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

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their command detection. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ; ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 30 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ; BlockBuster [Command] name = "BlockBuster" command = ~D, DF, F, x+y+z time = 30 ; Level 3 [Command] name = "Level 3" command = ~D, DF, F, a+b time = 30 ; Level 3 [Command] name = "Level 3" command = ~D, DF, F, a+c time = 30 ; Level 3 [Command] name = "Level 3" command = ~D, DF, F, c+b time = 30 ; HYPER CYCLONE [Command] name = "HYPER CYCLONE" command = ~D, DB, B, a+b time = 30 ; HYPER CYCLONE [Command] name = "HYPER CYCLONE" command = ~D, DB, B, a+c time = 30 ; HYPER CYCLONE [Command] name = "HYPER CYCLONE" command = ~D, DB, B, b+c time = 30 ; AMY Tornado [Command] name = "AMY Tornado" command = ~D, DF, F, x+y time = 30 ; AMY Tornado [Command] name = "AMY Tornado" command = ~D, DF, F, x+z time = 30 ; AMY Tornado [Command] name = "AMY Tornado" command = ~D, DF, F, z+y time = 30 ; Gusty Barrage [Command] name = "gustybarrage" command = ~D, DF, F, x+y time = 30 ; Gusty Barrage [Command] name = "gustybarrage" command = ~D, DF, F, x+z time = 30 ; Gusty Barrage [Command] name = "gustybarrage" command = ~D, DF, F, z+y time = 30 ;-| Special Motions |------------------------------------------------------ ;----------------- ; Amy Alpha Counter [Command] name = "ACounter" command = ~B, DB, D, x time = 15 ; Amy Alpha Counter [Command] name = "ACounter" command = ~B, DB, D, y time = 15 ; Amy Alpha Counter [Command] name = "ACounter" command = ~B, DB, D, z time = 15 ; Uppercut [Command] name = "uppercut_x" command = ~F, D, DF, x time = 15 [Command] name = "uppercut_y" command = ~F, D, DF, y time = 15 [Command] name = "uppercut_z" command = ~F, D, DF, z time = 15 ; Amy Cyclone a [Command] name = "Cyclone_a" command = ~D, DB, B, a time = 15 ; Amy Cyclone b [Command] name = "Cyclone_b" command = ~D, DB, B, b time = 15 ; Amy Cyclone c [Command] name = "Cyclone_c" command = ~D, DB, B, c time = 15 ;---------------------Pink Typoon------------ [Command] name = "Typoon_x" command = ~D, DF, F, x time = 15 [Command] name = "Typoon_y" command = ~D, DF, F, y time = 15 [Command] name = "Typoon_z" command = ~D, DF, F, z time = 15 ;---------------------Gift Bomb------------ [Command] name = "Gift" command = ~D, D, a [Command] name = "Gift" command = ~D, D, b [Command] name = "Gift" command = ~D, D, c ;---------------------Dodge Roll------------ [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 ;-| 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 ;-| Super Jump |----------------------------------------- [Command] name = "Sjump" command = D, U time = 10 [Command] name = "Sjump" command = D, UF time = 10 [Command] name = "Sjump" command = D, UB time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 [Command] name = "Push" command = x+y [Command] name = "Push" command = z+y [Command] name = "Push" command = x+z ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z 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 = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$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_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c 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 = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. [Statedef 10218] type = S physics = S anim=20218 ctrl = 0 [State 218 , 1] type = posset trigger1=1 x=root,pos x+ifelse((root,facing>0),-100,100) y=root,pos y [State 66] Type = AssertSpecial Trigger1 = 1 Flag = Noshadow [State -2, タッグ用生死判別]; Type = VarSet triggerall = RoundState = 2 trigger1 = NumEnemy = 1 trigger2 = NumEnemy = 2 trigger2 = EnemyNear,life > 0 var(36) = 0 IgnoreHitPause = 1 [State -2, タッグ用生死判別]; Type = VarSet triggerall = RoundState = 2 trigger1 = NumEnemy = 2 trigger1 = EnemyNear,life <= 0 var(36) = 1 IgnoreHitPause = 1 [State -2: VarSet] type = VarSet trigger1=fvar(5)<=-1 trigger1=fvar(5) !=-99999 trigger1=root,movetype=H||(root,stateno=[150,159])||(root,stateno=[160,162]) 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(19)>0 && root,fvar(19)-fvar(5) !=[-999,999] triggerall=root,fvar(18)>0 && root,fvar(18)-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(30)>=0 trigger1=fvar(5) >0 fv = 30 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(30)<0 fv = 30 value =-root,fvar(30) [State -2 , 1] type = parentVarset triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-999,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999] triggerall=root,fvar(19)>0 && root,fvar(19)-fvar(5) !=[-999,999] triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999] triggerall=root,fvar(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(19)>0 && root,fvar(19)-fvar(5) !=[-999,999] triggerall=root,fvar(18)>0 && root,fvar(18)-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(19)=0||root,fvar(19)-fvar(5) =[-999,999] triggerall=root,fvar(18)>0 && root,fvar(18)-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(19)>=0 trigger1=fvar(5) >0 fv = 19 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(19)<0 fv = 19 value =-root,fvar(19) [State -2 , 1] type = parentVarset triggerall=root,fvar(18)=0||root,fvar(18)-fvar(5) =[-999,999] triggerall=root,fvar(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(18)>=0 trigger1=fvar(5) >0 fv = 18 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(18)<0 fv = 18 value =-root,fvar(18) [State -2 , 1] type = parentVarset triggerall=root,fvar(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(29)>1 && root,fvar(29)-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(29)>1 && root,fvar(29)-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(29)=0 && var(14)<2 fv = 29 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(29)=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 = 29 value =0 [State -2 , 1] type = parentVarset triggerall=root,fvar(29)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 29 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)) [State -2: VarSet] type = VarSet trigger1=fvar(5)>0 fv = 5 value =-99999 Ignorehitpause=1 [State -2 , 1] type = Varset triggerall=fvar(5) =-99999 trigger1=var(13) !=enemynear(Var(36)),stateno fv = 5 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset triggerall=fvar(5) !=-99999 triggerall=((root,movetype =H) ||root,stateno !=[800,899]) trigger1=1 fv = 5 value =0 Ignorehitpause=1 [State -2: VarSet] type = VarSet triggerall=fvar(5)<=0 triggerall=fvar(5) !=-99999 triggerall=root,movetype!=H triggerall=root,stateno<200||root,movetype=A||(root,stateno=[4000,4099]) trigger1=var(13)>0 trigger1=var(13) =enemynear(Var(36)),stateno fv = 5 value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14)) Ignorehitpause=1 [State -2: VarSet] type = VarSet triggerall=var(50)=[0,999999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]);;;;;&&(root,stateno!=[206,209])(root,stateno!=[206,209]) trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105) v = 50 value =var(50)+1000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1000000,1999999] trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 50 value =var(50)-1000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1,999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=var(13)>0 v = 50 value =-var(50)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(50)=0 trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=var(13)>0 v = 50 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(50)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 50 value =ifelse(var(50)<=-1000000,-var(50)-1000000,ifelse(var(50)>=-999,0,-Var(50)-(ceil(-Var(50)/1000)-ifelse(-Var(50)-(ceil(-Var(50)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(50)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 50 value =-var(50) [State -2: VarSet] type = VarSet triggerall=var(50)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 50 value =var(50)-2000000 [State -2: VarSet] type = VarSet triggerall=var(50)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(50)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(50)-(ceil(Var(50)/1000)-ifelse(Var(50)-(ceil(Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 50 value =var(50)+2000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[0,999999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105) v = 51 value =var(51)+1000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 51 value =var(51)-1000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1,999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=var(13)>0 v = 51 value =-var(51)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(51)=0 && var(50)=[999,999999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=var(13)>0 v = 51 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(51)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 51 value =ifelse(var(51)<=-1000000,-var(51)-1000000,ifelse(var(51)>=-999,0,-Var(51)-(ceil(-Var(51)/1000)-ifelse(-Var(51)-(ceil(-Var(51)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(51)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 51 value =-var(51) [State -2: VarSet] type = VarSet triggerall=var(51)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 51 value =var(51)-2000000 [State -2: VarSet] type = VarSet triggerall=var(51)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(51)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(51)-(ceil(Var(51)/1000)-ifelse(Var(51)-(ceil(Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 51 value =var(51)+2000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[0,999999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105) v = 52 value =var(52)+1000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 52 value =var(52)-1000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1,999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=var(13)>0 v = 52 value =-var(52)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(52)=0 trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=var(13)>0 v = 52 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(52)=[-1999999,-1] trigger1=(root,stateno=[120,159])||(root,movetype!=H) trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 52 value =ifelse(var(52)<=-1000000,-var(52)-1000000,ifelse(var(52)>=-999,0,-Var(52)-(ceil(-Var(52)/1000)-ifelse(-Var(52)-(ceil(-Var(52)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(52)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 52 value =-var(52) [State -2: VarSet] type = VarSet triggerall=var(52)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 52 value =var(52)-2000000 [State -2: VarSet] type = VarSet triggerall=var(52)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(52)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(52)-(ceil(Var(52)/1000)-ifelse(Var(52)-(ceil(Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 52 value =var(52)+2000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[0,999999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105);||numhelper(4010) v = 53 value =var(53)+1000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 53 value =var(53)-1000000 [State -2: VarSet] type = VarSet triggerall=var(53)=[1,999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) trigger1=var(13)>0 v = 53 value =-var(53)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(53)=0 && var(52)=[999,999999] trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1100,1199]) 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=[1000,1099]);;||(root,stateno=[1200,1299]))&&(root,stateno!=[206,209])(root,stateno!=[206,209]) trigger1=(var(13)=0);;||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105) v = 54 value =var(54)+1000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 54 value =var(54)-1000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1,999] trigger1=(root,stateno=[1000,1099]) trigger1=var(13)>0 v = 54 value =-var(54)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(54)=0 trigger1=(root,stateno=[1000,1099]) trigger1=var(13)>0 v = 54 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(54)=[-1999999,-1] trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&var(35)!=[1,8]) v = 54 value =ifelse(var(54)<=-1000000,-var(54)-1000000,ifelse(var(54)>=-999,0,-Var(54)-(ceil(-Var(54)/1000)-ifelse(-Var(54)-(ceil(-Var(54)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(54)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 54 value =-var(54) [State -2: VarSet] type = VarSet triggerall=var(54)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 54 value =var(54)-2000000 [State -2: VarSet] type = VarSet triggerall=var(54)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(54)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(54)-(ceil(Var(54)/1000)-ifelse(Var(54)-(ceil(Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 54 value =var(54)+2000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[0,999999] trigger1=(root,stateno=[1000,1099]) trigger1=(var(13)=0);||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105) v = 55 value =var(55)+1000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 55 value =var(55)-1000000 [State -2: VarSet] type = VarSet triggerall=(var(55)=[1,999]) trigger1=(root,stateno=[1000,1099]) trigger1=var(13)>0 v = 55 value =-var(55)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(55)=0 && (var(54)=[999,999999]) trigger1=(root,stateno=[1000,1099]) 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&&var(35)!=[1,8]) v = 55 value =ifelse(var(55)<=-1000000,-var(55)-1000000,ifelse(var(55)>=-999,0,-Var(55)-(ceil(-Var(55)/1000)-ifelse(-Var(55)-(ceil(-Var(55)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(55)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 55 value =-var(55) [State -2: VarSet] type = VarSet triggerall=var(55)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 55 value =var(55)-2000000 [State -2: VarSet] type = VarSet triggerall=var(55)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(55)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(55)-(ceil(Var(55)/1000)-ifelse(Var(55)-(ceil(Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 v = 55 value =var(55)+2000000 [State -2: VarSet] type = VarSet triggerall=var(57)=[0,999999] trigger1=(root,stateno=[3000,3999])||(root,stateno=[9000,9999])||root,stateno=1950 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=[3000,3999])||(root,stateno=[9000,9999])||root,stateno=1950 trigger1=var(13)>0 v = 57 value =-var(57)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(57)=0 ;;&& var(5)=[999,999999] trigger1=(root,stateno=[3000,3999])||(root,stateno=[9000,9999])||root,stateno=1950 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,statetype!