; サンプルキャラクター『カンフーマン』のコマンドファイルです。
; コマンドに関する設定は4部構成になっています。
;==============================================================================
; Win版専用パート
;==============================================================================
;------------------------------------------------------------------------------
; ここはWin版から(正確にはLinux版から)追加された要素の二つ。
; コマンド関連の初期設定を任意に指定出来るようになった(`・ω・´)
;
;『ボタンリマップ』はボタン配置変更用の項目。
; 定義パートでいちいち変更しなくても良いようになっちゃった。
; 面倒臭い人用かな!(マテコラ
;
;『デフォルト設定』では各[Command]で省略した場合の
; 入力受付時間と入力記憶時間を予め決めておく項目。
;
;
; この2項目は省略可能。
;------------------------------------------------------------------------------
;-| ボタンリマップ(ボタンコンフィグ)|---------------------------------------- 第1部
[Remap]
x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。
y = y ;Yボタン 〃
z = z ;Zボタン 〃
a = a ;Aボタン 〃
b = b ;Bボタン 〃
c = c ;Cボタン 〃
s = s ;スタートボタン 〃
;------------------------------------------------------------------------------
; 例えば「本来Xボタンで出す弱パンチをBボタンに変えたい場合」なら、
;
; x = b
;
; で簡単に出来る。使わないボタンを使っているボタンに割り当てる事も可能。
;------------------------------------------------------------------------------
;-| デフォルト設定 |----------------------------------------------------------- 第2部
[Defaults]
command.time = 15 ;標準のコマンド入力受付時間。
;各コマンドで省略している場合に有効。
;このパラメータを消した場合、デフォルトは1フレームになる。
;( M.U.G.E.Nでの1フレーム = 1/60秒 )
command.buffer.time = 1 ;標準のコマンド入力記憶時間。
;入力した直後にコマンドを記憶し、
;指を離してもコマンドが成功している状態を
;ここで設定した時間の分維持する。
;1〜30フレームまでの間で設定可能。
;デフォルトは1フレーム。
;============================================================================== 第3部
; コマンド定義パート(入力キーを設定する)
;==============================================================================
;------------------------------------------------------------------------------
; ここがキーとボタンの組み合わせで格闘ゲームにおける
;『入力コマンド』を直接設定・編集するパート。
;
; 一つずつコマンドに名前を付けて入力キーを組み合わせる単純な作業になるけど、
; 組み合わせが独特だから覚えるのは難易度が少し高い。
;
; 下記で「書式の決まり」と「組み合わせに必要なアルファベットと記号」を
; 全て説明しましょう。
;------------------------------------------------------------------------------
;■書式の決まり■
;
; [Command] :入力コマンドを1個定義する。
; name = "***" :コマンド名を決める。大文字と小文字も区別される。
; command = ### :実際に入力するキーを組み合わせる。詳細は後述。
; time = &&& :入力受付時間を設定(オプション)。
; buffer.time = @@@ :入力記憶時間を設定(オプション)。
;
; 小ネタでも説明している通り、登録が可能な数は最大『128個』まで。
;
;
;※『必須コマンド名』と書いてるコマンドは、システム側で処理してます。
; コマンド名を変えたり、消してはいけません。キーの変更は出来ます。
;------------------------------------------------------------------------------
;■必要なアルファベットと記号■
;
; 上記の「command = ###」の『###』に該当する部分で、
; 組み合わせるキーとボタンを設定しなければならない。
;
; ※設定したキーやボタンはM.U.G.E.Nのオプションモードにある
; 「キーコンフィグ」にて設定したキーなどに対応しています。
;
; ★方向キー★(全て必ず大文字で)
;
; B :「後方」にキーを入れる( Backward )
; D :「下方」にキーを入れる( Downward )
; F :「前方」にキーを入れる( Forward )
; U :「上方」にキーを入れる( Upward )
;
; DB :「後ろ斜め下」にキーを入れる(「D」と「B」が同時に入力された事を認識)
; UB :「後ろ斜め上」にキーを入れる(「U」と「B」が同時に入力された事を認識)
; DF :「前斜め下」にキーを入れる(「D」と「F」が同時に入力された事を認識)
; UF :「前斜め上」にキーを入れる(「U」と「F」が同時に入力された事を認識)
;
; ★ボタン★(全て必ず小文字で)
;
; a :「Aボタン」を押す
; b :「Bボタン」を押す
; c :「Cボタン」を押す
; x :「Xボタン」を押す
; y :「Yボタン」を押す
; z :「Zボタン」を押す
; s :「スタートボタン」を押す
;
; ★記号★(入力効果を変化させる命令)
;
; / :(スラッシュ)キーやボタンを「押しっぱなし」にしている事を認識する場合に追加する
;
; (例): /b = Bボタンを押したままにする
; /F = 前キーを押したままにする
; /U,z = 上キーを押したままZボタンを入力する
;
; ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;
; ~ :(チルダ)キーやボタンが「離された時」を認識する場合に追加する
;
; (例): ~x = Xボタンを離す
; ~DF =「前斜め下」のキーを離す
; ~DB,F,c =「後ろ斜め下」を離した後に前キー・Cボタンの順番に入力する
;
; ※「ボタンを離すまでの時間(溜め時間)」も設定する事が出来る
;
; ~30x = Xボタンを押したままにして、30フレーム以上経ったら離す
; ~50B,F,a = 後ろキーを50フレームまで溜めて前キー・Aボタンの順番に入力する
;
; ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;
; $ :(ドル)方向キーの「複数の内どれかが入力されている事」を認識する場合に追加する
;
; (例): $B =「後方」「後ろ斜め下」「後ろ斜め上」のどれかが入力されている状態
; $UF =「前」「上」「前斜め上」のどれかが入力されている状態
;
; ※この記号は「方向キー」でしか使えません。
;
; ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;
; + :(プラス)ボタンを「同時押し」している事を認識する場合に追加する
;
; (例): x+y = XボタンとYボタンを同時押しする
; a+b+c = AボタンとBボタンとCボタンを同時押しする
;
; ※この記号は「ボタン」でしか使えません。
;
; ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;
; > :(グレーターザン)大なり(Win版で追加された記号)
; 「他のキーが入力されていない事を確認して、そのキーを押す」場合
;
; (例): a,>~a = Aボタン以外が入力されていない状態でAボタンを離す
; F,>~F,>F = 前キー以外が入力されていない状態で前キーを離し、
; もう一度前キーを入力する
;
;-------------------------------------------------------------------------------
; ●これらの記号は全て組み合わせて使う事が出来る●
;
; (例): ~80$DB,DF,F,/a+y+c
;
; 「後方」「下」「後ろ斜め下」のどれかを80フレームまで溜めて
; 「前斜め下」→「前」を入力した後、AとYとCを同時押ししたままにする
;
;------------------------------------------------------------------------------
;-| 超必殺技 |-----------------------------------------------------------------
;※名前が同じならば、違うコマンドでも同じステートの技を出す事が可能。
[Command]
name = "オルタネイション・デュエル"
command = ~D, DF, F, DF, D, DB, B, a
time = 50
[Command]
name = "昇龍斬光"
command = ~F, B, DB, D, DF, F, a
time = 50
[Command]
name = "イグニッションP"
command = ~F, DF, D, DB, B, F, a
time = 50
[Command]
name = "ライオニックランサー"
command = ~D, DF, F, D, DF, F, a
time = 30
[Command]
name = "九九式 蜂獣市"
command = ~D, DF, F, D, DF, F, b
time = 30
[Command]
name = "パーフェクトミッション"
command = ~D, DF, F, D, DF, F, x
time = 20
;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------
[Command]
name = "捌々 碌獣刺"
command = ~F, DF, D, DB, B, b
[Command]
name = "漆々 刺獣弓"
command = ~F, D, DF, b
[Command]
name = "陸々 斬獣碌"
command = ~D, DF, F, b
[Command]
name = "伍々 仁獣護"
command = ~D, D, b
[Command]
name = "獅子獣碌"
command = ~B, DB, D, DF, F, y
[Command]
name = "三散顎"
command = ~B, D, DB, y
[Command]
name = "二刃樫"
command = ~D, DB, B, x
[Command]
name = "引壱我一"
command = ~D, DF, F, x
;------------------------------------------------------------------------------
;-| キー2回連続入力 |---------------------------------------------------------
[Command]
name = "FF" ;必須コマンド名
command = F, F
time = 10
[Command]
name = "BB" ;必須コマンド名
command = B, B
time = 10
;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery" ;必須コマンド名
command = x+y
time = 1
[Command]
name = "スイングアクション" ;必須コマンド名
command = x+a
time = 20
[Command]
name = "スイングアクション2" ;必須コマンド名
command = /x+a
time = 1
[Command]
name = "投げ" ;必須コマンド名
command = y+b
time = 1
;-------------
;------------------------------------------------------------------------------
;-| 方向キー+ボタン |---------------------------------------------------------
;[Command]
;name = "down_a"
;command = /$D,a
;time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "レバー入れ強"
command = /$F,b
time = 20
[Command]
name = "レバー入れ後ろ強"
command = /$B,b
time = 20
[Command]
name = "オーバージーニスアタック・対空"
command = /$D,a
time = 20
[Command]
name = "オーバージーニスアタック・ふっとばし"
command = /$F,a
time = 20
;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[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
;---------------------------
;(「パワー溜め」用にコマンドを追加してます)
[Command]
name = "hold_c"
command = /c
;------------------------------------------------------------------------------
;-| 方向キー |-----------------------------------------------------------------
[Command]
name = "holdfwd" ;必須コマンド名
command = /$F
time = 1
[Command]
name = "holdback" ;必須コマンド名
command = /$B
time = 1
[Command]
name = "holdup" ;必須コマンド名
command = /$U
time = 1
[Command]
name = "holddown" ;必須コマンド名
command = /$D
time = 1
;---
[Statedef -1] ;←この行は絶対に消さないでね。必須項目です。
[State -2: VarSet];■AI設定■
type = Varadd
triggerall = Var(58)=0
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(58)>0
v = 58
value = 1 ;(1以上でAIon、0でoff。レベルは1~3)
[State -2: VarSet];■超反応設定■
type = VarSet
trigger1=var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
trigger1=var(57)<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 = 57
value = 10 ;(0~10、超反応設定。数字が高いほど攻撃に対する反撃が厳しくなる)
[State -2: VarSet];■ガード設定■
type = VarSet
trigger1=var(57) <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 = 57
value =var(57)+1000* 8 ;(0~11、数字を上げるほど硬く。11で超反応で投げに対応)
[State -2: VarSet]
type = Varset
trigger1=var(58)>0
trigger1=var(59)<=1
v = 59
value =99
[State -2: VarSet]
type = Varadd
triggerall=var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000)<100
triggerall=random>(var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000))*100
triggerall=enemynear(helper(218),Var(36)),movetype=A
trigger1 = (helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v = 57
value =100
[State -2: VarSet]
type = Varadd
triggerall=var(57)<100000
triggerall=random>((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/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 = 57
value =100000
