=[-99,99] fv = 16 value =-root,fvar(16) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(17)>1 && root,fvar(17)-enemynear(Var(36)),stateno*1000 !=[-999,999] triggerall=root,fvar(18)>1 && root,fvar(18)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(16)=0 && enemynear(Var(36)),HitDefAttr =SCA,SA fv = 16 value =-var(14)-(enemynear(Var(36)),stateno*100) [State -2 , 1] type = parentVarset triggerall=(-root,fvar(17))-((ceil((-root,fvar(17))/100)-ifelse((-root,fvar(17))-(ceil((-root,fvar(17))/100)*100)<0,1,0))*100)=[1,98] trigger1=root,fvar(17)<0 fv = 17 value =root,fvar(17)-1 [State -2 , 1] type = parentVarset triggerall=root,fvar(17)<0 trigger1=var(13)-enemynear(Var(36)),stateno!=[-99,99] fv = 17 value =-root,fvar(17) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(18)>1 && root,fvar(18)-enemynear(Var(36)),stateno*1000 !=[-999,999] trigger1=root,fvar(17)=0 && enemynear(Var(36)),HitDefAttr =SCA,SA fv = 17 value =-var(14)-(enemynear(Var(36)),stateno*100) [State -2 , 1] type = parentVarset triggerall=(-root,fvar(18))-((ceil((-root,fvar(18))/100)-ifelse((-root,fvar(18))-(ceil((-root,fvar(18))/100)*100)<0,1,0))*100)=[1,98] trigger1=root,fvar(18)<0 fv = 18 value =root,fvar(18)-1 [State -2 , 1] type = parentVarset triggerall=root,fvar(18)<0 trigger1=var(13)-enemynear(Var(36)),stateno!=[-99,99] fv = 18 value =-root,fvar(18) [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 trigger1=root,fvar(18)=0 && enemynear(Var(36)),HitDefAttr =SCA,SA fv = 18 value =-var(14)-(enemynear(Var(36)),stateno*100) [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)&&(root,stateno!=[160,169]) triggerall=root,stateno<200||root,movetype=A||(root,stateno=[4000,4099]) trigger1=var(13)>0 trigger1=var(13) =enemynear(Var(36)),stateno fv = 5 value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14)) Ignorehitpause=1 [State -2: VarSet] type = VarSet triggerall=var(50)=[0,999999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=(var(13)=0)||(var(35)=[1,7])||(fvar(5)=-99999)||(root,prevstateno=105) v = 50 value =var(50)+1000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 50 value =var(50)-1000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1,999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=var(13)>0 v = 50 value =-var(50)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(50)=0 trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=var(13)>0 v = 50 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(50)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 50 value =ifelse(var(50)<=-1000000,-var(50)-1000000,ifelse(var(50)>=-999,0,-Var(50)-(ceil(-Var(50)/1000)-ifelse(-Var(50)-(ceil(-Var(50)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(50)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 50 value =-var(50) [State -2: VarSet] type = VarSet triggerall=var(50)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 50 value =var(50)-2000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(50)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(50)-(ceil(Var(50)/1000)-ifelse(Var(50)-(ceil(Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 50 value =var(50)+2000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[0,999999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=(var(13)=0)||(var(35)=[1,7])||(fvar(5)=-99999)||(root,prevstateno=105) v = 51 value =var(51)+1000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 51 value =var(51)-1000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1,999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=var(13)>0 v = 51 value =-var(51)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(51)=0 && var(50)=[999,999999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=var(13)>0 v = 51 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(51)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 51 value =ifelse(var(51)<=-1000000,-var(51)-1000000,ifelse(var(51)>=-999,0,-Var(51)-(ceil(-Var(51)/1000)-ifelse(-Var(51)-(ceil(-Var(51)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(51)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 51 value =-var(51) [State -2: VarSet] type = VarSet triggerall=var(51)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 51 value =var(51)-2000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(51)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(51)-(ceil(Var(51)/1000)-ifelse(Var(51)-(ceil(Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 51 value =var(51)+2000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[0,999999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=(var(13)=0)||((var(35)!=[1,7])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105) v = 52 value =var(52)+1000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 52 value =var(52)-1000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1,999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=var(13)>0 v = 52 value =-var(52)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(52)=0 trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=var(13)>0 v = 52 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(52)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 52 value =ifelse(var(52)<=-1000000,-var(52)-1000000,ifelse(var(52)>=-999,0,-Var(52)-(ceil(-Var(52)/1000)-ifelse(-Var(52)-(ceil(-Var(52)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(52)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 52 value =-var(52) [State -2: VarSet] type = VarSet triggerall=var(52)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 52 value =var(52)-2000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(52)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(52)-(ceil(Var(52)/1000)-ifelse(Var(52)-(ceil(Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 52 value =var(52)+2000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[0,999999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=(var(13)=0)||((var(35)!=[1,7])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105);||numhelper(4010) v = 53 value =var(53)+1000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 53 value =var(53)-1000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[1,999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=var(13)>0 v = 53 value =-var(53)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(53)=0 && var(52)=[999,999999] trigger1=(root,stateno=[200,499])||(root,stateno=800) trigger1=var(13)>0 v = 53 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(53)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 53 value =ifelse(var(53)<=-1000000,-var(53)-1000000,ifelse(var(53)>=-999,0,-Var(53)-(ceil(-Var(53)/1000)-ifelse(-Var(53)-(ceil(-Var(53)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(53)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 53 value =-var(53) [State -2: VarSet] type = VarSet triggerall=var(53)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 53 value =var(53)-2000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(53)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(53)-(ceil(Var(53)/1000)-ifelse(Var(53)-(ceil(Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 53 value =var(53)+2000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[0,999999] trigger1=(root,stateno=[1200,1299]) trigger1=(var(13)=0)||root,stateno=198 v = 54 value =var(54)+1000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 54 value =var(54)-1000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1,999] trigger1=(root,stateno=[1200,1299]) 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=[1200,1299]) trigger1=var(13)>0 v = 54 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(54)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 54 value =ifelse(var(54)<=-1000000,-var(54)-1000000,ifelse(var(54)>=-999,0,-Var(54)-(ceil(-Var(54)/1000)-ifelse(-Var(54)-(ceil(-Var(54)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(54)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 54 value =-var(54) [State -2: VarSet] type = VarSet triggerall=var(54)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 54 value =var(54)-2000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(54)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(54)-(ceil(Var(54)/1000)-ifelse(Var(54)-(ceil(Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 54 value =var(54)+2000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[0,999999] trigger1=(root,stateno=[1200,1299]) trigger1=(var(13)=0) v = 55 value =var(55)+1000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 55 value =var(55)-1000000 [State -2: VarSet] type = VarSet triggerall=(var(55)=[1,999]) trigger1=(root,stateno=[1200,1299]) 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=[1200,1299]) trigger1=var(13)>0 v = 55 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(55)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 55 value =ifelse(var(55)<=-1000000,-var(55)-1000000,ifelse(var(55)>=-999,0,-Var(55)-(ceil(-Var(55)/1000)-ifelse(-Var(55)-(ceil(-Var(55)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(55)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 55 value =-var(55) [State -2: VarSet] type = VarSet triggerall=var(55)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 55 value =var(55)-2000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(55)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(55)-(ceil(Var(55)/1000)-ifelse(Var(55)-(ceil(Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 55 value =var(55)+2000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[0,999999] trigger1=(root,stateno=[3100,3999]) trigger1=(var(13)=0) v = 57 value =var(57)+1000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 57 value =var(57)-1000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[1,999] trigger1=(root,stateno=[3100,3999]) trigger1=var(13)>0 v = 57 value =-var(57)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(57)=0 ;&& var(56)=[999,999999] trigger1=(root,stateno=[3100,3999]) trigger1=var(13)>0 v = 57 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(57)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200) v = 57 value =ifelse(var(57)<=-1000000,-var(57)-1000000,ifelse(var(57)>=-999,0,-Var(57)-(ceil(-Var(57)/1000)-ifelse(-Var(57)-(ceil(-Var(57)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(57)=[-1999999,-1] trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 57 value =-var(57) [State -2: VarSet] type = VarSet triggerall=var(57)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 57 value =var(57)-2000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(57)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(57)-(ceil(Var(57)/1000)-ifelse(Var(57)-(ceil(Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 57 value =var(57)+2000000 [State -2: VarSet] type = VarSet triggerall=var(58)=[0,999999] trigger1=(root,stateno=[3100,3999]) trigger1=(var(13)=0) v = 58 value =var(58)+1000000 [State -2: VarSet] type = VarSet triggerall=var(58)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 58 value =var(58)-1000000 [State -2: VarSet] type = VarSet triggerall=var(58)=[1,999] trigger1=(root,stateno=[3100,3999]) trigger1=var(13)>0 v = 58 value =-var(58)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(58)=0 && var(57)=[999,999999] trigger1=(root,stateno=[3100,3999]) trigger1=var(13)>0 v = 58 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(58)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200) v = 58 value =ifelse(var(58)<=-1000000,-var(58)-1000000,ifelse(var(58)>=-999,0,-Var(58)-(ceil(-Var(58)/1000)-ifelse(-Var(58)-(ceil(-Var(58)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(58)=[-1999999,-1] trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 58 value =-var(58) [State -2: VarSet] type = VarSet triggerall=var(58)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 58 value =var(58)-2000000 [State -2: VarSet] type = VarSet triggerall=var(58)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(58)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(58)-(ceil(Var(58)/1000)-ifelse(Var(58)-(ceil(Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 58 value =var(58)+2000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[0,999999] triggerall=(root,stateno=[700,799]) trigger1=(var(13)=0) v = 56 value =var(56)+1000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 56 value =var(56)-1000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[1,999] triggerall=(root,stateno=[700,799]) trigger1=var(13)>0 v = 56 value =-var(56)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(56)=0 triggerall=(root,stateno=[700,799]) trigger1=var(13)>0 v = 56 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(56)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl) v = 56 value =ifelse(var(56)<=-1000000,-var(56)-1000000,ifelse(var(56)>=-999,0,-Var(56)-(ceil(-Var(56)/1000)-ifelse(-Var(56)-(ceil(-Var(56)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(56)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 56 value =-var(56) [State -2: VarSet] type = VarSet triggerall=var(56)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 56 value =var(56)-2000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(56)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(56)-(ceil(Var(56)/1000)-ifelse(Var(56)-(ceil(Var(56)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0 v = 56 value =var(56)+2000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[0,999999] triggerall=(root,stateno=[700,799]) trigger1=(var(13)=0) v = 59 value =var(59)+1000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 59 value =var(59)-1000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[1,999] triggerall=(root,stateno=[700,799]) trigger1=var(13)>0 v = 59 value =-var(59)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(59)=0 && var(56)=[999,999999] triggerall=(root,stateno=[700,799]) trigger1=var(13)>0 v = 59 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(59)=[-1999999,-1] trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 59 value =ifelse(var(59)<=-1000000,-var(59)-1000000,ifelse(var(59)>=-999,0,-Var(59)-(ceil(-Var(59)/1000)-ifelse(-Var(59)-(ceil(-Var(59)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(59)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 59 value =-var(59) [State -2: VarSet] type = VarSet triggerall=var(59)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 59 value =var(59)-2000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(59)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(59)-(ceil(Var(59)/1000)-ifelse(Var(59)-(ceil(Var(59)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0 v = 59 value =var(59)+2000000 [State -2: VarSet] type = VarSet triggerall=var(46)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 46 value =-var(46)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(46)=0 trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 46 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(46)=[-1999999,-1] trigger1=0;(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])||(root,movetype=A&&root,stateno>=200)) v = 46 value =ifelse(var(46)<=-1000000,-var(46)-1000000,ifelse(var(46)>=-999,0,-Var(46)-(ceil(-Var(46)/1000)-ifelse(-Var(46)-(ceil(-Var(46)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(46)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 46 value =-var(46) [State -2: VarSet] type = VarSet triggerall=var(46)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 46 value =var(46)-2000000 [State -2: VarSet] type = VarSet triggerall=var(46)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(46)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(46)-(ceil(Var(46)/1000)-ifelse(Var(46)-(ceil(Var(46)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0) v = 46 value =var(46)+2000000 [State -2: VarSet] type = VarSet triggerall=var(47)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 47 value =-var(47)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(47)=0 && var(46)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 47 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(47)=[-1999999,-1] trigger1=0;(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])||(root,movetype=A && root,stateno>=200)) v = 47 value =ifelse(var(47)<=-1000000,-var(47)-1000000,ifelse(var(47)>=-999,0,-Var(47)-(ceil(-Var(47)/1000)-ifelse(-Var(47)-(ceil(-Var(47)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(47)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 47 value =-var(47) [State -2: VarSet] type = VarSet triggerall=var(47)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 47 value =var(47)-2000000 [State -2: VarSet] type = VarSet triggerall=var(47)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(47)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(47)-(ceil(Var(47)/1000)-ifelse(Var(47)-(ceil(Var(47)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0) v = 47 value =var(47)+2000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[0,999999] triggerall=(root,stateno=[1100,1199]) 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=[1100,1199]) 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=[1100,1199]) trigger1=var(13)>0 v = 44 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(44)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200);||(root,ctrl&&root,statetype!