;===========================================================================
;---------------------------------------------------------------------------
;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]