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(11) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(12) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(37) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(36) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(35) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(34) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(44) =0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(43) =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(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 -2 , 1]
type = Varadd
triggerall=var(58)>0
triggerall=var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>=2
triggerall=numenemy=1&&partner,life<=0
triggerall=stateno=1400 && (p2movetype=H||helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0)
trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger2=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[2000,2999]
trigger3=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[4000,4999]
v = 58
value =1000
[State -2 , 1]
type = Varadd
triggerall=var(58)>0
triggerall=movetype=H&&stateno>200&&p2movetype=A&&helper(218),var(13)!=p2stateno
trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger2=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[3000,3999]
trigger3=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[5000,5999]
v = 58
value =1000
[State -2 , 1]
type = Varadd
triggerall=var(58)>0
triggerall=ctrl
trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger2=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[3000,3999]
trigger3=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[5000,5999]
v = 58
value =-1000
[State -2 , 1]
type = Varadd
triggerall=var(58)>0
triggerall=numenemy=1&&partner,life<=0
triggerall=(stateno=[1900,1999])
trigger1=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[0,9999]
trigger2=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[20000,29999]
trigger3=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[40000,49999]
trigger4=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[60000,69999]
v = 58
value =10000
[State -2 , 1]
type = Varadd
triggerall=var(58)>0
triggerall=(movetype=H&&stateno>200)||ctrl||(p2movetype=A&&stateno=[900,999])
trigger1=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[30000,39999]
trigger3=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[50000,59999]
trigger4=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 58
value =ifelse((movetype=H&&stateno>200)||(p2movetype=A&&stateno=[900,999]),10000,-10000)
[State -2 , 1]
type = Varadd
triggerall=var(58)=[1,999999]
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 && helper(218),var(18)>3000
v = 58
value =1000000
[State -3: VarSet]
type = VarSet
trigger1 = var(58)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(58) = var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
trigger1=var(58)>0
trigger1=RoundState !=2
v = 58
value =-var(58)
[State -2: VarSet]
type = VarSet
trigger1=var(58)<0
trigger1=RoundState=2 && ctrl
v = 58
value =-var(58)
[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, ChuugekiHou]
type = ChangeState
value =ifelse(var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>2,108,105)
triggerall = !IsHelper
triggerall = var(58)
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)
triggerall = stateno != 105
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(48)=11||(random<=400)
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AT)
trigger1=(var(57)-((ceil(var(57)/100000)-ifelse(var(57)-(ceil(var(57)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400
trigger1=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99])
[State -1, Stand]
type = ChangeState
value =41
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)=6||((NumHelper(2310)||var(6)<2||power<1000)&&helper(218),var(35)=9)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
triggerall=p2bodydist x>=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=100&&enemynear(helper(218),Var(36)),vel y>0)
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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 =1400
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)=7 && frontedgebodydist>80
triggerall=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<4000
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
triggerall=p2bodydist x>0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=100
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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(frontedgebodydist<100||(var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>2&&p2bodydist x<100),ifelse(frontedgebodydist>60,41,43),1600)
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)=8
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && ((var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>2&&enemynear(helper(218),Var(36)),vel y>0)||frontedgebodydist>100)
triggerall = statetype != A
triggerall=p2statetype=A
;triggerall=p2bodydist x>100
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<=300&&p2bodydist y<0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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 =1500
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)=10
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
;triggerall=p2bodydist x>100
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<=100
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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(p2bodydist x<40,ifelse(p2bodydist x<50,43,41),1600)
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)=13
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
;triggerall=p2bodydist x>100
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<=300 && p2bodydist y<-20
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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 =1400
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)=14
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
triggerall=p2bodydist x>60
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000
trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger1=0;p2movetype=H && p2stateno>200
[State -1, Stand]
type = ChangeState
value =ifelse((helper(218),var(35)=12),1500,1400)
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)=[11,12]
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
;triggerall=p2bodydist x>100
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<=140
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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(var(6) >= 4&&p2bodydist x<=60,2800,2700)
triggerall = !IsHelper
triggerall = var(58)
triggerall = NumHelper(2310)=0&&var(6)>=2&&power>=1000&&helper(218),var(35)=9
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
triggerall=p2bodydist x>=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=100&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*20>=-20
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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]
type = ChangeState
value = 610
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=105&&time>2))
triggerall=p2bodydist x<=ifelse(vel x>0,100,50)
triggerall=p2bodydist x>=-20
triggerall=(p2statetype=A && p2bodydist y=[ifelse(vel y<0,-80,-40),40])||(((vel y>=0 && pos y>=-80)||stateno=105||prevstateno=105) && 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),fvar(5)=-99999||helper(218),var(35)=1||helper(218),var(35)=5||(p2bodydist x>=0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2statetype!=A)
trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=35,210,ifelse(p2bodydist x<=60,1200,ifelse(p2bodydist x<100,250,300)))
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)!=7
triggerall = helper(218),var(35)!=9
triggerall = helper(218),var(35)!=13
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype!=A
triggerall=p2bodydist x>=-20
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=300
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=helper(218),fvar(5)=-99999||helper(218),var(35)=1||helper(218),var(35)=5||(p2bodydist x>=0&&facing*enemynear(helper(218),Var(36)),facing>0&&numhelper(9871)&&p2statetype!=A)
trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000
trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger2=p2movetype=H && p2stateno>200
[State -1, Stand]
type = ChangeState