=A) v = 44 value =ifelse(var(44)<=-1000000,-var(44)-1000000,ifelse(var(44)>=-999,0,-Var(44)-(ceil(-Var(44)/1000)-ifelse(-Var(44)-(ceil(-Var(44)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(44)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 44 value =-var(44) [State -2: VarSet] type = VarSet triggerall=var(44)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 44 value =var(44)-2000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(44)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(44)-(ceil(Var(44)/1000)-ifelse(Var(44)-(ceil(Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 44 value =var(44)+2000000 [State -2: VarSet] type = VarSet triggerall=var(45)=[0,999999] triggerall=(root,stateno=[1100,1199]) 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=[1100,1199]) 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=[1100,1199]) trigger1=var(13)>0 v = 45 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(45)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200);||root,ctrl v = 45 value =ifelse(var(45)<=-1000000,-var(45)-1000000,ifelse(var(45)>=-999,0,-Var(45)-(ceil(-Var(45)/1000)-ifelse(-Var(45)-(ceil(-Var(45)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(45)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl v = 45 value =-var(45) [State -2: VarSet] type = VarSet triggerall=var(45)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 45 value =var(45)-2000000 [State -2: VarSet] type = VarSet triggerall=var(45)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(45)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(45)-(ceil(Var(45)/1000)-ifelse(Var(45)-(ceil(Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 45 value =var(45)+2000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[0,999999] trigger1=(root,stateno=[1600,1699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=(var(13)=0)||root,stateno=198 v = 42 value =var(42)+1000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 42 value =var(42)-1000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1,999] trigger1=(root,stateno=[1600,1699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=var(13)>0 v = 42 value =-var(42)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(42)=0 trigger1=(root,stateno=[1600,1699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=var(13)>0 v = 42 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(42)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 42 value =ifelse(var(42)<=-1000000,-var(42)-1000000,ifelse(var(42)>=-999,0,-Var(42)-(ceil(-Var(42)/1000)-ifelse(-Var(42)-(ceil(-Var(42)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(42)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl v = 42 value =-var(42) [State -2: VarSet] type = VarSet triggerall=var(42)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 42 value =var(42)-2000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(42)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(42)-(ceil(Var(42)/1000)-ifelse(Var(42)-(ceil(Var(42)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 42 value =var(42)+2000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[0,999999] trigger1=(root,stateno=[1600,1699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=(var(13)=0) v = 43 value =var(43)+1000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 43 value =var(43)-1000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1,999] trigger1=(root,stateno=[1600,1699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=var(13)>0 v = 43 value =-var(43)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(43)=0 && var(42)=[999,999999] trigger1=(root,stateno=[1600,1699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299]) trigger1=var(13)>0 v = 43 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(43)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl v = 43 value =ifelse(var(43)<=-1000000,-var(43)-1000000,ifelse(var(43)>=-999,0,-Var(43)-(ceil(-Var(43)/1000)-ifelse(-Var(43)-(ceil(-Var(43)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(43)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl v = 43 value =-var(43) [State -2: VarSet] type = VarSet triggerall=var(43)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 43 value =var(43)-2000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(43)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(43)-(ceil(Var(43)/1000)-ifelse(Var(43)-(ceil(Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 43 value =var(43)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-99999,0] triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] v = 38 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-99999,-1] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT trigger2=root,life<=0 trigger3=enemynear(Var(36)),movetype !=A trigger4=root,stateno=[800,899] trigger5=root,movetype=A trigger6=root,stateno=[2100,2199] trigger7=root,stateno=140 v = 38 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-99999,-1] triggerall=(root,movetype !=H)||(root,stateno=[120,159]) trigger1=root,statetype !=C trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=root,stateno !=[130,159] trigger4=(root,stateno!=131)&&(root,stateno!=[152,153]) v = 38 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H v = 38 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-199999,-100000] trigger1=1 v = 38 value =-root,var(38)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) v = 38 value =root,var(38)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-99999,0] triggerall=root,var(38)>0&&root,var(38)!=var(13) triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] v = 39 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-99999,-1] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT trigger2=root,life<=0 trigger3=enemynear(Var(36)),movetype !=A trigger4=root,stateno=[800,899] trigger5=root,movetype=A trigger6=root,stateno=[2100,2199] trigger7=root,stateno=140 trigger8=root,var(38)<=0||root,var(38)=-root,var(39) v = 39 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-99999,-1] triggerall=(root,movetype !=H)||(root,stateno=[120,159]) trigger1=root,statetype !=C trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT trigger3=root,stateno !=[130,159] trigger4=(root,stateno!=131)&&(root,stateno!=[152,153]) v = 39 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H v = 39 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-199999,-100000] trigger1=1 v = 39 value =-root,var(39)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) v = 39 value =root,var(39)-100000 [State -2: VarSet, Damage] type = VarSet triggerall = enemynear(Var(36)),movetype=A triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1 =enemynear(Var(36)),HitDefAttr =SCA,HA trigger2=var(15) - (enemynear(Var(36)),power*100)>=100000 v = 15 value =var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+100 [State -2: VarSet, Damage] type = VarSet triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] v = 15 value = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(36)),power/10)-ifelse(enemynear(Var(36)),power-(ceil(enemynear(Var(36)),power/10)*10)<0,1,0))*1000) [State -2: VarSet, Damage] type = VarSet triggerall=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000)=[100,299] trigger1 = enemynear(Var(36)),movetype !=A v = 15 value = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100) [State -2: VarSet] type = varset trigger1=root,stateno=131||(root,stateno=130&&root,time<=1&&prevstateno=131) ;trigger1=root,inguarddist=0 ;trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0 trigger2=root,statetype=L trigger2=numpartner=0 trigger2=enemynear(Var(36)),movetype=A trigger2=var(14)<=10 trigger3=(root,facing=1 && enemynear(Var(36)),pos x<root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>root,pos x) trigger3=enemynear(Var(36)),movetype=A && root,inguarddist=0 trigger3=numpartner=0 && numenemy=1 trigger4=numpartner=0 && numenemy=1 trigger4=(root,facing=1 && enemynear(Var(36)),pos x<=root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>=root,pos x)||enemynear(Var(36)),vel x !=0 trigger4=enemynear(Var(36)),statetype=A && (var(14)<=20||(enemynear(Var(36)),vel x=0 && enemynear(Var(36)),vel y>0)) && enemynear(Var(36)),movetype =A trigger5=(var(35)=[100,101])||(var(35)=[200,201]) v = 15 value =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+ifelse(root,stateno=131&& root,inguarddist=0,1,10) [State -2, Run Back] type = varadd triggerall=numpartner=0 triggerall=numenemy=1 triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0 triggerall=enemynear(Var(36)),movetype=A && root,inguarddist=0 trigger1=root,fvar(20)>999 && root,fvar(20)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger1=root,fvar(20)>999 && root,fvar(20)-((ceil(root,fvar(20)/1000)-ifelse(root,fvar(20)-(ceil(root,fvar(20)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger4=root,fvar(39)>999 && root,fvar(39)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger4=root,fvar(39)>999 && root,fvar(39)-((ceil(root,fvar(39)/1000)-ifelse(root,fvar(39)-(ceil(root,fvar(39)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger5=root,fvar(38)>999 && root,fvar(38)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger5=root,fvar(38)>999 && root,fvar(38)-((ceil(root,fvar(38)/1000)-ifelse(root,fvar(38)-(ceil(root,fvar(38)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger6=root,fvar(37)>999 && root,fvar(37)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger6=root,fvar(37)>999 && root,fvar(37)-((ceil(root,fvar(37)/1000)-ifelse(root,fvar(37)-(ceil(root,fvar(37)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger7=root,fvar(36)>999 && root,fvar(36)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger7=root,fvar(36)>999 && root,fvar(36)-((ceil(root,fvar(36)/1000)-ifelse(root,fvar(36)-(ceil(root,fvar(36)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger8=root,fvar(35)>999 && root,fvar(35)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger8=root,fvar(35)>999 && root,fvar(35)-((ceil(root,fvar(35)/1000)-ifelse(root,fvar(35)-(ceil(root,fvar(35)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger9=root,fvar(34)>999 && root,fvar(34)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger9=root,fvar(34)>999 && root,fvar(34)-((ceil(root,fvar(34)/1000)-ifelse(root,fvar(34)-(ceil(root,fvar(34)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger10=root,fvar(31)>999 && root,fvar(31)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger10=root,fvar(31)>999 && root,fvar(31)-((ceil(root,fvar(31)/1000)-ifelse(root,fvar(31)-(ceil(root,fvar(31)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] v = 15 value =10 [State -2: VarSet] type = varadd trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[1,98] trigger1=root,movetype !=H trigger1=root,statetype !=L trigger1=root,stateno !=[5000,5150] v = 15 value =1 [State -2: VarSet] type = varset trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[3,9] trigger2=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>=20 trigger3=root,stateno=[150,159] trigger3=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>1||var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>10 trigger4=root,stateno=[5000,5059] ;trigger5=inguarddist v = 15 value =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100) [State -2 , 1] type = Varadd trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,998] v = 18 value =1 [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),life>0 trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=0 trigger1=enemynear(Var(36)),stateno=[5100,5120] v = 18 value =1 [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>=1 trigger1=enemynear(Var(36)),stateno =[5000,5059] v = 18 value =((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000) [State -2 , 1] type = Varset triggerall=var(18)=[1000,1999] trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 18 value =1000 [State -2 , 1] type = Varset triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999] trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 18 value =(var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000))*1000 [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999] trigger1=(enemynear(Var(36)),stateno !=[5100,5110])&&(enemynear(Var(36)),stateno !=[0,199]) trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0 v = 18 value =1000+var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000) [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/100000)-ifelse(var(18)-(ceil(var(18)/100000)*100000)<0,1,0))*100000)=[1,9999] trigger1=(root,stateno=200)||(root,stateno=220)||(root,stateno=225)||(root,stateno=300) trigger1=enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 && root,time<=1 trigger1=numenemy=1 && numpartner=0 v = 18 value =10000 [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/100000)-ifelse(var(18)-(ceil(var(18)/100000)*100000)<0,1,0))*100000)=[10000,19999] trigger1=(root,movecontact)||enemynear(Var(36)),life<=0||enemynear(Var(36)),stateno<200||enemynear(Var(36)),movetype=A||root,movetype=H v = 18 value =-10000 [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30 trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]) v = 19 value =-29 [State -2 , 1] type = Varset trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=20 trigger2=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30 trigger2=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199] v = 19 value =((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100) [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)>1 trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)<=19 v = 19 value =1 [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=0 trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])||(enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=1000) v = 19 value =ifelse((enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]),1,30) [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=1 trigger1=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199] v = 19 value =1 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[0,99] triggerall=root,inguarddist trigger1=var(13)<=0 && enemynear(Var(36)),movetype !=A v = 19 value =100 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[100,199] trigger1=root,inguarddist=0 v = 19 value =-100 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999] trigger1=var(13)<=0 && root,movetype =A v = 19 value =1000 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[1000,1999] trigger1=root,ctrl trigger2=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 19 value =ifelse(root,ctrl,-1000,1000) [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999] triggerall=enemynear(Var(36)),pos x-root,pos x=[-150,150] triggerall=(root,stateno=[120,159])||((root,stateno!