=A)||(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=[3000,3999])||(root,stateno=[9000,9999])||root,stateno=1950 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=[3000,3999])||(root,stateno=[9000,9999])||root,stateno=1950 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=[3000,3999])||(root,stateno=[9000,9999])||root,stateno=1950 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,statetype!=A)||(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=[1600,1699]) 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=[1600,1699]) 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=[1600,1699]) trigger1=var(13)>0 v = 56 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(56)=[-1999999,-1] trigger1=(root,ctrl&&helper(218),var(35)!=[1,9]) v = 56 value =ifelse(var(56)<=-1000000,-var(56)-1000000,ifelse(var(56)>=-999,0,-Var(56)-(ceil(-Var(56)/1000)-ifelse(-Var(56)-(ceil(-Var(56)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(56)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]);||(root,ctrl&&helper(218),var(35)!=[1,9]) v = 56 value =-var(56) [State -2: VarSet] type = VarSet triggerall=var(56)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 56 value =var(56)-2000000 [State -2: VarSet] type = VarSet triggerall=var(56)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(56)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(56)-(ceil(Var(56)/1000)-ifelse(Var(56)-(ceil(Var(56)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0 v = 56 value =var(56)+2000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[0,999999] triggerall=(root,stateno=[1600,1699]) 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=[1600,1699]) 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=[1600,1699]) trigger1=var(13)>0 v = 59 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(59)=[-1999999,-1] trigger1=(root,ctrl&&helper(218),var(35)!=[1,9]) v = 59 value =ifelse(var(59)<=-1000000,-var(59)-1000000,ifelse(var(59)>=-999,0,-Var(59)-(ceil(-Var(59)/1000)-ifelse(-Var(59)-(ceil(-Var(59)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(59)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]);||(root,ctrl&&helper(218),var(35)!=[1,9]) v = 59 value =-var(59) [State -2: VarSet] type = VarSet triggerall=var(59)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 59 value =var(59)-2000000 [State -2: VarSet] type = VarSet triggerall=var(59)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(59)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(59)-(ceil(Var(59)/1000)-ifelse(Var(59)-(ceil(Var(59)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0 v = 59 value =var(59)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(46)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 46 value =-root,var(46)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,var(46)=0 trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 46 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,var(46)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 46 value =-root,var(46) [State -2: VarSet] type = parentVarSet triggerall=root,var(46)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 46 value =root,var(46)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(46)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,var(46)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,Var(46)-(ceil(root,Var(46)/1000)-ifelse(root,Var(46)-(ceil(root,Var(46)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0) v = 46 value =root,var(46)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(47)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 47 value =-root,var(47)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,var(47)=0 && var(46)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT v = 47 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,var(47)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 47 value =-root,var(47) [State -2: VarSet] type = parentVarSet triggerall=root,var(47)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 47 value =root,var(47)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(47)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,var(47)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,Var(47)-(ceil(root,Var(47)/1000)-ifelse(root,Var(47)-(ceil(root,Var(47)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0) v = 47 value =root,var(47)+2000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[0,999999] triggerall=(root,stateno=[12000,12999]) 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=[12000,12999]) 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=[12000,12999]) trigger1=var(13)>0 v = 44 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(44)=[-1999999,-1] trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200) 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=[12000,12999]) 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=[12000,12999]) 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=[12000,12999]) trigger1=var(13)>0 v = 45 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(45)=[-1999999,-1] trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200) 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 = parentVarSet triggerall=root,var(36)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 36 value =-root,var(36)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,var(36)=0 trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 36 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,var(36)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 36 value =-root,var(36) [State -2: VarSet] type = parentVarSet triggerall=root,var(36)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 36 value =root,var(36)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(36)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,var(36)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,Var(36)-(ceil(root,Var(36)/1000)-ifelse(root,Var(36)-(ceil(root,Var(36)/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 = 36 value =root,var(36)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(37)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 37 value =-root,var(37)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,var(37)=0 && var(36)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 37 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,var(37)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 37 value =-root,var(37) [State -2: VarSet] type = parentVarSet triggerall=root,var(37)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 37 value =root,var(37)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(37)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,var(37)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,Var(37)-(ceil(root,Var(37)/1000)-ifelse(root,Var(37)-(ceil(root,Var(37)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0) v = 37 value =root,var(37)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 38 value =-root,var(38)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=0 && var(37)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 38 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 38 value =-root,var(38) [State -2: VarSet] type = parentVarSet triggerall=root,var(38)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 38 value =root,var(38)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(38)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,var(38)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,Var(38)-(ceil(root,Var(38)/1000)-ifelse(root,Var(38)-(ceil(root,Var(38)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0 trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0) v = 38 value =root,var(38)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 39 value =-root,var(39)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=0 && var(38)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 39 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 39 value =-root,var(39) [State -2: VarSet] type = parentVarSet triggerall=root,var(39)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 39 value =root,var(39)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(39)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,var(39)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,Var(39)-(ceil(root,Var(39)/1000)-ifelse(root,Var(39)-(ceil(root,Var(39)/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 = 39 value =root,var(39)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(35)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 35 value =-root,var(35)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,var(35)=0 && var(39)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 35 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,var(35)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 35 value =-root,var(35) [State -2: VarSet] type = parentVarSet triggerall=root,var(35)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 35 value =root,var(35)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(35)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,var(35)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,Var(35)-(ceil(root,Var(35)/1000)-ifelse(root,Var(35)-(ceil(root,Var(35)/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 = 35 value =root,var(35)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(34)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 34 value =-root,var(34)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,var(34)=0 && var(35)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP v = 34 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,var(34)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 34 value =-root,var(34) [State -2: VarSet] type = parentVarSet triggerall=root,var(34)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 34 value =root,var(34)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(34)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,var(34)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,Var(34)-(ceil(root,Var(34)/1000)-ifelse(root,Var(34)-(ceil(root,Var(34)/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 = 34 value =root,var(34)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,var(48)=[-99999,0] triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] v = 48 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,var(48)=[-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 = 48 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(48)=[-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 = 48 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(48)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H v = 48 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(48)=[-199999,-100000] trigger1=1 v = 48 value =-root,var(48)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(48)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) v = 48 value =root,var(48)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(49)=[-99999,0] triggerall=root,var(48)>0&&root,var(48)!=var(13) triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] v = 49 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,var(49)=[-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(48)<=0||root,var(48)=-root,var(49) v = 49 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(49)=[-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 = 49 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(49)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H v = 49 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,var(49)=[-199999,-100000] trigger1=1 v = 49 value =-root,var(49)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,var(49)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) v = 49 value =root,var(49)-100000 [State -2: VarSet, Damage] type = VarSet triggerall = enemynear(Var(36)),movetype=A triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1 =enemynear(Var(36)),HitDefAttr =SCA,HA trigger2=var(15) - (enemynear(Var(36)),power*100)>=100000 v = 15 value =var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+100 [State -2: VarSet, Damage] type = VarSet triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0 trigger1=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] v = 15 value = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(36)),power/10)-ifelse(enemynear(Var(36)),power-(ceil(enemynear(Var(36)),power/10)*10)<0,1,0))*1000) [State -2: VarSet, Damage] type = VarSet triggerall=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000)=[100,299] trigger1 = enemynear(Var(36)),movetype !=A v = 15 value = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100) [State -2: VarSet] type = varset trigger1=root,stateno=131||(root,stateno=130&&root,time<=1&&prevstateno=131) ;trigger1=root,inguarddist=0 ;trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0 trigger2=root,statetype=L||root,stateno=[18300,18399] trigger2=numpartner=0 trigger2=enemynear(Var(36)),movetype=A||root,stateno=[18300,18399] trigger2=var(14)<=10||root,stateno=[18300,18399] trigger3=(root,facing=1 && enemynear(Var(36)),pos x<root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>root,pos x) trigger3=enemynear(Var(36)),movetype=A && root,inguarddist=0 trigger3=numpartner=0 && numenemy=1 trigger4=numpartner=0 && numenemy=1 trigger4=(root,facing=1 && enemynear(Var(36)),pos x<=root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>=root,pos x)||enemynear(Var(36)),vel x !