value =ifelse((p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=30&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*4>=-20),210,240)
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)!=7
triggerall = helper(218),var(35)!=9
triggerall = helper(218),var(35)!=13
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
triggerall=p2bodydist x>=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=30&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*4>=-20)||(p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=60&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-80,0])
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=helper(218),fvar(5)=-99999||helper(218),var(35)=1||helper(218),var(35)=5||(p2bodydist x>=0&&facing*enemynear(helper(218),Var(36)),facing>0&&numhelper(9871)&&p2statetype!=A)
trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000
trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger2=p2movetype=H && p2stateno>200
[State -1, Stand]
type = ChangeState
value =ifelse((p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=30&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*4>=-20),210,240)
triggerall = !IsHelper
triggerall = var(58)
triggerall = helper(218),var(35)!=7
triggerall = helper(218),var(35)!=9
triggerall = helper(218),var(35)!=13
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
triggerall=p2bodydist x>=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=30&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*4>=-20)||(p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=60&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-80,0])
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=helper(218),fvar(5)=-99999||helper(218),var(35)=1||helper(218),var(35)=5||(p2bodydist x>=0&&facing*enemynear(helper(218),Var(36)),facing>0&&numhelper(9871)&&p2statetype!=A)
trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000
trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger2=p2movetype=H && p2stateno>200
[State -1, Stand]
type = ChangeState
value =1600
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype=A
triggerall=p2bodydist x=[100,300]
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 y+enemynear(helper(218),Var(36)),vel y*12=[-100,-40])&&p2bodydist y<0)
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=helper(218),fvar(5)=-99999||helper(218),var(35)=1||helper(218),var(35)=5||(p2bodydist x>=0&&facing*enemynear(helper(218),Var(36)),facing>0&&numhelper(9871)&&p2statetype!=A)
trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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=0;p2movetype=H && p2stateno>200
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x>35,1200,210)
triggerall = !IsHelper
triggerall = var(58)
;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(35)!=1
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149]))
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-10 ;&& enemynear(Var(36)),vel x<=0
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*3<=60
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=fvar(30)<2000000 && fvar(31)<2000000
triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(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)>=4
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)>=4
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)>=4
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)>=4
triggerall=fvar(25)<=999||(fvar(25)-(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(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
;triggerall=var(50)<2000000
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
trigger1=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger2=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger3=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger4=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger5=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger6=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger7=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger8=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger9=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger10=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=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)>=4
trigger11=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger13=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger14=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger15=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger16=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
[State -1, Stand]
type = ChangeState
value =1300
triggerall = !IsHelper
triggerall = var(58)
;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(35)!=1
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149]))
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-10 ;&& enemynear(Var(36)),vel x<=0
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*5<=60
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=fvar(30)<2000000 && fvar(31)<2000000
triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(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)>=6
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)>=6
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)>=6
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)>=6
triggerall=fvar(25)<=999||(fvar(25)-(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(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
;triggerall=var(50)<2000000
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
trigger1=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=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
trigger2=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=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
trigger3=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=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
trigger4=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=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
trigger5=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=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
trigger6=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=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
trigger7=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger8=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger9=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger10=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger11=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger13=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger14=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger15=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger16=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=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
[State -1, Stand]
type = ChangeState
value =250
triggerall = !IsHelper
triggerall = var(58)
;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(35)!=1
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149]))
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-10 ;&& enemynear(Var(36)),vel x<=0
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*8=[60,100]
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(30)<2000000 && fvar(31)<2000000
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)>=8
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)>=8
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)>=8
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)>=8
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)>=8
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)>=8
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)>=8
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)>=8
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)>=8
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)>=8
triggerall=fvar(25)<=999||(fvar(25)-(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(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
;triggerall=var(50)<2000000
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
trigger1=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=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)>=8