=[5100,5150])&&(root,movetype !=H)) trigger1=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<30 trigger1=random<=10+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,0) trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 trigger2=random<=8;+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,10) v = 19 value =-2000 [State -2 , 1] type = Varadd triggerall= root,movetype!=A trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999] trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999] v = 19 value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<20000,-10000,-30000) [State -2 , 1] type = Varadd triggerall= root,movetype!=A trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999] v = 19 value =-20000 [State -2 , 1] type = Varadd trigger1= enemynear(Var(36)),stateno -var(13)!=[-9,9] trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[60000,69999] trigger2= enemynear(Var(36)),stateno<160 ||(enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13))||(enemynear(Var(36)),movetype=H)||(root,movetype=H) trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[80000,89999] v = 19 value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<70000,-60000,-80000) [State -2 , 1] type = Varadd trigger1= enemynear(Var(36)),stateno !=var(13) trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[70000,79999] v = 19 value =-70000 [State -2 , 1] type = Varadd triggerall= root,movetype=A && (var(13)>0||inguarddist=0) && ((root,stateno!=9212)||(enemynear(Var(36)),statetype!=A)) ;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19) triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[0,9999] v = 19 value =ifelse(var(13)>0,20000,ifelse(var(12)<160 && (enemynear(Var(36)),movetype!=H),30000,10000)) [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),stateno!=var(13) ;trigger1=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19) trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999] v = 19 value =ifelse((enemynear(Var(36)),movetype=A),50000,ifelse((enemynear(Var(36)),stateno>=160),60000,10000)) [State -2 , 1] type = Varadd ;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19) trigger1= enemynear(Var(36)),movetype=A||inguarddist trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999] trigger2= enemynear(Var(36)),movetype=A||inguarddist||(enemynear(Var(36)),stateno>=160 && enemynear(Var(36)),movetype!=H) trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999] v = 19 value =50000 [State -2 , 1] type = Varadd triggerall= var(35)=7 && root,stateno=[1100,1110] triggerall=partner,life<=0;numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[0,99999] trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999] trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999] trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999] v = 19 value =100000 [State -2 , 1] type = Varadd triggerall= root,stateno!=[1100,1110] trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999] trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[300000,399999] trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999] trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999] v = 19 value =100000 [State -2 , 1] type = Varset trigger1= enemynear(Var(36)),movetype=H && root,stateno=1150 trigger2=root,stateno=[1100,1110] trigger2=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<3 trigger3=root,prevstateno=[1100,1110] trigger3=root,stateno!=[1100,1199] trigger3=root,movetype!=H v = 19 value =800000+var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varset triggerall= enemynear(Var(36)),movetype!=H trigger1=1 v = 19 value =var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varadd triggerall=numenemy=1 && var(17)>0 trigger1=root,inguarddist v = 17 value =1 [State -2 , 1] type = Varset trigger1=root,inguarddist =0 v = 17 value =0 [State -2 , 1] type = Varadd triggerall=numenemy=1 && var(17)=0 trigger1=root,inguarddist && enemynear(Var(36)),movetype!=A v = 17 value =1 [State -2 , 1] type = Varadd trigger1=var(16)<999 && root,stateno=[120,159] trigger2=(var(16)=[1,1000]) && root,stateno!=[120,159] v = 16 value =ifelse((root,stateno!=[120,159]),-var(16),1) [State -2 , 1] type = Varset trigger1=root,stateno=[730,740] v = 35 value =ifelse((root,stateno=730),100,200) [State -2 , 1] type = Varset trigger1=var(35)=[100,299] trigger1=(root,stateno!=[730,740])&&(root,movetype!=H)&&(root,statetype!=L) v = 35 value =ifelse((var(35)=[160,169])||(var(35)=[260,269]),0,var(35)+1) [State -2 , 1] type = Varset trigger1=var(35)=1||var(35)=[4,6] trigger1=var(13)!=enemynear(Var(36)),stateno v = 35 value =ifelse(var(35)=6,7,ifelse((var(35)=[4,ifelse(statetype=A&&(movetype!=A)&&(movetype!=H),4,5)]),3,3)) [State -2 , 1] type = Varset trigger1=var(35)=8 trigger1=var(13)!=enemynear(Var(36)),stateno v = 35 value =0 [State -2 , 1] type = Varset trigger1=var(35)!=5 trigger1=var(35)!=[8,9] trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||var(46)>=2000000||var(47)>=2000000 v = 35 value =4 [State -2 , 1] type = Varset triggerall=((var(35)!=[5,40])&&(var(35)!=[100,300]))||var(35)=8 trigger1=(root,stateno=108)||(root,stateno=[41,49])||(root,stateno=[100,105])||(root,stateno=[700,709]) v = 35 value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2)) [State -2 , 1] type = Varset trigger1=(root,stateno=[800,899]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger2=(root,stateno=[3000,3999]) && (root,stateno!=[3300,3399]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger3=(root,stateno=[1600,1699]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =10 [State -2 , 1] type = Varset triggerall=var(35)=15 trigger1=((root,stateno=1100&&root,time<=1)||root,stateno=1000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =16 [State -2 , 1] type = Varset trigger1=(root,stateno=[1100,1199]) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =15 [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=(root,stateno=[3300,3399]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =11 [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=(root,stateno=[1400,1499]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger2=(root,stateno=[1200,1299]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger3=(helper(1505),movehit||helper(1506),movehit||helper(1507),movehit) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =ifelse((root,stateno=[1200,1299]),13,12) [State -2 , 1] type = Varset ;triggerall=var(35)!=14 trigger1=0;(root,stateno=440) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =20 [State -2 , 1] type = Varset trigger1=(var(35)=[2,3])||(var(35)=7)||(var(35)=9)||(var(35)=60) trigger1=(root,statetype!=A)||root,movetype=H||root,movetype=A trigger1=(root,ctrl && root,stateno!=[100,119])||root,movetype=H||root,movetype=A trigger2=(var(35)=[10,39])||(var(35)=[200,299]) trigger2=(var(35)!=10)||root,movetype=H||enemynear(Var(36)),movetype!=A||enemynear(Var(36)),statetype!=A trigger2=(var(35)!=[15,16])||root,movetype=H||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 =[5100,5150])||(enemynear(Var(36)),stateno =[3500,3509]) trigger3=(var(35)=11);||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=A trigger3=0;(root,stateno=[3000,3999])||(root,stateno=[1500,1599]);||(root,stateno=[11500,11599]);&&(root,stateno!=[550,559])&&(root,movetype=A) v = 35 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) fv = 30 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 30 value =-fvar(30) [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && enemynear(Var(36)),statetype!=A fv = 30 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(30)>0 && enemynear(Var(36)),stateno=fvar(30) && (root,stateno=420||root,stateno=[1500,1599]) fv = 30 value =fvar(30)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(30)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 30 value =ifelse((root,movetype=H),fvar(30)+100000,fvar(30)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno fv = 31 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 31 value =-fvar(31) [State -2: VarSet] type = VarSet trigger1=fvar(31)<=0 && fvar(30)>0 && enemynear(Var(36)),statetype!=A fv = 31 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(31)>0 && enemynear(Var(36)),stateno=fvar(31) && (root,stateno=420||root,stateno=[1500,1599]) fv = 31 value =fvar(31)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(31)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 31 value =ifelse((root,movetype=H),fvar(31)+100000,fvar(31)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno fv = 31 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno fv = 32 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 32 value =-fvar(32) [State -2: VarSet] type = VarSet trigger1=fvar(32)<=0 && fvar(30)>0 && fvar(31)>0 && enemynear(Var(36)),statetype!=A fv = 32 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(32)>0 && enemynear(Var(36)),stateno=fvar(32) && (root,stateno=420||root,stateno=[1500,1599]) fv = 32 value =fvar(32)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(32)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 32 value =ifelse((root,movetype=H),fvar(32)+100000,fvar(32)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno fv = 32 value =0 [State -2: VarSet] type = VarSet trigger1=root,movetype=H||root,movetype=A trigger2=enemynear(Var(36)),movetype=A && fvar(34)!=enemynear(Var(36)),stateno fv = 33 value =((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10) [State -2: VarSet] type = VarSet trigger1=enemynear(Var(36)),movetype=A trigger1=fvar(34)!=enemynear(Var(36)),stateno fv = 34 value =enemynear(Var(36)),stateno [State -2: VarSet] type = Varadd trigger1=var(14)=1 && fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)<9 fv = 33 value =1 [State -2: VarSet] type = Varadd trigger1=(root,movetype!=H)&&(enemynear(Var(36)),movetype!=H) trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)<9980 fv = 33 value =10 [State -2: VarSet] type = Varset trigger1=(root,movetype!=A)&&(root,movetype!=H)&&(enemynear(Var(36)),movetype=A) trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)>10 fv = 33 value =fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)+((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000) [State -2: VarSet] type = Varset trigger1=root,movehit && fvar(35)>=0 trigger1=root,stateno=1102||root,stateno=[1330,1339] fv = 35 value =-fvar(35)-1 [State -2: VarSet] type = Varset trigger1=fvar(35)<0 trigger1=root,stateno!=1102 trigger1=root,stateno!=[1330,1339] fv = 35 value =-fvar(35) [State -2: VarSet] type = Varset trigger1=enemynear(Var(36)),movetype!=H fv = 35 value =0 [State -2 , 1] type = Varset triggerall=var(5)>0 trigger1=root,stateno!=1100 trigger2=var(5)-root,life>0 && var(5)!=9998 v = 5 value =ifelse((root,stateno!=1100),0,9998) [State -2 , 1] type = Varset trigger1=var(5)=0 && root,time<=1 trigger1=root,stateno=1100 v = 5 value =root,life [State -2 , 1] type = Varset triggerall=var(6)<0 trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H) v = 6 value =0 [State -2 , 1] type = Varset triggerall=var(6)<0 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 6 value =ifelse((-var(6)-root,life>=100),var(13),0) [State -2 , 1] type = Varset trigger1=var(6)=0 && enemynear(Var(36)),movetype=A trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99] trigger1=root,stateno=[120,159] v = 6 value =-root,life [State -2 , 1] type = Varset triggerall=var(7)<0 trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H) v = 7 value =0 [State -2 , 1] type = Varset triggerall=var(7)<0 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 7 value =ifelse((-var(7)-root,life>=100),var(13),0) [State -2 , 1] type = Varset trigger1=var(7)=0 && enemynear(Var(36)),movetype=A trigger1=var(6)>0&&enemynear(Var(36)),stateno-var(6)!=[-99,99] trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99] trigger1=root,stateno=[120,159] v = 7 value =-root,life [State -2 , 1] type = Varadd trigger1=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=1 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 8 value =-1 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=0 trigger1=enemynear(Var(36)),movetype=A && var(9)-enemynear(Var(36)),power>=1000 trigger2=enemynear(Var(36)),HitDefAttr =SCA,HA,HP,HT v = 8 value =1 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[0,9] trigger1=root,stateno=42 && var(35)=10 && enemynear(Var(36)),movetype!=H v = 8 value =10 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[10,19] trigger1=(root,ctrl && root,statetype!=A)||enemynear(Var(36)),movetype=H||(root,movetype=H&&root,stateno>200) v = 8 value =ifelse(((root,ctrl && root,statetype!=A)||enemynear(Var(36)),movetype=H),-10,10) [State -2 , 1] type = Varset trigger1=1 v = 9 value =enemynear(Var(36)),power [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),movetype=A && var(14)<2 && var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)=0 v = 12 value =1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),HitDefAttr =SCA,NA,SA,HA,NT,ST,HT trigger1=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1 trigger2=helper(4000),stateno=4120 trigger2=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1 v = 12 value =((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10) [State -2 , 1] type = Varadd trigger1=root,statetype=L && var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[0,9] v = 12 value =10 [State -2 , 1] type = Varadd trigger1=root,statetype!=L trigger1=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[10,89] trigger2=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99] v = 12 value =ifelse((var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99]),-90,10) [State -2 , 1] type = Varadd triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[100,199] trigger1=var(13)!=enemynear(Var(36)),stateno v = 12 value =-100 [State -2 , 1] type = Varadd triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[0,99] trigger1=root,time<=1 && var(14)>6 && (root,stateno=705||root,stateno=715||root,stateno=725) trigger2=enemynear(Var(36)),HitDefAttr =SCA,SA v = 12 value =100 [State -2 , 1] type = Varadd trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[1000,1999] trigger1=(var(13)-enemynear(Var(36)),stateno!=[-99,99]) v = 12 value =-1000 [State -2 , 1] type = Varadd trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[0,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP,HA,HP v = 12 value =1000 [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno v = 11 value =0 [State -2 , 1] type = Varset trigger1=(var(11)=0||var(11)=-2) && p2movetype=A trigger1=enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT v = 11 value =ifelse(var(11)=-2,1,-1) [State -2 , 1] type = Varset trigger1=var(11)=0 && p2movetype=A v = 11 value =-2 [State -2 , 1] type = Varadd trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)>=1 trigger1=(enemynear(Var(36)),stateno!=var(13)) v = 10 value =-1 [State -2 , 1] type = Varadd trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=0 trigger1=(root,stateno=[160,169])&&var(13) v = 10 value =1 [State -2 , 1] type = Varset trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)>0 trigger1=enemynear(Var(36)),movetype!