[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

[Defaults]
command.time = 30
command.buffer.time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1


;-| Hold Button |--------------------------------------------------------
[Command]
name = "holda"
command = /a
time = 1

[Command]
name = "holdb"
command = /b
time = 1

[Command]
name = "holdc"
command = /c
time = 1

[Command]
name = "holdx"
command = /x
time = 1

[Command]
name = "holdy"
command = /y
time = 1

[Command]
name = "holdz"
command = /z
time = 1

[Command]
name = "holdstart"
command = /s
time = 1


;-| CPU |----------------------------------------------------------------
[Command]
name = "a2"
command = a
time = 1

[Command]
name = "b2"
command = b
time = 1

[Command]
name = "c2"
command = c
time = 1

[Command]
name = "x2"
command = x
time = 1

[Command]
name = "y2"
command = y
time = 1

[Command]
name = "z2"
command = z
time = 1

[Command]
name = "start2"
command = s
time = 1

[Command]
name = "holdfwd2"
command = /$F
time = 1

[Command]
name = "holdback2"
command = /$B
time = 1

[Command]
name = "holdup2"
command = /$U
time = 1

[Command]
name = "holddown2"
command = /$D
time = 1

[Command]
name = "holda2"
command = /a
time = 1

[Command]
name = "holdb2"
command = /b
time = 1

[Command]
name = "holdc2"
command = /c
time = 1

[Command]
name = "holdx2"
command = /x
time = 1

[Command]
name = "holdy2"
command = /y
time = 1

[Command]
name = "holdz2"
command = /z
time = 1

[Command]
name = "holdstart2"
command = /s
time = 1

[Command]
name = "recovery2"
command = x+a
time = 1

;-| Super Motions |--------------------------------------------------------
[Command]
name = "Yuuga Na Hito Toki"
command = x+y+a
time = 10

[Command]
name = "Kei no Concerto"
command = ~D, DF, F, D, DF, F, c
time = 30

[Command]
name = "Meifu no Nocturne"
command = ~D, DF, F, D, DF, F, x
time = 30

[Command]
name = "Meifu no Nocturne"
command = ~D, DF, F, D, DF, F, y
time = 30

[Command]
name = "Jiai no Requiem"
command = ~D, DB, B, D, DB, B, x
time = 30

[Command]
name = "Jiai no Requiem"
command = ~D, DB, B, D, DB, B, y
time = 30

[Command]
name = "Shiyobu Rondo"
command = ~D, DF, F, D, DF, F, a
time = 30

[Command]
name = "Shiyobu Rondo"
command = ~D, DF, F, D, DF, F, b
time = 30

;-| Special Motions |------------------------------------------------------
[Command]
name = "Shin'en no Minuet"
command = ~F, D, DF, x
time = 15

[Command]
name = "Shin'en no Minuet"
command = ~F, D, DF, y
time = 15

[Command]
name = "Hiren no Serenade"
command = ~D, DB, B, x
time = 15

[Command]
name = "Hiren no Serenade"
command = ~D, DB, B, y
time = 15

[Command]
name = "Rakujitsu no Lullaby"
command = ~D, DB, B, a
time = 15

[Command]
name = "Rakujitsu no Lullaby"
command = ~D, DB, B, b
time = 15


[Command]
name = "Miwaku no Waltz"
command = ~B, D, F, x
time = 15

[Command]
name = "Miwaku no Waltz"
command = ~B, D, F, y
time = 15

[Command]
name = "longjump"
command = ~$D, $U
time = 2

[Command]
name = "holdx"
command = /$x
time = 1

[Command]
name = "holdy"
command = /$y
time = 1

[Command]
name = "holda"
command = /$a
time = 1

[Command]
name = "holdb"
command = /$b
time = 1

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+a
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------------------------------------------------------------------








[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, ^bOp];
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
var(36) = 0
IgnoreHitPause = 1

[State -2, ^bOp];
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=1101)
fv = 5
value =-fvar(5)
Ignorehitpause=1










[State -2 , 1]
type = parentVarset
triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-999,999]
triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999]
triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(20)>=0
trigger1=fvar(5) >0
fv = 20
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(20)<0 
fv =  20
value =-root,fvar(20)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-999,999]
triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999]
triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(33)>=0
trigger1=fvar(5) >0
fv = 33
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(33)<0 
fv =  33
value =-root,fvar(33)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(32)=0||root,fvar(32)-fvar(5) =[-999,999]
triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-999,999]
triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(32)>=0
trigger1=fvar(5) >0
fv = 32
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(32)<0 
fv =  32
value =-root,fvar(32)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(39)=0||root,fvar(39)-fvar(5) =[-999,999]
triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(39)>=0
trigger1=fvar(5) >0
fv = 39
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(39)<0 
fv =  39
value =-root,fvar(39)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(38)=0||root,fvar(38)-fvar(5) =[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(38)>=0
trigger1=fvar(5) >0
fv = 38
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(38)<0 
fv =  38
value =-root,fvar(38)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(37)=0||root,fvar(37)-fvar(5) =[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(37)>=0
trigger1=fvar(5) >0
fv = 37
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(37)<0 
fv =  37
value =-root,fvar(37)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(36)=0||root,fvar(36)-fvar(5) =[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(36)>=0
trigger1=fvar(5) >0
fv = 36
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(36)<0 
fv =  36
value =-root,fvar(36)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(35)=0||root,fvar(35)-fvar(5) =[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(35)>=0
trigger1=fvar(5) >0
fv = 35
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(35)<0 
fv =  35
value =-root,fvar(35)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(34)=0||root,fvar(34)-fvar(5) =[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(34)>=0
trigger1=fvar(5) >0
fv = 34
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(34)<0 
fv =  34
value =-root,fvar(34)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(31)=0||root,fvar(31)-fvar(5) =[-999,999]
trigger1=root,fvar(31)>=0
trigger1=fvar(5) >0
fv = 31
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(31)<0 
fv =  31
value =-root,fvar(31)