trigger2=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger3=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger4=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger5=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger6=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger7=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=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)>=8
trigger8=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=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)>=8
trigger9=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)>=8
trigger10=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=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)>=8
trigger11=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=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)>=8
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)>=8
trigger13=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger14=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger15=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger16=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=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)>=8
[State -1, Stand]
type = ChangeState
value =300
triggerall = !IsHelper
triggerall = var(58)
;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(35)!=1
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149]))
triggerall = p2movetype=A
triggerall=(p2bodydist y>-40&&enemynear(Var(36)),vel x<=0)||p2statetype !=A
triggerall=p2bodydist x>=-10 ;&& enemynear(Var(36)),vel x<=0
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*8<=300
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=fvar(30)<2000000 && fvar(31)<2000000
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)>=13
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)>=13
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)>=13
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)>=13
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)>=13
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)>=13
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)>=13
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)>=13
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)>=13
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)>=13
triggerall=fvar(25)<=999||(fvar(25)-(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(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
;triggerall=var(50)<2000000
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
trigger1=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=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)>=13
trigger2=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=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)>=13
trigger3=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=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)>=13
trigger4=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=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)>=13
trigger5=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=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)>=13
trigger6=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=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)>=13
trigger7=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=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)>=13
trigger8=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=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)>=13
trigger9=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=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)>=13
trigger10=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=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)>=13
trigger11=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=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)>=13
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)>=13
trigger13=fvar(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=13
trigger14=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=13
trigger15=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=13
trigger16=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=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)>=13
[State -1, Stand]
type = ChangeState
value =ifelse(NumHelper(2210) = 0&&var(6) >= 2&&power>=1000&&(p2statetype!=A),2500,2200);ifelse(var(6) >= 1 && frontedgebodydist>200,2150,2200)
triggerall = !IsHelper
triggerall = var(58)
triggerall = power >= 500 && (var(6) <4||(NumHelper(2210) = 0&&var(6) >= 2&&power>=1000&&(p2statetype!=A)))
triggerall = NumHelper(2210) = 0
;triggerall = helper(218),var(35)!=1
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall=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 = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149]))
triggerall = p2movetype=A
triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*15=[-80,0])||p2statetype !=A
triggerall=p2bodydist x+ifelse(p2statetype=A,(enemynear(helper(218),Var(36)),vel x*15),0)>=ifelse(p2statetype=A,0,-10) ;&& enemynear(Var(36)),vel x<=0
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=ifelse(NumHelper(2210) = 0&&var(6) >= 2&&power>=1000&&(p2statetype!=A),150,80)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=helper(218),var(54)<2000000 && helper(218),var(55)<2000000
trigger1=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger1=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
trigger2=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger2=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
trigger3=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger3=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
trigger4=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger4=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
trigger5=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger5=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
trigger6=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger6=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
trigger7=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger7=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)>=0
trigger8=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger8=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)>=0
trigger9=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger9=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)>=0
trigger10=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger10=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)>=0
trigger11=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=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
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(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger14=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger15=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger16=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=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
trigger17=(partner,life>0||numenemy>1) && helper(218),var(14)<2 && ((partner,stateno=[5000,5150])||partner,stateno<200||partner,movetype!=H)
[State -1, Stand]
type = ChangeState
value =ifelse(NumHelper(2210) = 0&&var(6) >= 2 && p2life<200 && (p2bodydist x=[0,200]) && (p2statetype!=A),2500,2100)
triggerall = !IsHelper
triggerall = var(58)
triggerall = power >= 1000
;triggerall = helper(218),var(35)!=1
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149]))
triggerall = p2movetype=A
triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*12=[-120,0])||p2statetype !=A
triggerall=p2bodydist x+ifelse(p2statetype=A,(enemynear(helper(218),Var(36)),vel x*10),0)>=ifelse(p2statetype=A,-100,-100) ;&& enemynear(Var(36)),vel x<=0
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=300
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
triggerall=fvar(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)>=6
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)>=6
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)>=6
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)>=6
triggerall=fvar(25)<=999||(fvar(25)-(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(23)<=999||(fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=helper(218),var(54)<2000000 && helper(218),var(55)<2000000