=0 trigger4=enemynear(Var(36)),statetype=A && (var(14)<=20||(enemynear(Var(36)),vel x=0 && enemynear(Var(36)),vel y>0)) && enemynear(Var(36)),movetype =A trigger5=(var(35)=[100,101])||(var(35)=[200,201]) v = 15 value =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+ifelse(root,stateno=131&& root,inguarddist=0,1,10) [State -2, Run Back] type = varadd triggerall=numpartner=0 triggerall=numenemy=1 triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0 triggerall=enemynear(Var(36)),movetype=A && root,inguarddist=0 trigger1=root,fvar(30)>999 && root,fvar(30)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger1=root,fvar(30)>999 && root,fvar(30)-((ceil(root,fvar(30)/1000)-ifelse(root,fvar(30)-(ceil(root,fvar(30)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger4=root,fvar(19)>999 && root,fvar(19)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger4=root,fvar(19)>999 && root,fvar(19)-((ceil(root,fvar(19)/1000)-ifelse(root,fvar(19)-(ceil(root,fvar(19)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger5=root,fvar(18)>999 && root,fvar(18)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger5=root,fvar(18)>999 && root,fvar(18)-((ceil(root,fvar(18)/1000)-ifelse(root,fvar(18)-(ceil(root,fvar(18)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger6=root,fvar(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] trigger1=root,stateno !=[8300,8305] trigger1=root,stateno !=[18300,18305] v = 15 value =1 [State -2: VarSet] type = varset trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[3,9] trigger2=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>=20 trigger3=root,stateno=[150,159] trigger3=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>1||var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>10 trigger4=root,stateno=[5000,5059] ;trigger5=inguarddist v = 15 value =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100) [State -2 , 1] type = Varset triggerall=var(21)=[1,2] trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 21 value =ifelse(var(21)=2,3,0) [State -2 , 1] type = Varset trigger1=var(21)<3 trigger1=enemynear(Var(36)),stateno =5120 v = 21 value =1 [State -2 , 1] type = Varset trigger1=var(21)=1 && 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 = 21 value =3 [State -2 , 1] type = Varset trigger1=var(21)=0 && 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 =5120)&&(enemynear(Var(36)),stateno !=[0,199]) trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0 v = 21 value =2 [State -2 , 1] type = Varadd trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,998] v = 18 value =1 [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),life>0 trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=0 trigger1=enemynear(Var(36)),stateno=[5100,5120] v = 18 value =1 [State -2 , 1] type = Varset trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>=1 trigger1=(root,stateno=1200&&enemynear(Var(36)),stateno!=[5100,5159])||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(21)=3 && 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 =1000+var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/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 = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30 trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]) v = 19 value =-29 [State -2 , 1] type = Varset trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=20 trigger2=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30 trigger2=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199] v = 19 value =((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100) [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)>1 trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)<=19 v = 19 value =1 [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=0 trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])||(enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=1000) v = 19 value =ifelse((enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]),1,30) [State -2 , 1] type = Varadd trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=1 trigger1=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199] v = 19 value =1 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[0,99] triggerall=root,inguarddist trigger1=var(13)<=0 && enemynear(Var(36)),movetype !=A v = 19 value =100 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[100,199] trigger1=root,inguarddist=0 v = 19 value =-100 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999] trigger1=var(13)<=0 && root,movetype =A v = 19 value =1000 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999] trigger1=root,stateno=305 v = 19 value =2000 [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[1000,1999] trigger1=root,ctrl trigger2=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 19 value =ifelse(root,ctrl,-1000,1000) [State -2 , 1] type = Varadd triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999] triggerall=enemynear(Var(36)),pos x-root,pos x=[-120,120] 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=var(35)=1||var(35)=[4,5] 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=root,stateno=1600;;; && var(13)>0 v = 35 value =ifelse(var(13)>0,7,2) [State -2 , 1] type = Varset trigger1=var(35)=[7,8] trigger1=var(13)!=enemynear(Var(36)),stateno v = 35 value =0 [State -2 , 1] type = Varset trigger1=var(35)!=5 trigger1=var(35)!=[7,9] trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||root,var(46)>=2000000||root,var(47)>=2000000 v = 35 value =4 [State -2 , 1] type = Varset trigger1=var(35)=6 trigger1=enemynear(Var(36)),movetype!=A v = 35 value =0 [State -2 , 1] type = Varset triggerall=((var(35)!=[5,40])&&(var(35)!=[98,300]));||var(35)=8 trigger1=(root,stateno=108)||(root,stateno=105)||(root,stateno=[41,49]) 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 v = 35 value =11 [State -2 , 1] type = Varset trigger1=(root,stateno=[1000,1199]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger2=(root,stateno=[1400,1499]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =12 [State -2 , 1] type = Varset trigger1=(root,stateno=210) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 && root,movehit v = 35 value =13 [State -2 , 1] type = Varset trigger1=(root,stateno=240) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 && root,movehit v = 35 value =14 [State -2 , 1] type = Varset trigger1=(root,prevstateno=[600,699]) && (root,stateno=[1030,1039]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =15 [State -2 , 1] type = Varset trigger1=(root,stateno=[600,699]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 && root,movehit v = 35 value =16 [State -2 , 1] type = Varset trigger1=(var(35)=[2,3])||(var(35)=7)||(var(35)=9)||(var(35)=60);;||(var(35)=98) trigger1=(root,statetype!=A)||root,movetype=H||root,movetype=A trigger1=(root,ctrl && root,stateno!=[100,119])||root,movetype=H||root,movetype=A trigger2=(var(35)=[10,39]);||(var(35)=[100,199]) ;;trigger2=(var(35)!=23)||((root,movetype!=H)&&(root,stateno!=[14400,14499])) trigger2=(var(35)!=12)||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=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)||(var(35)=12);||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=A trigger3=root,movetype=A && ((root,stateno=[1500,1599])||(root,stateno=[2000,2999]));;||root,stateno=855;;(enemynear(Var(36)),stateno=[5020,5030]);||(root,stateno=[1200,1299]);;;;||(root,stateno=[1300,1399])||(root,stateno=[11500,11599]);&&(root,stateno!=[550,559])&&(root,movetype=A) v = 35 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) fv = 30 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 30 value =-fvar(30) [State -2: VarSet] type = VarSet trigger1=fvar(30)<=0 && enemynear(Var(36)),statetype!=A fv = 30 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(30)>0 && enemynear(Var(36)),stateno=fvar(30) && (root,stateno=2959) 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=2959) 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=2959) 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 = Varadd triggerall=var(3)=[0,999] trigger1=1 v = 3 value =1 [State -2 , 1] type = Varset triggerall=var(3)>0 trigger1=enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200 v = 3 value =ifelse(var(3)>600,-300,0) [State -2 , 1] type = Varset triggerall=var(3)<0 trigger1=enemynear(Var(36)),movetype!=H;;&&enemynear(Var(36)),stateno>200 v = 3 value =-var(3) [State -2 , 1] type = Varset triggerall=var(5)<0 trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H) v = 5 value =0 [State -2 , 1] type = Varset triggerall=var(5)<0 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 5 value =ifelse((-var(5)-root,life>=100),var(13),0) [State -2 , 1] type = Varset trigger1=var(5)=0 && enemynear(Var(36)),movetype=A trigger1=root,stateno=[120,159] v = 5 value =-root,life [State -2 , 1] type = Varset triggerall=var(6)<0 trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H) v = 6 value =0 [State -2 , 1] type = Varset triggerall=var(6)<0 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 6 value =ifelse((-var(6)-root,life>=100),var(13),0) [State -2 , 1] type = Varset trigger1=var(6)=0 && enemynear(Var(36)),movetype=A trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99] trigger1=root,stateno=[120,159] v = 6 value =-root,life [State -2 , 1] type = Varset triggerall=var(7)<0 trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H) v = 7 value =0 [State -2 , 1] type = Varset triggerall=var(7)<0 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 7 value =ifelse((-var(7)-root,life>=100),var(13),0) [State -2 , 1] type = Varset trigger1=var(7)=0 && enemynear(Var(36)),movetype=A trigger1=var(6)>0&&enemynear(Var(36)),stateno-var(6)!=[-99,99] trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99] trigger1=root,stateno=[120,159] v = 7 value =-root,life [State -2 , 1] type = Varadd trigger1=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=1 trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A v = 8 value =-1 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=0 trigger1=enemynear(Var(36)),movetype=A && var(9)-enemynear(Var(36)),power>=1000 trigger2=enemynear(Var(36)),HitDefAttr =SCA,HA,HP,HT v = 8 value =1 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[0,9] trigger1=(root,stateno=200||root,stateno=400) && enemynear(Var(36)),movetype=H v = 8 value =10 [State -2 , 1] type = Varadd triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[10,19] trigger1=enemynear(Var(36)),movetype!=H value =-10 [State -2 , 1] type = Varset trigger1=1 v = 9 value =enemynear(Var(36)),power [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),movetype=A && var(14)<2 && var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)=0 v = 12 value =1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),HitDefAttr =SCA,NA,SA,HA,NT,ST,HT trigger1=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1 trigger2=helper(4000),stateno=4120 trigger2=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1 v = 12 value =((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10) [State -2 , 1] type = Varadd trigger1=root,statetype=L && var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[0,9] v = 12 value =10 [State -2 , 1] type = Varadd trigger1=root,statetype!=L trigger1=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[10,89] trigger2=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99] v = 12 value =ifelse((var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99]),-90,10) [State -2 , 1] type = Varadd triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[100,199] trigger1=var(13)!=enemynear(Var(36)),stateno v = 12 value =-100 [State -2 , 1] type = Varadd triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[0,99] trigger1=root,time<=1 && var(14)>6 && (root,stateno=705||root,stateno=715||root,stateno=725) trigger2=enemynear(Var(36)),HitDefAttr =SCA,SA v = 12 value =100 [State -2 , 1] type = Varadd trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[1000,1999] trigger1=(var(13)-enemynear(Var(36)),stateno!=[-99,99]) v = 12 value =-1000 [State -2 , 1] type = Varadd trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[0,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP,HA,HP v = 12 value =1000 [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno v = 11 value =0 [State -2 , 1] type = Varset trigger1=(var(11)=0||var(11)=-2) && p2movetype=A trigger1=enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT v = 11 value =ifelse(var(11)=-2,1,-1) [State -2 , 1] type = Varset trigger1=var(11)=0 && p2movetype=A v = 11 value =-2 [State -2 , 1] type = Varadd triggerall= enemynear(helper(218),Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)>0 v = 10 value =-1 [State -2 , 1] type = Varadd triggerall= (root,stateno=210||root,stateno=240) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=0 trigger2=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=2 trigger3=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=4 trigger4=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=6 v = 10 value =1 [State -2 , 1] type = Varadd triggerall= (root,stateno!=210)&&(root,stateno!=240) trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=1 trigger2=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=3 trigger3=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=5 trigger4=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=7 v = 10 value =1 [State -2 , 1] type = Varadd triggerall= (root,stateno=[2100,2399]) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[0,9] v = 10 value =10 [State -2 , 1] type = Varadd triggerall=(root,stateno<2000&&root,statetype!=A)&&(root,stateno!=[100,119]) trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)>=10 v = 10 value =-10 [State -2 , 1] type = Varadd triggerall=root,stateno=12100 trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)<100 v = 10 value =100 [State -2 , 1] type = Varadd triggerall=random<=10 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=random<=3 trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[200,299] v = 10 value =-200 [State -2 , 1] type = Varadd triggerall=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)<1000 trigger1=((root,stateno=[200,499])||(root,stateno=[1000,1399]))&&enemynear(helper(218),Var(36)),movetype=H&&enemynear(helper(218),Var(36)),statetype=A trigger2=root,numhelper(12100)&&helper(12100),stateno=12111&&enemynear(helper(218),Var(36)),movetype=H&&enemynear(helper(218),Var(36)),statetype=A v = 10 value =1000 [State -2 , 1] type = Varadd triggerall=enemynear(helper(218),Var(36)),movetype!=H trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)>=1000 v = 10 value =-1000 [State -2 , 1] type = Varadd triggerall=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)>=90000 trigger1= 1 v = 10 value =-90000 [State -2 , 1] type = Varadd trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)<10000 trigger1= (root,stateno=5120) trigger2=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)>=10000 trigger2= (root,stateno!