=H v = 10 value =((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000) [State -2 , 1] type = Varadd trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[0,9] trigger1=((root,prevstateno=[200,499])&&root,stateno=42&&root,time=1) v = 10 value =10 [State -2 , 1] type = Varadd trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[10,19] trigger1=root,stateno=[1500,1599] v = 10 value =10 [State -2 , 1] type = Varadd triggerall=(root,stateno=[3300,3399]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[0,99] v = 10 value =100 [State -2 , 1] type = Varadd triggerall=enemynear(Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[100,199] v = 10 value =-100 [State -2 , 1] type = Varadd triggerall=(root,stateno=910) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)=[0,999] v = 10 value =1000 [State -2 , 1] type = Varadd triggerall=enemynear(Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)=[1000,1999] v = 10 value =-1000 [State -2 , 1] type = Varadd triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[10000,19999] v = 10 value =10000 [State -2 , 1] type = Varadd triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[0,9999] v = 10 value =10000 [State -2 , 1] type = Varadd triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[30000,39999] v = 10 value =-10000 [State -2 , 1] type = Varadd triggerall=(root,stateno=520||root,stateno=8520) && enemynear(Var(36)),statetype=A trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[0,9999] v = 10 value =30000 [State -2 , 1] type = Varadd triggerall=(root,stateno!=[520,529]) && (root,stateno!=[8520,8529]) && (enemynear(Var(36)),movetype!=H) && var(35)!=[19,20] trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[10000,39999] v = 10 value =-10000 [State -2 , 1] type = Varadd triggerall=var(35)=18 && ((enemynear(Var(36)),pos x-pos x=[-100,100])||(numhelper(2001) && helper(2001),stateno=2501)) trigger1=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[0,99999] v = 10 value =100000 [State -2 , 1] type = Varadd triggerall=enemynear(Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[100000,299999] v = 10 value =-100000 [State -2 , 1] type = Varadd triggerall=var(10)=[1000000,1999999] trigger1=random<=2 trigger1=random<=800 trigger2=root,win v = 10 value =-1000000 [State -2 , 1] type = Varadd triggerall=root,stateno=195 trigger1=var(10)<1000000 v = 10 value =ifelse((root,win||roundstate!=2),2000000,1000000) [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 ) v = 14 value =0 Ignorehitpause=1 [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),movetype=A trigger2=var(14)>0 v = 14 value =1 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno v = 13 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),movetype=A trigger1=var(13)>=0 v = 13 value =enemynear(Var(36)),stateno Ignorehitpause=1 [Statedef -1] ;-------------------------■AI設定■-------------------------------------------------------- [State -2: VarSet];■AI+コンボ設定■ type = Varadd triggerall = var(59)=0 triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value = 1 ;(1以上でAIon、0でoff。レベルは1~2) [State -2: VarSet];■立ち回り設定■ type = Varadd triggerall = var(59)=[1,9] triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value =10* 1 ;(立ち回り設定。1~3) [State -2: VarSet];■超反応設定■ type = VarSet trigger1=var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] trigger1=var(51)<100000 trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno) trigger3=enemynear(helper(218),Var(36)),movetype !=A trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 ) v = 51 value = 7 ;(0~10、超反応設定。数字が高いほど攻撃に対する反撃が厳しくなる) [State -2: VarSet];■ガード設定■ type = VarSet trigger1=var(51) <1000 trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno) trigger3=enemynear(helper(218),Var(36)),movetype !=A trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 ) v = 51 value =var(51)+1000* 8 ;(0~11、数字を上げるほど硬く。11で超反応で投げに対応) [State -2: VarSet];■アドバンシングガード頻度■ type = Varset trigger1 = var(57)=0 v = 57 value = 200 ;(アドバンシングガードの頻度。0~999) [State -1, RemoveExplod] type = RemoveExplod trigger1 = stateno!=[88887,88888] id = 8886 [State -1, RemoveExplod] type = RemoveExplod trigger1 = stateno!=[88887,88888] id = 8885 [State -1, StopSnd] type = StopSnd trigger1 = stateno!=[88887,88888] channel = 21 [State -1, StopSnd] type = StopSnd trigger1 = stateno!=[88887,88888] channel = 20 [State -1, Stand] type = ChangeState value =195 triggerall = !IsHelper triggerall = palno = 12 && helper(218),var(10)<1000000 triggerall = var(59)!=0 triggerall = win && Alive && statetype!=A triggerall=p2bodydist x>=-20 trigger1=0;ctrl||stateno=[0,39] [State -2: VarSet] type = Varadd triggerall=var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000)<100 triggerall=random>(var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000))*100 triggerall=enemynear(helper(218),Var(36)),movetype=A trigger1=helper(218),var(14)<2 trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 ) v = 51 value =100 [State -2: VarSet] type = Varadd triggerall=var(51)<100000 triggerall=random>((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000)/10 triggerall=enemynear(helper(218),Var(36)),movetype=A trigger1 = (helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno) trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 ) v = 51 value =100000 [State -2: VarSet] type = Varset ;triggerall=var(57)<100000 trigger1 = (stateno=150||stateno=152||stateno=154||(enemynear(helper(218),Var(36)),movetype=A && helper(218),var(14)<2)) && time=0 v = 57 value =var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000)+ifelse(var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000)>=random,100000,200000) [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(38) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(39) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(39) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(38) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(37) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(36) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(35) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(34) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(33) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(32) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(31) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(30) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(9) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(28) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(27) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(26) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(25) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(24) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(23) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(22) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(21) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(9) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(18) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(17) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(16) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(15) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(14) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(13) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(12) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(11) =0 [State -3: VarSet] type = VarSet trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(19) =0 [State -3: VarSet] type = ctrlset triggerall = var(59)!=0 triggerall = RoundState = [3,4] trigger1=stateno=0 && ctrl=0 value=1 [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[1000,1099]);||(stateno=[1000,1020])||stateno=3000 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 = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(ctrl&&statetype!=A)||(movetype=H&&stateno>200)||p2life<=0 trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999]) var(59) =ifelse((ctrl&&statetype!=A)||p2life<=0,-1000,1000) [State -3: VarSet] type = Varadd triggerall = var(59)>0 && (helper(218),var(35)=10||helper(218),var(35)=12) triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =stateno=3000 trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<10000) var(59) = 10000 [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)>=10000 trigger1 =(ctrl&&p2movetype=H&&p2stateno>200)||p2statetype=L||(movetype=H&&stateno>200)||p2life<=0 var(59) =ifelse((ctrl&&p2movetype=H&&p2stateno>200)||p2statetype=L||p2life<=0,-10000,10000) [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =stateno=3100 && time<=1 && p2movetype=H && p2stateno>200 && prevstateno=[200,499] trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000) var(59) = 100000 [State -3: VarSet] type = Varadd triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(movehit && p2movetype=H)||ctrl||p2life<=0 trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]) var(59) = ifelse((movehit && p2movetype=H)||p2life<=0,-100000,100000) [State -3: VarSet] type = VarSet trigger1 = var(59)>0 trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000) [State -3: VarSet] type = VarSet triggerall = var(59)>0 trigger1 = var(59)<1000000 && stateno=800 && movetype!=H var(59) = var(59)+1000000 [State -3: VarSet] type = VarSet triggerall = var(59)>0 trigger1 = var(59)>=1000000 && roundstate!=2 var(59) = var(59)-1000000 [State -2: VarSet] type = VarSet trigger1=var(59)>0 trigger1=RoundState !=2 v = 59 value =-var(59) [State -2: VarSet] type = VarSet trigger1=var(59)<0 trigger1=RoundState=2 && ctrl v = 59 value =-var(59) [State -2] Type = Helper ;trigger1=var(59)>0 trigger1 = numhelper(218)=0 StateNo = 10218 ID = 218 Name = "AI1" Pos = 0,0 PosType = P1 Ownpal = 1 Persistent = 0 IgnoreHitPause =1 [State -1] type = ChangeState value=ifelse(p2bodydist x<100,1100,1000) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = NumProjID(1000) = 0 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 ;triggerall=(helper(218),var(35)!=12) ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=helper(218),var(35)=15 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=70||frontedgebodydist<=80,ifelse(p2bodydist y<-60,88887,220),ifelse((numhelper(1505)||numhelper(1506)||numhelper(1507))&&p2bodydist x>100&&NumProjID(1000) = 0,1000,43)) 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&&helper(218),var(35)=13 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102])||stateno=[88887,88888] trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200&&(p2bodydist y>=-60||(p2bodydist x>90&&frontedgebodydist>90)||((p2bodydist x<=70||frontedgebodydist<=80)&&stateno!=[88887,88888])) [State -1, Stand] type = ChangeState value =ifelse(numhelper(1505)||numhelper(1506)||numhelper(1507),ifelse(power<3000,88887,ifelse(backedgebodydist<=50&&p2bodydist x<50,43,105)),ifelse((backedgebodydist<=50&&p2bodydist x<50),43,43)) triggerall = !IsHelper triggerall = var(59)>0 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&(helper(218),var(35)!=[10,13])&&(p2movetype=H)&&p2statetype=A ;triggerall=(helper(218),var(35)!=12) ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =10200 triggerall = !IsHelper triggerall = var(59)>0 triggerall=(helper(218),var(35)=20) ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) ;triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype!=A) triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger1=0;p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =1500 triggerall = !IsHelper triggerall = var(59)>0 triggerall = !NumHelper(1505) && !NumHelper(1506) && !NumHelper(1507) triggerall = (helper(218),var(35)=1||helper(218),var(35)=5) triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype =A) && vel y<=0 && pos y<=-80 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall=p2statetype !=A triggerall=p2bodydist x>100 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] trigger1=fvar(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)<30 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)<30 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)<30 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)<30 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)<30 trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<30 trigger7=fvar(9)<=999||fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999] trigger7=fvar(24)<=999||fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999] trigger7=fvar(25)<=999||fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999] trigger7=fvar(26)<=999||fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999] trigger7=fvar(27)<=999||fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999] trigger7=fvar(28)<=999||fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999] trigger7=0;(helper(218),var(35)=1&&pos y<=-60)||(helper(218),var(35)=5) [State -1] type = ChangeState value = ifelse(p2statetype=A,ifelse(p2bodydist y<=0,600,630),ifelse(p2statetype=S&&vel x>0,620,620)) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall=(helper(218),var(35)!=10) ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall = statetype = A ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) triggerall=p2bodydist x<=ifelse(p2statetype=A,100,50)+ifelse(vel x=0,0,30) triggerall=p2bodydist x>=-60 triggerall=(p2statetype=A && p2bodydist y=[-40,40])||((vel y>0||stateno=102||prevstateno=102||stateno=107||prevstateno=107) && pos y>=ifelse(vel x<=0,-90,-80) && p2statetype!=A) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110] [State -1, Stand] type = ChangeState value =ifelse((p2statetype!=A),ifelse(p2bodydist x>70,ifelse(p2bodydist x<=90,430,200),400),ifelse((helper(218),var(35)=13),220,200)) triggerall = !IsHelper triggerall = var(59)>0 triggerall=(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||(helper(218),var(35)=[10,12])||(p2movetype!=H)||p2statetype!=A ;triggerall=(helper(218),var(35)!=12) ;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype!=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-40,40])||(helper(218),var(35)=13 && p2bodydist y>=-40) triggerall=p2bodydist x>=-20 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=120 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger1=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger1=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger1=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=p2movetype=H&&p2stateno>200 [State -1, Stand] type = ChangeState value =3300 triggerall = !IsHelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;triggerall = helper(218),var(35)!=1 triggerall=power>=1000 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=(p2statetype !=A)||(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-60,20]) triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X -enemynear(helper(218),Var(36)),vel x*3<=120 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000 triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger11=(p2statetype=A||(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2&&ifelse(p2stateno>=1000,40,60))||partner,life>0) && helper(218),var(14)<2 trigger11=(helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) [State -1, Stand] type = ChangeState value =3000 triggerall = !IsHelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<600,20,30) ;triggerall = helper(218),var(35)!=1 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=2000 ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=(facing>0&&enemynear(helper(218),Var(36)),pos x<=0)||(facing<0&&enemynear(helper(218),Var(36)),pos x>=0) triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000 triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 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)>=9 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 [State -1, Stand] type = ChangeState value =3200 triggerall = !IsHelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life<500,20,30) ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=1000 ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=300 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])||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000 triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 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)>=9 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 trigger11=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=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)>=30 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30 trigger17=p2movetype=A && partner,life>0 && ((partner,movetype!