trigger1=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger1=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
trigger2=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger2=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
trigger3=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger3=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
trigger4=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger4=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
trigger5=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger5=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
trigger6=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger6=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
trigger7=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger7=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger8=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger8=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger9=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger9=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger10=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)>=5||helper(218),var(14)<2
trigger10=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=6
trigger11=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=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
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(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger14=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger15=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=10
trigger16=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=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
trigger17=(partner,life>0||numenemy>1) && helper(218),var(14)<2 && p2bodydist x>130 && ((partner,stateno=[5000,5150])||partner,stateno<200||partner,movetype!=H)
[State -1, Stand]
type = ChangeState
value =41
triggerall = !IsHelper
triggerall = var(58)
triggerall = p2statetype!=A
;triggerall = helper(218),var(35)!=1
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149]))
triggerall = p2movetype=A
triggerall=p2bodydist x>=100 ;&& enemynear(Var(36)),vel x<=0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=fvar(30)<2000000 && fvar(31)<2000000
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(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(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)>=10
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)>=10
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)>=10
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)>=10
;triggerall=var(50)<2000000
triggerall=1;helper(218),var(50)<2000000 && helper(218),var(51)<2000000
trigger1=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=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
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(23)>999&&fvar(23)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(23)>999&&fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
trigger4=fvar(22)>999&&fvar(22)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(22)>999&&fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
trigger5=fvar(21)>999&&fvar(21)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(21)>999&&fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
trigger6=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=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)>=35
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=600||stateno=610,640,ifelse(p2bodydist x<60 && p2bodydist y<=0,640,ifelse(p2bodydist x<20 && p2bodydist y<=0,610,610)))
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=p2statetype=A
triggerall=p2bodydist x>=-20
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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=1;p2stateno>200 && p2statetype=A && p2movetype=H
trigger1 = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=p2bodydist y=[ifelse(p2bodydist x<=60,-80,ifelse(vel y<0,-60,-40)),40]
trigger1=p2bodydist x<=ifelse(vel x>0,100,60)
trigger2=stateno=600 && movecontact && p2bodydist x<=60 ;&& p2bodydist y=[-60,0]
trigger3=stateno=610 && movecontact && p2bodydist x<=60 ;&& p2bodydist y=[-60,0]
[State -1, Stand]
type = ChangeState
value =640
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=p2statetype=A
triggerall=p2bodydist x>=-20
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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
trigger1 = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
trigger1=p2bodydist y=[ifelse(vel y<0,-100,-80),0]
trigger1=p2bodydist x<=ifelse(vel x>0,60,40)
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=600||stateno=610,640,ifelse(p2bodydist x<20 && p2bodydist y<=0,600,610))
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=p2statetype=A
triggerall=p2bodydist x>=-20
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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=1;p2stateno>200 && p2statetype=A && p2movetype=H
trigger1=stateno=600 && movecontact && p2bodydist x<=40 && p2bodydist y=[-60,0]
trigger2=stateno=610 && movecontact && p2bodydist x<=40 && p2bodydist y=[-60,0]
[State -1, スイングアクション];
type = ChangeState
value = 700
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
;triggerall=p2bodydist x>=-20
triggerall=p2movetype=A||((p2stateno<=200||p2movetype!=H)&&random<=300&&(p2bodydist x=[-20,70])&&((inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000)&&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]
triggerall=1;p2stateno>200 && p2statetype=A && p2movetype=H
triggerall = var(9) <= 2
trigger1 = (StateNo = [200,240]) && (MoveContact)
trigger2 = (StateNo = [400,440]) && (MoveContact)
[State -1, オーバージーニスアタック・対空];
type = ChangeState
value = 2200
triggerall = var(58) =0
triggerall = command = "オーバージーニスアタック・対空"
triggerall = power >= 500
triggerall = NumHelper(2210) = 0
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
[State -1, オーバージーニスアタック・ふっとばし];
type = ChangeState
value = 2300
triggerall = var(58) =0
triggerall = command = "オーバージーニスアタック・ふっとばし"
triggerall = power >= 500
triggerall = NumHelper(2310) = 0
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
[State -1, オーバージーニスアタック・急降下斬り];
type = ChangeState
value = 2400
triggerall = var(58) =0
triggerall = command = "オーバージーニスアタック・対空"
triggerall = power >= 1000
;triggerall = NumHelper(2310) = 0
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,641]) && (MoveContact)
[State -1, しゃがみ強]
type = ChangeState
value = ifelse(movehit||p2bodydist x>30||p2statetype=A,240,440)
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=50
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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=1;p2stateno>200 && p2statetype=A && p2movetype=H
trigger1 = (StateNo =[200,211]) && (MoveContact);
trigger2 = (StateNo = [400,411]) && (MoveContact)
[State -1, レバー入れ強]
type = ChangeState
value = 300
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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=1;p2stateno>200 && p2statetype=A && p2movetype=H
trigger1 = (StateNo = 200) && (MoveContact)
trigger2 = (StateNo = 400) && (MoveContact)
[State -1, レバー入れ強追加]
type = ChangeState
value = 310
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-20
;triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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=1;p2stateno>200 && p2statetype=A && p2movetype=H
trigger1 = (StateNo = 300) && (MoveContact)
[State -1, 三散顎]
type = ChangeState
value = ifelse(var(6) >= 4&&p2bodydist x<=40,2800,2700)
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = power >= 1000
triggerall = NumHelper(2310) = 0
triggerall = var(6) >= 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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 && movehit && p2movetype=H
trigger1 = (StateNo = [220,241]) && (MoveContact) && stateno!=300
trigger2 = (StateNo = [420,441]) && (MoveContact)
[State -1, 三散顎]
type = ChangeState
value = 2300
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>2
triggerall = RoundState = 2 && Alive
triggerall = power >= 500 ;&& (var(6)<2||power>=1500)
triggerall = NumHelper(2310) = 0
triggerall = statetype != A
triggerall = p2statetype != A