=[5100,5150]) v = 10 value =10000 [State -2 , 1] type = Varadd triggerall=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)<100000 trigger1= (root,stateno=1600||root,stateno=[5220,5230]) && var(13)>0 v = 10 value =100000 [State -2 , 1] type = Varadd triggerall=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000 trigger1= enemynear(helper(218),Var(36)),stateno!=var(13) v = 10 value =-100000 [State -2 , 1] type = Varadd triggerall=var(10)<1000000 trigger1=root,stateno=195 v = 10 value =1000000 [State -2 , 1] type = Varset triggerall=var(4)>0 trigger1=enemynear(helper(218),Var(36)),movetype!=H trigger2=root,stateno=250 && root,movehit=1 trigger3=root,stateno=252 && root,time=1 v = 4 value =0 [State -2 , 1] type = Varadd triggerall=var(4)>=0 trigger1=root,numprojid(20219) v = 4 value =1 [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 ) v = 14 value =0 Ignorehitpause=1 [State -2 , 1] type = Varadd trigger1=enemynear(Var(36)),movetype=A trigger2=var(14)>0 v = 14 value =1 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno v = 13 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),movetype=A trigger1=var(13)>=0 v = 13 value =enemynear(Var(36)),stateno Ignorehitpause=1 [Statedef 20219] type = S physics = S anim=20218 ctrl = 0 [State 218 , 1] type = velset trigger1=1 x=120 [State -2 , 1] type = Varadd trigger1=frontedgebodydist>0 v = 59 value =1 [State 66] Type = AssertSpecial Trigger1 = 1 Flag = Noshadow Flag2= NoAutoTurn [State 0, DestroySelf] type = DestroySelf trigger1 = root,stateno!=[230,239] trigger1 = enemynear(helper(218),Var(36)),movetype!=H [Statedef -1] ;-------------------------■AI設定■-------------------------------------------------------- [State -2: VarSet];■AI+コンボ設定(combo)■ type = Varadd triggerall=!ishelper triggerall = var(59)=0 triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value = 1 ;(ここを1以上にするとAIが入ります+コンボ設定。0~3) [State -2: VarSet];■立ち回り設定(movement)■ type = Varadd triggerall=!ishelper triggerall = var(59)=[1,9] triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value =10* 1 ;(立ち回り設定。0~4) [State -2: VarSet];■アシスト設定(assist)■ type = Varadd triggerall=!ishelper triggerall = var(59)=[1,99] triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value =100* 1 ;(アシストの頻度。0~3) [State -2: VarSet];■超反応設定(counter)■ type = VarSet triggerall=!ishelper trigger1=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] trigger1=var(54)<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 = 54 value = 8 ;(0~10、超反応設定。数字が高いほど攻撃に対する反撃が厳しくなる) [State -2: VarSet];■ガード設定(guard)■ type = VarSet triggerall=!ishelper trigger1=var(54) <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 = 54 value =var(54)+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率(guard push)■ type = VarSet triggerall=!ishelper trigger1=var(36)=0 trigger2=var(36)>=1000 && ((inguarddist=0 && p2movetype!=A)||(stateno=[760,769])||(stateno=[20760,20769])) v = 36 value = 200 ;(0~999、アドバンシングガードの頻度) [State -2: VarSet];■前転キャンセル設定(Dodge Roll cancel)■ type = VarSet triggerall=!ishelper trigger1=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000) !=[100,199] trigger1=var(53)<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 = 53 value = 2 ;(0~10、相手の超反応を前転で回避する頻度) [State -1, Stand] type = ChangeState value =195 triggerall = !IsHelper triggerall = helper(218),var(10)<1000000 triggerall = var(59)!=0 triggerall = win && Alive && statetype!=A triggerall=p2bodydist x>=-20 trigger1=ctrl||stateno=[0,39] [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)<100 triggerall=random>(var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/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 = 54 value =100 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=var(54)<100000 triggerall=random>((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/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 = 54 value =100000 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<100 triggerall=random>(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/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 = 53 value =100 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(39) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(38) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(37) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(36) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(35) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(34) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(46) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(47) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(48) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(49) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(42) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(43) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(19) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(18) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(37) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(36) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(35) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(34) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(33) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(32) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(31) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(30) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(29) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(28) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(27) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(26) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(25) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(24) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(29) =0 [State -3: VarSet] type = Varset triggerall=!ishelper triggerall = var(59)>0 trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState != 2 trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[8000,8999]) var(59) = -2000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(stateno=[1100,1199])||(stateno=[1400,1499]) trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999]) var(59) = 1000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(stateno!=[1100,1199])&&(stateno!=[1400,1499]) trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999]) trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999]) trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999]) trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999]) var(59) = ifelse(movetype=H,1000,-1000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=14400||stateno=300||stateno=220||stateno=200) && helper(218),var(35)=25 trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999]) var(59) = 10000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(ctrl&&statetype!=A)||p2life<=0||(movetype=H&&stateno>200) trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999]) var(59) =ifelse((ctrl&&statetype!=A)||(p2movetype=H&&p2stateno>200&&p2statetype=A)||p2life<=0,-10000,10000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall=(stateno=[12000,12999])||(stateno=[1100,1299]) triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000) trigger1=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 var(59) = 100000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]) trigger1=(stateno!=[12000,12999])&&(stateno!=[1100,1299]) var(59) = ifelse(movetype=H,100000,-100000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]) trigger1=random<=10 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[20,29] trigger1=stateno<200||movetype!=H trigger2=random<=5 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger2=stateno<200||movetype!=H trigger3=roundstate!=2 var(59) = -200000 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = var(59)>0 trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000) [State -3: VarSet] type = VarSet triggerall=!ishelper triggerall = var(59)>0 trigger1 = var(59)<1000000 && win var(59) = var(59)+1000000 [State -3: VarSet] type = VarSet triggerall=!ishelper triggerall = var(59)>0 trigger1 = 0;var(59)>=1000000 && stateno=[3000,3099] var(59) = var(59)-1000000 [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=var(59)>0 trigger1=RoundState !=2 v = 59 value =-var(59) [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=var(59)<0 trigger1=RoundState=2 && ctrl v = 59 value =-var(59) [State -2] Type = Helper triggerall=!ishelper ;trigger1=var(59)>0 trigger1 = numhelper(218)=0 StateNo = 10218 ID = 218 Name = "AI1" Pos = 0,0 PosType = P1 Ownpal = 1 Persistent = 0 IgnoreHitPause =1 [State -2: VarSet] type = Varadd triggerall=!ishelper trigger1=var(55)>=0 trigger1=0;numprojid(20219) v = 55 value =1 [State -2: VarSet] type = Varset triggerall=!ishelper trigger1=var(55)>0 trigger1=(stateno!=[200,399]) trigger1=0;p2movetype!=H v = 55 value =0 [State -2, 1] type = Projectile triggerall=!ishelper triggerall=var(59) triggerall=var(55)=0 && !ishelper trigger1=0;(stateno=[2300,2399]) projanim = 20218 projid= 20219 projhitanim = 1112 velocity=50,0;120, 0 projpriority=4 projsprpriority=2 projstagebound=0 projedgebound=99999 offset=0, 0 ;;postype=right supermovetime=99999 pausemovetime=99999 projremovetime=20;;-1 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=var(36)<1000 trigger1=inguarddist trigger2=p2movetype=A v = 36 value =ifelse(var(36)-((ceil(var(36)/1000)-ifelse(var(36)-(ceil(var(36)/1000)*1000)<0,1,0))*1000)<random,2000,1000) [State -1, Guard Push] type = ChangeState value = ifelse(statetype=A,162,ifelse(statetype=C,161,160)) triggerall = var(59) ;triggerall = statetype!=A;;Pos Y <= (const(movement.airjump.height) * -1)||statetype!=A triggerall =p2bodydist x>0 && (stateno = 150||stateno=152||stateno=154) && frontedgebodydist-p2bodydist x>50 ;;&& frontedgebodydist-p2bodydist x>50 && (p2bodydist y>=-20||p2statetype!=A) trigger1 = (var(36)=[1000,1999]) trigger1 = stateno = [150,155] trigger2 = (var(36)<1000 && var(36)-((ceil(var(36)/1000)-ifelse(var(36)-(ceil(var(36)/1000)*1000)<0,1,0))*1000)>=random) trigger2 = (stateno = 150||stateno=152||stateno=154)&&time=0 ;trigger3 = stateno = [150,153] ;trigger3 = var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)>=30 ;trigger3=(var(48)>0 && var(48)=p2stateno)||(var(49)>0 && var(49)=p2stateno)||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 ;Roll Forward [State -1] type = ChangeState value = ifelse(p2bodydist x>0,5230,5220) triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive 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 = stateno != 5120 triggerall = stateno != 5291 trigger1 = 0;statetype = L [State -1] type = ChangeState value = ifelse(p2bodydist x<=0,5230,5220) triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive 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 = stateno != 5120 triggerall = stateno != 5291 trigger1 = 0;statetype = L [State -1] type = ChangeState value = ifelse(power>=1000,3000,1502) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0 triggerall=(helper(218),var(35)=15) 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)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall =statetype = A ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;triggerall=p2bodydist x<=40 triggerall=p2bodydist x>-40 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2statetype=A;||p2stateno<=200||p2stateno=[5100,5110] trigger1=0 [State -1] type = ChangeState value = 1600 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0 triggerall=(helper(218),var(35)=16) triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall =statetype != A ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;triggerall=p2bodydist x<=40 triggerall=p2bodydist x>70 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = 10200 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0 triggerall=(helper(218),var(35)=[13,14]) 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)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall =statetype != A ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;triggerall=p2bodydist x<=40 triggerall=p2bodydist x>-40 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110] trigger1=1 [State -1] type = ChangeState value = 3500 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) ;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0 triggerall=(helper(218),var(35)=13) && power>=3000 triggerall = numhelper(3510) = 0 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70) ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall =statetype != A ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;triggerall=p2bodydist x<=40 triggerall=p2bodydist x>-40 && p2bodydist x<=80 ;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=p2movetype=H&&p2stateno>200&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110] trigger1=0 [State -1] type = ChangeState value = ifelse(p2statetype=A,620,ifelse(p2bodydist x<0,640,620)) 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!=7012 ;triggerall=(helper(218),var(35)!=19)||p2statetype=A ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70) ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000 triggerall = statetype = A ;triggerall = p2statetype = A triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall=p2bodydist x<=20+ifelse(vel x=0,0,40) triggerall=p2bodydist x>=-40 triggerall=(p2statetype=A && p2bodydist y=[-30,30])||(vel y>0 && pos y>-100 && 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),var(35)=8||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(54)>=100000||p2statetype!=A trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110] trigger3=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger3=(enemynear(helper(218),Var(36)),facing*facing>0)&&(helper(218),var(10))-((ceil((helper(218),var(10))/10000)-ifelse((helper(218),var(10))-(ceil((helper(218),var(10))/10000)*10000)<0,1,0))*10000)>=1000 [State -1, Stand] type = ChangeState value =220 triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=(helper(218),var(35)!