[State -2 , 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(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=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=(var(13)=0)||(var(35)=[1,7])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 50 
value =var(50)+1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(50)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 50
value =var(50)-1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(50)=[1,999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=var(13)>0 
v = 50
value =-var(50)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2:         VarSet]
type     = VarSet
triggerall=var(50)=0
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=var(13)>0 
v = 50
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(50)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 50
value =ifelse(var(50)<=-1000000,-var(50)-1000000,ifelse(var(50)>=-999,0,-Var(50)-(ceil(-Var(50)/1000)-ifelse(-Var(50)-(ceil(-Var(50)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(50)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 50
value =-var(50)
[State -2:         VarSet]
type     = VarSet
triggerall=var(50)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 50
value =var(50)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(50)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(50)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(50)-(ceil(Var(50)/1000)-ifelse(Var(50)-(ceil(Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 50
value =var(50)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(51)=[0,999999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=(var(13)=0)||(var(35)=[1,7])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 51
value =var(51)+1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(51)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 51
value =var(51)-1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(51)=[1,999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=var(13)>0 
v = 51
value =-var(51)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2:         VarSet]
type     = VarSet
triggerall=var(51)=0 && var(50)=[999,999999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=var(13)>0 
v = 51
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(51)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 51
value =ifelse(var(51)<=-1000000,-var(51)-1000000,ifelse(var(51)>=-999,0,-Var(51)-(ceil(-Var(51)/1000)-ifelse(-Var(51)-(ceil(-Var(51)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(51)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 51
value =-var(51)
[State -2:         VarSet]
type     = VarSet
triggerall=var(51)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 51
value =var(51)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(51)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(51)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(51)-(ceil(Var(51)/1000)-ifelse(Var(51)-(ceil(Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 51
value =var(51)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(52)=[0,999999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=(var(13)=0)||((var(35)!=[1,7])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105)
v = 52
value =var(52)+1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(52)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 52
value =var(52)-1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(52)=[1,999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=var(13)>0 
v = 52
value =-var(52)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2:         VarSet]
type     = VarSet
triggerall=var(52)=0
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=var(13)>0 
v = 52
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(52)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 52
value =ifelse(var(52)<=-1000000,-var(52)-1000000,ifelse(var(52)>=-999,0,-Var(52)-(ceil(-Var(52)/1000)-ifelse(-Var(52)-(ceil(-Var(52)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(52)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 52
value =-var(52)
[State -2:         VarSet]
type     = VarSet
triggerall=var(52)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 52
value =var(52)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(52)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(52)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(52)-(ceil(Var(52)/1000)-ifelse(Var(52)-(ceil(Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 52
value =var(52)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(53)=[0,999999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=(var(13)=0)||((var(35)!=[1,7])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105);||numhelper(4010)
v = 53
value =var(53)+1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(53)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 53
value =var(53)-1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(53)=[1,999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
trigger1=var(13)>0 
v = 53
value =-var(53)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2:         VarSet]
type     = VarSet
triggerall=var(53)=0 && var(52)=[999,999999]
trigger1=(root,stateno=[200,499])||(root,stateno=705)||(root,stateno=43)
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=[900,939])
trigger1=(var(13)=0)||root,stateno=198
v = 54
value =var(54)+1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(54)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 54
value =var(54)-1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(54)=[1,999]
trigger1=(root,stateno=[900,939])
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=[900,939])
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))
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=[900,939])
trigger1=(var(13)=0)
v = 55
value =var(55)+1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(55)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 55
value =var(55)-1000000
[State -2:         VarSet]
type     = VarSet
triggerall=(var(55)=[1,999]) 
trigger1=(root,stateno=[900,939])
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=[900,939])
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)
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=[1000,1699]);||((root,stateno=[700,799])&&root,stateno!=705)
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=[1000,1699]);||((root,stateno=[700,799])&&root,stateno!=705)
trigger1=var(13)>0 
v = 57
value =-var(57)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2:         VarSet]
type     = VarSet
triggerall=var(57)=0 ;&& var(56)=[999,999999]
trigger1=(root,stateno=[1000,1699]);||((root,stateno=[700,799])&&root,stateno!=705)
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)||(root,ctrl)
v = 57
value =ifelse(var(57)<=-1000000,-var(57)-1000000,ifelse(var(57)>=-999,0,-Var(57)-(ceil(-Var(57)/1000)-ifelse(-Var(57)-(ceil(-Var(57)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(57)=[-1999999,-1]
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 57
value =-var(57)
[State -2:         VarSet]
type     = VarSet
triggerall=var(57)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 57
value =var(57)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(57)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(57)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(57)-(ceil(Var(57)/1000)-ifelse(Var(57)-(ceil(Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 57
value =var(57)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(58)=[0,999999]
trigger1=(root,stateno=[1000,1699]);||((root,stateno=[700,799])&&root,stateno!=705)
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=[1000,1699]);||((root,stateno=[700,799])&&root,stateno!=705)
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=[1000,1699]);||((root,stateno=[700,799])&&root,stateno!=705)
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)||(root,ctrl)
v = 58
value =ifelse(var(58)<=-1000000,-var(58)-1000000,ifelse(var(58)>=-999,0,-Var(58)-(ceil(-Var(58)/1000)-ifelse(-Var(58)-(ceil(-Var(58)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(58)=[-1999999,-1]
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 58
value =-var(58)
[State -2:         VarSet]
type     = VarSet
triggerall=var(58)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 58
value =var(58)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(58)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(58)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(58)-(ceil(Var(58)/1000)-ifelse(Var(58)-(ceil(Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 58
value =var(58)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(56)=[0,999999]
triggerall=(root,stateno=[3000,3999])
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=[3000,3999])
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=[3000,3999])
trigger1=var(13)>0 
v = 56
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(56)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200);||(root,ctrl)
v = 56
value =ifelse(var(56)<=-1000000,-var(56)-1000000,ifelse(var(56)>=-999,0,-Var(56)-(ceil(-Var(56)/1000)-ifelse(-Var(56)-(ceil(-Var(56)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(56)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 56
value =-var(56)
[State -2:         VarSet]
type     = VarSet
triggerall=var(56)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 56
value =var(56)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(56)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(56)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(56)-(ceil(Var(56)/1000)-ifelse(Var(56)-(ceil(Var(56)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 56
value =var(56)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(59)=[0,999999]
triggerall=(root,stateno=[3000,3999])
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=[3000,3999])
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=[3000,3999])
trigger1=var(13)>0 
v = 59
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(59)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)
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)
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=0;(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])||(root,movetype=A&&root,stateno>=200))
v = 46
value =ifelse(root,var(46)<=-1000000,-root,var(46)-1000000,ifelse(root,var(46)>=-999,0,-root,var(46)-(ceil(-root,var(46)/1000)-ifelse(-root,var(46)-(ceil(-root,var(46)/1000)*1000)<0,1,0))*1000))
[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 && root,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=0;(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])||(root,movetype=A && root,stateno>=200))
v = 47
value =ifelse(root,var(47)<=-1000000,-root,var(47)-1000000,ifelse(root,var(47)>=-999,0,-root,var(47)-(ceil(-root,var(47)/1000)-ifelse(-root,var(47)-(ceil(-root,var(47)/1000)*1000)<0,1,0))*1000))
[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=310)||(root,stateno=10310)
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=310)||(root,stateno=10310)
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=310)||(root,stateno=10310)
trigger1=var(13)>0 
v = 44
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(44)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&root,statetype!=A)
v = 44
value =ifelse(var(44)<=-1000000,-var(44)-1000000,ifelse(var(44)>=-999,0,-Var(44)-(ceil(-Var(44)/1000)-ifelse(-Var(44)-(ceil(-Var(44)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(44)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 44
value =-var(44)
[State -2:         VarSet]
type     = VarSet
triggerall=var(44)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 44
value =var(44)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(44)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(44)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(44)-(ceil(Var(44)/1000)-ifelse(Var(44)-(ceil(Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 44
value =var(44)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(45)=[0,999999]
triggerall=(root,stateno=310)||(root,stateno=10310)
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=310)||(root,stateno=10310)
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=310)||(root,stateno=10310)
trigger1=var(13)>0 
v = 45
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(45)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl
v = 45
value =ifelse(var(45)<=-1000000,-var(45)-1000000,ifelse(var(45)>=-999,0,-Var(45)-(ceil(-Var(45)/1000)-ifelse(-Var(45)-(ceil(-Var(45)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(45)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
v = 45
value =-var(45)
[State -2:         VarSet]
type     = VarSet
triggerall=var(45)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 45
value =var(45)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(45)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(45)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(45)-(ceil(Var(45)/1000)-ifelse(Var(45)-(ceil(Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 45
value =var(45)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(42)=[0,999999]
trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299])
trigger1=(var(13)=0)||root,stateno=198
v = 42
value =var(42)+1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(42)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 42
value =var(42)-1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(42)=[1,999]
trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299])
trigger1=var(13)>0 
v = 42
value =-var(42)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2:         VarSet]
type     = VarSet
triggerall=var(42)=0
trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299])
trigger1=var(13)>0 
v = 42
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(42)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl
v = 42
value =ifelse(var(42)<=-1000000,-var(42)-1000000,ifelse(var(42)>=-999,0,-Var(42)-(ceil(-Var(42)/1000)-ifelse(-Var(42)-(ceil(-Var(42)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(42)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
v = 42
value =-var(42)
[State -2:         VarSet]
type     = VarSet
triggerall=var(42)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 42
value =var(42)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(42)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(42)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(42)-(ceil(Var(42)/1000)-ifelse(Var(42)-(ceil(Var(42)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 42
value =var(42)+2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(43)=[0,999999]
trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299])
trigger1=(var(13)=0)
v = 43
value =var(43)+1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(43)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 43
value =var(43)-1000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(43)=[1,999]
trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299])
trigger1=var(13)>0 
v = 43
value =-var(43)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2:         VarSet]
type     = VarSet
triggerall=var(43)=0 && var(42)=[999,999999]
trigger1=(root,stateno=[2600,2699]);||(root,stateno=[1100,1299])||(root,stateno=[11100,11299])
trigger1=var(13)>0 
v = 43
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2:         VarSet]
type     = VarSet
triggerall=var(43)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||root,ctrl
v = 43
value =ifelse(var(43)<=-1000000,-var(43)-1000000,ifelse(var(43)>=-999,0,-Var(43)-(ceil(-Var(43)/1000)-ifelse(-Var(43)-(ceil(-Var(43)/1000)*1000)<0,1,0))*1000))
[State -2:         VarSet]
type     = VarSet
triggerall=var(43)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
v = 43
value =-var(43)
[State -2:         VarSet]
type     = VarSet
triggerall=var(43)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 43
value =var(43)-2000000
[State -2:         VarSet]
type     = VarSet
triggerall=var(43)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(43)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(43)-(ceil(Var(43)/1000)-ifelse(Var(43)-(ceil(Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 43
value =var(43)+2000000









 





 

[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(38)=[-99999,0]
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 38
value =-var(13)
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(38)=[-99999,-1]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger2=root,life<=0
trigger3=enemynear(Var(36)),movetype !=A
trigger4=root,stateno=[800,899]
trigger5=root,movetype=A
trigger6=root,stateno=[2100,2199]
trigger7=root,stateno=140
v = 38
value =0
[State -2:         VarSet]
type     = parentVarSet 
triggerall=root,var(38)=[-99999,-1]
triggerall=(root,movetype !=H)||(root,stateno=[120,159])
trigger1=root,statetype !=C
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=root,stateno !=[130,159]
trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
v = 38
value =0
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(38)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 38
value =0
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(38)=[-199999,-100000]
trigger1=1
v = 38
value =-root,var(38)-100000
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(38)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 38
value =root,var(38)-100000
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(39)=[-99999,0]
triggerall=root,var(38)>0&&root,var(38)!=var(13)
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 39
value =-var(13)
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(39)=[-99999,-1]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger2=root,life<=0
trigger3=enemynear(Var(36)),movetype !=A
trigger4=root,stateno=[800,899]
trigger5=root,movetype=A
trigger6=root,stateno=[2100,2199]
trigger7=root,stateno=140
trigger8=root,var(38)<=0||root,var(38)=-root,var(39)
v = 39
value =0
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(39)=[-99999,-1]
triggerall=(root,movetype !=H)||(root,stateno=[120,159])
trigger1=root,statetype !=C
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=root,stateno !=[130,159]
trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
v = 39
value =0
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(39)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 39
value =0
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(39)=[-199999,-100000]
trigger1=1
v = 39
value =-root,var(39)-100000
[State -2:         VarSet]
type     = parentVarSet
triggerall=root,var(39)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 39
value =root,var(39)-100000

















[State -2:         VarSet, Damage]
type     = VarSet
triggerall = enemynear(Var(36)),movetype=A
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1 =enemynear(Var(36)),HitDefAttr =SCA,HA
trigger2=var(15) - (enemynear(Var(36)),power*100)>=100000
v        = 15
value    =var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+100
[State -2:         VarSet, Damage]
type     = VarSet
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
v        = 15
value    = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(36)),power/10)-ifelse(enemynear(Var(36)),power-(ceil(enemynear(Var(36)),power/10)*10)<0,1,0))*1000)
[State -2:         VarSet, Damage]
type     = VarSet
triggerall=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000)=[100,299]
trigger1 = enemynear(Var(36)),movetype !=A
v        = 15
value    = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)

[State -2:         VarSet]
type     = varset
trigger1=root,stateno=131||(root,stateno=130&&root,time<=1&&prevstateno=131)
;trigger1=root,inguarddist=0
;trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0
trigger2=root,statetype=L
trigger2=numpartner=0
trigger2=enemynear(Var(36)),movetype=A
trigger2=var(14)<=10
trigger3=(root,facing=1 && enemynear(Var(36)),pos x<root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>root,pos x)
trigger3=enemynear(Var(36)),movetype=A && root,inguarddist=0
trigger3=numpartner=0 && numenemy=1
trigger4=numpartner=0 && numenemy=1
trigger4=(root,facing=1 && enemynear(Var(36)),pos x<=root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>=root,pos x)||enemynear(Var(36)),vel x !=0
trigger4=enemynear(Var(36)),statetype=A && (var(14)<=20||(enemynear(Var(36)),vel x=0 && enemynear(Var(36)),vel y>0)) && enemynear(Var(36)),movetype =A 
trigger5=(var(35)=[100,101])||(var(35)=[200,201])
v        = 15
value    =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+ifelse(root,stateno=131&& root,inguarddist=0,1,10)
[State -2, Run Back]
type     = varadd
triggerall=numpartner=0
triggerall=numenemy=1
triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0
triggerall=enemynear(Var(36)),movetype=A && root,inguarddist=0
trigger1=root,fvar(20)>999 && root,fvar(20)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger1=root,fvar(20)>999 && root,fvar(20)-((ceil(root,fvar(20)/1000)-ifelse(root,fvar(20)-(ceil(root,fvar(20)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger4=root,fvar(39)>999 && root,fvar(39)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger4=root,fvar(39)>999 && root,fvar(39)-((ceil(root,fvar(39)/1000)-ifelse(root,fvar(39)-(ceil(root,fvar(39)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger5=root,fvar(38)>999 && root,fvar(38)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger5=root,fvar(38)>999 && root,fvar(38)-((ceil(root,fvar(38)/1000)-ifelse(root,fvar(38)-(ceil(root,fvar(38)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger6=root,fvar(37)>999 && root,fvar(37)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger6=root,fvar(37)>999 && root,fvar(37)-((ceil(root,fvar(37)/1000)-ifelse(root,fvar(37)-(ceil(root,fvar(37)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger7=root,fvar(36)>999 && root,fvar(36)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger7=root,fvar(36)>999 && root,fvar(36)-((ceil(root,fvar(36)/1000)-ifelse(root,fvar(36)-(ceil(root,fvar(36)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger8=root,fvar(35)>999 && root,fvar(35)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger8=root,fvar(35)>999 && root,fvar(35)-((ceil(root,fvar(35)/1000)-ifelse(root,fvar(35)-(ceil(root,fvar(35)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger9=root,fvar(34)>999 && root,fvar(34)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger9=root,fvar(34)>999 && root,fvar(34)-((ceil(root,fvar(34)/1000)-ifelse(root,fvar(34)-(ceil(root,fvar(34)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger10=root,fvar(31)>999 && root,fvar(31)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger10=root,fvar(31)>999 && root,fvar(31)-((ceil(root,fvar(31)/1000)-ifelse(root,fvar(31)-(ceil(root,fvar(31)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
v        = 15
value    =10
[State -2:         VarSet]
type     = varadd
trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[1,98]
trigger1=root,movetype !=H
trigger1=root,statetype !=L
trigger1=root,stateno !=[5000,5150]
v        = 15
value    =1
[State -2:         VarSet]
type     = varset
trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[3,9]
trigger2=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>=20
trigger3=root,stateno=[150,159]
trigger3=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>1||var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>10
trigger4=root,stateno=[5000,5059]
;trigger5=inguarddist
v        = 15
value    =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)