=H)||partner,stateno<200||partner,stateno=[5000,5059]) && ((helper(218),var(14)<2 && p2bodydist x>100)||enemynear(helper(218),Var(36)),facing*facing>0) [State -1, Stand] type = ChangeState value =3200 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=1000 ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=300 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]);||helper(218),var(14)<2 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000 triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 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)>=9 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 [State -1, Stand] type = ChangeState value =400 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=70 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(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=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=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 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=90,430,200) triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=120 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 triggerall=fvar(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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger11=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=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 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7 [State -1, Stand] type = ChangeState value =410 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=110 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=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)>=5 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger17=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 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)>=4 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)>=4 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)>=4 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger17=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 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)>=4 trigger17=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 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)>=4 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)>=4 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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=p2bodydist x>70 && helper(218),var(14)<2 [State -1, Stand] type = ChangeState value =800 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 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(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=90 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=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 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger17=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 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)>=4 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)>=4 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)>=4 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 trigger17=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 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)>=4 trigger17=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4 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)>=4 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)>=4 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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=(p2bodydist x>50||p2stateno>=1000) && helper(218),var(14)<2 [State -1, Stand] type = ChangeState value =3300 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 triggerall=power>=1000 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=(p2statetype !=A)||(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-60,20]) triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=120 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000 triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger11=(p2statetype=A||(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2&&(p2bodydist x>ifelse(p2stateno>=1000,40,60)))) && helper(218),var(14)<2 trigger11=(helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=180,1600,1601) triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 ;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=280 ;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(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(13)>999&&fvar(13)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger1=fvar(13)>999&&fvar(13)-((ceil(fvar(13)/100)-ifelse(fvar(13)-(ceil(fvar(13)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) trigger2=fvar(12)>999&&fvar(12)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger2=0;fvar(12)>999&&fvar(12)-((ceil(fvar(12)/100)-ifelse(fvar(12)-(ceil(fvar(12)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) trigger3=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger3=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/100)-ifelse(fvar(19)-(ceil(fvar(19)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) trigger4=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger4=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/100)-ifelse(fvar(18)-(ceil(fvar(18)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) trigger5=fvar(17)>999&&fvar(17)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger5=fvar(17)>999&&fvar(17)-((ceil(fvar(17)/100)-ifelse(fvar(17)-(ceil(fvar(17)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) trigger6=fvar(16)>999&&fvar(16)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger6=fvar(16)>999&&fvar(16)-((ceil(fvar(16)/100)-ifelse(fvar(16)-(ceil(fvar(16)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) trigger7=fvar(15)>999&&fvar(15)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger7=fvar(15)>999&&fvar(15)-((ceil(fvar(15)/100)-ifelse(fvar(15)-(ceil(fvar(15)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) trigger8=fvar(14)>999&&fvar(14)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger8=fvar(14)>999&&fvar(14)-((ceil(fvar(14)/100)-ifelse(fvar(14)-(ceil(fvar(14)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) trigger9=fvar(11)>999&&fvar(11)-(enemynear(helper(218),Var(36)),stateno*100)=[-2,999] trigger9=fvar(11)>999&&fvar(11)-((ceil(fvar(11)/100)-ifelse(fvar(11)-(ceil(fvar(11)/100)*100)<0,1,0))*100)-helper(218),var(14)>=ifelse(p2bodydist x<=60,25,ifelse(p2bodydist x<=180,30,42)) [State -1, Stand] type = ChangeState value =700 triggerall = !IsHelper triggerall = var(59)>0 triggerall = ((helper(218),var(35)!=10)&&(helper(218),var(35)!=12))||helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2bodydist y>-10||(p2bodydist x-enemynear(helper(218),Var(36)),vel x*6=[0,60])||p2statetype !=A triggerall=(p2bodydist x>=0 && enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-60,20])||p2statetype !=A triggerall=p2bodydist x>=20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X -enemynear(helper(218),Var(36)),vel x*6<=55 ;;;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000 && (helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) 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] triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(38)<=0||var(38) !=p2stateno) triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(39)<=0 ||var(39) !=p2stateno) 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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[ifelse(helper(218),var(14)<2,4,10),21] 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(helper(218),var(14)<2,4,10),21] 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(helper(218),var(14)<2,4,10),21] 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(helper(218),var(14)<2,4,10),21] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[ifelse(helper(218),var(14)<2,4,10),21] trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[ifelse(helper(218),var(14)<2,4,10),21] 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(helper(218),var(14)<2,4,10),21] trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[ifelse(helper(218),var(14)<2,4,10),21] 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(helper(218),var(14)<2,4,10),21] 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(helper(218),var(14)<2,4,10),21] [State -1, Stand] type = ChangeState value =701 triggerall = !IsHelper triggerall = var(59)>0 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)) ;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 ;;;triggerall=P2bodyDist X -enemynear(helper(218),Var(36)),vel x*6<=55 ;;;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000 && (helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) 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] triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(38)<=0||var(38) !=p2stateno) triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(39)<=0 ||var(39) !=p2stateno) triggerall=fvar(9)<=999||(fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||p2bodydist x<=40 triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||p2bodydist x<=40 triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||p2bodydist x<=40 triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||p2bodydist x<=40 triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||p2bodydist x<=40 triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||p2bodydist x<=40 trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[ifelse(helper(218),var(14)<2,8,10),21] 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(helper(218),var(14)<2,8,10),21] 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(helper(218),var(14)<2,8,10),21] 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(helper(218),var(14)<2,8,10),21] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[ifelse(helper(218),var(14)<2,8,10),21] trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[ifelse(helper(218),var(14)<2,8,10),21] 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(helper(218),var(14)<2,8,10),21] trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[ifelse(helper(218),var(14)<2,8,10),21] 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(helper(218),var(14)<2,8,10),21] 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(helper(218),var(14)<2,8,10),21] trigger11=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=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)>=36 trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=36 trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=36 trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=36 trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=36 trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=36 [State -1, Stand] type = ChangeState value =702 triggerall = !IsHelper triggerall = var(59)>0 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)) ;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 ;;;triggerall=P2bodyDist X -enemynear(helper(218),Var(36)),vel x*6<=55 ;;;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000 && (helper(218),var(46)=[0,1999999]) && (helper(218),var(47)=[0,1999999]) 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] triggerall=(var(38)>0 &&var(38) =p2stateno)||(var(39)>0 &&var(39) =p2stateno) trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,5] 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)=[0,5] 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)=[0,5] 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)=[0,5] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,5] trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,5] 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)=[0,5] trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,5] 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)=[0,5] 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)=[0,5] [State -1, Stand] type = ChangeState value =1200 triggerall = !IsHelper triggerall = var(59)>0 triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000;||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype =S triggerall=p2bodydist x>=-20 && p2bodydist x<=100 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(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] trigger1=fvar(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)>=16 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)>=16 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)>=16 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)>=16 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)>=16 trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 [State -1, Stand] type = ChangeState value =1100 triggerall = !IsHelper triggerall = var(59)>0 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)) ;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && (life>100||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20) ;&& random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X -enemynear(helper(218),Var(36)),vel x*6<=160 ;;;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=helper(218),var(44)<2000000 && helper(218),var(45)<2000000 triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15] trigger11=p2movetype=A && partner,life>0 && ((partner,movetype!=H)||partner,stateno<200||partner,stateno=[5000,5059]) trigger11=(helper(218),Var(14)<2)&&enemynear(helper(218),Var(36)),facing*facing<0 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x>120,104,42) triggerall = !IsHelper triggerall = var(59)>0 triggerall = helper(218),var(35)!=1 triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000;||(p2stateno<700&&inguarddist) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-20 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] trigger1=fvar(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)>=30 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)>=30 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)>=30 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)>=30 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)>=30 trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=160,1100,43) triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5) triggerall = stateno != [100,105] ;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall=p2bodydist x>-30 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<=0;||((p2bodydist x>=140||p2bodydist x<=50)&&(fvar(4)>2000000||fvar(5)>2000000)) triggerall=p2movetype=A ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S ;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[9000,9999]) ;triggerall=var(48)=11||(random<=400) triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) trigger1=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(helper(218),var(46)>=2000000||helper(218),var(47)>=2000000) trigger1=(var(51)-((ceil(var(51)/100000)-ifelse(var(51)-(ceil(var(51)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400 trigger1=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99]) [State -1, Stand] type = ChangeState value =1100 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)>=ifelse(life<p2life||life<300,20,30) triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)) ;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && (life>100||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20) ;&& random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = (stateno=[150,159]) triggerall = p2movetype=A triggerall=((p2bodydist y=[-60,0])&&(P2bodyDist y+enemynear(helper(218),Var(36)),vel y*6<=0))||p2statetype !=A triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X -enemynear(helper(218),Var(36)),vel x*6<=160 ;;;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=helper(218),var(44)<2000000 && helper(218),var(45)<2000000 triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=helper(218),var(14)<2 trigger1=(var(38)>0 && var(38)=p2stateno)||(var(39)>0 && var(39)=p2stateno) trigger2=(stateno=150||stateno=152)&&time=0&&(p2statetype=A||p2bodydist x>100||p2life<100||p2stateno>=1000) [State -1, Stand] type = ChangeState value =ifelse(statetype=A,162,ifelse(statetype=S,160,161)) triggerall = roundstate = 2 && var(59) && var(57)<200000 triggerall = p2bodydist x>-20 && frontedgebodydist-p2bodydist x>60 && statetype!