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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
trigger1 = (StateNo = [220,241]) && (MoveContact) && stateno!=300
trigger2 = (StateNo = [420,441]) && (MoveContact)
[State -1, 三散顎]
type = ChangeState
value = ifelse(movehit||p2bodydist x>40||random<=500,ifelse(movehit&&p2movetype=H&&p2bodydist x>=60,1000,1200),ifelse(random<=500,1300,1300))
triggerall = !IsHelper
triggerall = var(58) && var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>2
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall = p2statetype != A
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=ifelse(movehit&&p2movetype=H,300,120)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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=1;p2stateno>200 && p2statetype=A && p2movetype=H
trigger1 = (StateNo = [220,311]) && (MoveContact) && stateno!=300
trigger2 = (StateNo = [420,441]) && (MoveContact)
[State -1, 三散顎]
type = ChangeState
value = ifelse(movehit||p2bodydist x>40||random<=500,ifelse(movehit&&p2movetype=H&&p2bodydist x>=60,1000,1200),ifelse(random<=500,1300,1100))
triggerall = !IsHelper
triggerall = var(58) && var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)<=2
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall = p2statetype != A
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=ifelse(movehit&&p2movetype=H,300,120)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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=1;p2stateno>200 && p2statetype=A && p2movetype=H
trigger1 = (StateNo = [220,311]) && (MoveContact) && stateno!=300
trigger2 = (StateNo = [420,441]) && (MoveContact)
[State -1, 三散顎]
type = ChangeState
value = ifelse(p2bodydist y>=0,ifelse(frontedgebodydist<80,1400,1000),ifelse(frontedgebodydist<80,700,1600))
triggerall = !IsHelper
triggerall = var(58)
triggerall = var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>2
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=300
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=movehit && p2stateno>200 && p2statetype=A && p2movetype=H
triggerall=numhelper(2210)=0||(facing>0&&pos x>helper(2210),pos x)||(facing<0&&pos x<helper(2210),pos x)
trigger1 = (StateNo = [220,241]) && (MoveContact) && stateno!=300
trigger2 = (StateNo = [420,441]) && (MoveContact)
[State -1, 三散顎]
type = ChangeState
value = 1750
triggerall = !IsHelper
triggerall = var(58) && var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>1
triggerall = var(57)-((ceil(var(57)/1000)-ifelse(var(57)-(ceil(var(57)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=110
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=movehit && p2stateno>200 && (p2statetype!=A) && p2movetype=H
trigger1 = (StateNo = 1000) && (MoveContact) && time>31
[State -1]
type = ChangeState
value=ifelse(p2bodydist x<=180,ifelse(random<=500,200,400),1000)
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive && partner,life>0
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*20>=100
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*6<=300
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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 =p2movetype=A
[State -1]
type = ChangeState
value=1600
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive && partner,life>0
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*20>=100
triggerall=(p2bodydist x>0 && enemynear(helper(218),Var(36)),vel x=0)||(p2bodydist x>20 && enemynear(helper(218),Var(36)),vel x>=0)||(p2statetype!=A)||frontedgebodydist<70
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*6<=300
triggerall = (p2statetype = A)&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*15<-40
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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 =1;p2movetype=A
[State -1]
type = ChangeState
value=ifelse((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)&&random<=500&&(p2movetype!=H),805,ifelse(random<=500,210,410))
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
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<=30
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*6>=-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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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<=100+ifelse(var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)<30,50,0)||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=240
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
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*6=[30,50]
triggerall = (p2statetype != A)||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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<=100+ifelse(var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)<30,50,0)||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500||var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>2,1300,1100)
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
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*6<=60
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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<=100+ifelse(var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)<2,100,50)||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500,1700,1000)
triggerall = !ishelper
triggerall = var(58) && var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)<2
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
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*20=[100,220]
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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<=100||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=1500
triggerall = !ishelper
triggerall = var(58) && var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)<2
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
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*20=[40,90]
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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;||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=250
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
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*6=[60,90]
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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<=100+ifelse(var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)<30,50,0)||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500,200,400)
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
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*10=[100,120]
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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<=100+ifelse(var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)<30,50,0)||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=300
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=150
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*10=[150,300]
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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<=100+ifelse(var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)<30,50,0)||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500||backedgebodydist<60,ifelse(p2bodydist x<80&&random<=500,700,ifelse(backedgebodydist<30&&p2bodydist x<50,108,41)),ifelse(backedgebodydist<30&&p2bodydist x<50,108,42))
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
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*10=[60,100]
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-60
;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(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && 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(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)<30,50,0)||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0||p2stateno=[120,159]
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 = teamside=1 && p2bodydist x -enemynear(helper(218),Var(36)),vel x*6<=40 && enemynear(helper(218),Var(36)),vel x>0
;trigger2 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(frontedgebodydist>120 &&(enemynear(helper(218),Var(36)),vel x>=2||backedgebodydist<=40),ifelse(var(58)-((ceil(var(58)/10)-ifelse(var(58)-(ceil(var(58)/10)*10)<0,1,0))*10)>2,1300,41),105)