[State -2 , 1]
type = Varadd
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,998]
v = 18
value =1
[State -2 , 1]
type = Varadd
trigger1=enemynear(Var(36)),life>0
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=0
trigger1=enemynear(Var(36)),stateno=[5100,5120]
v = 18
value =1
[State -2 , 1]
type = Varset
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>=1
trigger1=enemynear(Var(36)),stateno =[5000,5059]
v = 18
value =((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varset
triggerall=var(18)=[1000,1999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =1000
[State -2 , 1]
type = Varset
triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =(var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000))*1000
[State -2 , 1]
type = Varset
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=(enemynear(Var(36)),stateno !=[5100,5110])&&(enemynear(Var(36)),stateno !=[0,199])
trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
v = 18
value =1000+var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varset
trigger1=var(18)-((ceil(var(18)/100000)-ifelse(var(18)-(ceil(var(18)/100000)*100000)<0,1,0))*100000)=[1,9999]
trigger1=(root,stateno=200)||(root,stateno=220)||(root,stateno=225)||(root,stateno=300)
trigger1=enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200 && root,time<=1
trigger1=numenemy=1 && numpartner=0
v = 18
value =10000
[State -2 , 1]
type = Varset
trigger1=var(18)-((ceil(var(18)/100000)-ifelse(var(18)-(ceil(var(18)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger1=(root,movecontact)||enemynear(Var(36)),life<=0||enemynear(Var(36)),stateno<200||enemynear(Var(36)),movetype=A||root,movetype=H
v = 18
value =-10000













[State -2 , 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])
v = 19
value =-29
[State -2 , 1]
type = Varset
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=20
trigger2=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
trigger2=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
v = 19
value =((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)
[State -2 , 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)>1
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)<=19
v = 19
value =1
[State -2 , 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=0
trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])||(enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=1000)
v = 19
value =ifelse((enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]),1,30)
[State -2 , 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=1
trigger1=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
v = 19
value =1
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[0,99]
triggerall=root,inguarddist
trigger1=var(13)<=0 && enemynear(Var(36)),movetype !=A
v = 19
value =100
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=root,inguarddist=0
v = 19
value =-100
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=var(13)<=0 && root,movetype =A
v = 19
value =1000
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=root,ctrl
trigger2=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 19
value =ifelse(root,ctrl,-1000,1000)
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999]
triggerall=enemynear(Var(36)),pos x-root,pos x=[-150,150]
triggerall=(root,stateno=[120,159])||((root,stateno!=[5100,5150])&&(root,movetype !=H))
trigger1=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<30
trigger1=random<=10+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,0)
trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30
trigger2=random<=8;+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,10)
v = 19
value =-2000
[State -2 , 1]
type = Varadd
triggerall= root,movetype!=A 
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 19
value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<20000,-10000,-30000)
[State -2 , 1]
type = Varadd
triggerall= root,movetype!=A 
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
v = 19
value =-20000
[State -2 , 1]
type = Varadd
trigger1= enemynear(Var(36)),stateno -var(13)!=[-9,9]
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[60000,69999]
trigger2= enemynear(Var(36)),stateno<160 ||(enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13))||(enemynear(Var(36)),movetype=H)||(root,movetype=H)
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[80000,89999]
v = 19
value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<70000,-60000,-80000)
[State -2 , 1]
type = Varadd
trigger1= enemynear(Var(36)),stateno !=var(13)
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 19
value =-70000
[State -2 , 1]
type = Varadd
triggerall= root,movetype=A && (var(13)>0||inguarddist=0) && ((root,stateno!=9212)||(enemynear(Var(36)),statetype!=A))
;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19)
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[0,9999]
v = 19
value =ifelse(var(13)>0,20000,ifelse(var(12)<160 && (enemynear(Var(36)),movetype!=H),30000,10000))
[State -2 , 1]
type = Varadd
trigger1=enemynear(Var(36)),stateno!=var(13)
;trigger1=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19)
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
v = 19
value =ifelse((enemynear(Var(36)),movetype=A),50000,ifelse((enemynear(Var(36)),stateno>=160),60000,10000))
[State -2 , 1]
type = Varadd
;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19)
trigger1= enemynear(Var(36)),movetype=A||inguarddist
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2= enemynear(Var(36)),movetype=A||inguarddist||(enemynear(Var(36)),stateno>=160 && enemynear(Var(36)),movetype!=H)
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 19
value =50000
[State -2 , 1]
type = Varadd
triggerall= var(35)=7 && root,stateno=[1100,1110]
triggerall=partner,life<=0;numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]
trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999]
trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999]
v = 19
value =100000
[State -2 , 1]
type = Varadd
triggerall= root,stateno!=[1100,1110]
trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]
trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[300000,399999]
trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999]
trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999]
v = 19
value =100000
[State -2 , 1]
type = Varset
trigger1= enemynear(Var(36)),movetype=H && root,stateno=1150
trigger2=root,stateno=[1100,1110]
trigger2=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<3
trigger3=root,prevstateno=[1100,1110]
trigger3=root,stateno!=[1100,1199]
trigger3=root,movetype!=H
v = 19
value =800000+var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)
[State -2 , 1]
type = Varset
triggerall= enemynear(Var(36)),movetype!=H
trigger1=1
v = 19
value =var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)
[State -2 , 1]
type = Varadd
triggerall=numenemy=1 && var(17)>0
trigger1=root,inguarddist 
v = 17
value =1
[State -2 , 1]
type = Varset
trigger1=root,inguarddist =0
v = 17
value =0
[State -2 , 1]
type = Varadd
triggerall=numenemy=1 && var(17)=0
trigger1=root,inguarddist && enemynear(Var(36)),movetype!=A
v = 17
value =1
[State -2 , 1]
type = Varadd 
trigger1=var(16)<999 && root,stateno=[120,159]
trigger2=(var(16)=[1,1000]) && root,stateno!=[120,159]
v = 16
value =ifelse((root,stateno!=[120,159]),-var(16),1)



[State -2 , 1]
type = Varset
trigger1=root,stateno=[730,740]
v = 35
value =ifelse((root,stateno=730),100,200)
[State -2 , 1]
type = Varset
trigger1=var(35)=[100,299]
trigger1=(root,stateno!=[730,740])&&(root,movetype!=H)&&(root,statetype!=L)
v = 35
value =ifelse((var(35)=[160,169])||(var(35)=[260,269]),0,var(35)+1)
[State -2 , 1]
type = Varset
trigger1=var(35)=1||var(35)=[4,6]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 35
value =ifelse(var(35)=6,7,ifelse((var(35)=[4,ifelse(statetype=A&&(movetype!=A)&&(movetype!=H),4,5)]),3,3))
[State -2 , 1]
type = Varset
trigger1=var(35)=8
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 35
value =0
[State -2 , 1]
type = Varset
trigger1=var(35)!=5
trigger1=var(35)!=[8,9]
trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||root,var(46)>=2000000||root,var(47)>=2000000
v = 35
value =4
[State -2 , 1]
type = Varset
triggerall=((var(35)!=[5,40])&&(var(35)!=[100,300]))||var(35)=8
trigger1=(root,stateno=108)||(root,stateno=[41,49])||(root,stateno=[900,910])||(root,stateno=[10040,10049])
v = 35
value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2))
[State -2 , 1]
type = Varset
triggerall=(var(35)!=[1,5])
trigger1=(root,stateno=[700,720])
v = 35
value =8
[State -2 , 1]
type = Varset
;triggerall=var(35)!=14
trigger1=(root,stateno=[800,899]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
trigger2=(root,stateno=[3000,3999]) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
trigger3=(root,stateno=[1100,1199]) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =10
[State -2 , 1]
type = Varset
;triggerall=var(35)!=14
trigger1=(root,stateno=[900,999]) && root,movecontact && enemynear(Var(36)),movetype=H 
trigger2=(root,stateno=[1060,1099]) && root,movecontact && enemynear(Var(36)),movetype=H 
v = 35
value =11
[State -2 , 1]
type = Varset
;triggerall=var(35)!=14
trigger1=(root,stateno=[1300,1399]) && root,movehit && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =12
[State -2 , 1] 
type = Varset
trigger1=(var(35)=[2,3])||(var(35)=7)||(var(35)=9)||(var(35)=60)
trigger1=(root,statetype!=A)||root,movetype=H||root,movetype=A
trigger1=(root,ctrl && root,stateno!=[100,119])||root,movetype=H||root,movetype=A
trigger2=(var(35)=[10,39])||(var(35)=[200,299])
trigger2=(var(35)!=10)||enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno<200||enemynear(Var(36)),ctrl
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)=12);||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=A
trigger3=(root,stateno=[1000,1099])||(root,stateno=[100,109])
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=11503
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=11503
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=11503
fv = 32
value =fvar(32)+100000
[State -2:         VarSet]
type     = VarSet
trigger1=(fvar(32)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 32
value =ifelse((root,movetype=H),fvar(32)+100000,fvar(32)-100000)
[State -2:         VarSet]
type     = VarSet
trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno
fv = 32
value =0