=A trigger1 = stateno = [150,159] [State -1,Recovery roll] type = VarSet triggerall =var(59) trigger1 = (HitFall);&&partner,life<=0 trigger1 = alive = 1 var(22) = 2 [State -1,Recovery roll] type = VarSet triggerall =var(59) triggerall = (((helper(218),var(35)!=[100,199])&&(p2bodydist x<=10||p2bodydist x>=300||(backedgebodydist<60&&p2bodydist x<50)))||backedgebodydist>60) triggerall=p2bodydist x>200||frontedgebodydist-p2bodydist x>60 trigger1 = (HitFall)&&partner,life<=0 trigger1 = alive = 1 var(22) = 1 [State -1,Recovery roll] type = VarSet triggerall =var(59) triggerall=partner,life>0&&enemynear(helper(218),Var(36)),facing*facing<0&&p2bodydist x<=150&&frontedgebodydist-p2bodydist x>50 triggerall=partner,facing*facing>0 && ((facing>0&&pos x>partner,pos x)||(facing<0&&pos x<partner,pos x)) trigger1 = (HitFall)&&partner,life>0 trigger1 = 0;alive = 1 var(22) = 1 [State -1, Stand] type = ChangeState value =1105 triggerall = !IsHelper triggerall = var(59)>0 triggerall = stateno=1100 && time>=14 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(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<-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=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<-5 trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<-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=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<-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 [State -1, Stand] type = ChangeState value =1105 triggerall = !IsHelper triggerall = var(59)>0 && helper(218),var(35)!=[15,16] triggerall = stateno=1100 && time>=14 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)<18 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)<18 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)<18 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)<18 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)<18 trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<18 trigger7=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT) trigger8=helper(218),var(5)=9998 trigger9=helper(218),var(18)-((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] trigger9=p2movetype!=A trigger10=prevstateno=[150,159] trigger10=(var(38)<=0 || var(38)!=p2stateno)&&(var(39)<=0 || var(39)!=p2stateno) [State -1, Stand] type = ChangeState value =1105 triggerall = !IsHelper triggerall = var(59)>0 && helper(218),var(35)=[15,16] triggerall = stateno=1100 && time>=14 trigger1=p2bodydist x<0||p2bodydist y>=-40 trigger2=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT) trigger3=helper(218),var(5)=9998 [State -1, Stand] type = ChangeState value =1200 triggerall = !IsHelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 ;triggerall = helper(218),var(35)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)>=50000 triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 triggerall = stateno=[200,499] triggerall = p2movetype=A trigger1=fvar(9)>999&&fvar(9)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] [State -1] type = ChangeState value=ifelse(Numhelper(1421) = 0,1420,ifelse(Numhelper(1411) = 0,1410,1400)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = Numhelper(1401) = 0||Numhelper(1411) = 0||Numhelper(1421) = 0 ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 ;triggerall=p2bodydist x>=-60 ;triggerall=p2bodydist x<=90 triggerall=p2movetype=A trigger1 = 0;(StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Super Jump] type = ChangeState value = ifelse(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2&&p2bodydist y>=-40,1200,7000) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2statetype=A&&p2stateno>=200&&p2movetype=H;||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = stateno = 220 && movehit [State -1, 連撃 五段目] type = ChangeState value = ifelse(power>=1000&&(life>p2life||power>=2000)&&frontedgebodydist>70,3150,1250);ifelse(stateno=620,650,ifelse(stateno=650,1250,650)) triggerall = !ishelper triggerall = var(59)>0 triggerall=(helper(218),var(35)!=10) 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(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=100||(frontedgebodydist<=70&&prevstateno=7000) triggerall = statetype = A ;&& pos y<-30 triggerall=p2bodydist x>=-60 triggerall=(p2bodydist x<=40 && p2bodydist y=[ifelse(vel y<0,-60,-20),40]);||(frontedgebodydist<=60&&prevstateno=7000) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2statetype=A&&p2stateno>=200&&p2movetype=H;||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 =Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 107)||stateno=[100,101] trigger2 = stateno=620 && movehit trigger3 = stateno=650 && movehit [State -1, 連撃 五段目] type = ChangeState value = 600 triggerall = !ishelper triggerall = var(59)>0 triggerall=(helper(218),var(35)!=10) triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3 triggerall = statetype = A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x<=40 && p2bodydist y=[ifelse(vel y<0,-60,-20),40] triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2statetype=A&&p2stateno>=200&&p2movetype=H;||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 =Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 107)||stateno=[100,101] [State -1, 連撃 五段目] type = ChangeState value = ifelse(stateno = 600,630,ifelse(stateno = 630,610,ifelse(stateno = 610,640,ifelse(stateno = 640,620,650)))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1 triggerall = statetype = A triggerall=p2bodydist x>=-60 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = (movecontact && stateno=[600,649]) [State -1, 連撃 五段目] type = ChangeState value = ifelse(power>=1000&&life>p2life&&(stateno=210||stateno=240||stateno=410||stateno=440)&&(p2statetype!=C),3100,220) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000 triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2statetype=A triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x<=90 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H) && p2bodydist x<ifelse(p2statetype=A,70,60) trigger1 = (stateno = [200,210]) && movecontact trigger2 = (stateno = [230,240]) && movecontact trigger3 = (stateno = [400,410]) && movecontact trigger4 = (stateno = [430,440]) && movecontact [State -1, 連撃 五段目] type = ChangeState value = ifelse(power>=1000&&life>p2life&&(stateno=210||stateno=240||stateno=410||stateno=440)&&(p2statetype=A),3100,220) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)>=100000 triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2statetype=A triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x<=90 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H) && p2bodydist x<ifelse(p2statetype=A,70,60) trigger1 = (stateno = [200,210]) && movecontact trigger2 = (stateno = [230,240]) && movecontact trigger3 = (stateno = [400,410]) && movecontact trigger4 = (stateno = [430,440]) && movecontact [State -1, 連撃 五段目] type = ChangeState value = 220 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 && frontedgebodydist<=70 triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x<=90 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = (stateno = 210) && movecontact trigger2 = (stateno = 240) && movecontact trigger3 = (stateno = 410) && movecontact trigger4 = (stateno = 440) && movecontact [State -1, 連撃 五段目] type = ChangeState value = 3300 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive && power>=1000 triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1 triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x=[60,75] triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = 0;(StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, 連撃 五段目] type = ChangeState value = ifelse((stateno = 200||stateno=400)&&p2bodydist x<=80,430,ifelse((stateno = 210||stateno=410),440,ifelse(p2bodydist x>=110||random<=500,210,410))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1 triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2statetype!=A;(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = (stateno = 200||stateno=400) && movecontact && p2bodydist x<120 trigger2 = (stateno = 230||stateno=430) && movecontact && p2bodydist x<120 trigger3 = (stateno = 210||stateno=410) && movecontact && p2bodydist x<=80 [State -1, 連撃 五段目] type = ChangeState value = 450 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1 triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x<=110 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2statetype!=A;(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = stateno = 200 && movecontact trigger2 = stateno = 210 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 240 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact trigger8 = stateno = 440 && movecontact [State -1, 連撃 五段目] type = ChangeState value = ifelse((movehit&&p2stateno>=200&&p2movetype=H)||p2bodydist x>100,420,ifelse(p2bodydist x<=70,250,450)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1 triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x<=110 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2statetype!=A;(movehit&&p2stateno>=200&&p2movetype=H) trigger1 = stateno = 200 && movecontact trigger2 = stateno = 210 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 240 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact trigger8 = stateno = 440 && movecontact [State -1, 連撃 五段目] type = ChangeState value = 3200;ifelse(p2bodydist x<=75&&var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2,3300,3200) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive && power>=2000 triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 && frontedgebodydist>70 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1 triggerall = statetype != A triggerall=p2bodydist x>=-60 ;triggerall=p2bodydist x<=90 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H)&&(stateno=450) trigger1 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, 連撃 五段目] type = ChangeState value = ifelse(p2bodydist x<=75&&var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2,3300,3200) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive && power>=2000 triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1 triggerall = statetype != A triggerall=p2bodydist x>=-60 ;triggerall=p2bodydist x<=90 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H)&&(stateno=220||stateno=250||stateno=420||stateno=450||(p2bodydist x<=75&&var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2)) trigger1 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, 連撃 五段目] type = ChangeState value = 220 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=p2bodydist x<=90 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(movehit&&p2stateno>=200&&p2movetype=H) && p2bodydist x<ifelse(p2statetype=A,70,60) trigger1 = (stateno = [200,210]) && movecontact trigger2 = (stateno = [230,240]) && movecontact trigger3 = (stateno = [400,410]) && movecontact trigger4 = (stateno = [430,440]) && movecontact [State -1, 連撃 五段目] type = ChangeState value = ifelse(movehit&&p2stateno>=200&&p2movetype=H&&p2bodydist x<=90,1200,1000) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)=[11,15] triggerall = RoundState = 2 && Alive ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1 triggerall = statetype != A triggerall=p2bodydist x>=-60 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 = (movehit&&p2stateno>=200&&p2movetype=H&&p2bodydist x<=90) trigger1 = (StateType != A) && (stateno=[200,499]) && (MoveContact) trigger2 = stateno=200||stateno=210||stateno=400||stateno=410 trigger2 = movecontact [State -1] type = ChangeState value=3000 triggerall = !ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<600,20,30) ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && power>=2000 && life>p2life triggerall=(facing>0&&enemynear(helper(218),Var(36)),pos x<=0)||(facing<0&&enemynear(helper(218),Var(36)),pos x>=0) ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) 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(35)=10 [State -1] type = ChangeState value=3000 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;&& power>=1000 ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall=(facing>0&&enemynear(helper(218),Var(36)),pos x<-50)||(facing<0&&enemynear(helper(218),Var(36)),pos x>50) trigger1=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=[5100,5150] [State -1] type = ChangeState value=800 triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0 ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall = ((statetype != A)&&(p2statetype!=A)) triggerall=p2bodydist x>=-40 triggerall = p2bodydist x < 70 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H);||p2stateno=[120,159] triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0||p2statetype=A triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-50,0);;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger2 =stateno=109&&p2bodydist x<=10&&random<=500 [State -1] type = ChangeState value=109 triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall=partner,life>0||helper(218),var(35)!=10 ;triggerall=partner,life>0||helper(218),var(10)-((ceil(helper(218),var(10)/100)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall = ((statetype != A)&&(p2statetype!=A));;;;;;;||((statetype = A)&&(p2statetype=A)&&p2bodydist y=[-40,40]) triggerall=p2bodydist x>=-40 triggerall = p2bodydist X < 100 ;triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-60,0] ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) ;triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H);||p2stateno=[120,159] triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999]);||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x>80||random<=333,430,ifelse(p2bodydist x>70||random<=666,230,400)) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive 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>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=90 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0) [State -1] type = ChangeState value=ifelse(random<=500,200,ifelse(random<=750,210,410)) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive 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>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=120 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0) [State -1] type = ChangeState value=ifelse(p2bodydist x<=70,ifelse(random<=500&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,220,250),ifelse(random<=500,420,450)) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive 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>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=120 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0) [State -1] type = ChangeState value=200;ifelse(p2bodydist x<=60,220,1200) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-40 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=110 triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=88887 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =(helper(218),fvar(30)>0 && helper(218),fvar(30)=p2stateno)||(helper(218),fvar(31)>0 && helper(218),fvar(31)=p2stateno)||(helper(218),fvar(32)>0 && helper(218),fvar(32)=p2stateno) [State -1] type = ChangeState value=ifelse(power>=2000&&p2bodydist x<=200&&(p2stateno=[120,159]),ifelse((facing>0&&enemynear(helper(218),Var(36)),pos x<-50)||(facing<0&&enemynear(helper(218),Var(36)),pos x>50),3000,3200),88887) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && power<3000 && power<powermax ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>100 triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && 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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 trigger1 =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger1 =p2stateno=[120,159] trigger1 = (NumHelper(1505)||NumHelper(1506)||NumHelper(1507)) 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 =p2bodydist x>150 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 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]) trigger3 = (NumHelper(1505)||NumHelper(1506)||NumHelper(1507)) 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])||(helper(218),var(35)=10) trigger3 =p2bodydist x>150 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger3 =(p2stateno=[5100,5110])||(enemynear(helper(218),Var(36)),vel x<=0 && p2statetype!