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-10
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && stateno=[100,101]))
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]);||(helper(218),var(35)=8)
triggerall =(p2stateno=[5100,5110])||(p2statetype!=A);||(helper(218),var(35)=8)
trigger1 =backedgebodydist<=40 && p2bodydist x<=50 && (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-enemynear(helper(218),Var(36)),vel x*20<=30
[State -1]
type = ChangeState
value=1400
triggerall = !ishelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<4000
triggerall = statetype != A
triggerall=p2bodydist x-ifelse((p2stateno=[5100,5110]),0,(enemynear(helper(218),Var(36)),vel x*60))=[-100,100]
triggerall=p2bodydist x-ifelse((p2stateno=[5100,5110]),0,(enemynear(helper(218),Var(36)),vel x*60))!=[-60,60]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=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 = [0,39])||(StateNo =[120,149])||(time>=3 && stateno=[100,101]))
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]);||(helper(218),var(35)=8)
triggerall =(p2stateno=[5100,5110])||((enemynear(helper(218),Var(36)),vel x=[-1,1])&&p2statetype!=A);||(helper(218),var(35)=8)
trigger1 =helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000=[40000,50000]
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(58)>0
triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall=var(57) <100000
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(time>=3 && stateno=[100,101])||stateno = 12||stateno = 52||(time>=4 && stateno=[100,102]))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=numenemy=1
;triggerall=statetype !=A
triggerall=inguarddist=0 && helper(218),inguarddist=0
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(58)>0
triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall=var(57) <100000
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(time>=3 && stateno=[100,101])||stateno = 12||stateno = 52||(time>=4 && stateno=[100,102]))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=numenemy=1
;triggerall=statetype !=A
triggerall=inguarddist=0 && helper(218),inguarddist=0
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(58)>0
triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(time>=3 && stateno=[100,101])||stateno = 12||stateno = 52||(time>=4 && stateno=[100,102]))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=statetype !=A
triggerall=var(57) <100000
triggerall=inguarddist||helper(218),inguarddist
trigger1=enemynear(helper(218),Var(36)),MoveType = A
trigger1=enemynear(helper(218),Var(36)),statetype=A
trigger2=enemynear(helper(218),Var(36)),MoveType = A
trigger2=(fvar(18)>0 && fvar(18)=p2stateno)||(fvar(19)>0 && fvar(19)=p2stateno)
value = 130
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(58)>0
triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(time>=3 && stateno=[100,101])||stateno = 12||stateno = 52||(time>=4 && stateno=[100,102]))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=statetype!=A
triggerall=var(57) <100000
triggerall=inguarddist||helper(218),inguarddist
triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(fvar(18)<=0||fvar(19) !=p2stateno)
triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(fvar(19)<=0 ||fvar(18) !=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(58)>0
;triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = StateNo != [120, 159]
triggerall = StateNo != 102
triggerall=inguarddist||helper(218),inguarddist
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(time>=3 && stateno=[100,101])||stateno = 12||stateno = 52||(time>=4 && stateno=[100,102]))
triggerall=statetype=A
triggerall=var(57) <100000
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(58)
triggerall = var(23)=0
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=(stateno !=[100,101])
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0 && p2bodydist x>=80)
triggerall=helper(218),var(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 =0; (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
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
trigger1=(p2movetype!=H)||p2stateno<200||(p2statetype!=A)||helper(218),var(35)=9
trigger1=p2bodydist x>ifelse(p2movetype=H,40,100)
trigger1=p2movetype=H||random<=50
[State -1, Stand1]
type = ChangeState
value =25;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(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[25,26]))||(time>=10 && stateno=26)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0 && p2bodydist x>=80)
triggerall=helper(218),var(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)>0,80,20)
[State -1, Stand1]
type = ChangeState
value =26
triggerall = !IsHelper
triggerall = var(58)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[25,26]))||(time>=10 && stateno=25);||(time>=10 && stateno=100)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(57)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0 && p2bodydist x>=80)
triggerall=helper(218),var(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)>0,80,20)
[State -1, Stand]
type = ChangeState
value = 0
triggerall = !IsHelper
triggerall = (var(58) !=0)||stateno=[25,26]
;triggerall = RoundState = 2 && Alive && time
triggerall = time>=10 && statetype != A
trigger1=(time>=10 && stateno=[20,26]);||(time>=3 && stateno=[100,101])
trigger1 = RoundState != 2
trigger2=(stateno=[25,26]);||(stateno=[100,101])
trigger2 = p2bodydist x<-40;||(p2bodydist x<0 && facing*enemynear(helper(218),Var(36)),facing>0)
ctrl=1
[State -1, 4]
type = ChangeState
triggerall=var(58)
triggerall=helper(218),var(35)!=7
triggerall=helper(218),var(35)!=1
triggerall = stateno=100
triggerall =0;time >= 7
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=p2bodydist x<100
trigger2=p2bodydist x<=100
trigger2=p2movetype!=H
trigger3=inguarddist||p2movetype=A
trigger4=p2bodydist x<=0
value = 101
[State -2]
type = ChangeState
triggerall = !IsHelper
triggerall = var(58)>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(58)>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),25)
ctrl=1
[State -1]
type = ChangeState
triggerall = !IsHelper
triggerall = var(58)!=0
triggerall=stateno=[20,23]
trigger1=roundstate !=2
trigger2=p2bodydist x<-10
value =0
ctrl=1
[State -1]
type = ChangeState
value =1300;ifelse(random<=500,2700,2500)
triggerall =var(58)=0
trigger1 = 0;command = "FF"
;trigger1 = statetype != A
trigger1 =ctrl||stateno=[20,29]
;trigger2=(stateno = 320) && (Time >= 35)
;==============================================================================
; 超必殺技
;==============================================================================
;------------------------------------------------------------------------------
[state -1 ,オルタネイション・デュエル]
type = ChangeState
triggerall = var(58) =0
triggerall = command = "オルタネイション・デュエル"
triggerall = power >= 1000
triggerall = var(6) >= 4
trigger1 = Ctrl
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
trigger3 = (StateNo = [1400,1751]) && (Movehit)
trigger3 = statetype = S
value = 2800
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
[state -1 ,昇龍斬光]
type = ChangeState
triggerall = var(58) =0
triggerall = command = "昇龍斬光"
triggerall = power >= 500
triggerall = var(6) >= 1
trigger1 = Ctrl
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
trigger3 = (StateNo = [1400,1751]) && (Movehit)
trigger3 = statetype = S
value = 2150
;------------------------------------------------------------------------------
[state -1 ,イグニッションP]
type = ChangeState
triggerall = var(58) =0
triggerall = command = "イグニッションP"
triggerall = power >= 1000
triggerall = NumHelper(2310) = 0
triggerall = var(6) >= 2
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
trigger3 = (StateNo = [1400,1751]) && (Movehit)
trigger3 = statetype = S
value = 2700
;------------------------------------------------------------------------------
[state -1 ,ライオニックランサー]
type = ChangeState
triggerall = var(58) =0
triggerall = command = "ライオニックランサー"
triggerall = power >= 1000
triggerall = NumHelper(2210) = 0
triggerall = var(6) >= 2
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
trigger3 = (StateNo = [1400,1751]) && (Movehit)
trigger3 = statetype = S
value = 2500
;------------------------------------------------------------------------------