[State -2:         VarSet]
type     = VarSet
trigger1=root,movetype=H||root,movetype=A
trigger2=enemynear(Var(36)),movetype=A && fvar(34)!=enemynear(Var(36)),stateno
fv = 33
value =((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)
[State -2:         VarSet]
type     = VarSet
trigger1=enemynear(Var(36)),movetype=A
trigger1=fvar(34)!=enemynear(Var(36)),stateno
fv = 34
value =enemynear(Var(36)),stateno
[State -2:         VarSet]
type     = Varadd
trigger1=var(14)=1 && fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)<9
fv = 33
value =1
[State -2:         VarSet]
type     = Varadd
trigger1=(root,movetype!=H)&&(enemynear(Var(36)),movetype!=H)
trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)<9980
fv = 33
value =10
[State -2:         VarSet]
type     = Varset
trigger1=(root,movetype!=A)&&(root,movetype!=H)&&(enemynear(Var(36)),movetype=A)
trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)>10
fv = 33
value =fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)+((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)

[State -2:         VarSet]
type     = Varset
trigger1=root,movehit && fvar(35)>=0
trigger1=root,stateno=1102||root,stateno=[1330,1339]
fv = 35
value =-fvar(35)-1
[State -2:         VarSet]
type     = Varset
trigger1=fvar(35)<0
trigger1=root,stateno!=1102
trigger1=root,stateno!=[1330,1339]
fv = 35
value =-fvar(35)
[State -2:         VarSet]
type     = Varset
trigger1=enemynear(Var(36)),movetype!=H
fv = 35
value =0


[State -2 , 1]
type = Varset
triggerall=var(5)<0
trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H)
v = 5
value =0
[State -2 , 1]
type = Varset
triggerall=var(5)<0
trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A
v = 5
value =ifelse((-var(5)-root,life>=100),var(13),0)
[State -2 , 1]
type = Varset
trigger1=var(5)=0 && enemynear(Var(36)),movetype=A
trigger1=root,stateno=[120,159]
v = 5
value =-root,life
[State -2 , 1]
type = Varset
triggerall=var(6)<0
trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H)
v = 6
value =0
[State -2 , 1]
type = Varset
triggerall=var(6)<0
trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A
v = 6
value =ifelse((-var(6)-root,life>=100),var(13),0)
[State -2 , 1]
type = Varset
trigger1=var(6)=0 && enemynear(Var(36)),movetype=A
trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99]
trigger1=root,stateno=[120,159]
v = 6
value =-root,life
[State -2 , 1]
type = Varset
triggerall=var(7)<0
trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H)
v = 7
value =0
[State -2 , 1]
type = Varset
triggerall=var(7)<0
trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A
v = 7
value =ifelse((-var(7)-root,life>=100),var(13),0)
[State -2 , 1]
type = Varset
trigger1=var(7)=0 && enemynear(Var(36)),movetype=A
trigger1=var(6)>0&&enemynear(Var(36)),stateno-var(6)!=[-99,99]
trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99]
trigger1=root,stateno=[120,159]
v = 7
value =-root,life
[State -2 , 1]
type = Varadd
trigger1=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=1
trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A
v = 8
value =-1
[State -2 , 1]
type = Varadd
triggerall=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=0
trigger1=enemynear(Var(36)),movetype=A && var(9)-enemynear(Var(36)),power>=1000
trigger2=enemynear(Var(36)),HitDefAttr =SCA,HA,HP,HT
v = 8
value =1
[State -2 , 1]
type = Varadd
triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[0,9]
trigger1=root,stateno=42 && var(35)=10 && enemynear(Var(36)),movetype!=H
v = 8
value =10
[State -2 , 1]
type = Varadd
triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[10,19]
trigger1=(root,ctrl && root,statetype!=A)||enemynear(Var(36)),movetype=H||(root,movetype=H&&root,stateno>200)
v = 8
value =ifelse(((root,ctrl && root,statetype!=A)||enemynear(Var(36)),movetype=H),-10,10)
[State -2 , 1]
type = Varset
trigger1=1
v = 9
value =enemynear(Var(36)),power
[State -2 , 1]
type = Varadd
trigger1=enemynear(Var(36)),movetype=A && var(14)<2 && var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)=0
v = 12
value =1
[State -2 , 1]
type = Varset
trigger1=enemynear(Var(36)),HitDefAttr =SCA,NA,SA,HA,NT,ST,HT
trigger1=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1
trigger2=helper(4000),stateno=4120
trigger2=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1
v = 12
value =((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)
[State -2 , 1]
type = Varadd
trigger1=root,statetype=L && var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[0,9]
v = 12
value =10
[State -2 , 1]
type = Varadd
trigger1=root,statetype!=L 
trigger1=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[10,89]
trigger2=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99]
v = 12
value =ifelse((var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99]),-90,10)
[State -2 , 1]
type = Varadd
triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 12
value =-100
[State -2 , 1]
type = Varadd
triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[0,99]
trigger1=root,time<=1 && var(14)>6 && (root,stateno=705||root,stateno=715||root,stateno=725)
trigger2=enemynear(Var(36)),HitDefAttr =SCA,SA
v = 12
value =100
[State -2 , 1]
type = Varadd
trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=(var(13)-enemynear(Var(36)),stateno!=[-99,99])
v = 12
value =-1000
[State -2 , 1]
type = Varadd
trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP,HA,HP
v = 12
value =1000
[State -2 , 1]
type = Varset
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 11
value =0
[State -2 , 1]
type = Varset 
trigger1=(var(11)=0||var(11)=-2) && p2movetype=A 
trigger1=enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
v = 11
value =ifelse(var(11)=-2,1,-1)
[State -2 , 1]
type = Varset
trigger1=var(11)=0 && p2movetype=A 
v = 11
value =-2
[State -2 , 1]
type = Varadd
trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)<9
trigger1=(root,stateno=[42,49])&&root,time=1&&(enemynear(Var(36)),movetype=H)&&(root,prevstateno=[200,499])
v = 10
value =1
[State -2 , 1]
type = Varset
trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=1
trigger1=(enemynear(Var(36)),movetype!=H)
v = 10
value =((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)
[State -2 , 1]
type = Varset
trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)>0
trigger1=enemynear(Var(36)),movetype!=H
v = 10
value =((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varadd
trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[0,9]
trigger1=((root,prevstateno=[200,499])&&root,stateno=42&&root,time=1)
v = 10
value =10
[State -2 , 1]
type = Varadd
trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[10,19]
trigger1=root,stateno=[1500,1599]
v = 10
value =10
[State -2 , 1]
type = Varadd
triggerall=(root,stateno=[3000,3999]) && enemynear(Var(36)),movetype!=H
trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[0,99]
v = 10
value =100
[State -2 , 1]
type = Varadd
triggerall=(root,stateno=[200,699]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 
trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[100,199]
v = 10
value =-100
[State -2 , 1]
type = Varadd
triggerall=(root,stateno=910) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200
trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)=[0,999]
v = 10
value =1000
[State -2 , 1]
type = Varadd
triggerall=enemynear(Var(36)),movetype!=H
trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)=[1000,1999]
v = 10
value =-1000
[State -2 , 1]
type = Varadd
triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200
trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[10000,19999]
v = 10
value =10000
[State -2 , 1]
type = Varadd
triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200
trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[0,9999]
v = 10
value =10000
[State -2 , 1]
type = Varadd
triggerall=(root,stateno=521||root,stateno=8521) && root,time=1 ;&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200
trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 10
value =-10000
[State -2 , 1]
type = Varadd
triggerall=(root,stateno=520||root,stateno=8520) && enemynear(Var(36)),statetype=A
trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[0,9999]
v = 10
value =30000
[State -2 , 1]
type = Varadd
triggerall=(root,stateno!=[520,529]) && (root,stateno!=[8520,8529]) && (enemynear(Var(36)),movetype!=H) && var(35)!=[19,20]
trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[10000,39999]
v = 10
value =-10000
[State -2 , 1]
type = Varadd
triggerall=var(35)=18 && ((enemynear(Var(36)),pos x-pos x=[-100,100])||(numhelper(2001) && helper(2001),stateno=2501))
trigger1=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
v = 10
value =100000
[State -2 , 1]
type = Varadd
triggerall=enemynear(Var(36)),movetype!=H
trigger1=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[100000,299999]
v = 10
value =-100000
[State -2 , 1]
type = Varadd
triggerall=var(10)=[1000000,1999999]
trigger1=random<=2
trigger1=random<=800
trigger2=root,win
v = 10
value =-1000000
[State -2 , 1]
type = Varadd
triggerall=root,stateno=195
trigger1=var(10)<1000000
v = 10
value =ifelse((root,win||roundstate!=2),2000000,1000000)






[State -2 , 1]
type = Varset
trigger1=var(13) !=enemynear(Var(36)),stateno
trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 )
v = 14
value =0
Ignorehitpause=1




[State -2 , 1]
type = Varadd
trigger1=enemynear(Var(36)),movetype=A
trigger2=var(14)>0
v = 14
value =1
Ignorehitpause=1
[State -2 , 1]
type = Varset
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 13
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varset
trigger1=enemynear(Var(36)),movetype=A
trigger1=var(13)>=0
v = 13
value =enemynear(Var(36)),stateno
Ignorehitpause=1



































































[Statedef -1]





;-------------------------AIݒ聡--------------------------------------------------------








[State -2:         VarSet];AI+R{ݒ聡
type     = Varadd
triggerall = var(59)=0 
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =                  1                         ;(1ȏAIonA0offBx1~2)


[State -2:         VarSet];ݒ聡
type     = Varadd
triggerall = var(59)=[1,9] 
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =10*               1                        ;(ݒB1~3)



[State -2:         VarSet];ݒ聡
type     = VarSet
trigger1=var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
trigger1=var(51)<100000
trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger3=enemynear(helper(218),Var(36)),movetype !=A
trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v        = 51
value    =                   7       ;(0~10AݒBقǍUɑ΂锽Ȃ)



[State -2:         VarSet];K[hݒ聡
type     = VarSet
trigger1=var(51) <1000
trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger3=enemynear(helper(218),Var(36)),movetype !=A
trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v        = 51
value    =var(51)+1000*       9      ;(0~11AグقǍdB11ŒœɑΉ)
