=A)||(helper(218),var(35)=10) [State -1] type = ChangeState value=ifelse(statetype=A,1500,ifelse(random<=333,1000,ifelse(random<=666,1010,1020))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<6000)||statetype=A||random<=500;||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)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000)||statetype=A||random<=500||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)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000)||statetype=A||random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall = (!NumHelper(1505) && !NumHelper(1506) && !NumHelper(1507))||statetype!=A triggerall = NumProjID(1000) = 0||statetype=A ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = (pos y>=-70)||statetype != A triggerall=p2bodydist x>=ifelse(statetype=A,200,120) triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30=[ifelse(statetype=A,200,120),ifelse(statetype=A,400,300)]) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger2 =statetype=A && vel y>=0 [State -1] type = ChangeState value=1400 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = (!NumHelper(1505) && !NumHelper(1506) && !NumHelper(1507))||statetype!=A triggerall = NumProjID(1000) = 0||statetype=A ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = (pos y>=-70)||statetype != A triggerall=p2bodydist x>=200 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30=[200,300]) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(random<=500&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20,1100,ifelse(p2bodydist x<=100,1300,1303)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=statetype != A triggerall=p2bodydist x>=60 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x<=150) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=1200 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=statetype != A triggerall=p2bodydist x>=40 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x<=100) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && 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=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(random<=500||(partner,life>0),42,43) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*2=[60,300]) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=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=ifelse(random<=500&&power<3000&&p2bodydist x>100,88887,ifelse(p2bodydist x<150,43,42)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=60 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>=60) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1=helper(218),var(18)<1000 && p2stateno=[5100,5120] trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger2=helper(218),var(18)>3000||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000>=30000 [State -1] type = ChangeState value=1500 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = !NumHelper(1505) && !NumHelper(1506) && !NumHelper(1507) ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype = A && (enemynear(helper(218),Var(36)),vel y>0||p2statetype!=A) triggerall=p2bodydist x>=80 ;triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<=300) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) trigger1=helper(218),Var(35)=10 && p2bodydist y>0 trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 && p2bodydist y>0 trigger2=(p2movetype=H && p2stateno>200 && p2statetype=A)||(enemynear(helper(218),Var(36)),vel x<=0 && (p2stateno=[5000,5199]) && p2movetype!=H) [State -1] type = ChangeState value=1500 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = !NumHelper(1505) && !NumHelper(1506) && !NumHelper(1507) ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype = A && (((vel y>=0||p2bodydist x>120) && vel x<0)||(vel x>0 && p2bodydist x<=150)) triggerall=p2bodydist x>=100 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>=100) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) 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] [State -1] type = ChangeState value=ifelse(backedgebodydist<60,104,43) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall=NumProjID(1000) = 0||Numhelper(1421)=0 ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=-20 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) trigger1=helper(218),var(35)=10 [State -1] type = ChangeState value=1000 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = NumProjID(1000) = 0 ;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159] ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = statetype != A triggerall=p2bodydist x>=120 triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70 triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30=[120,300]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102]) trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1=helper(218),var(18)<1000 && p2stateno=5120 trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger2=helper(218),var(18)>3000||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) trigger2=p2bodydist x>200||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 [State -1] type = ChangeState value=ifelse(frontedgebodydist>120&&(enemynear(helper(218),Var(36)),vel x>=2),104,ifelse(backedgebodydist>60,105,104)) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive && numenemy=1 && numpartner=0 triggerall = statetype != A ;triggerall=backedgebodydist>60||(p2bodydist x<=60 && enemynear(helper(218),Var(36)),vel x>=3 && p2stateno!=[5100,5110]) triggerall=p2bodydist x>=-60 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall =(p2statetype!=A);||(helper(218),var(35)=8) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1 =backedgebodydist<=50 && p2bodydist x<=60 && (enemynear(helper(218),Var(36)),vel x>=0||p2stateno=[5100,5110]) trigger2 =p2bodydist x<=100 && enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110] trigger3 = p2bodydist x<=30 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall = (stateno!=50)||var(3)!=[1,2] triggerall = helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109||(animtime=0&&stateno=[700,702]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=var(51)<100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)=[1,9] value = ifelse(statetype=A,132,130) [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall = (stateno!=50)||var(3)!=[1,2] triggerall = helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109||(animtime=0&&stateno=[700,702]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=var(51)<100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)>=1 value = ifelse(statetype=A,132,ifelse((enemynear(helper(218),Var(36)),stateType = A),130,131)) [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = p2statetype=A||helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109||(animtime=0&&stateno=[700,702]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall=statetype !=A triggerall=inguarddist||helper(218),inguarddist triggerall=var(51)<100000 trigger1=enemynear(helper(218),Var(36)),MoveType = A trigger1=enemynear(helper(218),Var(36)),statetype=A trigger2=enemynear(helper(218),Var(36)),MoveType = A trigger2=(var(38)>0 && var(38)=p2stateno)||(var(39)>0 && var(39)=p2stateno) value = 130 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(52)<2000000 && helper(218),var(53)<2000000||p2statetype=A||helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109||(animtime=0&&stateno=[700,702]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall=statetype!=A triggerall=inguarddist||helper(218),inguarddist triggerall=var(51)<100000 triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(38)<=0||var(38) !=p2stateno) triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(39)<=0 ||var(39) !=p2stateno) trigger1=enemynear(helper(218),Var(36)),statetype !=A trigger1=enemynear(helper(218),Var(36)),MoveType = A trigger2=enemynear(helper(218),Var(36)),movetype !=A value = 131 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = helper(218),var(35)!=1 ;triggerall = helper(218),var(35)!=[100,130] triggerall = RoundState = 2 && Alive triggerall = StateNo != [120, 159] triggerall = StateNo != 102 triggerall=inguarddist||helper(218),inguarddist triggerall=var(51)<100000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109 triggerall=statetype=A trigger1=1 value = 132 [State -1, Stand1] type = ChangeState value =100;ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25) triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = (helper(218),var(35)!=10)&&(helper(218),var(35)!=12) ;triggerall = (helper(218),var(35)!=18)||helper(218),var(10)-((ceil(helper(218),var(10)/1000000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall = RoundState = 2 && Alive && stateno!=[100,109] triggerall = statetype != A triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(p2movetype!=H)||(p2stateno =[120,159]) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) triggerall=p2bodydist x>20||frontedgebodydist>60 triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10000)*10000)<0,1,0))*10000)!=[2000,2999] trigger1=p2bodydist x>250 trigger2=helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999] trigger2=p2bodydist x>100 && random<=5 trigger3=p2movetype=H&&p2stateno>200&&(p2bodydist x>100||(p2bodydist y>=-100&&p2bodydist x>50)||p2statetype!=A) trigger3=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno!=[5100,5150] trigger4=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 && (helper(218),var(35)=10||helper(218),var(35)=12) && p2bodydist x>=80 [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 && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>2 triggerall = helper(218),var(35)=10||helper(218),var(35)=12 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(stateno=28) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159]) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) trigger1=p2bodydist x>=30 [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 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=28 && random<=200)||(stateno=28 && helper(218),var(35)=11) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159]) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) trigger1=p2bodydist x>=ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,120,ifelse(p2movetype=H&&p2stateno>200,20,30)) trigger1=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,20,30) 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)>0,120,ifelse(p2movetype=H&&p2stateno>200,20,80)) trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30) [State -1, Stand1] type = ChangeState value =28 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=27 && random<=200) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159]) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) trigger1=p2bodydist x<ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,120,ifelse(p2movetype=H&&p2stateno>200,20,30)) trigger1=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,20,30) 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)>0,120,ifelse(p2movetype=H&&p2stateno>200,20,80)) trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30) [State -1, Stand] type = ChangeState value = 0 triggerall = !IsHelper triggerall = (var(59) !=0)||stateno=[27,28] ;triggerall = RoundState = 2 && Alive && time triggerall = time>=10 && statetype != A trigger1=(time>=10 && stateno=[27,28]);||(time>=3 && stateno=[100,101]) trigger1 = RoundState != 2 trigger2=(stateno=[27,28]);||(stateno=[100,101])||(StateNo = 5120 && AnimTime = 0) trigger2 = p2bodydist x<-20;||(p2bodydist x<0 && facing*enemynear(helper(218),Var(36)),facing>0) trigger3 = helper(218),var(35)=18 && p2bodydist x=[-20,20] ctrl=1 [State -1, Stand] type = ChangeState value = 101 triggerall = !IsHelper triggerall = (var(59) !=0) ;triggerall = RoundState = 2 && Alive && time triggerall =0;stateno=100 && AnimElemtime(2) >= 0 && statetype != A trigger1 = RoundState != 2 ;trigger2 = (helper(218),var(35)!=18)||p2movetype=A||inguarddist||p2bodydist x<=30 trigger2 = p2movetype=A||inguarddist||p2bodydist x<ifelse(p2movetype=H&&p2stateno>200,20,150) [State -1, Stand] type = ChangeState value = 88888 triggerall = !IsHelper triggerall = (var(59) !=0) ;triggerall = RoundState = 2 && Alive && time triggerall =stateno=88887 && statetype != A trigger1 = RoundState != 2 ;trigger2 = (helper(218),var(35)!=18)||p2movetype=A||inguarddist||p2bodydist x<=30 trigger2 = p2movetype=A||inguarddist||((p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<100||p2bodydist x<100)&&((p2movetype!=H)||(p2statetype!=A)))||random<=5 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] [State -2] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall=time=0 triggerall = RoundState = 2 && Alive trigger1=stateno=[5200,5210] trigger1=numpartner=0 value =5050 [State -1] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive trigger1=stateno=20 trigger2=stateno=40 trigger3=0;stateno=45 trigger4=stateno=10 value = ifelse(stateno=45,ifelse(vel y >=0,51,50),ifelse(p2movetype=A,28,27)) ctrl=1 [State -1] type = ChangeState triggerall = !IsHelper triggerall = var(59)!=0 triggerall=stateno=[20,23] trigger1=roundstate !