=23)||frontedgebodydist>80||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3 ;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype=A)&&(p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-20,20]) triggerall=p2bodydist 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] triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=15 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),var(35)=6||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(54)>=100000 trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=p2movetype=H&&p2stateno>200 trigger3=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(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&&facing*enemynear(helper(218),Var(36)),facing>0 [State -1, Stand] type = ChangeState value =ifelse(p2statetype=A,ifelse(p2bodydist x<=15,200,210),ifelse(p2bodydist x<=15,200,ifelse(p2bodydist x<=35,210,1122))) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=(helper(218),var(35)!=23)||frontedgebodydist>80||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3 ;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype!=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*5=[-40,20]) triggerall=p2bodydist x>=-30 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=ifelse(p2statetype=A,35,60) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),var(35)=6||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] trigger1=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40||p2bodydist x<=35 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 trigger2=p2movetype=H&&p2stateno>200 trigger3=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(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&&facing*enemynear(helper(218),Var(36)),facing>0 [State -1, Stand] type = ChangeState value =ifelse(p2statetype=A,ifelse(p2bodydist x<=15,200,210),ifelse(p2bodydist x<=15,200,ifelse(p2bodydist x<=35,210,1122))) triggerall = !IsHelper triggerall =var(59)>0 triggerall=helper(218),var(35)=7 ;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype!=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*5=[-40,20]) triggerall=p2bodydist x>=-30 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=ifelse(p2statetype=A,35,60) triggerall=fvar(29)<=999||(fvar(29)-(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(52)<2000000 && helper(218),var(53)<2000000 triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0 trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0 trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0 trigger6=fvar(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 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0 trigger8=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 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0 [State -1, Stand] type = ChangeState value =ifelse(p2statetype=A,ifelse(p2bodydist x<=15,200,210),ifelse(p2bodydist x<=15,200,ifelse(p2bodydist x<=35,210,1122))) triggerall = !IsHelper triggerall =var(59)>0 triggerall=helper(218),var(35)=7 ;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype!=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*5=[-40,20]) triggerall=p2bodydist x>=-30 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=ifelse(p2statetype=A,35,60) triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<=10 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)<=10 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)<=10 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)<=10 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)<=10 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)<=10 trigger7=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger7=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 trigger7=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 trigger7=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger7=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger7=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 trigger7=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 trigger7=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 trigger7=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 trigger7=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 trigger7=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger7=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger7=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger7=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger7=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger7=0;fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 [State -1, Stand] type = ChangeState value =1502 triggerall = !IsHelper triggerall =var(59)>0 triggerall = numhelper(1513) = 0 triggerall=helper(218),var(35)=1||helper(218),var(35)=5 ;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP) ;triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 ;triggerall=p2stateno!=5299 ;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype = A && ((vel y<0 && pos y<-80)||helper(218),var(35)=5) triggerall=(p2statetype!=A);;||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*5=[-40,20]) triggerall=p2bodydist x>=-30 ;triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] ;triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=ifelse(p2statetype=A,35,60) triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<15 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)<15 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)<15 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)<15 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)<15 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)<15 trigger7=helper(218),var(35)=5 [State -1, Stand] type = ChangeState value =200 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=15 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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(29)<=999||(fvar(29)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 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)>=3 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)>=3 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)>=3 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)>=3 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)>=3 [State -1, Stand] type = ChangeState value =210 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=35 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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(29)<=999||(fvar(29)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/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 [State -1, Stand] type = ChangeState value =1122 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=60 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 triggerall=fvar(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(29)<=999||(fvar(29)-(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(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger6=fvar(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(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/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 =1022 triggerall = !IsHelper triggerall = var(59)>0 triggerall = var(10) != 1 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 ;triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||partner,life<=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=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=30 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=helper(218),var(54)<2000000 && helper(218),var(55)<2000000 triggerall=(helper(218),var(54)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)-ifelse(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(55)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)-ifelse(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 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)>=1 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 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)>=1 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 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)>=3 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)>=3 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)>=3 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)>=3 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)>=3 trigger17=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 trigger18=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=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 trigger18=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=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 trigger18=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6 trigger18=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=p2stateno>=1000||p2statetype=A||enemynear(helper(218),Var(36)),vel x>=3||helper(218),var(14)>=7||partner,life>0 trigger18=(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||partner,life>0) && helper(218),fvar(5)!=-99999 [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall = var(59)>0 && partner,life<=0 triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(random<=200,20,30) ;;triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;triggerall = p2movetype=A ;triggerall=p2statetype !=A ;triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 ;triggerall=P2bodyDist X <=30 ;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(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=frontedgebodydist-p2bodydist x>60||p2bodydist x>100 trigger1=helper(218),var(56)<2000000 && helper(218),var(59)<2000000;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno) trigger1=(helper(218),var(56)-(p2stateno*100) !=[-999,999]) trigger1=(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] trigger1=(helper(218),var(59)-(p2stateno*100) !=[-999,999]) trigger1=(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] trigger2=p2movetype!=A [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall = var(59)>0 && partner,life<=0 triggerall = (helper(218),var(35)!=5)&&(helper(218),var(35)!=1) triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30) ;;triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2stateno<200||p2movetype!=H triggerall=p2statetype =A && p2bodydist y+enemynear(helper(218),Var(36)),vel y*10<=20 triggerall=p2bodydist x>=0 ;triggerall=P2bodyDist X <=30 ;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(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=frontedgebodydist-p2bodydist x-enemynear(helper(218),Var(36)),vel x*10>60 && p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<60 trigger1=helper(218),var(56)<2000000 && helper(218),var(59)<2000000;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno) trigger1=(helper(218),var(56)-(p2stateno*100) !=[-999,999]) trigger1=(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] trigger1=(helper(218),var(59)-(p2stateno*100) !=[-999,999]) trigger1=(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] [State -1, Stand] type = ChangeState value =1022 triggerall = !IsHelper triggerall = var(59)>0 triggerall = var(10) != 1 triggerall = (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(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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*7=[-60,20]) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X<=30 ;&& enemynear(helper(218),Var(36)),vel x>=0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299] triggerall=helper(218),var(54)<2000000 && helper(218),var(55)<2000000 triggerall=(helper(218),var(54)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)-ifelse(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(55)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)-ifelse(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=(var(46)>=2000000||var(46)=p2stateno||var(47)>=2000000||var(47)=p2stateno) trigger1=(var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400 [State -1, Stand] type = ChangeState value =ifelse(p2statetype=A,1600,47) triggerall = !IsHelper triggerall = var(59)>0 ;;;&& var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5) triggerall = stateno != [100,105] ;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A triggerall = RoundState = 2 && Alive && (statetype !=A) triggerall=enemynear(helper(218),Var(36)),facing*facing>0||p2bodydist x>-20 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=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(var(46)>=2000000||var(47)>=2000000) triggerall=(var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400 triggerall=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99]) trigger1=1 [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall = var(59)>0 && partner,life<=0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 ;triggerall=P2bodyDist X <=60 ;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(29)<=999||(fvar(29)-(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(56)<2000000 && helper(218),var(59)<2000000;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno) triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8 trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8 trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8 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)>=8 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8 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)>=8 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8 [State -1, Stand] type = ChangeState value =9500 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000) >=100 triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=3000 triggerall = numhelper(9501) = 0 ;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=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2movetype=A ;triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& 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=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(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=40 trigger6=fvar(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)>=40 [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2movetype=A ;triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 ;triggerall=P2bodyDist X <=60 ;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;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno) triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/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] type = ChangeState value=2959 triggerall = !ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=100 triggerall = numhelper(2960) = 0 triggerall =var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=300 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 ;triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 ;triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2movetype=A ;triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 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)>=1 trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 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)>=1 trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3 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)>=3 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)>=3 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)>=3 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)>=3 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)>=3 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x>150,108,47) triggerall = !IsHelper triggerall = var(59)>0 triggerall = helper(218),var(35)!=1 triggerall = helper(218),var(35)!=[7,8] triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;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=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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] ;triggerall=helper(218),var(44)<2000000 && helper(218),var(45)<2000000 trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/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 =1950 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && ((statetype != A)&&(stateno!=132)) ;&& 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 = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>-20 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X <=90 triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000 triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=var(56)-((ceil(var(56)/100)-ifelse(var(56)-(ceil(var(56)/100)*100)<0,1,0))*100)<20 && random<=50 trigger1=(stateno=[150,152])&&helper(218),var(14)=1&&power>=1000 trigger2=var(56)-((ceil(var(56)/100)-ifelse(var(56)-(ceil(var(56)/100)*100)<0,1,0))*100)>=30 && helper(218),fvar(5)!=-99999 trigger2=power>=1000 && Stateno = [150,152] trigger2=(var(48)>0 && var(48)=p2stateno)||(var(49)>0 && var(49)=p2stateno) [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall = var(59)>0 triggerall = partner,life>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(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500 triggerall=enemynear(helper(218),Var(36)),facing*facing<0 ;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109) ;triggerall = p2movetype=A ;triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall=frontedgebodydist-p2bodydist x>60 triggerall=p2stateno<200||(p2movetype!=H)||p2stateno=[5100,5150] triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno) triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=facing>0 && partner,pos x<enemynear(helper(218),Var(36)),pos x trigger2=facing<0 && partner,pos x>enemynear(helper(218),Var(36)),pos x [State -1, Stand] type = ChangeState value =1600 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 ;;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(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) triggerall=(enemynear(helper(218),Var(36)),facing*facing<0&&p2bodydist x>=-20)||(enemynear(helper(218),Var(36)),facing*facing>0&&p2bodydist x<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 = [200,499]) triggerall = p2movetype=A ;triggerall=p2statetype !=A ;triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 ;triggerall=P2bodyDist X <=60 ;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;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno) triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=1 [State -1, 地上] type = ChangeState value = 1032 triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype = A triggerall=p2bodydist x>=-40;;||helper(218),var(35)=28 ;;&& p2bodydist x<=70 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =p2stateno>=200&&p2movetype=H&&p2statetype=A trigger1 = stateno = 610 && movecontact && p2bodydist x>=10 trigger2 = stateno = 640 && movecontact [State -1, 地上] type = ChangeState value = 3000;ifelse(power>=1000,3000,1502) triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive && power>=1000 ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype = A triggerall=p2bodydist x>=-40;;||helper(218),var(35)=28 ;;&& p2bodydist x<=70 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =p2stateno>=200&&p2movetype=H&&p2statetype=A && p2bodydist y>0 trigger1 = stateno = 610 && movecontact && p2bodydist x>=10 trigger2 = stateno = 640 && movecontact [State -1, 地上] type = ChangeState value = ifelse(stateno=600,630,ifelse(stateno=630,610,ifelse(stateno=610,ifelse(p2bodydist x<10,640,ifelse(random<=500,620,650)),ifelse(stateno=640,ifelse(random<=500,620,650),ifelse(p2bodydist x<10,600,630))))) triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype = A triggerall=p2bodydist x>=-40;;||helper(218),var(35)=28 ;;&& p2bodydist x<=70 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =p2stateno>=200&&p2movetype=H&&p2statetype=A trigger1 = stateno = 600 && movecontact trigger2 = stateno = 610 && movecontact trigger3 = stateno = 630 && movecontact trigger4 = stateno = 640 && movecontact trigger5 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])|| (StateNo = [110,111]) || (StateNo = [4010,4011])||((StateNo = 4040 || StateNo = 4050) && fvar(16) >= 23) trigger5 = p2bodydist x<=ifelse(vel x>0,40,20) trigger5 = (p2bodydist y=[ifelse(vel y<0,-60,-60),60]) [State -1, 地上] type = ChangeState value = 1502 triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype = A triggerall=p2bodydist x>=-40;;||helper(218),var(35)=28 ;;&& p2bodydist x<=70 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(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 =0;p2stateno>=200&&p2movetype=H&&p2statetype=A trigger1 = stateno = 600 && movecontact trigger2 = stateno = 610 && movecontact trigger3 = stateno = 630 && movecontact trigger4 = stateno = 640 && movecontact [State -1, 地上] type = ChangeState value = ifelse(power>=1000&&(random<=500||stateno=210),ifelse(stateno=200,210,3100),220) 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)=[13,14] triggerall = RoundState = 2 && Alive ;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=8;;||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=8 triggerall = statetype!=A triggerall=p2bodydist x>=-40 triggerall=p2bodydist x<=8||power>=1000 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =p2stateno>=200&&p2movetype=H&&movehit&&p2statetype!=A trigger1 = stateno = 210 && movecontact trigger2 = stateno = 200 && movecontact [State -1, 地上] type = ChangeState value = 220 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)!=[13,14] triggerall = RoundState = 2 && Alive && (power<1000||random<=500) ;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A triggerall=(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall=(stateno!=240)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!=A triggerall=p2bodydist x>=-40 triggerall=p2bodydist x<=8 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =p2stateno>=200&&p2movetype=H&&movehit;;&&p2statetype=A trigger1 = stateno = 210 && movecontact trigger2 = stateno = 200 && movecontact [State -1, 地上] type = ChangeState value = 9000 triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!=A triggerall=p2bodydist x>=-40 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =p2stateno>=200&&p2movetype=H&&movehit;;&&p2statetype=A trigger1 = stateno = 220 && movecontact [State -1, 地上] type = ChangeState value = 241 triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive ;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A triggerall=(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall=(stateno!=240)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = statetype!=A triggerall=p2bodydist x>=-40 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =p2stateno>=200&&p2movetype=H&&movehit;;&&p2statetype=A trigger1 = stateno = 240 && movecontact [State -1, 地上] type = ChangeState value = ifelse(stateno=200,210,ifelse(stateno=230,231,440)) triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive ;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall=(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall=(stateno!=240)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||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>=-40 triggerall=p2bodydist x<=10 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =(p2stateno>=200&&p2movetype=H&&movehit)||p2statetype!=A trigger1 = stateno = 200 && movecontact && p2bodydist x<30 trigger2 = stateno = 400 && movecontact && p2bodydist x<=15 trigger3 = stateno = 230 && movecontact && (movehit=0||p2stateno<200||p2movetype!=H) && p2bodydist x<40 trigger4 = stateno = 430 && movecontact && p2bodydist x<=15 [State -1, 地上] type = ChangeState value = 3100 triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive && ((random<=400 && power>=1000)||power>=3000) ;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall=(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall=(stateno!=240)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||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>=-40 triggerall=p2bodydist x<=100 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =(p2stateno>=200&&p2movetype=H&&movehit)&&p2statetype!=A trigger1 = stateno = 200 && movecontact trigger2 = stateno = 210 && movecontact trigger3 = stateno = 240 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 440 && movecontact trigger8 = stateno = 430 && movecontact [State -1, 地上] type = ChangeState value = 420 triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive && random<=500 && frontedgebodydist>80 ;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall=(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall=(stateno!=240)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||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>=-40 triggerall=p2bodydist x<=25 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(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&&movehit)||p2statetype!=A trigger1 = stateno = 200 && movecontact trigger2 = stateno = 210 && movecontact trigger3 = stateno = 240 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 440 && movecontact trigger8 = stateno = 430 && movecontact [State -1, 地上] type = ChangeState value = ifelse(p2statetype=A,1022,ifelse(p2statetype=A||random<=500,1482,1122)) triggerall = !ishelper triggerall = var(59)>0 ;;triggerall=helper(218),var(35)!=13 triggerall = RoundState = 2 && Alive triggerall=(p2stateno>=200&&p2movetype=H&&movehit)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life>500&&life>p2life,40,30) ;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A ;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall=(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall=(stateno!=240)||movehit=0||p2stateno<200||(p2movetype!=H)||p2statetype=A||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>=-40 triggerall=p2bodydist x<=100 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerAll =(p2stateno>=200&&p2movetype=H&&movehit&&p2bodydist x=[0,30])||p2statetype!=A trigger1 = stateno = 200 && movecontact trigger2 = stateno = 210 && movecontact trigger3 = stateno = 240 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 440 && movecontact trigger8 = stateno = 430 && movecontact [State -1] type = ChangeState value=800 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)!= ;;triggerall = var(53)-((ceil(var(53)/100)-ifelse(var(53)-(ceil(var(53)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall = ((statetype != A)&&(p2statetype!=A));;||((statetype = A)&&(p2statetype=A)) triggerall=p2bodydist x>=-30 triggerall = p2bodydist X < 10 triggerall=p2movetype=A;;(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=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 = 109) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1 =1 [State -1] type = ChangeState value=800 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=helper(218),var(35)!= ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1 triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000 triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199] ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall = ((statetype != A)&&(p2statetype!=A));;;||((statetype = A)&&(p2statetype=A)) triggerall=p2bodydist x>=-30 triggerall = p2bodydist X < 10 triggerall=p2movetype!=A;;(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=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 = 109) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0||p2statetype=A triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =1;random<=200;;||p2movetype=A;+ifelse(var(53)-((ceil(var(53)/100)-ifelse(var(53)-(ceil(var(53)/100)*100)<0,1,0))*100)>=30,-100,0);;;;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger2 =((p2stateno=[50,59]) && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20) trigger3 =(teamside=2 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30) [State -1] type = ChangeState value=109 triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=100 triggerall = RoundState = 2 && Alive && stateno!=3 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;triggerall=partner,life>0||helper(218),var(10)-((ceil(helper(218),var(10)/100)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0 triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall = ((statetype != A)&&(p2statetype!=A));;;;;;;||((statetype = A)&&(p2statetype=A)&&p2bodydist y=[-40,40]) triggerall=p2bodydist x>=-20 triggerall = p2bodydist X < 50 ;triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-60,0] ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) ;triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H);||p2stateno=[120,159] triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149])) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(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=240 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall=stateno!=103 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=20 triggerall=p2bodydist x<40 triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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&&p2statetype=C);||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 =random<=200 && var(53)=[9,10];;;||(p2movetype=H&&p2statetype=C);||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 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])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse((p2movetype=H||random<=500)&&p2bodydist x<=5,430,ifelse(p2bodydist x<=10,400,ifelse(random<=500,440,410))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall=stateno!