[State -1, Stand]
type = ChangeState 
value =195
triggerall = !IsHelper
triggerall = palno = 12 && helper(218),var(10)<1000000
triggerall = var(59)!=0 
triggerall = win && Alive && statetype!=A
triggerall=p2bodydist x>=-20
trigger1=0;ctrl||stateno=[0,39]
[State -2:         VarSet]
type     = Varadd
triggerall=var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000)<100
triggerall=random>(var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000))*100
triggerall=enemynear(helper(218),Var(36)),movetype=A
trigger1=helper(218),var(14)<2
trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v        = 51
value    =100
[State -2:         VarSet]
type     = Varadd
triggerall=var(51)<100000
triggerall=random>((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000)/10
triggerall=enemynear(helper(218),Var(36)),movetype=A
trigger1 = (helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v        = 51
value    =100000 



[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(38) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(39) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(39) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(38) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(37) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(36) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(35) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(34) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(33) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(32) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(31) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(30) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(29) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(28) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(27) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(26) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(25) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(24) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(23) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(22) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(21) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(29) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(46) =0
[State -3:         VarSet]
type     = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(47) =0




[State -3:         VarSet]
type     = Varadd
triggerall = var(59)>0 
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999])
var(59) = 6000
[State -3:         VarSet]
type     = Varadd
triggerall = var(59)>0 && helper(218),var(35)=14
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall =(stateno=[1210,1211])
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     = Varset
triggerall = var(59)>0 
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall =(stateno=[1210,1219]) && movehit && p2movetype=H && p2stateno>200
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) =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 = var(59)>0
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall =(movetype=H)||ctrl||p2life<=0
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999])
var(59) = ifelse(p2life<=0,-1000,1000)
[State -3:         VarSet]
type     = Varadd
triggerall = var(59)>0
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall =stateno=660 && time=1
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000)
var(59) = 10000
[State -3:         VarSet]
type     = Varset
triggerall = var(59)>0 
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)>=10000
trigger1=p2movetype!=H
var(59) =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)+((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)
[State -3:         VarSet]
type     = Varadd
triggerall = var(59)>0
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall =stateno=3600
trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000)
var(59) = 100000
[State -3:         VarSet]
type     = Varadd
triggerall = var(59)>0
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall =stateno=3640||ctrl||p2life<=0
trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999])
var(59) = ifelse(stateno=3640||p2life<=0,-100000,100000)
[State -3:         VarSet] 
type     = VarSet
trigger1 = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)
[State -3:         VarSet] 
type     = VarSet
triggerall = var(59)>0
trigger1 = win && var(59)<1000000
var(59) = var(59)+1000000
[State -2:         VarSet]
type     = VarSet
trigger1=var(59)>0
trigger1=RoundState !=2
v        = 59
value    =-var(59)
[State -2:         VarSet]
type     = VarSet
trigger1=var(59)<0
trigger1=RoundState=2 && ctrl
v        = 59
value    =-var(59)

[State -2]
Type = Helper
;trigger1=var(59)>0
trigger1 = numhelper(218)=0
StateNo = 10218
ID = 218
Name = "AI1"
Pos = 0,0
PosType = P1
Ownpal = 1
Persistent = 0
IgnoreHitPause =1



















[State -1, Stand]
type = ChangeState 
value =100
triggerall = !IsHelper
triggerall = var(59)>0 
triggerall=(helper(218),var(35)=12)
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=p2stateno!=5299
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive 
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger1=p2movetype=H&&p2stateno>200
[State -1, Stand]
type = ChangeState 
value =ifelse(backedgebodydist<50&&p2bodydist x<=50,108,ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20,10043,10105))
triggerall = !IsHelper
triggerall = var(59)>0 
triggerall=(helper(218),var(35)=10)
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=p2stateno!=5299
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive 
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = [100,101]) || stateno = 104
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger1=p2movetype=H&&p2stateno>200&&(numproj=0||partner,life>0||p2statetype!=A)
[State -1, Stand]
type = ChangeState
value =1050
triggerall = !IsHelper 
triggerall = var(59)>0 
triggerall = (helper(218),var(35)=1||helper(218),var(35)=5||helper(218),var(35)=3)
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype =A) && vel y<=0 && numproj=0
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)||(stateno=[100,102])
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-60 && p2bodydist x<=300;ifelse(pos y<-70,100,70)
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)<20
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)<20
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)<20
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)<20
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)<20
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)<20
trigger7=fvar(29)<=999||fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]
trigger7=fvar(24)<=999||fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]
trigger7=fvar(25)<=999||fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]
trigger7=fvar(26)<=999||fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]
trigger7=fvar(27)<=999||fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]
trigger7=fvar(28)<=999||fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]
trigger7=(helper(218),var(35)=1&&pos y<=-60)||(helper(218),var(35)=5)||(helper(218),var(35)=3)
[State -1]
type = ChangeState
value = ifelse(p2statetype=A,ifelse(p2bodydist y>=0,920,ifelse(random<=500,600,610)),ifelse(vel x>0,ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,610,640),920))
triggerall = !ishelper
triggerall = var(59)>0 
triggerall=(helper(218),var(35)!=10)
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 = statetype = A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])
triggerall=p2bodydist x<=60+ifelse(vel x=0,0,30) 
triggerall=p2bodydist x>=-60
triggerall=(p2statetype=A && p2bodydist y=[-40,60])||((vel y>0||(pos y>=-70&&vel y>=0)) && pos y>=ifelse((vel x<=0||helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999||random<=400||p2movetype=H),-90,-70) && p2statetype!=A)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999
;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110] 
[State -1, Stand]
type = ChangeState 
value =ifelse(p2statetype=A,ifelse(p2movetype=H,ifelse(frontedgebodydist<=60,1200,1000),715),ifelse(p2bodydist x>75,410,430))
triggerall = !IsHelper
triggerall = var(59)>0 
triggerall=(helper(218),var(35)!=10)
;triggerall=(helper(218),var(35)!=12)
;triggerall=(P2Dist X < 65 && p2bodydist x<=50)||var(9)||helper(218),var(35)!=22
;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||helper(218),var(35)!=18
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=p2stateno!=5299
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive 
triggerall = statetype != A
triggerall=(p2statetype!=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*15=[-20,40])
triggerall=p2bodydist x>=-20
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=ifelse(p2statetype=A,80,100)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = [100,101]) || stateno = 104
trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999
trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000)
trigger1=(helper(218),var(52)-(p2stateno*100) !=[-999,999])
trigger1=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=(helper(218),var(53)-(p2stateno*100) !=[-999,999])
trigger1=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger2=p2movetype=H&&p2stateno>200&&(numproj=0||partner,life>0||p2statetype!=A)
























[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=60&&random<=500,400,430)
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = helper(218),var(35)!=1
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = [100,101])
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0
triggerall=P2bodyDist X <=75
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(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(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger11=fvar(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)>=7
trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
[State -1, Stand]
type = ChangeState
value =410
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = helper(218),var(35)!=1
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = [100,101])
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0
triggerall=P2bodyDist X <=100
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(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)>=10
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)>=10
triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
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)>=10
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)>=10
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)>=10
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)>=10
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)>=10
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(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger2=fvar(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)>=10
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
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)>=10
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
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)>=10
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
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)>=10
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)>=10
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)>=10
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)>=10
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)>=10
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)>=10
[State -1, Stand]
type = ChangeState
value =1300
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = helper(218),var(35)!=1
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) && random<=500
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = [100,101])
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 && p2bodydist x<=120
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=helper(218),var(14)<2
triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000
triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
[State -1, Stand]
type = ChangeState
value =1300
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = helper(218),var(35)!=1
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = [100,101])
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0
triggerall=P2bodyDist X <=120
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
triggerall=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)>=35
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)>=35
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)>=35
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)>=35
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)>=35
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)>=35
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x>120,108,42)
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = helper(218),var(35)!=1
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) 
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = 100 && time > 4) || stateno = 104
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
trigger1=fvar(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 =900
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = helper(218),var(35)!=1
;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = 100 && time > 4) || stateno = 104
triggerall = p2movetype=A
triggerall=(p2bodydist x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*30<=0 && p2bodydist x>30 && enemynear(helper(218),Var(36)),vel x<=0)||p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& 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(54)<2000000 && helper(218),var(55)<2000000 && (var(46)=[0,2000000]) && (var(47)=[0,2000000])
triggerall=(helper(218),var(54)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)-ifelse(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(55)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)-ifelse(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[9,ifelse(p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50,99,15)]
trigger11=partner,life>0&&enemynear(helper(218),Var(36)),facing*facing<0&&p2bodydist x<=50&&frontedgebodydist-p2bodydist x>50
trigger11=partner,facing*facing>0 && ((facing>0&&pos x>partner,pos x)||(facing<0&&pos x<partner,pos x))
[State -1, Stand]
type = ChangeState
value =3100;ifelse(power>=3000&&life<300,3800,3100)
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = helper(218),var(35)!=1
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
triggerall = power>=1000
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = 100 && time > 4) || stateno = 104
triggerall = p2movetype=A
triggerall=(enemynear(helper(218),Var(36)),vel x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-40,40])||p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0
triggerall=P2bodyDist X -enemynear(helper(218),Var(36)),vel x*4<=40;ifelse(p2statetype=A,40,60)
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
triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=0
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
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)>=10
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)>=10
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)>=10
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)>=10
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)>=10
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)>=10
trigger17=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger17=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger17=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger17=(helper(218),var(14)<2)||p2statetype=A||enemynear(helper(218),Var(36)),vel x>=2||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,SA,SP,ST)
trigger17=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 && (life<300||p2life<ifelse(power>=2000,400,200)) && helper(218),fvar(5)!=-99999
trigger18=partner,life>0&&(partner,stateno<200||(partner,stateno=[5000,5150])||partner,movetype!=H)
[State -1, Stand]
type = ChangeState
value =905;ifelse(backedgebodydist>60,905,900)
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = helper(218),var(35)!=1
;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)|| (stateno = 100 && time > 4) || stateno = 104
triggerall = p2movetype=A
triggerall=(p2bodydist x>=0 && p2bodydist y+enemynear(helper(218),Var(36)),vel y*30<=0)||p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0
;triggerall=P2bodyDist X <=60
triggerall=(var(38)>0 && var(38)=p2stateno)||(var(39)>0 && var(39)=p2stateno)
triggerall=helper(218),var(54)<2000000 && helper(218),var(55)<2000000 && (var(46)=[0,2000000]) && (var(47)=[0,2000000])
triggerall=(helper(218),var(54)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)-ifelse(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(55)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)-ifelse(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,15]
[State -1, Stand]
type = ChangeState
value =10043;ifelse(p2bodydist x>110||p2statetype=A,10043,10042)
triggerall = !IsHelper
triggerall = var(59)>0 
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)
triggerall = stateno != [100,105]
;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A
triggerall = RoundState = 2 && Alive  && (statetype !=A)
;triggerall=p2bodydist x>-30
triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<=0;||((p2bodydist x>=140||p2bodydist x<=50)&&(fvar(4)>2000000||fvar(5)>2000000))
triggerall=p2movetype=A
;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S
;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[9000,9999])
;triggerall=var(48)=11||(random<=400)
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)
trigger1=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(var(46)>=2000000||var(47)>=2000000)
trigger1=(var(51)-((ceil(var(51)/100000)-ifelse(var(51)-(ceil(var(51)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400
trigger1=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99])
; AhoVOK[h 
[State -1]
type = VarSet
triggerall = roundstate = 2 && var(59)
triggerall = !numhelper(8060)
triggerall =0; p2bodydist x>-20
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
var(11) = 1
ignorehitpause = 1
[State -1, Lie Down Backward Recovery Roll]
type = ChangeState
value = 5201
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall =0; time = 1
trigger1 = stateno = 5120 && var(58)
trigger1 = alive = 1
[State -1, Lie Down Backward Recovery Roll]
type = ChangeState
value = 5201
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
triggerall =0; time = 1 && (((helper(218),var(35)!=[100,199])&&(p2bodydist x<=10||p2bodydist x>=300||(backedgebodydist<60&&p2bodydist x<50)))||backedgebodydist>60)
trigger1 = stateno = 5120 && var(58)
trigger1 = alive = 1