=2 trigger2=p2bodydist x<-10 value =0 ctrl=1 [State -1] type = ChangeState value =3000;ifelse(random<=250,720,ifelse(random<=500,730,ifelse(random<=750,750,740)));ifelse(random<=500,197,198);ifelse(statetype=A,ifelse(random<=350,2150,ifelse(random<=700,2125,2100)),ifelse(random<=350,1500,ifelse(random<=700,2400,2400)));ifelse(random<=350,6000,ifelse(random<=700,4000,4100));ifelse(random<=350,ifelse(numhelper(6061) = 1,6051,6050),ifelse(random<=700,6000,ifelse((var(29)=1),4100,4000)));ifelse(random<=350,3000,ifelse(random<=700,3100,3050));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310) triggerall =var(59)=0 trigger1 = 0;(stateno = [200,499]) && movehit [State -1] type = ChangeState value =3200;ifelse(statetype=A,1310,ifelse(random<=333,1300,ifelse(random<=666,520,3600)));ifelse(random<=250,720,ifelse(random<=500,730,ifelse(random<=750,750,740)));ifelse(random<=500,197,198);ifelse(statetype=A,ifelse(random<=350,2150,ifelse(random<=700,2125,2100)),ifelse(random<=350,1500,ifelse(random<=700,2400,2400)));ifelse(random<=350,6000,ifelse(random<=700,4000,4100));ifelse(random<=350,ifelse(numhelper(6061) = 1,6051,6050),ifelse(random<=700,6000,ifelse((var(29)=1),4100,4000)));ifelse(random<=350,3000,ifelse(random<=700,3100,3050));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310) triggerall =var(59)=0 trigger1 = p2movetype=A;Command = "a" ;trigger1 = statetype != A trigger1 =0;ctrl||stateno=[20,29] ;trigger2=(stateno = 320) && (Time >= 35) ;=========================================================================== ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Other Moves ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [State -1, Forward Dodge] type=changestate value=701 triggerall = var(59) = 0 triggerall=roundstate=2 triggerall=command="holdfwd"&&(command = "x" && command = "a") trigger1=statetype != A trigger1=ctrl [State -1, Backward Dodge] type=changestate value=702 triggerall = var(59) = 0 triggerall=roundstate=2 triggerall=command="holdback"&&(command = "x" && command = "a") trigger1=statetype != A trigger1=ctrl [State -1, Stand Dodge] type=changestate value=700 triggerall = var(59) = 0 triggerall=roundstate=2 triggerall=command = "x" && command = "a" trigger1=statetype != A trigger1=ctrl ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) = 0 triggerall = StateNo != 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dash Fwd Air [State -1, Air Dash Fwd] type = ChangeState value = 102 triggerall = var(59) = 0 triggerall = StateNo != 102 triggerall = StateNo != 107 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dash Back [State -1, Dash Back] type = ChangeState value = 105 triggerall = var(59) = 0 triggerall = StateNo != 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dash Back Air [State -1, Air Dash Back] type = ChangeState value = 107 triggerall = var(59) = 0 triggerall = StateNo != 102 triggerall = StateNo != 107 trigger1 = command = "BB" trigger1 = statetype = A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Super Attacks ;--------------------------------------------------------------------------- ;Mine cart carnage [State -1, Mine Cart Carnage] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = command = "QCF_xyz" triggerall = power >= 1000 triggerall = stateno != [3000,3999] trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;--------------------------------------------------------------------------- ;Gigaton Blow [State -1, Gigaton Blow] type = ChangeState value = 3200 triggerall = var(59) = 0 triggerall = command = "QCB_xyz" triggerall = power >= 1000 triggerall = stateno != [3000,3999] trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;--------------------------------------------------------------------------- ;Mega Punch [State -1, Mega Punch] type = ChangeState value = 3300 triggerall = var(59) = 0 triggerall = command = "QCF_abc" triggerall = power >= 1000 triggerall = stateno != [3000,3999] trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;--------------------------------------------------------------------------- ;Siberian Blizzard [State -1, Siberian Blizzard] type = ChangeState value = 3100 triggerall = var(59) = 0 triggerall = command = "QCB_abc" triggerall = power >= 1000 triggerall = stateno != [3000,3999] trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;--------------------------------------------------------------------------- ;Air Siberian Blizzard [State -1, Air Siberian Blizzard] type = ChangeState value = 3150 triggerall = var(59) = 0 triggerall = command = "QCB_abc" triggerall = power >= 1000 triggerall = stateno != [3000,3999] trigger1 = Statetype = A && ctrl trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact) ;=========================================================================== ;--------------------------------------------------------------------------- ;Throws / Guard Push ;--------------------------------------------------------------------------- ;Ground Throw P [State -1] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "throw_p" triggerall = statetype = S triggerall = ctrl trigger1 = command = "holdfwd" trigger2 = command = "holdback" ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Special Attacks ;--------------------------------------------------------------------------- ;Charge [State -1, Charge] type = ChangeState value = 88887 triggerall = var(59) = 0 triggerall = power < 3000 trigger1 = command = "hold_b" && command = "hold_y" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Rolling Upper X [State -1, Rolling Upper X] type = ChangeState value = 1600 triggerall = var(59) = 0 triggerall = command = "RU_x" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Rolling Upper Y [State -1, Rolling Upper Y] type = ChangeState value = 1601 triggerall = var(59) = 0 triggerall = command = "RU_y" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Rolling Upper Z [State -1, Rolling Upper Z] type = ChangeState value = 1602 triggerall = var(59) = 0 triggerall = command = "RU_z" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Coconut X [State -1, Coconut X] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "QCF_x" triggerall = command != "holddown" triggerall = NumProjID(1000) = 0 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 201 trigger3 = movecontact = 1 trigger4 = stateno = 202 trigger4 = movecontact = 1 trigger5 = stateno = 210 trigger5 = movecontact = 1 trigger6 = stateno = 211 trigger6 = movecontact = 1 trigger7 = stateno = 212 trigger7 = movecontact = 1 trigger8 = stateno = 301 trigger8 = movecontact = 1 trigger9 = stateno = 302 trigger9 = movecontact = 1 trigger10 = stateno = 400 trigger10 = movecontact = 1 trigger11 = stateno = 401 trigger11 = movecontact = 1 trigger12 = stateno = 402 trigger12 = movecontact = 1 trigger13 = stateno = 410 trigger13 = movecontact = 1 trigger14 = stateno = 411 trigger14 = movecontact = 1 trigger15 = stateno = 412 trigger15 = movecontact = 1 trigger16 = Var(10) = 1 trigger16 = statetype != A trigger16 = hitdefattr = S, NA, SA trigger16 = movecontact ;--------------------------------------------------------------------------- ;Coconut Y [State -1, Coconut Y] type = ChangeState value = 1010 triggerall = var(59) = 0 triggerall = command = "QCF_y" triggerall = command != "holddown" triggerall = NumProjID(1000) = 0 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 201 trigger3 = movecontact = 1 trigger4 = stateno = 202 trigger4 = movecontact = 1 trigger5 = stateno = 210 trigger5 = movecontact = 1 trigger6 = stateno = 211 trigger6 = movecontact = 1 trigger7 = stateno = 212 trigger7 = movecontact = 1 trigger8 = stateno = 301 trigger8 = movecontact = 1 trigger9 = stateno = 302 trigger9 = movecontact = 1 trigger10 = stateno = 400 trigger10 = movecontact = 1 trigger11 = stateno = 401 trigger11 = movecontact = 1 trigger12 = stateno = 402 trigger12 = movecontact = 1 trigger13 = stateno = 410 trigger13 = movecontact = 1 trigger14 = stateno = 411 trigger14 = movecontact = 1 trigger15 = stateno = 412 trigger15 = movecontact = 1 trigger16 = Var(10) = 1 trigger16 = statetype != A trigger16 = hitdefattr = S, NA, SA trigger16 = movecontact ;--------------------------------------------------------------------------- ;Coconut Z [State -1, Coconut Z] type = ChangeState value = 1020 triggerall = var(59) = 0 triggerall = command = "QCF_z" triggerall = command != "holddown" triggerall = NumProjID(1000) = 0 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 201 trigger3 = movecontact = 1 trigger4 = stateno = 202 trigger4 = movecontact = 1 trigger5 = stateno = 210 trigger5 = movecontact = 1 trigger6 = stateno = 211 trigger6 = movecontact = 1 trigger7 = stateno = 212 trigger7 = movecontact = 1 trigger8 = stateno = 301 trigger8 = movecontact = 1 trigger9 = stateno = 302 trigger9 = movecontact = 1 trigger10 = stateno = 400 trigger10 = movecontact = 1 trigger11 = stateno = 401 trigger11 = movecontact = 1 trigger12 = stateno = 402 trigger12 = movecontact = 1 trigger13 = stateno = 410 trigger13 = movecontact = 1 trigger14 = stateno = 411 trigger14 = movecontact = 1 trigger15 = stateno = 412 trigger15 = movecontact = 1 trigger16 = Var(10) = 1 trigger16 = statetype != A trigger16 = hitdefattr = S, NA, SA trigger16 = movecontact ;--------------------------------------------------------------------------- ;Air Banana Throw X [State -1, Air Banana Throw X] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = !var(0) triggerall = !NumHelper(1505) && !NumHelper(1506) && !NumHelper(1507) triggerall = command = "QCF_x" triggerall = statetype =A triggerall = movetype != H trigger1 = Ctrl ;--------------------------------------------------------------------------- ;Air Banana Throw Y [State -1, Air Banana Throw Y] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = !var(0) triggerall = !NumHelper(1505) && !NumHelper(1506) && !NumHelper(1507) triggerall = command = "QCF_y" triggerall = statetype =A triggerall = movetype != H trigger1 = Ctrl ;--------------------------------------------------------------------------- ;Air Banana ThrowZ [State -1, Air Banana Throw Z] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = !var(0) triggerall = !NumHelper(1505) && !NumHelper(1506) && !NumHelper(1507) triggerall = command = "QCF_z" triggerall = statetype =A triggerall = movetype != H trigger1 = Ctrl ;--------------------------------------------------------------------------- ;Mega Stomp A [State -1, Mega Stomp A] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = command = "MS_a" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Mega Stomp B [State -1, Mega Stomp B] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = command = "MS_b" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Mega Stomp C [State -1, Mega Stomp C] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = command = "MS_c" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Roll Tackle A [State -1, Roll Tackle A] type = ChangeState value = 1300 triggerall = var(59) = 0 triggerall = command = "QCF_a" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Roll Tackle B [State -1, Roll Tackle B] type = ChangeState value = 1303 triggerall = var(59) = 0 triggerall = command = "QCF_b" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Roll Tackle C [State -1, Roll Tackle C] type = ChangeState value = 1306 triggerall = var(59) = 0 triggerall = command = "QCF_c" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Air Roll Tackle A [State -1, Air Roll Tackle A] type = ChangeState value = 1350 triggerall = var(59) = 0 triggerall = command = "QCF_a" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Air Roll Tackle B [State -1, Air Roll Tackle B] type = ChangeState value = 1351 triggerall = var(59) = 0 triggerall = command = "QCF_b" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Air Roll Tackle C [State -1, Air Roll Tackle C] type = ChangeState value = 1352 triggerall = var(59) = 0 triggerall = command = "QCF_c" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != [1000,4999] trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = (stateno = 201) && movecontact trigger5 = (stateno = 401) && movecontact trigger6 = (stateno = 202) && movecontact trigger7 = (stateno = 404) && movecontact trigger8 = (stateno = 203) && movecontact trigger9 = (stateno = 403) && movecontact trigger10 = (stateno = 204) && movecontact trigger11 = (stateno = 205) && movecontact ;--------------------------------------------------------------------------- ;Big Punch X [State -1, Big Punch X] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = command = "QCB_x" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 150 trigger3 = stateno = 152 ;--------------------------------------------------------------------------- ;Big Punch Y [State -1, Big Punch Y] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = command = "QCB_y" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 150 trigger3 = stateno = 152 ;--------------------------------------------------------------------------- ;Big Punch Z [State -1, Big Punch Z] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = command = "QCB_z" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 150 trigger3 = stateno = 152 ;--------------------------------------------------------------------------- ;Quick Lariat A [State -1, Quick Lariat A] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = command = "QCB_a" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,499]) ;--------------------------------------------------------------------------- ;Quick Lariat B [State -1, Quick Lariat B] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = command = "QCB_b" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,499]) ;--------------------------------------------------------------------------- ;Double Lariat C [State -1, Double Lariat C] type = ChangeState value = 1205 triggerall = var(59) = 0 triggerall = command = "QCB_c" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,499]) ;--------------------------------------------------------------------------- ;Air Quick Lariat A [State -1, Air Quick Lariat A] type = ChangeState value = 1250 triggerall = var(59) = 0 triggerall = command = "QCB_a" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,699]) ;--------------------------------------------------------------------------- ;Air Quick Lariat B [State -1, Air Quick Lariat B] type = ChangeState value = 1250 triggerall = var(59) = 0 triggerall = command = "QCB_b" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,699]) ;--------------------------------------------------------------------------- ;Air Double Lariat C [State -1, Air Double Lariat C] type = ChangeState value = 1255 triggerall = var(59) = 0 triggerall = command = "QCB_c" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,699]) ;=========================================================================== ;--------------------------------------------------------------------------- ;Basic Attacks ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] Type = ChangeState Value = 195 triggerall = var(59) = 0 Triggerall = Command = "start" Trigger1 = ctrl Trigger1 = StateType != A ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,210]) && movecontact trigger3 = (stateno = [230,240]) && movecontact trigger4 = (stateno = [400,410]) && movecontact trigger5 = (stateno = [430,440]) && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact ;--------------------------------------------------------------------------- ;Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 400 && movecontact ;--------------------------------------------------------------------------- ;Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 410 && movecontact trigger6 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact ;--------------------------------------------------------------------------- [State -1, Super Jump] type = ChangeState value = 7000 triggerall = var(59) = 0 triggerall = StateType = S || StateType = C triggerall = ctrl trigger1 = Command = "superjump" ;--------------------------------------------------------------------------- [State -1, Super Jump] type = ChangeState value = 7000 triggerall = var(59) = 0 triggerall = Command = "holdup" trigger1 = stateno = 220 && movehit ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 630) && movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 640) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && movecontact ;--------------------------------------------------------------------------- ;Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = (stateno = 610) && movecontact ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,640]) && movecontact ;--------------------------------------------------------------------------- ;Begin the Recovery Roll [State -1,Recovery roll] type = VarSet triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = alive trigger1 = (HitFall) && (command = "holdfwd") var(22) = 1 ;--------------------------------------------------------------------------- ;Begin the Recovery Roll [State -1,Recovery roll] type = VarSet triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = alive trigger1 = (HitFall) && (command = "holdback") var(22) = 2 ;--------------------------------------------------------------------------- ;Recovery Roll Variable Set 2 [State -1,Recovery roll] type = VarSet trigger1 = Lose = 1 trigger1 = !alive var(22) = 0 ;--------------------------------------------------------------------------- [State -1, Guard Push stand] type = ChangeState value = 160 triggerall = var(59) = 0 triggerall = command = "guardpush" && statetype = S trigger1 = stateno = [150,153] ;--------------------------------------------------------------------------- [State -1, Guard Push crouch] type = ChangeState value = 161 triggerall = var(59) = 0 triggerall = command = "guardpush" && statetype = C trigger1 = stateno = [150,153] ;--------------------------------------------------------------------------- [State -1, Guard Push aerial] type = ChangeState value = 162 triggerall = var(59) = 0 triggerall = command = "guardpush" && statetype = A trigger1 = stateno = [154,155]
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