=103 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=-20 triggerall=p2bodydist x<=15 triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse((p2movetype=H||random<=500)&&p2bodydist x<30,200,210) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall=stateno!=103 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=-20 triggerall=p2bodydist x<=35 triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x<=45,230,250) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall=stateno!=103 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=20 triggerall=p2bodydist x<=55 triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x<=30,450,420) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall=stateno!=103 ;;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11 triggerall = statetype != A ;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999] triggerall=p2bodydist x>=20 triggerall=p2bodydist x<=45 triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0) ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=2959 triggerall = !ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=100 triggerall=stateno!=103 triggerall = numhelper(2960) = 0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>ifelse(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=200,0,130) ;;triggerall=p2bodydist x<=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=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =(helper(218),fvar(30)>0 && helper(218),fvar(30)=p2stateno)||(helper(218),fvar(31)>0 && helper(218),fvar(31)=p2stateno)||(helper(218),fvar(32)>0 && helper(218),fvar(32)=p2stateno) [State -1] type = ChangeState value=ifelse(p2bodydist x<=100,1120,ifelse(p2bodydist x<=150,1121,1122)) triggerall = !ishelper triggerall = var(59)>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall =time<30||random<=333 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<100 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||p2bodydist x<100||random<=500 triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500 triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<6000)||random<=500 triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<8000)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x=[80,180] triggerall = p2statetype != A ;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(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(p2bodydist x<=100,1480,1482) triggerall = !ishelper triggerall = var(59)>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = numhelper(1481) = 0 triggerall = numhelper(1482) = 0 triggerall = numhelper(1483) = 0 triggerall = numhelper(1511) = 0 triggerall = numhelper(1512) = 0 triggerall = numhelper(1513) = 0 triggerall =time<30||random<=333 triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500 triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<6000)||random<=500 triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<8000)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H) ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x=[80,150] triggerall = p2statetype != A ;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(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2&&power>=1000&&random<=250,3000,ifelse(p2bodydist x<=100,1501,1502)) triggerall = !ishelper triggerall = var(59)>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = numhelper(1481) = 0 triggerall = numhelper(1482) = 0 triggerall = numhelper(1483) = 0 triggerall = numhelper(1511) = 0 triggerall = numhelper(1512) = 0 triggerall = numhelper(1513) = 0 triggerall =time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H) ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype = A && pos y<-80 triggerall=p2bodydist x=[80,200] triggerall = p2statetype != A ;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(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(statetype=A,1530,1520) triggerall = !ishelper triggerall = var(59)>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = power>=50 && var(10) != 1 triggerall =time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H) triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 ;triggerall =statetype = A triggerall=p2bodydist x>ifelse(pos y<-80,100,150) triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>ifelse(pos y<-80,100,150) triggerall = p2statetype != A ;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(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=2959 triggerall = !ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=100 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = numhelper(2960) = 0 triggerall =time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H) ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x>150 triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>150 triggerall = p2statetype != A ;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(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=2959 triggerall = !ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=100 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = numhelper(2960) = 0 triggerall =var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=300||partner,life>0 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x>20 ;triggerall = p2statetype != A ;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(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=(p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;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;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=ifelse(random<=500||(partner,life>0)||(helper(218),var(3)>=600),47,48) triggerall = !ishelper triggerall = var(59)>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40 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)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x>60 && p2bodydist x<=300 ;;triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=150 triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(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=1600 triggerall = !ishelper triggerall = var(59)>0 && partner,life<=0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive ;triggerall =helper(218),var(3)<600||random<=500 ;triggerall =time<30||random<=333 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x>0 && p2bodydist x<=300 ;;triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=150 triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150] trigger1 =random<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(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(power>=3000&&numhelper(9501)=0&&var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=100,9500,3010) triggerall = !ishelper triggerall = var(59)>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && power>=1000 triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40 ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x>200;; && p2bodydist x<=300 triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=200 triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 ;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26)) triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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<=25;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=3500 triggerall = !ishelper triggerall = var(59)>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && power>=3000 triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 ;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500 ;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x>100 && p2bodydist x<=200 triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=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(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150)) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159] triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) 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<=25;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 [State -1] type = ChangeState value=48 triggerall = !ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<40 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = power>=50 && var(10) != 1 triggerall = statetype!=A triggerall=p2bodydist x<=130 && backedgebodydist>70 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1=helper(218),var(18)<1000;; && p2stateno=5120;; && p2bodydist x>130 trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger2=helper(218),var(18)>3000;;||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) trigger3=helper(218),var(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16)) ;;trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000<=200000 ;;trigger3=helper(218),var(35)=11||helper(218),var(35)=13;;-(helper(218),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>=200000 [State -1] type = ChangeState value=ifelse(statetype=A,1530,1520) triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive && random<=400 triggerall = power>=50 && var(10) != 1 ;;triggerall = statetype!=A triggerall=p2bodydist x>ifelse((helper(218),var(35)=11),50,130) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1=helper(218),var(18)<1000;; && p2stateno=5120;; && p2bodydist x>130 trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger2=helper(218),var(18)>3000;;||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) ;trigger3=helper(218),var(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16)) ;;trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000<=200000 trigger3=helper(218),var(35)=11||helper(218),var(35)=12;;-(helper(218),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>=200000 [State -1] type = ChangeState value=2959 triggerall = !ishelper triggerall = var(59)>0 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive triggerall = numhelper(2960) = 0 triggerall = statetype!=A triggerall=p2bodydist x>ifelse((helper(218),var(35)=11),100,150) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500) triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1=helper(218),var(18)<1000;; && p2stateno=5120;; && p2bodydist x>130 trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110]) trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger2=helper(218),var(18)>3000;;||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110]) ;trigger3=helper(218),var(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16)) ;;trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000<=200000 trigger3=helper(218),var(35)=11||helper(218),var(35)=12;;-(helper(218),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>=200000 [State -1] type = ChangeState value=ifelse(frontedgebodydist>120&&(enemynear(helper(218),Var(36)),vel x>=2),108,ifelse(backedgebodydist>60,105,108)) triggerall = !ishelper triggerall = var(59)>0 triggerall=helper(218),var(35)!=10 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(54)>=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 = 109) triggerall =(p2statetype!=A);||(helper(218),var(35)=8) triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150] trigger1 =backedgebodydist<=50 && p2bodydist x<=60 && (enemynear(helper(218),Var(36)),vel x>=0||p2stateno=[5100,5110]) trigger2 =p2bodydist x<=100 && enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110] trigger3 = p2bodydist x<=30 ;;;&& helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)!=[1,2] [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] triggerall = (stateno!=50)||var(3)!=[1,2] triggerall = helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [110,111] triggerall = prevStateNo != [110,111] triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=var(54)<100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)=[1,9] value = ifelse(statetype=A,132,130) [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] triggerall = (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=[100,101])||(StateNo=[105,106])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [110,111] triggerall = prevStateNo != [110,111] triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=var(54)<100000 trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)>=1 value = ifelse(statetype=A,132,ifelse((enemynear(helper(218),Var(36)),stateType = A),130,131)) [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] ;triggerall = p2statetype=A||helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [110,111] triggerall = prevStateNo != [110,111] triggerall=statetype !=A triggerall=inguarddist||helper(218),inguarddist triggerall=var(54)<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(48)>0 && var(48)=p2stateno)||(var(49)>0 && var(49)=p2stateno) value = 130 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] ;triggerall = helper(218),var(52)<2000000 && helper(218),var(53)<2000000||p2statetype=A||helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [110,111] triggerall = prevStateNo != [110,111] triggerall=statetype!=A triggerall=inguarddist||helper(218),inguarddist triggerall=var(54)<100000 triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(48)<=0||var(48) !=p2stateno) triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(49)<=0 ||var(49) !=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=var(52)=[-999999,999] ;triggerall = helper(218),var(35)!=1 ;triggerall = helper(218),var(35)!=[100,130] triggerall = RoundState = 2 && Alive triggerall = StateNo != [120, 159] triggerall = StateNo != 102 triggerall = StateNo != [110,111] triggerall=inguarddist||helper(218),inguarddist triggerall=var(54)<100000 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0) triggerall=statetype=A trigger1=1 value = 132 [State -1, Stand1] type = ChangeState value =100 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,20,30)||(p2movetype!=H)||(p2statetype!=A)||(helper(218),var(35)=[11,12])||(helper(218),var(35)=[14,16]) ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(helper(218),var(35)!=19) triggerall = (helper(218),var(35)!=[13,14]) triggerall = (helper(218),var(35)!=16) ;triggerall = (helper(218),var(35)!=[12,13])||p2statetype!=A ;triggerall = (helper(218),var(35)!=14)||p2bodydist x>150 ;triggerall = (helper(218),var(35)!=18)||helper(218),var(10)-((ceil(helper(218),var(10)/1000000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000 ;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall = RoundState = 2 && Alive && (stateno!=[100,109]) && stateno!=3 triggerall = statetype != A triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=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>200 && p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>200 ;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=0;random<=8 && p2bodydist x<=150 && p2movetype!=H trigger3=p2movetype=H && p2stateno>200 && p2bodydist x>100 && ((p2bodydist y>=-60&&p2bodydist x>60)||p2bodydist x>120||p2statetype!=A) trigger3=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno!=[5100,5150] [State -1, Stand1] type = ChangeState value =27;ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25) triggerall = !IsHelper triggerall = var(59)>0 ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=28 && random<=200)||(stateno=28 && (helper(218),var(35)=18||helper(218),var(35)=[20,26])) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(54)>=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)>0,180,ifelse(p2movetype=H&&p2stateno>200,10,30)) 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] 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)>0,180,ifelse(p2movetype=H&&p2stateno>200,10,50)) 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] [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 && stateno!=3 triggerall = statetype != A triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=27 && random<=200) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(54)>=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)>0,180,ifelse(p2movetype=H&&p2stateno>200,10,30)) 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] 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)>0,180,ifelse(p2movetype=H&&p2stateno>200,10,50)) 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] [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<-60;||(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 = 10 triggerall = !IsHelper triggerall = (var(59) !=0) ;triggerall = time>=15 triggerall =stateno=100 && statetype != A trigger1 = RoundState != 2 trigger2 = p2movetype=A||inguarddist||(((p2movetype!=H)||p2stateno<200||p2bodydist x<20)&&time>=30) trigger2 = p2movetype=A||inguarddist||p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<120||p2bodydist x<=120 trigger3 =p2bodydist x<0 ctrl=1 [State -2] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall=time=0 triggerall = RoundState = 2 && Alive trigger1=stateno=[5200,5210] trigger1=0;numpartner=0 value =5050 [State -1] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive trigger1=stateno=20 trigger2=stateno=40 trigger3=0;stateno=45 trigger4=stateno=10 value = ifelse(stateno=45,ifelse(vel y >=0,51,50),ifelse(p2movetype=A&&(helper(218),var(3)<600)&&p2bodydist x<130,28,27)) 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 =4250;;14400;ifelse(random<=500,14500,14600);ifelse(statetype=A,ifelse(random<=350,2150,ifelse(random<=700,2125,2100)),ifelse(random<=350,1500,ifelse(random<=700,2400,2400)));ifelse(random<=350,6000,ifelse(random<=700,4000,4100));ifelse(random<=350,ifelse(numhelper(6061) = 1,6051,6050),ifelse(random<=700,6000,ifelse((var(29)=1),4100,4000)));ifelse(random<=350,3000,ifelse(random<=700,3100,3050));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310) triggerall =var(53)=0 trigger1 = 0;(StateType != A) && (MoveContact) && stateno<2000 [State -1] type = ChangeState value =3500;;ifelse(random<=500,1210,1220);ifelse(random<=333,3000,ifelse(random<=666,3050,3100));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(53)=0 trigger1 =Command = "a" trigger1 = statetype != A trigger1 =0;ctrl||stateno=[20,29] ;trigger2=(stateno = 320) && (Time >= 35) ;--------------------------------------------------------------------------- ;Guard Push-S [State -1, Guard Push (Stand)] type = ChangeState value = 160 triggerall = stateno = 150 triggerall = command = "Push" triggerall = command != "holddown" triggerall = var(59) = 0 trigger1 = statetype = S ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Guard Push-C [State -1, Guard Push (Crouch)] type = ChangeState value = 161 triggerall = stateno = 152 triggerall = command = "Push" triggerall = var(59) = 0 trigger1 = statetype = C ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Guard Push-A [State -1, Guard Push (Air)] type = ChangeState value = 162 triggerall = stateno = 154 triggerall = command = "Push" triggerall = var(59) = 0 trigger1 = statetype = A ignorehitpause = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;Shrimp Buz???????? [state -1] type = changestate value = 9500 triggerall = var(59) = 0 triggerall = numhelper(9501) = 0 triggerall = command = "BlockBuster" triggerall = power >= 3000 trigger1 = statetype = S && (ctrl) ;--------------------------------------------------------------------------- ;Level 3 [state -1] type = changestate value = 3500 triggerall = var(59) = 0 triggerall = numhelper(3510) = 0 triggerall = command = "Level 3" triggerall = power >= 3000 trigger1 = statetype = S && (ctrl) ;--------------------------------------------------------------------------- ;Amy Tornado [State -1] type = changestate value = 3010 triggerall = var(59) = 0 triggerall = power >= 1000 triggerall= command = "AMY Tornado" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;---------------------------------------------------------------- ; HYPER CYCLONE [State -1] type = ChangeState value = 3100 triggerall = var(59) = 0 triggerall = command = "HYPER CYCLONE" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Gusty Barrage [state -1] type = changestate value = 3000 triggerall = var(59) = 0 triggerall = numhelper(3001) = 0 triggerall = command = "gustybarrage" triggerall = power >= 1000 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact trigger6 = stateno = 1500 && movecontact trigger7 = stateno = 1501 && movecontact trigger8 = stateno = 1502 && movecontact ;--------------------------------------------------------------------------- ;Assist [state -1] type = changestate value = 2959 triggerall = var(59) = 0 triggerall = numhelper(2960) = 0 triggerall = command = "y" && command = "b" trigger1 = statetype = S && (ctrl) ;-------------------------------------------------------------------------- ;\\\\\\\\\\Amy Specials///////// ; Alpha Counter - Amy Cyclone [State -1, Counter] type = ChangeState value = 1950 triggerall = var(59) = 0 triggerall = power >= 1000 triggerall = command = "ACounter" triggerall = statetype != A trigger1 = stateno = 150 trigger2 = stateno = 151 trigger3 = stateno = 152 trigger4 = stateno = 153 ;---------------------------------------------------------- ; Amy Cyclone a [State -1] type = ChangeState value = 1120 triggerall = var(59) = 0 triggerall = command = "Cyclone_a" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ; Amy Cyclone b [State -1] type = ChangeState value = 1121 triggerall = var(59) = 0 triggerall = command = "Cyclone_b" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ; Amy Cyclone c [State -1] type = ChangeState value = 1122 triggerall = var(59) = 0 triggerall = command = "Cyclone_c" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ; Amy Air Cyclone A [State -1] type = ChangeState value = 1032 triggerall = var(59) = 0 triggerall = command = "Cyclone_a" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;--------------------------------------------------------------------------- ; Amy Air Cyclone B [State -1] type = ChangeState value = 1032 triggerall = var(59) = 0 triggerall = command = "Cyclone_b" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;--------------------------------------------------------------------------- ; Amy Air Cyclone C [State -1] type = ChangeState value = 1032 triggerall = var(59) = 0 triggerall = command = "Cyclone_c" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;--------------------------------------------------------------------------- ; Gift Bomb [State -1] type = ChangeState value = 1520 triggerall = var(59) = 0 triggerall = power >= 50 triggerall = command = "Gift" triggerall = var(10) != 1 trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Air Gift Bomb [State -1] type = ChangeState value = 1530 triggerall = var(59) = 0 triggerall = power >= 50 triggerall = command = "Gift" triggerall = var(10) != 1 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = Var(6) = 1 trigger2 = stateno = 607 ;--------------------------------------------------------------------------- ; Weak Hammer Upper [State -1] type = ChangeState value = 1020 triggerall = var(59) = 0 triggerall = command = "uppercut_x" triggerall = var(10) != 1 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ; Medium Hammer Upper [State -1] type = ChangeState value = 1021 triggerall = var(59) = 0 triggerall = command = "uppercut_y" triggerall = var(10) != 1 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ; Strong Hammer Upper [State -1] type = ChangeState value = 1022 triggerall = var(59) = 0 triggerall = command = "uppercut_z" triggerall = var(10) != 1 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Pink Typhoon x [state -1] type = changestate value = 1480 triggerall = var(59) = 0 triggerall = numhelper(1481) = 0 triggerall = command = "Typoon_x" trigger1 = statetype = S && (ctrl) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Pink Typhoon y [state -1] type = changestate value = 1481 triggerall = var(59) = 0 triggerall = numhelper(1482) = 0 triggerall = command = "Typoon_y" trigger1 = statetype = S && (ctrl) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Pink Typhoon z [state -1] type = changestate value = 1482 triggerall = var(59) = 0 triggerall = numhelper(1483) = 0 triggerall = command = "Typoon_z" trigger1 = statetype = S && (ctrl) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 440 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Air Pink Typhoon [state -1] type = changestate value = 1500 triggerall = var(59) = 0 triggerall = numhelper(1511) = 0 triggerall = command = "Typoon_x" trigger1 = statetype = A && (ctrl) trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;--------------------------------------------------------------------------- ;Air Pink Typhoon [state -1] type = changestate value = 1501 triggerall = var(59) = 0 triggerall = numhelper(1512) = 0 triggerall = command = "Typoon_y" trigger1 = statetype = A && (ctrl) trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;--------------------------------------------------------------------------- ;Air Pink Typhoon [state -1] type = changestate value = 1502 triggerall = var(59) = 0 triggerall = numhelper(1513) = 0 triggerall = command = "Typoon_z" trigger1 = statetype = A && (ctrl) trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) = 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) = 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------- [State -1, super jump ] type = ChangeState value = 9000 triggerall = var(59) = 0 trigger1 = command = "Sjump" trigger1 = ctrl ; these means that you can make the move when you control the char trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air If you want to make a launcher you can use these trigger2 = (stateno = 220) && (movehit) && (command = "holdup") ;yyy right here is the stateno for your lancher ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "y" || command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdback" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdfwd" trigger2 = p2bodydist X < 10 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Dodge Roll [State -1, Dodge Roll] type = ChangeState value = 1600 triggerall = var(59) = 0 triggerall = command = "QCB_x"||command = "QCB_y"||command = "QCB_z" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,499]) ;--------------------------------------------------------------------------- ; Recovery Roll Backward [State -1, Roll_back] type = ChangeState value = 5220 triggerall = var(59) = 0 triggerall = alive triggerall = stateno != 5120 triggerall = stateno != 5291 trigger1 = statetype = L triggerall = command = "x" && command = "holdback"||command = "y" && command = "holdback"||command = "z" && command = "holdback" ;triggerall = command = "BB"; ;triggerall = command = "recovery" ; Recovery Roll Forward [State -1, Roll_fwd] type = ChangeState value = 5230 triggerall = var(59) = 0 triggerall = alive triggerall = stateno != 5120 triggerall = stateno != 5291 trigger1 = statetype = L triggerall = command = "x" && command = "holdfwd"||command = "y" && command = "holdfwd"||command = "z" && command = "holdfwd" ;triggerall = command = "FF"; ;triggerall = command = "recovery" ;--------------------------------------------------------------------------- ; 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 ;--------------------------------------------------------------------------- ; 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 = 210 && movecontact trigger3 = stateno = 200 && 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 ;--------------------------------------------------------------------------- ; Stand Light Kick (follow up) [State -1, Stand Light Kick2] type = ChangeState value = 231 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S ;trigger1 = ctrl trigger1 = stateno = 230 && 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 ;--------------------------------------------------------------------------- ; Stand Medium Kick (follow up) [State -1, Stand Medium Kick2] type = ChangeState value = 241 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S ;trigger1 = ctrl trigger1 = stateno = 240 && 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 = 240 && movecontact trigger5 = stateno = 230 && 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 = 400 && movecontact trigger4 = 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 = 240 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 440 && movecontact trigger9 = stateno = 430 && 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 = 240 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 440 && movecontact trigger9 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ; 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 = 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 = 610 && movecontact trigger4 = stateno = 630 && 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 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;---------------------------------------------------------------------------
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