[State -1, A ܒi]
type = ChangeState
value = ifelse(stateno=600,630,ifelse(stateno=630&&p2bodydist x<=30,610,ifelse(stateno=630||stateno=610,640,ifelse(stateno=640&&p2bodydist x<=20,620,ifelse(stateno=640||stateno=620,650,1140)))))
triggerall = !ishelper
triggerall = var(59)>0
;triggerall=helper(218),var(35)=[11,15]
triggerall = RoundState = 2 && Alive  && var(6) < 2
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3
triggerall = statetype = A 
triggerall=p2bodydist x>=-60 
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=0;(p2statetype=A)&&(movehit&&p2stateno>=200&&p2movetype=H);||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H)
trigger1 = (stateno = 600) && movecontact
trigger2 = (stateno = 610) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 640) && movecontact
trigger5 = (stateno = 620) && movecontact
trigger6 = (stateno = 650) && movecontact
[State -1, A ܒi]
type = ChangeState
value = 920;ifelse(p2bodydist y>0,770,780)
triggerall = !ishelper
triggerall = var(59)>0
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)=[ifelse(frontedgebodydist>80,1,2),2]
triggerall = RoundState = 2 && Alive 
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3
triggerall = statetype = A 
triggerall=p2bodydist x>=-60 
triggerall=p2bodydist x<=40 && p2bodydist y=[ifelse(vel y<0,-60,-20),40]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=0;p2statetype=A&&p2stateno>=200&&p2movetype=H;||(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H)
trigger1 =Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 107)||stateno=[100,101]
[State -1, A ܒi]
type = ChangeState
value = ifelse(random<=500,700,715)
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall=helper(218),var(35)=[11,15]
triggerall = RoundState = 2 && Alive 
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(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3
triggerall = statetype != A 
triggerall=p2bodydist x>=-60 
triggerall=p2bodydist x<=50;ifelse(p2statetype=A,60,100)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2statetype!=A)&&(movehit=0||p2stateno<200||p2movetype!=H)
trigger1 = (stateno = 200||stateno=400) && movecontact && p2bodydist x<=60 && p2statetype!=A
trigger2 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger3 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger4 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger5 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger6 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger8 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger9 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
[State -1, A ܒi]
type = ChangeState
value = ifelse(p2statetype=A,715,ifelse(stateno=200||stateno=400,430,ifelse(stateno=430,410,700)))
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall=helper(218),var(35)=[11,15]
triggerall = RoundState = 2 && Alive 
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,20,30)||stateno=200||stateno=400||stateno=430
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>1
triggerall = statetype != A 
triggerall=p2bodydist x>=-60 
triggerall=p2bodydist x<=ifelse(p2statetype=A,60,70)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0 
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2statetype!=A)||(movehit&&p2stateno>=200&&p2movetype=H)
trigger1 = (stateno = 200||stateno=400) && movecontact && p2bodydist x<=60 && p2statetype!=A
trigger2 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0) && p2statetype=A
trigger3 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger4 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger5 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0) && p2statetype=A
trigger6 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0) && p2statetype=A
trigger8 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger9 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0) && p2statetype=A
trigger10 = movecontact && stateno = 200 && (animelemtime(5) >= 0) && p2bodydist x<=40
trigger11 = movecontact && stateno = 400 && (animelemtime(3) >= 0) && p2bodydist x<=40
trigger12 = movehit && stateno = 430 && (animelemtime(4) > 0 && animelemtime(5) < 0) && p2bodydist x<=40
[State -1, A ܒi]
type = ChangeState
value = ifelse(p2statetype=A,ifelse(p2bodydist x<=40&&(stateno!=715),1200,1000),ifelse(p2stateno>=200&&p2movetype=H&&movehit&&p2bodydist x<=70,1100,1000))
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall=helper(218),var(35)=[11,15]
triggerall = RoundState = 2 && Alive 
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||(p2stateno!=[5910,5930])||p2statetype=A
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=3
;triggerall = statetype != A 
triggerall=p2bodydist x>=-60 
;triggerall=p2bodydist x<=110
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2stateno>=200&&p2movetype=H&&movehit)||p2statetype!=A
trigger1 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger2 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger3 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger4 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger5 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger6 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger7 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger8 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger9 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger10 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger11 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger12 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
[State -1, A ܒi]
type = ChangeState
value = ifelse(stateno>=3000,3800,ifelse((life<300&&power>=2000)||(p2life<300&&power>=4000),3000,ifelse(p2bodydist x>50||random<=500,3200,3500)))
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall=helper(218),var(35)=[11,15]
triggerall = RoundState = 2 && Alive && power>=1000
triggerall =stateno>=3000||(life<300&&power>=2000)||(p2life<300&&power>=4000)||power>=3000||p2life<ifelse(power<2000,150,200)
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
;triggerall = statetype != A 
triggerall=p2bodydist x>=-60 
;triggerall=p2bodydist x<=110
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2stateno>=200&&p2movetype=H&&movehit&&hitcount>=2);||p2statetype!=A
trigger1  = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger2 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0)) || (animelemtime(24) > 1 && animelemtime(25) <= 0)
trigger3 = stateno = 3005 && anim = 3010 && movecontact && (animelemtime(1) > 0 && animelemtime(2) < 0) && power>=ifelse(life<300,1000,3000)
trigger4 = stateno = 3010 && movecontact && ((animelemtime(7) > 0 && animelemtime(8) < 0) || (animelemtime(15) > 0 && animelemtime(16) < 0) || (animelemtime(24) > 0 && animelemtime(26) < 0)) && power>=ifelse(life<300,1000,3000)
[State -1, A ܒi]
type = ChangeState
value = ifelse(stateno>=3000,3800,ifelse((life<300&&power>=2000)||(p2life<300&&power>=4000),3800,ifelse(p2bodydist x>50||random<=500,3200,3500)))
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall=helper(218),var(35)=[11,15]
triggerall = RoundState = 2 && Alive && power>=1000
triggerall =stateno>=3000||(life<300&&power>=2000)||(p2life<300&&power>=4000)||power>=3000||life>p2life||p2life<ifelse(power<2000,150,200);||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2
;triggerall = statetype != A 
triggerall=p2bodydist x>=-60 
;triggerall=p2bodydist x<=110
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2stateno>=200&&p2movetype=H&&movehit&&hitcount>=2);||p2statetype!=A
trigger1  = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger2 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0)) || (animelemtime(24) > 1 && animelemtime(25) <= 0)
trigger3 = stateno = 3005 && anim = 3010 && movecontact && (animelemtime(1) > 0 && animelemtime(2) < 0) && power>=ifelse(life<300,1000,3000)
trigger4 = stateno = 3010 && movecontact && ((animelemtime(7) > 0 && animelemtime(8) < 0) || (animelemtime(15) > 0 && animelemtime(16) < 0) || (animelemtime(24) > 0 && animelemtime(26) < 0)) && power>=ifelse(life<300,1000,3000)