[state -1 ,九九式 蜂獣市]
type = ChangeState
triggerall = var(58) =0
triggerall = command = "九九式 蜂獣市"
triggerall = power >= 1000
trigger1 = (StateNo = [1400,1751]) && (Movehit)
trigger2 = (StateType != A) && (Ctrl)
trigger3 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
value = 2100
;------------------------------------------------------------------------------
;[state -1 ,パーフェクトミッション]
;type = ChangeState
;triggerall = command = "パーフェクトミッション"
;triggerall = power >= 1000
;trigger1 = (StateType != A) && (Ctrl)
;trigger2 = (StateNo = [200,240]) && (MoveContact)
;trigger3 = (StateNo = [400,440]) && (MoveContact)
;value = 2000
;==============================================================================
; 必殺技
;==============================================================================
;------------------------------------------------------------------------------
[State -1,捌々 碌獣刺 派生版]
type = ChangeState
value = 1750
triggerall = var(58) =0
triggerall = command = "捌々 碌獣刺"
triggerall = (StateNo = [1000,1301]) && (MoveContact)
trigger1 = statetype = S
[State -1, 捌々 碌獣刺]
type = ChangeState
value = 1700
triggerall = var(58) =0
triggerall = command = "捌々 碌獣刺"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,311]) && (MoveContact)
trigger3 = (StateNo = [400,441]) && (MoveContact)
[State -1,漆々 刺獣弓 派生版]
type = ChangeState
value = 1650
triggerall = var(58) =0
triggerall = command = "漆々 刺獣弓"
triggerall = (StateNo = [1000,1301]) && (MoveContact)
trigger1 = statetype = S
[State -1, 漆々 刺獣弓]
type = ChangeState
value = 1600
triggerall = var(58) =0
triggerall = command = "漆々 刺獣弓"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,311]) && (MoveContact)
trigger3 = (StateNo = [400,441]) && (MoveContact)
[State -1, 陸々 斬獣碌 派生版]
type = ChangeState
value = 1550
triggerall = var(58) =0
triggerall = command = "陸々 斬獣碌"
triggerall = (StateNo = [1000,1301]) && (MoveContact)
trigger1 = statetype = S
[State -1, 陸々 斬獣碌]
type = ChangeState
value = 1500
triggerall = var(58) =0
triggerall = command = "陸々 斬獣碌"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,311]) && (MoveContact)
trigger3 = (StateNo = [400,441]) && (MoveContact)
[State -1, 伍々 仁獣護 派生版]
type = ChangeState
value = 1450
triggerall = var(58) =0
triggerall = command = "伍々 仁獣護"
triggerall = (StateNo = [1000,1301]) && (MoveContact)
trigger1 = statetype = S
[State -1, 伍々 仁獣護]
type = ChangeState
value = 1400
triggerall = var(58) =0
triggerall = command = "伍々 仁獣護"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,311]) && (MoveContact)
trigger3 = (StateNo = [400,441]) && (MoveContact)
[State -1, 獅子獣碌]
type = ChangeState
value = 1300
triggerall = var(58) =0
triggerall = command = "獅子獣碌"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,311]) && (MoveContact)
trigger3 = (StateNo = [400,441]) && (MoveContact)
[State -1, 三散顎]
type = ChangeState
value = 1200
triggerall = var(58) =0
triggerall = command = "三散顎"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,311]) && (MoveContact)
trigger3 = (StateNo = [400,441]) && (MoveContact)
[State -1, 二刃樫]
type = ChangeState
value = 1100
triggerall = var(58) =0
triggerall = command = "二刃樫"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,311]) && (MoveContact)
trigger3 = (StateNo = [400,441]) && (MoveContact)
[State -1, 引壱我一]
type = ChangeState
value = 1000
triggerall = var(58) =0
triggerall = command = "引壱我一"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,311]) && (MoveContact)
trigger3 = (StateNo = [400,441]) && (MoveContact)
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
)
;==============================================================================
; 移動関連
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 走る]
type = ChangeState
value = 100
triggerall = var(58) =0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, バックステップ]
type = ChangeState
value = 105
triggerall = var(58) =0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;==============================================================================
; 特殊技
;==============================================================================
[State -1, スイングアクション];
type = ChangeState
value = 700
triggerall = var(58) =0
triggerall = command = "スイングアクション"
triggerall = command != "holddown"
triggerall = var(9) <= 2
trigger1 = Ctrl
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
;------------------------------------------------------------------------------
[State -1, レバー入れ強]
type = ChangeState
value = 300
triggerall = var(58) =0
triggerall = command = "レバー入れ強"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 400) && (MoveContact)
[State -1, レバー入れ強追加]
type = ChangeState
value = 310
triggerall = var(58) =0
triggerall = command = "b"
triggerall = StateNo = 300
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (StateNo = 300) && (MoveContact)
[State -1, レバー入れ強]
type = ChangeState
value = 250
triggerall = var(58) =0
triggerall = command = "レバー入れ後ろ強"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;-----------------------------------------------------------------------------------
[State -1, オーバージーニスアタック・対空];
type = ChangeState
value = 2200
triggerall = var(58) =0
triggerall = command = "オーバージーニスアタック・対空"
triggerall = power >= 500
triggerall = NumHelper(2210) = 0
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
[State -1, オーバージーニスアタック・ふっとばし];
type = ChangeState
value = 2300
triggerall = var(58) =0
triggerall = command = "オーバージーニスアタック・ふっとばし"
triggerall = power >= 500
triggerall = NumHelper(2310) = 0
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,240]) && (MoveContact)
trigger3 = (StateNo = [400,440]) && (MoveContact)
[State -1, オーバージーニスアタック・急降下斬り];
type = ChangeState
value = 2400
triggerall = var(58) =0
triggerall = command = "オーバージーニスアタック・対空"
triggerall = power >= 1000
;triggerall = NumHelper(2310) = 0
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,641]) && (MoveContact)
;----------------------------------------------------------------------------------
[State -1, 投げ]
type = ChangeState
value = 800
triggerall = var(58) =0
trigger1 = statetype = S
trigger1 = command = "投げ"
trigger1 = ctrl
trigger1 = command != "holdback"
[State -1, 後ろ投げ]
type = ChangeState
value = 805
triggerall = var(58) =0
trigger1 = statetype = S
trigger1 = command = "投げ"
trigger1 = ctrl
trigger1 = command = "holdback"
;==============================================================================
; 通常攻撃技
;==============================================================================
;------------------------------------------------------------------------------
[State -1, 立ち弱]
type = ChangeState
value = 200
triggerall = var(58) =0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, 立ち中]
type = ChangeState
value = 210
triggerall = var(58) =0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, 立ち強]
type = ChangeState
value = 240
triggerall = var(58) =0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (StateNo = [210,211]) && (MoveContact)
trigger3 = (StateNo = [410,411]) && (MoveContact)
;------------------------------------------------------------------------------
[State -1, 挑発]
type = ChangeState
value = 195
triggerall = var(58) =0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;------------------------------------------------------------------------------
[State -1, しゃがみ弱]
type = ChangeState
value = 400
triggerall = var(58) =0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
[State -1, しゃがみ中]
type = ChangeState
value = 410
triggerall = var(58) =0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
[State -1, しゃがみ強]
type = ChangeState
value = 440
triggerall = var(58) =0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (StateNo =[200,211]) && (MoveContact);
trigger3 = (StateNo = [400,411]) && (MoveContact)
;------------------------------------------------------------------------------
[State -1, ジャンプ弱]
type = ChangeState
value = 600
triggerall = var(58) =0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
[State -1, ジャンプ中]
type = ChangeState
value = 610
triggerall = var(58) =0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, ジャンプ強]
type = ChangeState
value = 640
triggerall = var(58) =0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610
trigger2 = movecontact
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------