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Command List — kohaku_AI.zip ← Back to Overview

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