; Kuuch Hiren no Serenade
[State -1, Kuuchu Hiren no Serenade]
type = ChangeState
value = 1050
triggerall = var(59)
triggerall = stateno=10105;Command = "Hiren no Serenade"
triggerall = numproj = 0
trigger1 = stateno = 10105 && animelemtime(2) > 0
[State -1]
type = ChangeState
value=ifelse(random<=500,825,800)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
triggerall = var(51)-((ceil(var(51)/1000)-ifelse(var(51)-(ceil(var(51)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall = ((statetype != A)&&(p2statetype!=A));;;;;;;||((statetype = A)&&(p2statetype=A)&&p2bodydist y=[-40,40])
triggerall=p2bodydist x>=-40
triggerall = (p2bodydist x <=5 && (p2statetype!=A) && statetype!=A);||(p2bodydist x < 20 && abs(p2bodydist y) < 20 && statetype=A && p2statetype=A)
;triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H);||p2stateno=[120,159]
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(StateNo = 109)
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<=500+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-200,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger2 =stateno=109&&p2bodydist x<=10&&random<=500
trigger3 =(teamside=2||p2stateno=[50,59]) && 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!=103
triggerall = RoundState = 2 && Alive 
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall=partner,life>0||helper(218),var(10)-((ceil(helper(218),var(10)/100)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall = ((statetype != A)&&(p2statetype!=A));;;;;;;||((statetype = A)&&(p2statetype=A)&&p2bodydist y=[-40,40])
triggerall=p2bodydist x>=-40
triggerall = p2bodydist X < 40
;triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-60,0]
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
;triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H);||p2stateno=[120,159]
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
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=700
triggerall = !ishelper
triggerall = var(59)>0 
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall=p2bodydist x>=-40
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=80
triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101])
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=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&&random<=500&&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 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0)
[State -1]
type = ChangeState
value=ifelse(random<=666||p2bodydist x>40||p2movetype=H,ifelse(random>333,230,400),200)
triggerall = !ishelper
triggerall = var(59)>0 
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall=p2bodydist x>=-40
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=50
triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101])
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=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&&random<=500)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0)
[State -1]
type = ChangeState
value=430
triggerall = !ishelper
triggerall = var(59)>0 
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall=p2bodydist x>=-40
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=70
triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101])
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=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&&random<=500)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0)
[State -1]
type = ChangeState
value=ifelse(random<=500||p2bodydist x>80||p2movetype=H,ifelse(random>250||p2movetype=H,410,245),ifelse(random<=750,440,215))
triggerall = !ishelper
triggerall = var(59)>0 
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall=p2bodydist x>=40
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=100
triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101])
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=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
;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0)
[State -1]
type = ChangeState
value=ifelse(random<=333,705,ifelse(random<=666,715,910))
triggerall = !ishelper
triggerall = var(59)>0 
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
;triggerall=(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>30
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=80
triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101])
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=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
;trigger2 =stateno=100||(p2bodydist x<=30&&enemynear(helper(218),Var(36)),vel x>0)
[State -1]
type = ChangeState
value=1000
triggerall = !ishelper
triggerall = var(59)>0 
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
triggerall = numproj = 0
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
triggerall=p2bodydist x>=-40
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*2<=200
triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = 100 && time > 4) || stateno = 104
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 =0;(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=1200
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A 
triggerall=p2bodydist x>=-40
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=(p2bodydist x=[-40,50])
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149])|| (stateno = [100,101]))
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-25,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=1300
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A 
triggerall=p2bodydist x>=50
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x<=120
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101]) || stateno = 104
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-25,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=1100
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A 
triggerall=p2bodydist x>=50
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x<=110
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101]) || stateno = 104
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-25,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=1000
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall = numproj = 0
triggerall=partner,life<=0||(facing>0&&pos x>partner,pos x)||(facing<0&&pos x<partner,pos x)
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A 
triggerall=p2bodydist x>=120
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x=[120,250]
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101]) || stateno = 104
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,50,0);||(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
trigger1 =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
trigger2 =random<=50+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
trigger2 =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
[State -1]
type = ChangeState
value=1050
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
triggerall = numproj = 0
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = (pos y=[-50,-20]) && statetype = A 
triggerall=p2bodydist x>=80
;triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>=80)
;triggerall = (p2statetype != A)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = 100 && time > 4) || stateno = 104
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])||p2stateno<200||p2movetype!=H
trigger1 =statetype=A && vel y>=0;(vel y>=0||(vel x<=0&&pos y<-60))
trigger2 =statetype=A && (vel x<=0&&pos y<-40)
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]) && (p2stateno<200||p2movetype!=H)
trigger3 =statetype=A && (vel x>0&&pos y<-40)
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])||(p2stateno>200 && p2movetype=H)
[State -1]
type = ChangeState
value=ifelse(random<=500||(partner,life>0),42,43)+ifelse(p2bodydist x<=130,10000,0)
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30;||random<=500
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*2=[60,300])
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((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 = 104
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500||(partner,life>0),ifelse(p2bodydist x<=130,10042,42),ifelse(p2bodydist x<=140,10105,10043))
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive 
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*2=[60,300])
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((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 = 104
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=10105
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall=partner,life<=0||(facing>0&&pos x>partner,pos x)||(facing<0&&pos x<partner,pos x)
triggerall = RoundState = 2 && Alive && backedgebodydist>70
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x<140
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*2=[60,300])
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((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 = 104
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999]);||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=10105
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall=partner,life<=0||(facing>0&&pos x>partner,pos x)||(facing<0&&pos x<partner,pos x)
triggerall = RoundState = 2 && Alive
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30&&p2bodydist x<=120
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A 
triggerall=p2bodydist x>=-40
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101]) || stateno = 104
;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 
trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110])
trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger2=helper(218),var(18)>3000||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110])
;trigger2=p2bodydist x>200
trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000>=30000
trigger3=helper(218),var(35)=10
[State -1]
type = ChangeState
value=ifelse(p2bodydist x<=120,43,42)+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30),10000,0)
triggerall = !ishelper
triggerall = var(59)>0 
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
;triggerall =random<=100||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2bodydist x>120
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(NumHelper(501)+NumHelper(521))<=0;||p2stateno!=[120,159]
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/1000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000)*1000)<0,1,0))*1000)>=200
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = statetype != A 
triggerall=p2bodydist x>=-40
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101]) || stateno = 104
;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 
trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110])
trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger2=helper(218),var(18)>3000||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110])
;trigger2=p2bodydist x>200
trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000>=30000
trigger3=helper(218),var(35)=10
[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 = RoundState = 2 && Alive && numenemy=1 && numpartner=0
triggerall = statetype != A
;triggerall=backedgebodydist>60||(p2bodydist x<=60 && enemynear(helper(218),Var(36)),vel x>=3 && p2stateno!=[5100,5110])
triggerall=p2bodydist x>=-60
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))|| (stateno = [100,101]) || stateno = 104||stateno=109
triggerall =(p2statetype!=A);||(helper(218),var(35)=8)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1 =backedgebodydist<=50 && p2bodydist x<=60 && (enemynear(helper(218),Var(36)),vel x>=0||p2stateno=[5100,5110])
trigger2 =p2bodydist x<=100 && enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110]
trigger3 = p2bodydist x<=30





[State -1:          AI Guarding]
type       = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = (stateno!=50)||var(3)!=[1,2]
triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=900&&AnimTime = 0)||stateno=109
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=numenemy=1
;triggerall=statetype !=A
triggerall=inguarddist=0 && helper(218),inguarddist=0
triggerall=var(51)<100000
trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)=[1,9]
value      = ifelse(statetype=A,132,130)
[State -1:          AI Guarding]
type       = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = (stateno!=50)||var(3)!=[1,2]
triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=900&&AnimTime = 0)||stateno=109
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=numenemy=1
;triggerall=statetype !=A
triggerall=inguarddist=0 && helper(218),inguarddist=0
triggerall=var(51)<100000
trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)>=1
value      = ifelse(statetype=A,132,ifelse((enemynear(helper(218),Var(36)),stateType = A),130,131))
[State -1:          AI Guarding]
type       = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = p2statetype=A||helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=900&&AnimTime = 0)||stateno=109
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=statetype !=A
triggerall=inguarddist||helper(218),inguarddist
triggerall=var(51)<100000
trigger1=enemynear(helper(218),Var(36)),MoveType = A
trigger1=enemynear(helper(218),Var(36)),statetype=A
trigger2=enemynear(helper(218),Var(36)),MoveType = A
trigger2=(var(38)>0 && var(38)=p2stateno)||(var(39)>0 && var(39)=p2stateno)
value      = 130
[State -1:          AI Guarding]
type       = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = helper(218),var(52)<2000000 && helper(218),var(53)<2000000||p2statetype=A||helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=900&&AnimTime = 0)||stateno=109
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=statetype!=A
triggerall=inguarddist||helper(218),inguarddist
triggerall=var(51)<100000
triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(38)<=0||var(38) !=p2stateno)
triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(39)<=0 ||var(39) !=p2stateno)
trigger1=enemynear(helper(218),Var(36)),statetype !=A
trigger1=enemynear(helper(218),Var(36)),MoveType = A
trigger2=enemynear(helper(218),Var(36)),movetype !=A
value      = 131
[State -1:          AI Guarding]
type       = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = helper(218),var(35)!=1
;triggerall = helper(218),var(35)!=[100,130]
triggerall = RoundState = 2 && Alive
triggerall = StateNo != [120, 159]
triggerall = StateNo != 102
triggerall=inguarddist||helper(218),inguarddist
triggerall=var(51)<100000
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))||(stateno=[100,102])||stateno=109
triggerall=statetype=A
trigger1=1
value      = 132









[State -1, Stand1]
type = ChangeState
value =100;ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25)
triggerall = !IsHelper
triggerall = var(59)>0 
;triggerall = (helper(218),var(35)!=10)&&(helper(218),var(35)!=12)
;triggerall = (helper(218),var(35)!=18)||helper(218),var(10)-((ceil(helper(218),var(10)/1000000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall = RoundState = 2 && Alive && stateno!=[100,101]
triggerall = statetype != A 
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(51)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=(p2movetype!=H)||(p2stateno =[120,159])
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])
triggerall=p2bodydist x>20||frontedgebodydist>60
triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10000)*10000)<0,1,0))*10000)!=[2000,2999]
trigger1=p2bodydist x>250
trigger2=helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999]
trigger2=p2bodydist x>100 && random<=5
trigger3=p2movetype=H&&p2stateno>200&&(p2bodydist x>100||(p2bodydist y>=-100&&p2bodydist x>50)||p2statetype!=A)
trigger3=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno!=[5100,5150]
[State -1, Stand1]
type = ChangeState
value =27;ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25)
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive
triggerall = statetype != A 
triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=28 && random<=200)
triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])
trigger1=p2bodydist x>=ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,120,ifelse(p2movetype=H&&p2stateno>200,ifelse(p2statetype=A,120,20),60))
trigger1=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]
trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
trigger2=p2bodydist x>=ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,120,ifelse(p2movetype=H&&p2stateno>200,ifelse(p2statetype=A,120,20),60))
trigger3=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]
trigger3=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
trigger3=p2bodydist x>=150
[State -1, Stand1]
type = ChangeState
value =28
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive
triggerall = statetype != A 
triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=27 && random<=200)
triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(51)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])
trigger1=p2bodydist x<ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,120,ifelse(p2movetype=H&&p2stateno>200,ifelse(p2statetype=A,120,20),60))
trigger1=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]
trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
trigger2=p2bodydist x<ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,120,ifelse(p2movetype=H&&p2stateno>200,ifelse(p2statetype=A,120,20),60))
trigger3=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]
trigger3=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
trigger3=p2bodydist x<150
[State -1, Stand]
type = ChangeState
value = 0
triggerall = !IsHelper
triggerall = (var(59) !=0)||stateno=[27,28]
;triggerall = RoundState = 2 && Alive && time
triggerall = time>=10 && statetype != A
trigger1=(time>=10 && stateno=[27,28]);||(time>=3 && stateno=[100,101])
trigger1 = RoundState != 2
trigger2=(stateno=[27,28]);||(stateno=[100,101])||(StateNo = 5120 && AnimTime = 0)
trigger2 = p2bodydist x<-20;||(p2bodydist x<0 && facing*enemynear(helper(218),Var(36)),facing>0)
trigger3 = helper(218),var(35)=18 && p2bodydist x=[-20,20]
ctrl=1
[State -1, Stand]
type = ChangeState
value = 101
triggerall = !IsHelper
triggerall = (var(59) !=0)
;triggerall = RoundState = 2 && Alive && time
triggerall =stateno=100 && time>=5 && statetype != A
trigger1 = RoundState != 2
;trigger2 = (helper(218),var(35)!=18)||p2movetype=A||inguarddist||p2bodydist x<=30
trigger2 = p2movetype=A||inguarddist||p2bodydist x<ifelse(p2movetype=H&&p2stateno>200,20,140)















[State -2]
type       = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall=time=0
triggerall = RoundState = 2 && Alive
trigger1=stateno=[5200,5210]
trigger1=numpartner=0
value      =5050
[State -1]
type       = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive
trigger1=stateno=20
trigger2=stateno=40
trigger3=0;stateno=45
trigger4=stateno=10
value      = ifelse(stateno=45,ifelse(vel y >=0,51,50),ifelse(p2movetype=A,28,27))
ctrl=1
[State -1]
type       = ChangeState
triggerall = !IsHelper
triggerall = var(59)!=0
triggerall=stateno=[20,23]
trigger1=roundstate !=2
trigger2=p2bodydist x<-10
value      =0
ctrl=1



















































[State -1]
type = ChangeState
value =ifelse(random<=500,1250,1350);ifelse(random<=500,197,198);ifelse(statetype=A,ifelse(random<=350,2150,ifelse(random<=700,2125,2100)),ifelse(random<=350,1500,ifelse(random<=700,2400,2400)));ifelse(random<=350,6000,ifelse(random<=700,4000,4100));ifelse(random<=350,ifelse(numhelper(6061) = 1,6051,6050),ifelse(random<=700,6000,ifelse((var(29)=1),4100,4000)));ifelse(random<=350,3000,ifelse(random<=700,3100,3050));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310)
triggerall =var(59)=0
trigger1 = 0;ctrl && statetype=A && pos y<-40;(stateno = [200,499]) && movehit
[State -1]
type = ChangeState
value =26601;ifelse(statetype=A,1310,ifelse(random<=333,1300,ifelse(random<=666,520,3600)));ifelse(random<=250,720,ifelse(random<=500,730,ifelse(random<=750,750,740)));ifelse(random<=500,197,198);ifelse(statetype=A,ifelse(random<=350,2150,ifelse(random<=700,2125,2100)),ifelse(random<=350,1500,ifelse(random<=700,2400,2400)));ifelse(random<=350,6000,ifelse(random<=700,4000,4100));ifelse(random<=350,ifelse(numhelper(6061) = 1,6051,6050),ifelse(random<=700,6000,ifelse((var(29)=1),4100,4000)));ifelse(random<=350,3000,ifelse(random<=700,3100,3050));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310)
triggerall =var(59)=0
trigger1 = Command = "a"
;trigger1 = statetype != A
trigger1 =0;ctrl||stateno=[20,29]
;trigger2=(stateno = 320) && (Time >= 35)





















































































;===========================================================================
; Skill Section
;===========================================================================
;----------------------------------------------------------------------------
; Yuuga Na Hito Toki
[State -1,Yuuga Na Hito Toki]
type = ChangeState
value = 3800
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Yuuga Na Hito Toki"
triggerall = power >= 3000  || life <= 300 && power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))
trigger20 = stateno = 3000 && movecontact && ((animelemtime(14) > 0 && animelemtime(15) < 0) || (animelemtime(19) > 0 && animelemtime(20) < 0))
trigger21 = stateno = 3005 && anim = 3010 && movecontact && (animelemtime(1) > 0 && animelemtime(2) < 0)
trigger22 = stateno = 3010 && movecontact && ((animelemtime(7) > 0 && animelemtime(8) < 0) || (animelemtime(15) > 0 && animelemtime(16) < 0) || (animelemtime(24) > 0 && animelemtime(26) < 0))
trigger23 = stateno = 3205 && ((animelemtime(4) > 0 && animelemtime(8) < 0))

;----------------------------------------------------------------------------
; Kei no Concerto
[State -1,Kei no Concerto]
type = ChangeState
value = 3500
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Kei no Concerto"
triggerall = power >= 2000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))

;----------------------------------------------------------------------------
; Meifu no Nocturne
[State -1,Meifu no Nocturne]
type = ChangeState
value = 3200
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Meifu no Nocturne"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))


;----------------------------------------------------------------------------
; Jiai no Requiem
[State -1, Jiai no Requiem]
type = ChangeState
value = 3000
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Jiai no Requiem"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))


;----------------------------------------------------------------------------
; Shiyobu Rondo
[State -1, Shiyobu Rondo]
type = ChangeState
value = 3100
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Shiyobu Rondo"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))

;----------------------------------------------------------------------------
; Kuuchuu Shiyobu Rondo
[State -1, Kuuchuu Shiyobu Rondo]
type = ChangeState
value = 3150
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Shiyobu Rondo"
triggerall = power >= 1000
trigger1 = ctrl && statetype = A
trigger2 = power >= 1000 && stateno = 105 && animelemtime(2) > 0

;----------------------------------------------------------------------------
; Hiren no Serenade
[State -1, Hiren no Serenade]
type = ChangeState
value = 1000
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Hiren no Serenade"
triggerall = numproj = 0
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)

;----------------------------------------------------------------------------
; Kuuch Hiren no Serenade
[State -1, Kuuchu Hiren no Serenade]
type = ChangeState
value = 1050
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Hiren no Serenade"
triggerall = numproj = 0
trigger1 = ctrl && statetype = A
trigger2 = stateno = 105 && animelemtime(2) > 0

;----------------------------------------------------------------------------
; Shin'en no Minuet
[State -1, Shin'en no Minuet]
type = ChangeState
value = 1100
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Shin'en no Minuet"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)

;----------------------------------------------------------------------------
; Rakujitsu no Lullaby
[State -1, Rakujitsu no Lullaby]
type = ChangeState
value = 1200
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Rakujitsu no Lullaby"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)

;----------------------------------------------------------------------------
; Miwaku no Waltz
[State -1, Miwaku no Waltz]
type = ChangeState
value = 1300
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "Miwaku no Waltz"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)

;----------------------------------------------------------------------------
; Emergency Evade (Backwards)
[State -1, Emergency Evade (Backwards)]
type = ChangeState
value = 905
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "holdback" && command = "recovery" || Command = "holdback" && command ="z"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;----------------------------------------------------------------------------
; Emergency Evade (Forwards)
[State -1, Emergency Evade (Forwards)]
type = ChangeState
value = 900
triggerall = var(59)=0
triggerall = !var(0)
triggerall = command = "recovery" || command ="z"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;----------------------------------------------------------------------------
; Quick Emergency Evade
[State -1, Quick Emergency Evade]
type = ChangeState
value = 900
triggerall = var(59)=0
triggerall = !var(0)
triggerall = power >= 1000
triggerall = command = "recovery" || command ="z"
trigger1 = ctrl && statetype != A
trigger2 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger3 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger4 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger5 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger6 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 245 && (animelemtime(5) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger9 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger10 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 440 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)

;----------------------------------------------------------------------------
; Guard Cancel Emergency Evade (Backwards)
[State -1, Guard Cancel Emergency Evade (Backwards)]
type = ChangeState
value = 905
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "holdback" && command = "recovery" || Command = "holdback" && command ="z"
triggerall = Power >= 1000 && StateType != A
trigger1 = (stateno = 150 || stateno = 152)

;----------------------------------------------------------------------------
; Guard Cancel Emergency Evade (Forwards)
[State -1, Guard Cancel Emergency Evade (Forwards)]
type = ChangeState
value = 900
triggerall = var(59)=0
triggerall = !var(0)
triggerall = command = "recovery" || command = "z"
triggerall = Power >= 1000 && StateType != A
trigger1 = (stateno = 150 || stateno = 152)

;----------------------------------------------------------------------------
; Blowback Attack
[State -1, Blowback Attack]
type = ChangeState
value = 910
triggerall = var(59)=0
triggerall = Command = "c"
triggerall = !var(0)
trigger1 = StateType != A && Ctrl = 1
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;----------------------------------------------------------------------------
; Guard Cancel Blowback Attack
[State -1, Guard Cancel Blowback Attack]
type = ChangeState
value = 915
triggerall = var(59)=0
triggerall = !var(0)
triggerall = Command = "c"
triggerall = Power >= 1000 && StateType != A
trigger1 = (stateno = 150 || stateno = 152)

;---------------------------------------------------------------------------
;Air Blowback Attack
[State -1, Air Blowback Attack]
type = ChangeState
value = 920
triggerall = var(59)=0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;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

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59)=0
triggerall = command = "start" && stateno != 195
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Koshuu Tou Throw
[State -1, Koshuu Tou Throw]
type = ChangeState
value = 800
triggerall = var(59)=0
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;Koshuu Tou Throw (Backwards)
[State -1, Koshuu Tou Throw (Backwards)]
type = ChangeState
value = 825
triggerall = var(59)=0
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
; Knockbacks
[State -1, Knockbacks]
type = ChangeState
value = 700
triggerall = var(59)=0
triggerall = !var(0)
triggerall = command = "holdfwd" && command = "x" && command != "holddown"
trigger1 = StateType != A && Ctrl = 1
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)

;---------------------------------------------------------------------------
; Vigor Starter
[State -1, Vigor Starter]
type = ChangeState
value = 705
triggerall = var(59)=0
triggerall = !var(0)
triggerall = command = "holdback" && command = "y" && command != "holddown"
trigger1 = StateType != A && Ctrl = 1
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)

;---------------------------------------------------------------------------
; Air Bust
[State -1, Air Bust]
type = ChangeState
value = 715
triggerall = var(59)=0
triggerall = !var(0)
triggerall = command = "holdfwd" && command = "holddown" && command = "y"
trigger1 = StateType != A && Ctrl = 1
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)

;----------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = !movecontact && stateno = 200 && animelemtime(6) > 0
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0) && (prevstateno != [200,499])
trigger6 = movecontact && stateno = 400 && (animelemtime(3) >= 0) && (prevstateno != [200,499])

;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = movecontact && stateno = 200 && (animelemtime(5) >= 0)
trigger5 = movecontact && stateno = 400 && (animelemtime(3) >= 0)

;---------------------------------------------------------------------------
;Stand Strong Punch (close)
[State -1, Stand Strong Punch (close)]
type = ChangeState
value = 210
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = P2bodydist X <= 28
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Standing Strong Kick (close)
[State -1, Standing Strong Kick (close)]
type = ChangeState
value = 240
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = P2bodydist X <= 28
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = !movecontact && stateno = 400 && animelemtime(4) > 0
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0) && (prevstateno != [200,499])
trigger6 = movecontact && stateno = 400 && (animelemtime(3) >= 0) && (prevstateno != [200,499])

;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = movecontact && stateno = 200 && (animelemtime(5) >= 0)
trigger5 = movecontact && stateno = 400 && (animelemtime(3) >= 0)

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 430 && (animelemtime(4) > 0 && animelemtime(5) < 0)

;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59)=0
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;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 Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59)=0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59)=0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = ifelse(vel x = 0, 640, 645)
triggerall = var(59)=0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl



