;==========================================================================
;R}hÖAt@C
;==========================================================================
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF";Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB";Required (do not remove)
command = B, B
time = 10
[Command]
name = "DFDF";Required (do not remove)
command = DF, ~DF,DF
time = 10
[Command]
name = "UFF";Required (do not remove)
command = ~U,UF, F
time = 30
[Command]
name = "UBB";Required (do not remove)
command = ~U,UB, B
time = 30
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x
time = 1
name = "recovery";Required (do not remove)
command = y
time = 1
name = "recovery";Required (do not remove)
command = z
time = 1
[Command]
name = "ab"
command = a+b
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "fwd_b"
command = /F,b
time = 1
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_y"
command = /F,y
time = 1
[Command]
name = "downfwd_a"
command = /DF,a
time = 1
[Command]
name = "downfwd_b"
command = /DF,b
time = 1
[Command]
name = "back_a"
command = /B,a
time = 1
[Command]
name = "back_b"
command = /B,b
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_ab"
command = /F, a+b
time = 1
[Command]
name = "back_ab"
command = /B, a+b
time = 1
;-| U{^µÁÏȵ |-----------------------------------------------
[Command]
name = "hold_a"
command = /b
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
[Command]
name = "u"
command = $U
time = 1
[Command]
name = "uu"
command = /$U
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "downfwd"
command = /DF
time = 1
[Command]
name = "downback"
command = /DB
time = 1
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup";Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "f_a"
command = F, a
time = 15
[Command]
name = "f_b"
command = F, b
time = 15
[Command]
name = "f_c"
command = F, c
time = 15
[Command]
name = "f_x"
command = /$F, x
time = 10
[Command]
name = "f_y"
command = /$F, y
time = 10
[Command]
name = "f_z"
command = /$F, z
time = 10
[Command]
name = "gyakuyoga"
command = F,D, B, x
time = 30
[Command]
name = "gyakuyoga"
command = F,D, B, y
time = 30
[Command]
name = "gyakuyoga"
command = F,D,B, z
time = 30
[Command]
name = "hado_x"
command = ~D, DF, F, x
time = 15
[Command]
name = "hado_y"
command = ~D, DF, F, y
time = 15
[Command]
name = "hado_z"
command = ~D, DF, F, z
time = 15
[Command]
name = "hado_xy"
command = ~D, DF, F, x+y
time = 15
[Command]
name = "gyakuhado_x"
command = ~D, DB, B, x
time = 15
[Command]
name = "gyakuhado_y"
command = ~D, DB, B, y
time = 15
[Command]
name = "gyakuhado_z"
command = ~D, DB, B, z
time = 15
[Command]
name = "gyakuhado"
command = ~D, DB, B, x
time = 15
[Command]
name = "gyakuhado"
command = ~D, DB, B, y
time = 15
[Command]
name = "gyakuhado"
command = ~D, DB, B, z
time = 15
[Command]
name = "gyakuhadoxy"
command = ~D, DB, B, x+y
time = 15
[Command]
name = "F_x"
command = F, x
time = 15
[Command]
name = "F_y"
command = F, y
time = 15
[Command]
name = "F_z"
command = F, z
time = 15
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State -1];KEZ̶ðZbg
type = VarSet
triggerall = var(59)
trigger1 = 1
var(1) = 0
[State -1];KEZ̶ðð`FbN
type = VarSet
triggerall = var(59)
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 450
trigger2 = movecontact
var(1) = 1
; óKEZ
[State -1];KEZ̶ðZbg
type = VarSet
triggerall = var(59)
trigger1 = statetype = A
var(1) = 0
[State -1];KEZ̶ðð`FbN
type = VarSet
triggerall = var(59)
trigger1 = ctrl
trigger1 = statetype = A
trigger2 = (stateno = [600,699])
trigger2 = stateno != 450
trigger2 = movecontact
trigger3 = stateno = 1311
var(1) = 1
[State -2: VarSet];¡AI+R{Ýè¡
type = Varadd
triggerall = Var(59)=0
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v = 59
value = 2 ;(1ÈãÅAIonA0ÅoffBR{xÍ1~4)
[State -2: VarSet];¡§¿ñèÝè¡
type = Varadd
triggerall = Var(59)=[1,9]
trigger1=1
v = 59
value =10* 1 ;(§¿ñèÌÝèBxÍ1~3)
[State -2: VarSet];¡´½Ýè¡
type = VarSet
triggerall = alive
trigger1=var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
trigger1=var(9)<100000
trigger2=(var(28)>0 && var(29) !=enemynear(Var(38)),stateno)||(var(28)=0 && var(29) !=enemynear(Var(38)),stateno)
trigger3=enemynear(Var(38)),movetype !=A
trigger4=(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = var(29) && var(28)>2 )
v = 9
value = 5 ;(0~10A´½ÝèBª¢ÙÇUÉη齪µµÈé)
[State -2: VarSet];¡K[hÝè¡
type = VarSet
triggerall = alive
trigger1=var(9) <1000
trigger2=(var(28)>0 && var(29) !=enemynear(Var(38)),stateno)||(var(28)=0 && var(29) !=enemynear(Var(38)),stateno)
trigger3=enemynear(Var(38)),movetype !=A
trigger4=(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = var(29) && var(28)>2 )
v = 9
value =var(9)+1000* 8 ;(0~11Aðã°éÙÇdB11Å´½Å°ÉÎ)
[State -2]
Type = Helper
trigger1=var(39)>0
trigger1 = 0;numhelper(218)=0
StateNo = 10218
ID = 218
Name = "AI1"
Pos = 0,0
PosType = P1
Ownpal = 1
Persistent = 0
IgnoreHitPause =1
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(1) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(2) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(3) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns);;||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(4) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
var(31) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
var(32) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
var(33) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
var(34) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
var(38) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
var(37) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
var(58) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(10) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(11) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(12) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(13) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(14) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(15) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(16) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(17) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(18) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(19) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(20) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(21) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(22) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(23) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(24) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(25) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(26) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(27) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(28) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(29) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(30) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(31) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(32) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(33) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(34) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(35) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(36) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(37) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(38) = 0
[State -3: VarSet]
type = VarSet
trigger1 = var(59)!=0
trigger1 = RoundState = [3,4]
trigger1 =(TeamMode = turns)||(var(59)>0&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30)
fvar(39) = 0
[State -2: VarSet]
type = Varadd
triggerall = RoundState = 2 && Alive
trigger1 = var(59)
trigger1=var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000)<100
trigger1=random>(var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000))*100
trigger1=p2movetype=A
trigger1 = (var(28)>0 && var(29) !=enemynear(Var(38)),stateno)||(var(28)=0 && var(29) !=enemynear(Var(38)),stateno)||(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = var(29) && var(28)>2 )
v = 9
value =100
[State -2: VarSet]
type = Varadd
triggerall = RoundState = 2 && Alive
trigger1 = var(59)
trigger1=var(9)<100000
trigger1=random>((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000)/10
trigger1=p2movetype=A
trigger1 = (var(28)>0 && var(29) !=enemynear(Var(38)),stateno)||(var(28)=0 && var(29) !=enemynear(Var(38)),stateno)||(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = var(29) &&var(28)>2 )
v = 9
value =100000
[State -2: VarSet]
type = Varadd
triggerall = RoundState = 2 && Alive
triggerall = var(59)>0
triggerall=0;(prevstateno=[600,640])&&(stateno=[640,641]) && movehit && p2stateno>200 && p2movetype=H && p2statetype=A
trigger1=var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999]
v = 59
value =1000
[State -2: VarSet]
type = Varadd
triggerall = RoundState = 2 && Alive
triggerall = var(59)>0
triggerall=var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=((stateno!=[640,649]) && movehit)||p2movetype=A||p2life<=0
trigger2=p2movetype!=H
v = 59
value =ifelse(((stateno!=[640,649]) && movehit)||p2movetype=A||p2life<=0,-1000,2000)
[State -2: VarSet]
type = Varadd
triggerall = RoundState = 2 && Alive
triggerall = var(59)>0
triggerall=var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999]
trigger1=((stateno=[640,651]) && movehit && p2movetype=H)||p2movetype=A
trigger2=(stateno!=[640,651]) && p2movetype!=H
v = 59
value =ifelse(((stateno=[640,651]) && movehit && p2movetype=H),-3000,-1000)
[State -2: VarSet]
type = Varadd
triggerall = RoundState = 2 && Alive
triggerall = var(59)>0
triggerall=stateno=430 && var(7)=5 && time<=2
trigger1=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[0,99]
trigger2=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[200,299]
trigger3=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[400,499]
trigger4=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[600,699]
v = 59
value =100
[State -2: VarSet]
type = Varadd
triggerall = RoundState = 2 && Alive
triggerall = var(59)>0
triggerall=stateno!=430
trigger1=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger2=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[300,399]
trigger3=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[500,599]
trigger4=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[700,799]
v = 59
value =100
[State -2: VarSet]
type = Varset
triggerall = RoundState = 2 && Alive
triggerall = var(59)>0
triggerall=stateno=430 && movehit
trigger1=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger2=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[300,399]
trigger3=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[500,599]
trigger4=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[700,799]
v = 59
value =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)+((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)
[State -2: VarSet]
type = Varadd
triggerall = RoundState = 2 && Alive
triggerall = var(59)>0
triggerall=stateno=730 && var(29)<=0 && p2statetype=A && p2movetype!=H
trigger1=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999]
trigger2=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[20000,29999]
trigger3=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[40000,49999]
trigger4=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[60000,69999]
v = 59
value =10000
[State -2: VarSet]
type = Varset
triggerall = RoundState = 2 && Alive
triggerall = var(59)>0
triggerall=ctrl||(movehit&&p2movetype=H)||movetype=H||statetype=L
trigger1=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[30000,39999]
trigger3=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[50000,59999]
trigger4=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 59
value =ifelse(ctrl||(movehit&&p2movetype=H),ifelse(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)>=30000,var(59)-30000,var(59)-10000),var(59)+10000)
[State -2: VarSet]
type = VarSet
trigger1=var(59)>0
trigger1=RoundState !=2
trigger1=teammode=turns
v = 59
value =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)
[State -2: VarSet]
type = VarSet
trigger1=var(59)>0
trigger1=RoundState !=2
v = 59
value =-var(59)
[State -2: VarSet]
type = VarSet
trigger1=var(59)<0
trigger1=RoundState=2 && ctrl
v = 59
value =-var(59)
[State -2, ^bOp¶»Ê];
Type = VarSet
triggerall = var(59)
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
var(38) = 0
IgnoreHitPause = 1
[State -2, ^bOp¶»Ê];
Type = VarSet
triggerall = var(59)
triggerall = RoundState = 2
trigger1 = NumEnemy = 2
trigger1 = EnemyNear,life <= 0
var(38) = 1
IgnoreHitPause = 1
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(39)<=-1
triggerall=fvar(39) !=-99999
trigger1=movetype=H||stateno=[150,159]
fv = 39
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(28)>0 && fvar(28)-fvar(39) !=[-999,999]
triggerall=fvar(27)>0 && fvar(27)-fvar(39) !=[-999,999]
triggerall=fvar(26)>0 && fvar(26)-fvar(39) !=[-999,999]
triggerall=fvar(25)>0 && fvar(25)-fvar(39) !=[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(39) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(39) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(39) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(39) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(30)>=0
trigger1=fvar(39) >0
fv = 30
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(30)<0
fv = 30
value =-fvar(30)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(28)=0||fvar(28)-fvar(39) =[-999,999]
triggerall=fvar(27)>0 && fvar(27)-fvar(39) !=[-999,999]
triggerall=fvar(26)>0 && fvar(26)-fvar(39) !=[-999,999]
triggerall=fvar(25)>0 && fvar(25)-fvar(39) !=[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(39) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(39) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(39) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(39) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(28)>=0
trigger1=fvar(39) >0
fv = 28
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(28)<0
fv = 28
value =-fvar(28)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(27)=0||fvar(27)-fvar(39) =[-999,999]
triggerall=fvar(26)>0 && fvar(26)-fvar(39) !=[-999,999]
triggerall=fvar(25)>0 && fvar(25)-fvar(39) !=[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(39) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(39) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(39) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(39) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(27)>=0
trigger1=fvar(39) >0
fv = 27
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(27)<0
fv = 27
value =-fvar(27)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(26)=0||fvar(26)-fvar(39) =[-999,999]
triggerall=fvar(25)>0 && fvar(25)-fvar(39) !=[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(39) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(39) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(39) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(39) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(26)>=0
trigger1=fvar(39) >0
fv = 26
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(26)<0
fv = 26
value =-fvar(26)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(25)=0||fvar(25)-fvar(39) =[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(39) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(39) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(39) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(39) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(25)>=0
trigger1=fvar(39) >0
fv = 25
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(25)<0
fv = 25
value =-fvar(25)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(27)=0||fvar(24)-fvar(39) =[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(39) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(39) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(39) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(24)>=0
trigger1=fvar(39) >0
fv = 24
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(24)<0
fv = 24
value =-fvar(24)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(23)=0||fvar(23)-fvar(39) =[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(39) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(39) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(23)>=0
trigger1=fvar(39) >0
fv = 23
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(23)<0
fv = 23
value =-fvar(23)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(22)=0||fvar(22)-fvar(39) =[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(39) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(22)>=0
trigger1=fvar(39) >0
fv = 22
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(22)<0
fv = 22
value =-fvar(22)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(21)=0||fvar(21)-fvar(39) =[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(39) !=[-999,999]
trigger1=fvar(21)>=0
trigger1=fvar(39) >0
fv = 21
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(21)<0
fv = 21
value =-fvar(21)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(20)=0||fvar(20)-fvar(39) =[-999,999]
trigger1=fvar(20)>=0
trigger1=fvar(39) >0
fv = 20
value =-fvar(39)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=var(29)
trigger1=fvar(20)<0
fv = 20
value =-fvar(20)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2movetype=A && numenemy=1
triggerall=fvar(17)>0 && fvar(17)-p2stateno*1000 !=[-999,999]
triggerall=fvar(16)>0 && fvar(16)-p2stateno*1000 !=[-999,999]
triggerall=fvar(19)>0 && fvar(19)-p2stateno*1000 !=[-999,999]
triggerall=fvar(14)>0 && fvar(14)-p2stateno*1000 !=[-999,999]
triggerall=fvar(13)>0 && fvar(13)-p2stateno*1000 !=[-999,999]
triggerall=fvar(12)>0 && fvar(12)-p2stateno*1000 !=[-999,999]
trigger1=fvar(18)=0 && var(28)<2
fv = 18
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(18)=1
trigger1=p2movetype=H
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(38)),HitDefAttr =SCA,AA
trigger4=p2movetype=A && p2stateno !=var(29)
fv = 18
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(18)=1
triggerall=var(28)>=20||(p2bodydist x<=150 && var(28)>=10)||inguarddist
trigger1=p2stateno !=var(29)
fv = 18
value =(var(29)*1000)+ifelse(var(28)>999,999,var(28))
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2movetype=A && numenemy=1
triggerall=fvar(16)>0 && fvar(16)-p2stateno*1000 !=[-999,999]
triggerall=fvar(19)>0 && fvar(19)-p2stateno*1000 !=[-999,999]
triggerall=fvar(14)>0 && fvar(14)-p2stateno*1000 !=[-999,999]
triggerall=fvar(13)>0 && fvar(13)-p2stateno*1000 !=[-999,999]
triggerall=fvar(12)>0 && fvar(12)-p2stateno*1000 !=[-999,999]
trigger1=fvar(17)=0 && var(28)<2
fv = 17
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(17)=1
trigger1=p2movetype=H
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(38)),HitDefAttr =SCA,AA
trigger4=p2movetype=A && p2stateno !=var(29)
fv = 17
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(17)=1
triggerall=var(28)>=20||(p2bodydist x<=150 && var(28)>=10)||inguarddist
trigger1=p2stateno !=var(29)
fv = 17
value =(var(29)*1000)+ifelse(var(28)>999,999,var(28))
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2movetype=A && numenemy=1
triggerall=fvar(19)>0 && fvar(19)-p2stateno*1000 !=[-999,999]
triggerall=fvar(14)>0 && fvar(14)-p2stateno*1000 !=[-999,999]
triggerall=fvar(13)>0 && fvar(13)-p2stateno*1000 !=[-999,999]
triggerall=fvar(12)>0 && fvar(12)-p2stateno*1000 !=[-999,999]
trigger1=fvar(16)=0 && var(28)<2
fv = 16
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(16)=1
trigger1=p2movetype=H
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(38)),HitDefAttr =SCA,AA
trigger4=p2movetype=A && p2stateno !=var(29)
fv = 16
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(16)=1
triggerall=var(28)>=20||(p2bodydist x<=150 && var(28)>=10)||inguarddist
trigger1=p2stateno !=var(29)
fv = 16
value =(var(29)*1000)+ifelse(var(28)>999,999,var(28))
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2movetype=A && numenemy=1
triggerall=fvar(14)>0 && fvar(14)-p2stateno*1000 !=[-999,999]
triggerall=fvar(13)>0 && fvar(13)-p2stateno*1000 !=[-999,999]
triggerall=fvar(12)>0 && fvar(12)-p2stateno*1000 !=[-999,999]
trigger1=fvar(19)=0 && var(28)<2
fv = 19
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(19)=1
trigger1=p2movetype=H
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(38)),HitDefAttr =SCA,AA
trigger4=p2movetype=A && p2stateno !=var(29)
fv = 19
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(19)=1
triggerall=var(28)>=20||(p2bodydist x<=150 && var(28)>=10)||inguarddist
trigger1=p2stateno !=var(29)
fv = 19
value =(var(29)*1000)+ifelse(var(28)>999,999,var(28))
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2movetype=A && numenemy=1
triggerall=fvar(13)>0 && fvar(13)-p2stateno*1000 !=[-999,999]
triggerall=fvar(12)>0 && fvar(12)-p2stateno*1000 !=[-999,999]
trigger1=fvar(14)=0 && var(28)<2
fv = 14
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(14)=1
trigger1=p2movetype=H
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(38)),HitDefAttr =SCA,AA
trigger4=p2movetype=A && p2stateno !=var(29)
fv = 14
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(14)=1
triggerall=var(28)>=20||(p2bodydist x<=150 && var(28)>=10)||inguarddist
trigger1=p2stateno !=var(29)
fv = 14
value =(var(29)*1000)+ifelse(var(28)>999,999,var(28))
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2movetype=A && numenemy=1
triggerall=fvar(12)>0 && fvar(12)-p2stateno*1000 !=[-999,999]
trigger1=fvar(13)=0 && var(28)<2
fv = 13
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(13)=1
trigger1=p2movetype=H
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(38)),HitDefAttr =SCA,AA
trigger4=p2movetype=A && p2stateno !=var(29)
fv = 13
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(13)=1
triggerall=var(28)>=20||(p2bodydist x<=150 && var(28)>=10)||inguarddist
trigger1=p2stateno !=var(29)
fv = 13
value =(var(29)*1000)+ifelse(var(28)>999,999,var(28))
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2movetype=A && numenemy=1
trigger1=fvar(12)=0 && var(28)<2
fv = 12
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(12)=1
trigger1=p2movetype=H
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(38)),HitDefAttr =SCA,AA
trigger4=p2movetype=A && p2stateno !=var(29)
fv = 12
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(12)=1
triggerall=var(28)>=20||(p2bodydist x<=150 && var(28)>=10)||inguarddist
trigger1=p2stateno !=var(29)
fv = 12
value =(var(29)*1000)+ifelse(var(28)>999,999,var(28))
[State -2: VarSet]
type = VarSet
triggerall = RoundState = 2 && Alive
triggerall = var(59)
trigger1=fvar(39)>0
fv = 39
value =-99999
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall=fvar(39) =-99999
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 39
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall=fvar(39) !=-99999
triggerall=((movetype =H) ||stateno !=[800,899])
trigger1=var(29) !=enemynear(Var(38)),stateno
trigger2=(Ctrl=0&&(StateNo !=[100,149])&& (StateNo != [0,39])&&stateno!=[700,799])
trigger3=1
fv = 39
value =0
Ignorehitpause=1
[State -2: VarSet]
type = VarSet
triggerall = RoundState = 2 && Alive
triggerall = var(59)
triggerall=fvar(39)<=0
triggerall=fvar(39) !=-99999
triggerall=(Ctrl||(StateNo = [100,104])||(StateNo = [0,39])||(StateNo =[120,149])||((movetype !=H) &&stateno=[700,799]))
trigger1=var(29)>0
trigger1=var(29) =enemynear(Var(38)),stateno
fv = 39
value =-(var(29)*1000)-ifelse(var(28)>999,999,var(28))
Ignorehitpause=1
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(10)=[1,999]
trigger1=p2movetype=A && enemynear(Var(38)),HitDefAttr =SCA,AT
fv = 10
value =-fvar(10)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(10)=0
trigger1=p2movetype=A && enemynear(Var(38)),HitDefAttr =SCA,AT
fv = 10
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(10)=[-1999999,-1]
trigger1=1
fv = 10
value =-fvar(10)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(10)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 10
value =fvar(10)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(11)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(11)-(p2stateno*100) =[-999,999])
trigger2=(fVar(11)-(ceil(fVar(11)/1000)-ifelse(fVar(11)-(ceil(fVar(11)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 11
value =fvar(11)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(11)=[1,999]
trigger1=p2movetype=A && enemynear(Var(38)),HitDefAttr =SCA,AT
fv = 11
value =-fvar(11)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(11)=0 && fvar(10)=[1000,999999]
trigger1=p2movetype=A && enemynear(Var(38)),HitDefAttr =SCA,AT
fv = 11
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(11)=[-1999999,-1]
trigger1=1
fv = 11
value =-fvar(11)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(11)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 11
value =fvar(11)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(11)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(11)-(p2stateno*100) =[-999,999])
trigger2=(fVar(11)-(ceil(fVar(11)/1000)-ifelse(fVar(11)-(ceil(fVar(11)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 11
value =fvar(11)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[0,999999]
trigger1=(stateno=[200,499])
trigger1=(var(29)=0)||(var(7)=[1,4])||fvar(39)=-99999
fv = 31
value =fvar(31)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[1000000,1999999]
trigger1=ctrl
fv = 31
value =fvar(31)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[1,999]
trigger1=(stateno=[200,499])
trigger1=var(29)>0
fv = 31
value =-fvar(31)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=0
trigger1=(stateno=[200,499])
trigger1=var(29)>0
fv = 31
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && movehit && p2stateno>200)
fv = 31
value =ifelse(fvar(31)<=-1000000,-fvar(31)-1000000,ifelse(fvar(31)>=-999,0,-fVar(31)-(ceil(-fVar(31)/1000)-ifelse(-fVar(31)-(ceil(-fVar(31)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
fv = 31
value =-fvar(31)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 31
value =fvar(31)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(31)-(p2stateno*100) =[-999,999])
trigger2=(fVar(31)-(ceil(fVar(31)/1000)-ifelse(fVar(31)-(ceil(fVar(31)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 31
value =fvar(31)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(31)=[0,999999]
trigger1=(stateno=[200,499])
trigger1=(var(29)=0)||(var(7)=[1,4])||fvar(39)=-99999
v = 31
value =var(31)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(31)=[1000000,1999999]
trigger1=ctrl
v = 31
value =var(31)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(31)=[1,999]
trigger1=(stateno=[200,499])
trigger1=var(29)>0
v = 31
value =-var(31)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(31)=0 && fvar(31)=[1000,999999]
trigger1=(stateno=[200,499])
trigger1=var(29)>0
v = 31
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(31)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && movehit && p2stateno>200)
v = 31
value =ifelse(var(31)<=-1000000,-var(31)-1000000,ifelse(var(31)>=-999,0,-Var(31)-(ceil(-Var(31)/1000)-ifelse(-Var(31)-(ceil(-Var(31)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(31)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
v = 31
value =-var(31)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(31)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
v = 31
value =var(31)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(31)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(31)-(p2stateno*100) =[-999,999])
trigger2=(Var(31)-(ceil(Var(31)/1000)-ifelse(Var(31)-(ceil(Var(31)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 31
value =var(31)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(32)=[0,999999]
trigger1=(stateno=[200,499])
trigger1=(var(29)=0)||((var(7)!=[1,4])&&(fvar(39)!=-99999))
fv = 32
value =fvar(32)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(32)=[1000000,1999999]
trigger1=ctrl
fv = 32
value =fvar(32)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(32)=[1,999]
trigger1=(stateno=[200,499]);&&(stateno!=[270,289])
trigger1=var(29)>0
fv = 32
value =-fvar(32)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(32)=0
trigger1=(stateno=[200,499]);&&(stateno!=[270,289])
trigger1=var(29)>0
fv = 32
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(32)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && movehit && p2stateno>200)
fv = 32
value =ifelse(fvar(32)<=-1000000,-fvar(32)-1000000,ifelse(fvar(32)>=-999,0,-fVar(32)-(ceil(-fVar(32)/1000)-ifelse(-fVar(32)-(ceil(-fVar(32)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(32)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
fv = 32
value =-fvar(32)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(32)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 32
value =fvar(32)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(32)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(32)-(p2stateno*100) =[-999,999])
trigger2=(fVar(32)-(ceil(fVar(32)/1000)-ifelse(fVar(32)-(ceil(fVar(32)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 32
value =fvar(32)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(32)=[0,999999]
trigger1=(stateno=[200,499])
trigger1=(var(29)=0)||((var(7)!=[1,4])&&(fvar(39)!=-99999))
v = 32
value =var(32)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(32)=[1000000,1999999]
trigger1=ctrl
v = 32
value =var(32)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(32)=[1,999]
trigger1=(stateno=[200,499])
trigger1=var(29)>0
v = 32
value =-var(32)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(32)=0 && fvar(32)=[1000,999999]
trigger1=(stateno=[200,499])
trigger1=var(29)>0
v = 32
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(32)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && movehit && p2stateno>200)
v = 32
value =ifelse(var(32)<=-1000000,-var(32)-1000000,ifelse(var(32)>=-999,0,-Var(32)-(ceil(-Var(32)/1000)-ifelse(-Var(32)-(ceil(-Var(32)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(32)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
v = 32
value =-var(32)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(32)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
v = 32
value =var(32)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(32)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(32)-(p2stateno*100) =[-999,999])
trigger2=(Var(32)-(ceil(Var(32)/1000)-ifelse(Var(32)-(ceil(Var(32)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 32
value =var(32)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(33)=[0,999999]
trigger1=(stateno=700)||(stateno=740)
trigger1=(var(29)=0)
fv = 33
value =fvar(33)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(33)=[1000000,1999999]
trigger1=ctrl
fv = 33
value =fvar(33)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(33)=[1,999]
trigger1=(stateno=700)||(stateno=740)
trigger1=var(29)>0
fv = 33
value =-fvar(33)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(33)=0
trigger1=(stateno=700)||(stateno=740)
trigger1=var(29)>0
fv = 33
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(33)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && p2stateno>200)
fv = 33
value =ifelse(fvar(33)<=-1000000,-fvar(33)-1000000,ifelse(fvar(33)>=-999,0,-fVar(33)-(ceil(-fVar(33)/1000)-ifelse(-fVar(33)-(ceil(-fVar(33)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(33)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
fv = 33
value =-fvar(33)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(33)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 33
value =fvar(33)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(33)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(33)-(p2stateno*100) =[-999,999])
trigger2=(fVar(33)-(ceil(fVar(33)/1000)-ifelse(fVar(33)-(ceil(fVar(33)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 33
value =fvar(33)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(33)=[0,999999]
trigger1=(stateno=700)||(stateno=740)
trigger1=(var(29)=0)
v = 33
value =var(33)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(33)=[1000000,1999999]
trigger1=ctrl
v = 33
value =var(33)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(33)=[1,999]
trigger1=(stateno=700)||(stateno=740)
trigger1=var(29)>0
v = 33
value =-var(33)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(33)=0 && fvar(33)=[1000,999999]
trigger1=(stateno=700)||(stateno=740)
trigger1=var(29)>0
v = 33
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(33)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && p2stateno>200)
v = 33
value =ifelse(var(33)<=-1000000,-var(33)-1000000,ifelse(var(33)>=-999,0,-Var(33)-(ceil(-Var(33)/1000)-ifelse(-Var(33)-(ceil(-Var(33)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(33)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
v = 33
value =-var(33)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(33)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
v = 33
value =var(33)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(33)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(33)-(p2stateno*100) =[-999,999])
trigger2=(Var(33)-(ceil(Var(33)/1000)-ifelse(Var(33)-(ceil(Var(33)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 33
value =var(33)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(34)=[0,999999]
trigger1=(stateno=730)
trigger1=(var(29)=0)
fv = 34
value =fvar(34)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(34)=[1000000,1999999]
trigger1=ctrl
fv = 34
value =fvar(34)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(34)=[1,999]
trigger1=(stateno=730)
trigger1=var(29)>0
fv = 34
value =-fvar(34)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(34)=0
trigger1=(stateno=730)
trigger1=var(29)>0
fv = 34
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(34)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && movehit && p2stateno>200)
fv = 34
value =ifelse(fvar(34)<=-1000000,-fvar(34)-1000000,ifelse(fvar(34)>=-999,0,-fVar(34)-(ceil(-fVar(34)/1000)-ifelse(-fVar(34)-(ceil(-fVar(34)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(34)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
fv = 34
value =-fvar(34)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(34)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 34
value =fvar(34)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(34)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(34)-(p2stateno*100) =[-999,999])
trigger2=(fVar(34)-(ceil(fVar(34)/1000)-ifelse(fVar(34)-(ceil(fVar(34)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 34
value =fvar(34)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(34)=[0,999999]
trigger1=(stateno=730)
trigger1=(var(29)=0)
v = 34
value =var(34)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(34)=[1000000,1999999]
trigger1=ctrl
v = 34
value =var(34)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(34)=[1,999]
trigger1=(stateno=730)
trigger1=var(29)>0
v = 34
value =-var(34)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(34)=0 && fvar(34)=[1000,999999]
trigger1=(stateno=730)
trigger1=var(29)>0
v = 34
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(34)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && movehit && p2stateno>200)
v = 34
value =ifelse(var(34)<=-1000000,-var(34)-1000000,ifelse(var(34)>=-999,0,-Var(34)-(ceil(-Var(34)/1000)-ifelse(-Var(34)-(ceil(-Var(34)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(34)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
v = 34
value =-var(34)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(34)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
v = 34
value =var(34)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(34)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(34)-(p2stateno*100) =[-999,999])
trigger2=(Var(34)-(ceil(Var(34)/1000)-ifelse(Var(34)-(ceil(Var(34)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 34
value =var(34)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)=[0,999999]
trigger1=(stateno=[3000,3999])
trigger1=(var(29)=0);||statetype=A
fv = 35
value =fvar(35)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)=[1000000,1999999]
trigger1=ctrl
fv = 35
value =fvar(35)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)=[1,999]
trigger1=(stateno=[3000,3999])
trigger1=var(29)>0
fv = 35
value =-fvar(35)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)=0
trigger1=(stateno=[3000,3999])
trigger1=var(29)>0
fv = 35
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)=[-1999999,-1]
trigger1=(p2movetype=H && movehit && p2stateno>200)
fv = 35
value =ifelse(fvar(35)<=-1000000,-fvar(35)-1000000,ifelse(fvar(35)>=-999,0,-fVar(35)-(ceil(-fVar(35)/1000)-ifelse(-fVar(35)-(ceil(-fVar(35)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(movetype=H && stateno>=200)||(stateno=[5100,5150])
fv = 35
value =-fvar(35)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 35
value =fvar(35)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(35)-(p2stateno*100) =[-999,999])
trigger2=(fVar(35)-(ceil(fVar(35)/1000)-ifelse(fVar(35)-(ceil(fVar(35)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 35
value =fvar(35)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(36)=[0,999999]
trigger1=(stateno=[800,899])
trigger1=(var(29)=0);||statetype=A
fv = 36
value =fvar(36)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(36)=[1000000,1999999]
trigger1=ctrl
fv = 36
value =fvar(36)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(36)=[1,999]
trigger1=(stateno=[800,899])
trigger1=var(29)>0
fv = 36
value =-fvar(36)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(36)=0
trigger1=(stateno=[800,899])
trigger1=var(29)>0
fv = 36
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(36)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && p2stateno>200)
fv = 36
value =ifelse(fvar(36)<=-1000000,-fvar(36)-1000000,ifelse(fvar(36)>=-999,0,-fVar(36)-(ceil(-fVar(36)/1000)-ifelse(-fVar(36)-(ceil(-fVar(36)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(36)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
fv = 36
value =-fvar(36)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(36)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
fv = 36
value =fvar(36)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(36)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(36)-(p2stateno*100) =[-999,999])
trigger2=(fVar(36)-(ceil(fVar(36)/1000)-ifelse(fVar(36)-(ceil(fVar(36)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 36
value =fvar(36)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(36)=[0,999999]
trigger1=(stateno=108)
trigger1=(var(29)=0);||statetype=A
v = 36
value =var(36)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(36)=[1000000,1999999]
trigger1=ctrl
v = 36
value =var(36)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(36)=[1,999]
trigger1=(stateno=108)
trigger1=var(29)>0
v = 36
value =-var(36)-((ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(36)=0
trigger1=(stateno=108)
trigger1=var(29)>0
v = 36
value =-(ceil(Var(29)/10)-ifelse(Var(29)-(ceil(Var(29)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(36)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(p2movetype=H && p2stateno>200)
v = 36
value =ifelse(var(36)<=-1000000,-var(36)-1000000,ifelse(var(36)>=-999,0,-Var(36)-(ceil(-Var(36)/1000)-ifelse(-Var(36)-(ceil(-Var(36)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(36)=[-1999999,-1]
trigger1=(movetype=H && stateno>=200)||(stateno=[5100,5150])
v = 36
value =-var(36)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(36)>=2000000
trigger1=var(29) !=enemynear(Var(38)),stateno
v = 36
value =var(36)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(36)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(36)-(p2stateno*100) =[-999,999])
trigger2=(Var(36)-(ceil(Var(36)/1000)-ifelse(Var(36)-(ceil(Var(36)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 36
value =var(36)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(38)=[-99999,0]
triggerall=(stateno=131)||(statetype=C&&stateno=[152,153])
trigger1=var(29)=[1,99999]
fv = 38
value =-var(29)
[State -2: VarSet]
type = VarSet
triggerall=fvar(38)=[-99999,-1]
trigger1=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger2=life<=0
trigger3=p2movetype !=A
trigger4=stateno=[800,899]
trigger5=movetype=A
trigger6=stateno=[2100,2199]
trigger7=stateno=140
fv = 38
value =0
[State -2: VarSet]
type = VarSet
triggerall=fvar(38)=[-99999,-1]
triggerall=(movetype !=H)||(stateno=[120,159])
trigger1=statetype !=C
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=stateno !=[130,159]
trigger4=(stateno!=131)&&(stateno!=[152,153])
fv = 38
value =0
[State -2: VarSet]
type = VarSet
triggerall=fvar(38)<-99999
trigger1=(stateno=[120,159])||movetype !=H
fv = 38
value =0
[State -2: VarSet]
type = VarSet
triggerall=fvar(38)=[-199999,-100000]
trigger1=1
fv = 38
value =-fvar(38)-100000
[State -2: VarSet]
type = VarSet
triggerall=fvar(38)=[-99999,-1]
;trigger1=(stateno !=[2100,2199])&&(stateno !=[800,899])&&(prevstateno=[120,159])
trigger1=(stateno=[5000,5150])||(statetype=L)||((stateno >=200) && (movetype=H))
fv = 38
value =fVar(38)-100000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(37)=[-99999,0]
triggerall=(stateno=131)||(statetype=C&&stateno=[152,153])
trigger1=var(29)=[1,99999]
fv = 37
value =-var(29)
[State -2: VarSet]
type = VarSet
triggerall=fvar(37)=[-99999,-1]
trigger1=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger2=life<=0
trigger3=p2movetype !=A
trigger4=stateno=[800,899]
trigger5=movetype=A
trigger6=stateno=[2100,2199]
trigger7=stateno=140
trigger8=fvar(38)<=0||fvar(37)=-fvar(38)
fv = 37
value =0
[State -2: VarSet]
type = VarSet
triggerall=fvar(37)=[-99999,-1]
triggerall=(movetype !=H)||(stateno=[120,159])
trigger1=statetype !=C
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=stateno !=[130,159]
trigger4=(stateno!=131)&&(stateno!=[152,153])
fv = 37
value =0
[State -2: VarSet]
type = VarSet
triggerall=fvar(37)<-99999
trigger1=(stateno=[120,159])||movetype !=H
fv = 37
value =0
[State -2: VarSet]
type = VarSet
triggerall=fvar(37)=[-199999,-100000]
trigger1=1
fv = 37
value =-fvar(37)-100000
[State -2: VarSet]
type = VarSet
triggerall=fvar(37)=[-99999,-1]
;trigger1=(stateno !=[2100,2199])&&(stateno !=[800,899])&&(prevstateno=[120,159])
trigger1=(stateno=[5000,5150])||(statetype=L)||((stateno >=200) && (movetype=H))
fv = 37
value =fVar(37)-100000
[State -2: VarSet, Damage]
type = VarSet
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall = p2movetype=A
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1 =enemynear(Var(38)),HitDefAttr =SCA,HA
trigger2=var(22) - (enemynear(Var(38)),power*100)>=100000
v = 22
value =var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)+100
[State -2: VarSet, Damage]
type = VarSet
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,299]
v = 22
value = var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(38)),power/10)-ifelse(enemynear(Var(38)),power-(ceil(enemynear(Var(38)),power/10)*10)<0,1,0))*1000)
[State -2: VarSet, Damage]
type = VarSet
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000)=[100,299]
;triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1 = p2movetype !=A
;trigger1=inguarddist=0
;trigger2=movetype=H && stateno !=[120,159]
v = 22
value = var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)
[State -2: VarSet]
type = varset
triggerall = var(59) !=0
trigger1=stateno=131
trigger1=inguarddist=0
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)=0
trigger2=statetype=L
trigger2=numpartner=0
trigger2=p2movetype=A
;trigger2=var(28)<=20
trigger3=p2bodydist x<-10 && p2movetype=A && inguarddist=0
trigger3=numpartner=0 && numenemy=1
trigger4=numpartner=0 && numenemy=1
trigger4=facing*enemynear(Var(38)),facing>0 && p2bodydist x>0 && p2statetype=A && var(28)<=20 && p2movetype =A
v = 22
value =((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)+ifelse(stateno=131&& inguarddist=0,1,10)
[State -2, Run Back]
type = varadd
triggerall = var(59) !=0
triggerall=numpartner=0
triggerall=numenemy=1
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)=0
triggerall=p2movetype=A && inguarddist=0
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,2]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,2]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,2]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,2]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,2]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,2]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)=[-2,2]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)=[-2,2]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)=[-2,2]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,2]
v = 22
value =10
[State -2: VarSet]
type = varadd
triggerall = var(59) !=0
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)=[1,98]
trigger1=movetype !=H
trigger1=statetype !=L
trigger1=stateno !=[5000,5150]
v = 22
value =1
[State -2: VarSet]
type = varset
triggerall = var(59) !=0
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)=[5,9]
trigger2=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)>=30
trigger3=stateno=[150,159]
trigger3=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)>1||var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)>10
trigger4=stateno=[5000,5059]
;trigger5=inguarddist
v = 22
value =((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)
[State -2 , 1]
type = Varadd
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)=[1,998]
;trigger1=p2stateno !=5100
v = 30
value =1
[State -2 , 1]
type = Varadd
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=p2life>0
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)=0
trigger1=p2stateno=[5100,5120]
v = 30
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>=1
trigger1=p2stateno =[5000,5059]
v = 30
value =((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)=[1000,1999]
trigger1=p2stateno =[0,199]
trigger2=p2movetype=A
trigger3=p2stateno=[120,159]
v = 30
value =1000
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=p2stateno =[0,199]
trigger2=p2movetype=A
trigger3=p2stateno=[120,159]
v = 30
value =(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000))*1000
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=(p2stateno !=[5100,5110])&&(p2stateno !=[0,199])
trigger1=enemynear(Var(38)),vel x>2 && numenemy=1 && numpartner=0
v = 30
value =1000+var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)=30
trigger1=(p2stateno=[5100,5150])||(p2movetype=H && p2stateno=[800,899])
v = 58
value =-29
[State -2 , 1]
type = Varset
trigger1=var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)=20
trigger2=var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)=30
trigger2=p2movetype=A||p2stateno=[0,199]
v = 58
value =((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)>1
trigger1=var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)<=19
v = 58
value =1
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)=0
trigger1=(p2stateno=[5100,5150])||(p2movetype=H && p2stateno=[800,899])||(p2statetype=A && p2movetype=H && p2stateno>=1000)
v = 58
value =ifelse((p2stateno=[5100,5150])||(p2movetype=H && p2stateno=[800,899]),1,30)
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)=1
trigger1=p2movetype=A||p2stateno=[0,199]
v = 58
value =1
[State -2 , 1]
type = Varadd
triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)=[0,99]
triggerall=inguarddist
trigger1=var(29)<=0 && p2movetype !=A
v = 58
value =100
[State -2 , 1]
type = Varadd
triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=inguarddist=0
v = 58
value =-100
[State -2 , 1]
type = Varadd
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
triggerall=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=var(29)<=0 && movetype =A && numenemy=1 && numpartner=0
v = 58
value =1000
[State -2 , 1]
type = Varadd
triggerall=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=ctrl
trigger2=(movetype=H && stateno>=200)||(stateno=[5100,5150])
v = 58
value =ifelse(ctrl,-1000,1000)
[State -2 , 1]
type = Varadd
triggerall=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)=[2000,2999]
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<=20,20,10)
trigger2=(p2movetype=H)||(p2stateno=[5100,5150])||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20
v = 58
value =-2000
[State -2 , 1]
type = Varset
trigger1=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[60000,69999]
trigger1=(movetype!=A)&&p2stateno!=var(29)
trigger2=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[80000,89999]
trigger2=p2stateno!=var(29)
trigger3=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[70000,79999]
trigger3=inguarddist=0&&p2movetype!=A
trigger4=p2movetype=H
v = 58
value =((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)+var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)
[State -2 , 1]
type = Varadd
triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[0,9999]
trigger1=movetype =A && numenemy=1 && numpartner=0
v = 58
value =ifelse(var(29)>0,10000,20000)
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger1=p2stateno!=var(29)
trigger2=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[30000,39999]
trigger2=p2movetype=A
trigger3=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)=[20000,29999]
trigger3=p2movetype=A||inguarddist
v = 58
value =50000
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/1000000)-ifelse(var(58)-(ceil(var(58)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
trigger1=p2statetype=A && p2bodydist x>0 && p2movetype!=H
v = 58
value =100000
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/1000000)-ifelse(var(58)-(ceil(var(58)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]
trigger1=p2bodydist x<0||p2movetype=H||p2statetype !=A
v = 58
value =ifelse((p2statetype !=A)||p2movetype=H,-100000,100000)
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/1000000)-ifelse(var(58)-(ceil(var(58)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]
trigger1=p2statetype !=A
v = 58
value =-200000
[State -2 , 1]
type = Varadd
triggerall=var(58)-((ceil(var(58)/10000000)-ifelse(var(58)-(ceil(var(58)/10000000)*10000000)<0,1,0))*10000000)=[0,999999]
trigger1=stateno=430 && p2stateno=[5100,5110]
trigger2=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=600
trigger3=movehit&&p2movetype=H&&p2statetype=A&&stateno=[600,699]
v = 58
value =1000000
[State -2 , 1]
type = Varadd
trigger1=var(58)-((ceil(var(58)/10000000)-ifelse(var(58)-(ceil(var(58)/10000000)*10000000)<0,1,0))*10000000)=[1000000,1999999]
trigger1=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<600
trigger1=p2movetype!=H
v = 58
value =-1000000
[State -2 , 1]
type = Varadd
trigger1=var(57)-((ceil(var(57)/10)-ifelse(var(57)-(ceil(var(57)/10)*10)<0,1,0))*10)=9
v = 57
value =-9
[State -2 , 1]
type = Varadd
trigger1=var(57)-((ceil(var(57)/10)-ifelse(var(57)-(ceil(var(57)/10)*10)<0,1,0))*10)=0
trigger1=stateno=200||stateno=430
trigger2=var(57)-((ceil(var(57)/10)-ifelse(var(57)-(ceil(var(57)/10)*10)<0,1,0))*10)=[1,8]
trigger2=(stateno!=200)&&(stateno!=430)
v = 57
value =1
[State -2 , 1]
type = Varset
trigger1=var(7)=1
trigger1=var(29)!=p2stateno
v = 7
value =3
[State -2 , 1]
type = Varset
trigger1 = (var(7)!=[1,20])||var(7)=9
trigger1=(stateno=105 && var(36)<2000000)||stateno=[41,42];||(stateno=[700,709]);||(((enemynear(Var(38)),facing*facing>0&&p2bodydist x>0)||(enemynear(Var(38)),facing*facing<0&&p2bodydist x<0))&&stateno=[5121,5122])
v = 7
value =ifelse(var(29)>0&&(stateno!=3027),1,2)
[State -2 , 1]
type = Varset
trigger1=movehit && p2movetype=H && stateno=[740,749]
trigger2=frontedgebodydist<80 && movehit && p2movetype=H && stateno=[730,739]
trigger3= movehit && p2movetype=H && stateno=[1310,1319]
trigger4= movehit=0 && p2movetype=H && stateno=[3000,3009]
trigger4= var(7)!=18
trigger5= var(7)=14 && stateno=110
v = 7
value =5
[State -2 , 1]
type = Varset
trigger1=var(7)=5 && stateno=430
v = 7
value =6
[State -2 , 1]
type = Varset
trigger1=var(7)=6 && stateno=200
v = 7
value =7
[State -2 , 1]
type = Varset
trigger1=(var(7) !=[8,10])||var(7)=9
trigger1=stateno=1230 && movehit && p2movetype=H && p2stateno>200
trigger2=var(7)=8||var(7)=10
trigger2=(stateno=[200,699]) && movehit && p2movetype=H && p2stateno>200
v = 7
value =ifelse(var(7)=9||var(7)=8||var(7)=10,var(7)+1,ifelse((enemynear(Var(38)),GethitVar(hitcount)>=7),10,8))
[State -2 , 1]
type = Varset
trigger1=stateno=41 && prevstateno=1222
v = 7
value =12
[State -2 , 1]
type = Varset
trigger1=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>2
trigger1=p2movetype=H && statetype=A && p2statetype=A && p2stateno>200 && stateno=[800,899]
v = 7
value =ifelse(statetype=A&&p2statetype=A,31,30)
[State -2 , 1]
type = Varset
trigger1=p2movetype=H && p2stateno>200 && stateno=[3100,3199]
v = 7
value =13
[State -2 , 1]
type = Varset
trigger1=(prevstateno=[1300,1319]) && p2movetype=H && p2stateno>200 && stateno=105 && var(58)<1000000
v = 7
value =14
[State -2 , 1]
type = Varset
trigger1=(stateno=[1240,1249]) && p2movetype=H && p2stateno>200
v = 7
value =15
[State -2 , 1]
type = Varset
trigger1=(stateno=[700,709]) && p2movetype=H && p2stateno>200 && movehit
v = 7
value =16
[State -2 , 1]
type = Varset
trigger1=var(7)!=31
trigger1=(stateno=[600,699]) && p2movetype=H && p2stateno>200 && movehit && p2statetype=A
v = 7
value =17
[State -2 , 1]
type = Varset
trigger1=(prevstateno=[1300,1399]) && p2movetype=H && p2stateno>200 && (stateno=[3000,3099])
v = 7
value =18
[State -2 , 1]
type = Varset
trigger1=stateno=42
v = 7
value =32
[State -2 , 1]
type = Varset
trigger1=var(7)=[2,3]
trigger1=(ctrl && stateno!=[100,119])
trigger2=(var(7)=[8,12])||(var(7)=[15,18])||(var(7)=31)
trigger2=(p2movetype!=H)||var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger3=(var(7)=[5,6])||(var(7)=14)
trigger3=(p2movetype!=H);||(stateno=430 && var(7)=5)||(movetype=A && (stateno!=430) && (stateno!=[730,749]))
trigger4=(var(7)=7)||(var(7)=13)
trigger4=(movetype=H)||((p2stateno<200||p2movetype=A)&&p2statetype!=A)
trigger5=(var(7)=30)
trigger5=(p2movetype!=H)
trigger6=(var(7)=[14,15])
trigger6=(stateno<1000 && movehit)||stateno=110
trigger7=(var(7)=32)
trigger7=(movetype=H)||movetype=A||(ctrl && statetype!=A)
v = 7
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(3)<=0 && (enemynear(Var(38)),statetype=L||enemynear(Var(38)),movetype=A||enemynear(Var(38)),movetype=H)
fv = 3
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(3)<=0 && (enemynear(Var(38)),statetype!=L) && (enemynear(Var(38)),movetype!=A) && (enemynear(Var(38)),movetype!=H) && (enemynear(Var(38)),statetype=A)
fv = 3
value =-fvar(3)
[State -2: VarSet]
type = VarSet
trigger1=fvar(3)<=0 && enemynear(Var(38)),statetype!=A
fv = 3
value =-enemynear(Var(38)),stateno
[State -2: VarSet]
type = VarSet
trigger1=fvar(3)>0 && enemynear(Var(38)),stateno=fvar(3) && (stateno=740)
fv = 3
value =fvar(3)+100000
[State -2: VarSet]
type = VarSet
trigger1=(fvar(3)=[100000,199999]) && (ctrl||enemynear(Var(38)),movetype=H||movetype=H)
fv = 3
value =ifelse((movetype=H),fvar(3)+100000,fvar(3)-100000)
[State -2: VarSet]
type = VarSet
trigger1=fvar(1)<=0 && (enemynear(Var(38)),statetype=L||enemynear(Var(38)),movetype=A||enemynear(Var(38)),movetype=H)
trigger2=fvar(3)=enemynear(Var(38)),stateno||fvar(3)-100000=enemynear(Var(38)),stateno||fvar(3)-200000=enemynear(Var(38)),stateno
fv = 1
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(1)<=0 && (enemynear(Var(38)),statetype!=L) && (enemynear(Var(38)),movetype!=A) && (enemynear(Var(38)),movetype!=H) && (enemynear(Var(38)),statetype=A)
fv = 1
value =-fvar(1)
[State -2: VarSet]
type = VarSet
trigger1=fvar(1)<=0 && fvar(3)>0 && enemynear(Var(38)),statetype!=A
fv = 1
value =-enemynear(Var(38)),stateno
[State -2: VarSet]
type = VarSet
trigger1=fvar(1)>0 && enemynear(Var(38)),stateno=fvar(1) && (stateno=740)
fv = 1
value =fvar(1)+100000
[State -2: VarSet]
type = VarSet
trigger1=(fvar(1)=[100000,199999]) && (ctrl||enemynear(Var(38)),movetype=H||movetype=H)
fv = 1
value =ifelse((movetype=H),fvar(1)+100000,fvar(1)-100000)
[State -2: VarSet]
type = VarSet
trigger1=fvar(1)<=0 && (enemynear(Var(38)),statetype=L||enemynear(Var(38)),movetype=A||enemynear(Var(38)),movetype=H)
trigger2=fvar(3)=enemynear(Var(38)),stateno||fvar(3)-100000=enemynear(Var(38)),stateno||fvar(3)-200000=enemynear(Var(38)),stateno
fv = 1
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(2)<=0 && (enemynear(Var(38)),statetype=L||enemynear(Var(38)),movetype=A||enemynear(Var(38)),movetype=H)
trigger2=fvar(3)=enemynear(Var(38)),stateno||fvar(3)-100000=enemynear(Var(38)),stateno||fvar(3)-200000=enemynear(Var(38)),stateno
trigger3=fvar(1)=enemynear(Var(38)),stateno||fvar(1)-100000=enemynear(Var(38)),stateno||fvar(1)-200000=enemynear(Var(38)),stateno
fv = 2
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(2)<=0 && (enemynear(Var(38)),statetype!=L) && (enemynear(Var(38)),movetype!=A) && (enemynear(Var(38)),movetype!=H) && (enemynear(Var(38)),statetype=A)
fv = 2
value =-fvar(2)
[State -2: VarSet]
type = VarSet
trigger1=fvar(2)<=0 && fvar(3)>0 && fvar(1)>0 && enemynear(Var(38)),statetype!=A
fv = 2
value =-enemynear(Var(38)),stateno
[State -2: VarSet]
type = VarSet
trigger1=fvar(2)>0 && enemynear(Var(38)),stateno=fvar(2) && (stateno=740)
fv = 2
value =fvar(2)+100000
[State -2: VarSet]
type = VarSet
trigger1=(fvar(2)=[100000,199999]) && (ctrl||enemynear(Var(38)),movetype=H||movetype=H)
fv = 2
value =ifelse((movetype=H),fvar(2)+100000,fvar(2)-100000)
[State -2: VarSet]
type = VarSet
trigger1=fvar(2)<=0 && (enemynear(Var(38)),statetype=L||enemynear(Var(38)),movetype=A||enemynear(Var(38)),movetype=H)
trigger2=fvar(3)=enemynear(Var(38)),stateno||fvar(3)-100000=enemynear(Var(38)),stateno||fvar(3)-200000=enemynear(Var(38)),stateno
trigger3=fvar(1)=enemynear(Var(38)),stateno||fvar(1)-100000=enemynear(Var(38)),stateno||fvar(1)-200000=enemynear(Var(38)),stateno
fv = 2
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(4)=0 && stateno=1330 && prevstateno=1311
fv = 4
value =1
[State -2: VarSet]
type = VarSet
trigger1=fvar(4)=1 && ctrl
fv = 4
value =ifelse(p2statetype=L||(p2movetype!=H),1,-1)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=var(29) !=enemynear(Var(38)),stateno
trigger2=(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = var(29) &&var(28)>2 )
v = 28
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varadd
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=enemynear(Var(38)),movetype=A
trigger2=var(28)>0
v = 28
value =1
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=var(29) !=enemynear(Var(38)),stateno
v = 29
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=enemynear(Var(38)),movetype=A
trigger1=var(29)>=0
v = 29
value =enemynear(Var(38)),stateno
Ignorehitpause=1
[State -1, Stand]
type = ChangeState
value =ifelse(var(36)<2000000,108,ifelse(fvar(33)<2000000&&var(33)<2000000,740,105));ifelse(fvar(33)<2000000&&var(31) >= 1500,1025,ifelse(fvar(31)<2000000&&var(31) >= 1500,260,108))
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(4)!=1
triggerall = RoundState = 2 && Alive && statetype!=A
;triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||(time > 0 && stateno = [700,702])||((stateno = [3005,3025]) && time > 5)||stateno=100
triggerall = p2movetype=A
triggerall=enemynear(Var(38)),facing*facing<0||p2bodydist x<0
triggerall=(enemynear(Var(38)),HitDefAttr =SCA,AT)
triggerall=fvar(33)<2000000 && var(33)<2000000
triggerall=(var(9)-((ceil(var(9)/100000)-ifelse(var(9)-(ceil(var(9)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=200
trigger1=p2bodydist x<=50 && p2statetype!=A
[State -1, Stand]
type = ChangeState
value =740
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = RoundState = 2 && Alive && backedgebodydist>=60 && statetype!=A
;triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||(time > 0 && stateno = [700,702])||((stateno = [3005,3025]) && time > 5)||stateno=100
triggerall = p2movetype=A
triggerall=enemynear(Var(38)),facing*facing<0||p2bodydist x<0
triggerall=(enemynear(Var(38)),HitDefAttr =SCA,AT)
triggerall=fvar(33)<2000000 && var(33)<2000000
triggerall=(var(9)-((ceil(var(9)/100000)-ifelse(var(9)-(ceil(var(9)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=200
trigger1=p2bodydist x<=100 && fvar(33)<2000000&&var(33)<2000000
[State -1, Stand]
type = ChangeState
value =105
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = RoundState = 2 && Alive && statetype!=A
;triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||(time > 0 && stateno = [700,702])||((stateno = [3005,3025]) && time > 5)||stateno=100
triggerall = p2movetype=A
triggerall=enemynear(Var(38)),facing*facing<0||p2bodydist x<0
triggerall=(enemynear(Var(38)),HitDefAttr =SCA,AT)
triggerall=fvar(33)<2000000 && var(33)<2000000
triggerall=(var(9)-((ceil(var(9)/100000)-ifelse(var(9)-(ceil(var(9)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=200
trigger1=1
[State -1,Curtain Fall]
Type = ChangeState
Value = 200
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = RoundState = 2 && Alive && statetype!=A
Triggerall = movetype != A
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x<=70
trigger1=var(7)=18 && p2bodydist y+enemynear(Var(38)),vel y*10>=-20 ;&& p2bodydist y<0
trigger1=p2movetype=H && p2stateno>200 && p2statetype=A
; Curtain Fall
[State -1,Curtain Fall]
Type = ChangeState
Value = ifelse((stateno=105||prevstateno=105),ifelse(p2bodydist x<=70,640,641),ifelse(p2statetype=A,ifelse(p2bodydist y<-40,651,640),650))
triggerall = var(59)
triggerall = RoundState = 2 && Alive && statetype=A
;Triggerall = stateno=110||movetype != A
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100||stateno=110
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x>=-20
triggerall=stateno=105||((p2statetype!=A)&&(vel y>=0||stateno=110||prevstateno=110)&&pos y>=-110)||((p2statetype=A)&&p2bodydist y=[-80,40])
triggerall=p2bodydist x<=ifelse(stateno=105,120,ifelse(vel x>0,120,80))+ifelse(stateno=110,80,0)
trigger1=var(7)=1||fvar(39)=-99999
trigger2=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
;trigger2=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger2=p2statetype!=A
; Curtain Fall
[State -1,Curtain Fall]
Type = ChangeState
Value = 430
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = RoundState = 2 && Alive && statetype!=A
Triggerall = movetype != A
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=60
trigger1=var(7)=1||fvar(39)=-99999
trigger1=fvar(32)<2000000 && var(32)<2000000
trigger1=enemynear(Var(38)),animtime<=-6||p2statetype=A
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger2=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger2=p2movetype=H && p2stateno>200 && p2statetype!=A
; Curtain Fall
[State -1,Curtain Fall]
Type = ChangeState
Value = 1200
triggerall = var(59) && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)
triggerall = (var(7)=16||(var(7)=17 && p2bodydist y<=-40)) && power>=3000
triggerall = RoundState = 2 && Alive && statetype!=A
Triggerall = movetype != A
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x>=-20 && p2bodydist y>=-80
;triggerall=(p2bodydist x<=60 && p2bodydist y+enemynear(Var(38)),vel y*6>=0)||(p2bodydist x<=30 && p2bodydist y+enemynear(Var(38)),vel y*6>=-20)||(p2bodydist x<=80 && p2bodydist y+enemynear(Var(38)),vel y*12=[-60,0])
trigger1=0;frontedgebodydist<80||p2bodydist x<=40
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1=p2movetype=H && p2stateno>200 && p2statetype=A
; Curtain Fall
[State -1,Curtain Fall]
Type = ChangeState
Value = 3200
triggerall = var(59)
triggerall = var(7)=17 && enemynear(Var(38)),GethitVar(hitcount)>=20 && frontedgebodydist<=80
triggerall = RoundState = 2 && Alive && statetype!=A
Triggerall = movetype != A
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x>=-20
triggerall=(p2bodydist x<=60 && p2bodydist y+enemynear(Var(38)),vel y*12=[-60,-20])
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1=0;p2movetype=H && p2stateno>200 && p2statetype=A
; Curtain Fall
[State -1,Curtain Fall]
Type = ChangeState
Value = ifelse((p2bodydist x<=60 && p2bodydist y+enemynear(Var(38)),vel y*6>=0),430,ifelse((p2bodydist x<=30 && p2bodydist y+enemynear(Var(38)),vel y*6>=-20),200,440))
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = RoundState = 2 && Alive && statetype!=A
Triggerall = movetype != A
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x>=-20
triggerall=(p2bodydist x<=60 && p2bodydist y+enemynear(Var(38)),vel y*6>=0)||(p2bodydist x<=30 && p2bodydist y+enemynear(Var(38)),vel y*6>=-20);||(p2bodydist x<=80 && p2bodydist y+enemynear(Var(38)),vel y*12=[-60,0])
trigger1=var(7)=1||fvar(39)=-99999
trigger1=fvar(32)<2000000 && var(32)<2000000
trigger1=enemynear(Var(38)),animtime<=-6||p2statetype=A
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger2=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger2=p2movetype=H && p2stateno>200 && p2statetype=A
; Curtain Fall
[State -1,Curtain Fall]
Type = ChangeState
Value = 430
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = RoundState = 2 && Alive && statetype!=A
Triggerall = movetype != A
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x<=100
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1=p2movetype=H && p2stateno>200 && var(7)=5
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=20,200,430)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=60
triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
triggerall=fvar(31)<2000000 && var(31)<2000000
triggerall=var(28)<2||fvar(12)<=999|| fvar(12)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(13)<=999|| fvar(13)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(14)<=999|| fvar(14)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(16)<=999|| fvar(16)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(17)<=999|| fvar(17)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(18)<=999|| fvar(18)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(19)<=999|| fvar(19)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(23)<=999||(fvar(23)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=fvar(30)<=999||(fvar(30)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)>=6
triggerall=1;var(50)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)>=6
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)>=6
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)>=6
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=6
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=6
[State -1, Stand]
type = ChangeState
value =210
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=150
triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
triggerall=fvar(31)<2000000 && var(31)<2000000
triggerall=var(28)<2||fvar(12)<=999|| fvar(12)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(13)<=999|| fvar(13)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(14)<=999|| fvar(14)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(16)<=999|| fvar(16)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(17)<=999|| fvar(17)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(18)<=999|| fvar(18)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=var(28)<2||fvar(19)<=999|| fvar(19)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(23)<=999||(fvar(23)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(30)<=999||(fvar(30)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=1;var(50)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)>=14
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)>=14
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)>=14
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=14
[State -1, Stand]
type = ChangeState
value =700
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) && enemynear(Var(38)),animtime<-21
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*15<=60
triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
triggerall=fvar(33)<2000000 && var(33)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
;trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)>ifelse(p2stateno>=1000,0,9)
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
;trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000)>ifelse(p2stateno>=1000,0,9)
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
;trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000)>ifelse(p2stateno>=1000,0,9)
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
;trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000)>ifelse(p2stateno>=1000,0,9)
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
;trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)>ifelse(p2stateno>=1000,0,9)
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
;trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)>ifelse(p2stateno>=1000,0,9)
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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)>ifelse(p2stateno>=1000,0,9)
trigger7=fvar(26)>999 && fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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)>ifelse(p2stateno>=1000,0,9)
trigger8=fvar(27)>999 && fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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)>ifelse(p2stateno>=1000,0,9)
trigger9=fvar(28)>999 && fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
;trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)>ifelse(p2stateno>=1000,0,9)
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=24
;trigger18=enemynear(Var(38)),vel x>2 && fvar(39)!=-99999
[State -1, Stand]
type = ChangeState
value =740;ifelse((p2stateno=200||p2stateno=300||p2stateno=400||(power>=3000&&frontedgebodydist<=70)||var(28)<3||p2bodydist x>100||fvar(33)>=2000000||var(33)>=2000000)&&(p2statetype!=A),730,740)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||random<=500||p2statetype=A
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) && (enemynear(Var(38)),animtime<-18||p2statetype=A)
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=(p2bodydist y+enemynear(Var(38)),vel y*ifelse((enemynear(Var(38)),vel y>0),20,18)<0 && p2bodydist x<=100 && enemynear(Var(38)),vel x>=0)||p2statetype !=A
triggerall=p2bodydist x>=ifelse(p2statetype=A,0,-20) ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=100
;triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
triggerall=(p2bodydist x<=100&&p2statetype!=A)||fvar(12)<=999|| fvar(12)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(p2bodydist x<=100&&p2statetype!=A)||fvar(13)<=999|| fvar(13)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(p2bodydist x<=100&&p2statetype!=A)||fvar(14)<=999|| fvar(14)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(p2bodydist x<=100&&p2statetype!=A)||fvar(16)<=999|| fvar(16)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(p2bodydist x<=100&&p2statetype!=A)||fvar(17)<=999|| fvar(17)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(p2bodydist x<=100&&p2statetype!=A)||fvar(18)<=999|| fvar(18)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(p2bodydist x<=100&&p2statetype!=A)||fvar(19)<=999|| fvar(19)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(fvar(33)<2000000 && var(33)<2000000)||p2statetype!=A
triggerall=fvar(34)<2000000 && var(34)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,ifelse(p2statetype=A,1,6)]
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=19
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=19
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=19
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=19
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=19
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=19
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=19
trigger18=p2bodydist x<=60&&var(28)<3&&(p2stateno=200||p2stateno=300||p2stateno=400)&&p2statetype!=A
[State -1, Stand]
type = ChangeState
value =730;;ifelse((p2stateno=200||p2stateno=300||p2stateno=400||(power>=3000&&frontedgebodydist<=70)||var(28)<3||p2bodydist x>100||fvar(33)>=2000000||var(33)>=2000000)&&(p2statetype!=A),730,740)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
;;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
triggerall=enemynear(Var(38)),animtime<-17
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=ifelse(p2statetype=A,0,-20) ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=200 && (enemynear(Var(38)),animtime-12)*11>p2bodydist x
;triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
triggerall=p2bodydist x<=100||fvar(12)<=999|| fvar(12)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(13)<=999|| fvar(13)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(14)<=999|| fvar(14)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(16)<=999|| fvar(16)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(17)<=999|| fvar(17)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(18)<=999|| fvar(18)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(19)<=999|| fvar(19)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(fvar(33)<2000000 && var(33)<2000000)||p2statetype!=A
triggerall=fvar(34)<2000000 && var(34)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,13]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,13]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,13]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,13]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,13]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,13]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)=[-2,13]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)=[-2,13]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)=[-2,13]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,13]
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=22
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=22
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=22
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=22
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=22
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=22
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=22
trigger18=p2bodydist x<=60&&var(28)<3&&(p2stateno=200||p2stateno=300||p2stateno=400)
[State -1, Stand]
type = ChangeState
value =ifelse((p2stateno=200||p2stateno=300||p2stateno=400||(power>=3000&&frontedgebodydist<=70)||var(28)<3||p2bodydist x>100||fvar(33)>=2000000||var(33)>=2000000||random<=500)&&(p2statetype!=A),730,740)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=(p2bodydist y+enemynear(Var(38)),vel y*18<0 && p2bodydist x<=100)||p2statetype !=A
triggerall=p2bodydist x>=ifelse(p2statetype=A,0,-20) ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=150
;triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
triggerall=p2bodydist x<=100||fvar(12)<=999|| fvar(12)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(13)<=999|| fvar(13)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(14)<=999|| fvar(14)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(16)<=999|| fvar(16)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(17)<=999|| fvar(17)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(18)<=999|| fvar(18)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(19)<=999|| fvar(19)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(fvar(33)<2000000 && var(33)<2000000)||p2statetype!=A
triggerall=0;fvar(34)<2000000 && var(34)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)=[-2,1]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)=[-2,1]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)=[-2,1]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger18=p2bodydist x<=60&&var(28)<3&&(p2stateno=200||p2stateno=300||p2stateno=400)
[State -1, Stand]
type = ChangeState
value =ifelse((p2stateno=200||p2stateno=300||p2stateno=400||(power>=3000&&frontedgebodydist<=70)||var(28)<3||p2bodydist x>100||fvar(33)>=2000000||var(33)>=2000000)&&(p2statetype!=A),730,740)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=(p2bodydist y+enemynear(Var(38)),vel y*ifelse((enemynear(Var(38)),vel y>0),20,18)<0 && p2bodydist x<=100)||p2statetype !=A
triggerall=p2bodydist x>=ifelse(p2statetype=A,0,-20) ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=150
;triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
triggerall=p2bodydist x<=100||fvar(12)<=999|| fvar(12)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(13)<=999|| fvar(13)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(14)<=999|| fvar(14)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(16)<=999|| fvar(16)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(17)<=999|| fvar(17)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(18)<=999|| fvar(18)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(19)<=999|| fvar(19)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=(fvar(33)<2000000 && var(33)<2000000)||p2statetype!=A
triggerall=0;fvar(34)<2000000 && var(34)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)=[-2,1]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)=[-2,1]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)=[-2,1]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,1]
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger18=p2bodydist x<=60&&var(28)<3&&(p2stateno=200||p2stateno=300||p2stateno=400)
[State -1, Stand]
type = ChangeState
value =ifelse(statetype=A,1310,107)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive ;&& (random<=500||p2statetype=A||p2bodydist x>=250||statetype =A)
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
;triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(38)),vel x<=0
;triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=250
triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(23)<=999||(fvar(23)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(30)<=999||(fvar(30)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger1=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=45
trigger2=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=45
trigger3=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=45
trigger4=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=45
trigger5=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=45
trigger6=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=45
trigger7=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger7= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=45
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<140,42,41);ifelse(statetype=A,1310,107)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive ;&& (random<=500||p2statetype=A||p2bodydist x>=250||statetype =A)
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(38)),vel x<=0
;triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=250
triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
triggerall=fvar(20)<=999||(fvar(20)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(21)<=999||(fvar(21)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(22)<=999||(fvar(22)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(23)<=999||(fvar(23)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000) - var(28)>=14
triggerall=fvar(30)<=999||(fvar(30)-(enemynear(Var(38)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)>=14
trigger1=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=30
trigger2=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=30
trigger3=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=30
trigger4=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=30
trigger5=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=30
trigger6=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=30
trigger7=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger7= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=30
[State -1, Stand]
type = ChangeState
value =730
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=250
triggerall=0;var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)=[-2,7]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)=[-2,7]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)=[-2,7]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,7]
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=34
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=34
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=34
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=34
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=34
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=34
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=34
[State -1, Stand]
type = ChangeState
value =ifelse(statetype=A,ifelse(random<=500,820,824),ifelse(p2bodydist x<3,800,810))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive ;&& (statetype !=A)
triggerall=((statetype!=A)&&(p2statetype!=A))||(statetype=A&&p2statetype=A)
TriggerAll = (statetype!=A)||P2BodyDist Y = [-40,40]
;triggerall=enemynear(Var(36)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52
;triggerall = p2movetype=A||(statetype=A&&p2movetype!=H)
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0
triggerall=p2bodydist x<13
triggerall=var(58)-((ceil(var(58)/100)-ifelse(var(58)-(ceil(var(58)/100)*100)<0,1,0))*100)=0
triggerall=fvar(36)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)!=[-2,1]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)!=[-2,1]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)!=[-2,1]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)!=[-2,1]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)!=[-2,1]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)!=[-2,1]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)!=[-2,1]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)!=[-2,1]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)!=[-2,1]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)!=[-2,1]
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger18=statetype=A||fvar(39)=-99999
trigger19=random<=100||p2movetype=A||enemynear(Var(36)),facing*facing>0||p2movetype=H
trigger19=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(36)),facing*facing>0||p2movetype=H||partner,life>0
trigger19=p2movetype!=A
[State -1, Stand]
type = ChangeState
value =750
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype =A)
triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=p2bodydist x>=ifelse(p2statetype=A,0,-20) ;&& enemynear(Var(38)),vel x<=0
triggerall=p2bodydist x<=300 && ((p2statetype=A && enemynear(Var(38)),vel y<0)||((p2statetype!=A) && p2bodydist x>=ifelse(p2statetype=S,80,100) && p2bodydist x+pos y*3.1=[-20,20]))
;triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
triggerall=p2bodydist x<=100||fvar(12)<=999|| fvar(12)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(13)<=999|| fvar(13)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(14)<=999|| fvar(14)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(16)<=999|| fvar(16)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(17)<=999|| fvar(17)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(18)<=999|| fvar(18)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
triggerall=p2bodydist x<=100||fvar(19)<=999|| fvar(19)-(enemynear(Var(38)),stateno*1000)!=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,5]
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,5]
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,5]
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,5]
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,5]
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,5]
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)=[-2,5]
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)=[-2,5]
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)=[-2,5]
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)=[-2,5]
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=24
[State -1, Stand]
type = ChangeState
value =750
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype =A)
triggerall=p2statetype!=A
;triggerall=enemynear(Var(36)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52
;triggerall = p2movetype=A||(statetype=A&&p2movetype!=H)
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0
triggerall=fvar(36)<2000000
trigger1=p2bodydist x<=300 && (p2bodydist x>=ifelse(p2statetype=S,80,100) && p2bodydist x+pos y*3.1=[-20,20])
trigger1=var(7)=1
[State -1, Stand]
type = ChangeState
value =3300
triggerall = !IsHelper
triggerall = var(59)
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||life<p2life
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=3000
TriggerAll = (p2statetype!=A)
;triggerall=enemynear(Var(36)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52
;triggerall = p2movetype=A||(statetype=A&&p2movetype!=H)
triggerall=p2bodydist x>=-20 ;&& enemynear(Var(36)),vel x<=0
triggerall=p2bodydist x<=300
triggerall=fvar(35)<2000000
trigger1=fvar(20)>999 && fvar(20)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(20)>999 && fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000) - var(28)>=1
trigger2=fvar(21)>999 && fvar(21)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(21)>999 && fvar(21)-((ceil(fvar(21)/1000)-ifelse(fvar(21)-(ceil(fvar(21)/1000)*1000)<0,1,0))*1000) - var(28)>=1
trigger3=fvar(22)>999 && fvar(22)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(22)>999 && fvar(22)-((ceil(fvar(22)/1000)-ifelse(fvar(22)-(ceil(fvar(22)/1000)*1000)<0,1,0))*1000) - var(28)>=1
trigger4=fvar(23)>999 && fvar(23)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(23)>999 && fvar(23)-((ceil(fvar(23)/1000)-ifelse(fvar(23)-(ceil(fvar(23)/1000)*1000)<0,1,0))*1000) - var(28)>=1
trigger5=fvar(24)>999 && fvar(24)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(24)>999 && fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000) - var(28)>=1
trigger6=fvar(25)>999 && fvar(25)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(25)>999 && fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000) - var(28)>=1
trigger7=fvar(26)>999 && fvar(26)-(enemynear(Var(38)),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) - var(28)>=1
trigger8=fvar(27)>999 && fvar(27)-(enemynear(Var(38)),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) - var(28)>=1
trigger9=fvar(28)>999 && fvar(28)-(enemynear(Var(38)),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) - var(28)>=1
trigger10=fvar(30)>999 && fvar(30)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(30)>999 && fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000) - var(28)>=1
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=16
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=16
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=16
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=16
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=16
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=16
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=16
trigger18=var(28)=3
[State -1, Stand]
type = ChangeState
value =1340
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(4)!=1
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(22)-((ceil(var(22)/1000)-ifelse(var(22)-(ceil(var(22)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype =A) && pos y=[-100,-70]
triggerall=enemynear(Var(38)),facing*facing<0
;triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall = p2movetype=A
triggerall=p2bodydist x>=100
triggerall=p2bodydist x<=300 && p2statetype!=A
;triggerall=var(58)-((ceil(var(58)/1000)-ifelse(var(58)-(ceil(var(58)/1000)*1000)<0,1,0))*1000)!=[100,199]
;triggerall=fvar(31)<2000000
trigger1=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1= fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger2=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2= fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger3=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3= fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger4=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4= fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger5=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5= fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger6=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6= fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger7=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger7= fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - var(28)>=24
trigger8 = var(7)=1
[State -1]
type = ChangeState
value = 1200
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 && power<3000
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=0;var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
;triggerall = var(11) <=1;||((pos y<-70||frontedgebodydist>80) && stateno = 651)
trigger1=p2movetype=H && p2stateno>=200 && p2statetype=A && frontedgebodydist<60 && enemynear(Var(38)),GethitVar(hitcount)<30
trigger1 = Movehit
trigger1 = stateno =200
[State -1]
type = ChangeState
value = ifelse(stateno=1300,ifelse(frontedgebodydist<60&&fvar(4)<2,1311,1320),1330)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
;triggerall = var(11) <=1;||((pos y<-70||frontedgebodydist>80) && stateno = 651)
triggerall=p2movetype=H && p2stateno>=200
trigger1 = stateno = 1300 && movecontact>5 && prevstateno=[650,655]
trigger2 = stateno = 1311 && prevstateno=1300
[State -1, h¶AoXg]
type = ChangeState
value = ifelse(stateno=740,1340,1350)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive && power>=1000
triggerall = statetype = A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = movehit && p2movetype=H && p2stateno>200
trigger1 = stateno = 1300 && movecontact>5 && p2statetype=A
trigger2 = stateno = 740 && movecontact>5
trigger2 = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<=ifelse(life>p2life,2,1)||p2life<ifelse((enemynear(Var(38)),GethitVar(hitcount)<15),100,50)
[State -1, GNXL
[V];Q[WxP
type = ChangeState
value = 3000
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive && power>=1000
triggerall = statetype = A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H && p2stateno>200 && (numhelper(1341)||numhelper(1351))
trigger1 = prevstateno=[200,1999]
trigger1 =stateno = [1330,1350]
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=210,211,210)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = var(1) && movehit && p2movetype=H && p2stateno>200
ttiggerall = ((stateno=430)&&p2bodydist x<80)||(stateno=210&&prevstateno=430)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life>=500,3,2)
trigger1=0;p2statetype=A
[State -1, Stand]
type = ChangeState
value =1220
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=50
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=211) && movehit;movehit && p2movetype=H && p2stateno>200
trigger1=0;p2movetype=H && p2stateno>200 && p2statetype=A
[State -1, Stand]
type = ChangeState
value =730
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2movetype=A
;triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1 = movetype=A && var(1)
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=1251||stateno=1242||(stateno=730&&(power<3000||frontedgebodydist>60)),3100,ifelse(power>=3000 && (statetype!=A),3200,3000))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<ifelse(life>=500,3,2)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
;triggerall = statetype != A
triggerall=p2bodydist x>=0;-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=power>=1000 && p2movetype=H && p2stateno>200
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1 = (stateno=740) && time>=10 && movehit && (var(7)=7||(prevstateno=[200,699])) && p2life<50
trigger2 = (stateno=730) && time>=40 && movehit && p2statetype=A &&(frontedgebodydist>50||var(58)>=1000000||power>=3000)
trigger3 = ((StateNo = 1251) && (Time = [52,120]))||(stateno=1242 && frontedgebodydist>180)
trigger4 = movehit && stateno=[1310,ifelse(var(58)>=1000000||(frontedgebodydist>80&&backedgebodydist>80),1319,1310)]
trigger5 = movehit && stateno=1321 && p2bodydist y<-10 ;&& p2bodydist x>=0
trigger6 = (StateNo = 753)
[State -1, Stand]
type = ChangeState
value =3200
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
;triggerall = statetype != A
triggerall=p2bodydist x>=-20;-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=power>=3000 && p2movetype=H && p2stateno>200
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1 = (stateno=200) && movehit && p2statetype=A && p2bodydist x<=50
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=1251||stateno=1242||(stateno=730&&(power<3000||frontedgebodydist>60)),3100,ifelse(power>=3000 && (statetype!=A),3200,3000))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3) && (var(58)>=1000000||(stateno=[730,739])||(stateno=[1310,1321])||(power<2000&&frontedgebodydist>=100&&stateno=1242)||stateno=1251);||(var(7)=15&&frontedgebodydist>100)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
;triggerall = statetype != A
triggerall=p2bodydist x>=0;-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=power>=1000 && p2movetype=H && p2stateno>200
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1 = movehit && stateno=1321 && (p2bodydist y>-70&&var(58)>=1000000&&enemynear(Var(38)),GethitVar(hitcount)<15&&frontedgebodydist >80&&backedgebodydist>80)
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=1251||stateno=1242||(stateno=730&&(power<3000||frontedgebodydist>60)),3100,ifelse(power>=3000 && (statetype!=A),3200,3100))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3) && (var(58)>=1000000||(stateno=[730,739])||(stateno=[1310,1321])||(power<2000&&frontedgebodydist>=100&&stateno=1242)||stateno=1251);||(var(7)=15&&frontedgebodydist>100)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
;triggerall = statetype != A
triggerall=p2bodydist x>=0;-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=power>=1000 && p2movetype=H && p2stateno>200
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1 = (stateno=740) && time>=10 && movehit && (var(7)=7||(prevstateno=[200,699])) && p2life<50
trigger2 = (stateno=730) && time>=40 && movehit && p2statetype=A &&(frontedgebodydist>50||var(58)>=1000000||power>=3000)
trigger3 = ((StateNo = 1251) && (Time = [52,120]))||stateno=1242
trigger4 = movehit && stateno=[1310,ifelse(var(58)>=1000000||(frontedgebodydist>70&&backedgebodydist>70),1319,1310)]
trigger5 = movehit && stateno=1321 && p2bodydist y<-10
[State -1, Stand]
type = ChangeState
value =41
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=6
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
;triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
;triggerall=p2bodydist x<=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall =stateno=1222 && time>8 && movehit && var(11) <=1
trigger1=p2movetype=H && p2stateno>200 && p2statetype=A
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x>40,ifelse(random<=999,740,1250),200)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A && p2statetype=A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=100 ;&& var(11) <=1
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=430)
trigger1=movehit
[State -1, Stand]
type = ChangeState
value =ifelse(random<=999,740,1250);ifelse(p2bodydist y<0,ifelse(random<=999,740,1250),430)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)=7
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A && p2statetype=A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
;triggerall=frontedgebodydist>100;&& var(11) <=1
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=200)
trigger1=movehit
[State -1, Stand]
type = ChangeState
value =ifelse(stateno = 1230,200,ifelse((p2bodydist x<=50)||(p2movetype!=H),ifelse((p2movetype!=H),740,430),100))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=(p2bodydist x<=50)||(p2movetype!=H)||stateno!=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1 = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52
trigger1=p2statetype=A && var(7)=7
trigger2=(p2statetype!=A) && var(7)=[8,11]
trigger2 = (stateno = 1230) && (moveHIT && time > 20)
[State -1]
type = ChangeState
value = 740
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30||movecontact||random<=ifelse(life<200,999,ifelse(life<500,100,50))
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*10<=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1=(p2movetype!=H)||(p2stateno=[120,159])
trigger1=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
trigger1 = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=p2statetype=A && (p2bodydist y<0) && p2bodydist y+enemynear(Var(38)),vel y*ifelse((enemynear(Var(38)),vel y>0),23,20)=[-100,0]
trigger1=p2bodydist x-enemynear(Var(38)),vel x*10>0 && enemynear(Var(38)),vel x>=0
trigger1=var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000
trigger1=var(58)-((ceil(var(58)/1000000)-ifelse(var(58)-(ceil(var(58)/1000000)*1000000)<0,1,0))*1000000)!=[200000,299999]
trigger2=(p2stateno=[5000,5059])||var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000
trigger2=var(1) && p2statetype=A && movecontact && ((p2stateno=[5000,5059])||(p2stateno=[120,159]))
trigger3=partner,life>0 && numenemy>1 && var(28)<2 && p2movetype=A
[State -1]
type = ChangeState
value = ifelse(p2movetype=H,750,1330)
triggerall = !IsHelper
triggerall = var(59)
;;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
;triggerall = var(11) <=1;||((pos y<-70||frontedgebodydist>80) && stateno = 651)
trigger1=p2movetype=H && p2stateno>=200
trigger1 = Movehit
trigger1 = stateno =1311
trigger2=p2movetype!=H
trigger2 = enemynear(Var(38)),animtime<-30 && stateno =1311 && pos y<-120 && p2bodydist x=[-10,0]
[State -1, Stand]
type = ChangeState
value =110
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=16
triggerall = var(11) <=1 && stateno!=[110,119]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && stateno!=[100,119]
triggerall = statetype = A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(var(7)=12)||p2bodydist x<=150;||(prevstateno=41 && var(7)=11 && frontedgebodydist<100)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52
triggerall=p2movetype=H && p2stateno>200 && p2statetype=A
trigger1 = var(7)!=16
trigger1=p2bodydist y=[ifelse(var(11)>0,-40,-80)+ifelse(vel y>0,20,0),60]
trigger2 = var(7)=16
trigger2=p2bodydist y=[0,60]
[State -1]
type = ChangeState
value = ifelse(var(11) <=1&&(stateno=821),45,ifelse(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4,1300,1320))
triggerall = !IsHelper
;triggerall = var(59)
;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && p2statetype=A
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
;triggerall = var(11) <=1;||((pos y<-70||frontedgebodydist>80) && stateno = 651)
trigger1=p2movetype=H && p2stateno>=200
trigger1 = Movehit && time > 6
trigger1 = (stateno = 651 && (time > 30) )||stateno=654;||(stateno=ifelse((var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999]),640,641))
trigger2 = time > 42
trigger2 = stateno = 821
trigger3=p2movetype=H && p2stateno>=200
trigger3 = Movehit && var(11)>1
trigger3 = (stateno = 641 && (time > 30) )||(stateno=640 && var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999])
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist y>0&&p2bodydist x<=50,630,640)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=110
trigger1=p2movetype=H && p2stateno>200 && p2statetype=A && ((var(7)=31&&p2bodydist x<=60)||p2bodydist y=[ifelse(var(11)>0,-20,-60),60])
[State -1, Stand]
type = ChangeState
value =1320
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && p2statetype=A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=100 && var(11) >1 && enemynear(Var(38)),GethitVar(hitcount)>=20
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=[630,651])
trigger1=0;movehit ;&& (p2bodydist y<-20||(stateno=640&&p2bodydist y<0))
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=630,ifelse(var(11) <=1,631,631),ifelse(stateno=631,ifelse(var(11)>=1,640,640),ifelse(stateno=640,ifelse(var(11) <=1,650,650),ifelse(stateno=641,650,651))))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<ifelse(life>=500,3,2)||var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && (p2statetype=A)
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=120 ;&& var(11) <=1
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=630)||(stateno=631&&time>20)||(stateno=640 &&(var(11)<=1||p2bodydist x<=50))||(stateno=641&&(time > 30)&&p2bodydist x<=40)||(stateno=650&&var(11) <=1)
trigger1=movehit
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=630,ifelse(var(11) <=1,631,631),ifelse(stateno=631,ifelse(var(11)>=1,640,640),ifelse(stateno=640,ifelse(var(11) <=1,641,641),ifelse(stateno=641,650,651))))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)&&var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && (p2statetype=A)
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=120 ;&& var(11) <=1
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=630)||(stateno=631&&time>20)||(stateno=640 &&(var(11)<=1||p2bodydist x<=50))||(stateno=641&&(time > 30)&&p2bodydist x<=40)||(stateno=650&&var(11) <=1)
trigger1=movehit
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=641,650,641)
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(7)!=[6,7]
;triggerall=var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && p2statetype!=A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=120 ;&& var(11) <=1
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=630)||(stateno=631&&time>20)||(stateno=640)||(stateno=641&&(time > 30)&&p2bodydist x<=50);||(stateno=650&&var(11) <=1)
trigger1=movehit
[State -1, Stand]
type = ChangeState
value =ifelse((p2statetype!=A),ifelse(stateno=650,1320,1300),1300)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && ((stateno!=650)||p2statetype=A)
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=80 ;&& var(11) <=1
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=630)||(stateno=631&&time>20)||(stateno=640 &&(var(11)<=1||p2bodydist x<=50))||(stateno=641&&(time > 30)&&p2bodydist x<=30)||(stateno=650&&var(11) <=1)||stateno=651
trigger1=movehit
trigger1=(stateno!=651)||time > 30||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<ifelse(life>=500,3,2)
[State -1, h¶ylg[V]
type = ChangeState
;value = ifelse(((random<=500||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3))&&(var(58)>=1000000||frontedgebodydist>=80))||(p2stateno<200||p2movetype!=H),1320,1311)
value = ifelse(((random<=500||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)))||(p2stateno<200||p2movetype!=H),1320,1311)
triggerall=var(59)
triggerall = p2movetype=H && p2stateno>200 && movehit
trigger1 = stateno = 1300 && movecontact>5
trigger1 = statetype = A
trigger2 = stateno = 740 && movecontact>5 && ((frontedgebodydist<80&&var(58)<1000000)||prevstateno=[200,699])
trigger2 = statetype = A
[State -1, h¶ylg[V]
type = ChangeState
value = 1311
triggerall=var(59)
triggerall = p2movetype=H && p2stateno>200 && movehit
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)
trigger1 = stateno = 740 && movecontact>5 && (var(58)<1000000)
trigger1 = 0;statetype = A
[State -1, h¶~lZX]
type = ChangeState
value = 1320
triggerall=var(59)=0
triggerall = 0;command = "z"
trigger1 = stateno = 1300 && movecontact>5
trigger1 = statetype = A
trigger2 = stateno = 740 && movecontact>5
trigger2 = statetype = A
[State -1, ~lZXÇ]
type = ChangeState
value = 1321
triggerall=var(59)
triggerall = 1;command = "z"
trigger1 = stateno = 1320 && movehit
trigger1 = statetype = A
trigger1 = time> 28
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=100,ifelse((enemynear(Var(38)),pos y>-80),ifelse(p2bodydist x>200&&(enemynear(Var(38)),vel x<=0),1000,52),740),100)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)=13
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && statetype!=A
triggerall=enemynear(Var(38)),pos y<=-80||stateno=100||(p2bodydist x>200&&(enemynear(Var(38)),vel x<=0))
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=enemynear(Var(38)),pos y>-80||p2bodydist x<=100||stateno!=100
[State -1, Stand]
type = ChangeState
value =ifelse(var(11) <=1&&(var(7)=14||frontedgebodydist<100)&&(stateno!=[110,119]),110,ifelse(var(7)=15 && power>=2000 && var(58)<1000000,3000,1310))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)
triggerall = stateno!=[110,115]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && statetype=A
triggerall=p2bodydist x>=-30
;triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100||(stateno=105 && time>=2)
trigger1=var(7)=[14,15]
trigger1=var(58)<1000000||(var(7)=15)
[State -1, Stand]
type = ChangeState
value =ifelse(p2life<50,1240,ifelse(var(7)=11||p2statetype=A,1220,1230))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=120
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=1200 && time>16) && movecontact;movehit && p2movetype=H && p2stateno>200
trigger1=1;p2movetype=H && p2stateno>200 && p2statetype=A
[State -1, Stand]
type = ChangeState
value =1200;ifelse(stateno=221&&frontedgebodydist<110&&var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3),700,1200)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = power<3000||var(7)!=11
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<ifelse(life>=500,3,2)||(var(7)!=11)||(frontedgebodydist>70)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=ifelse(var(7)=11&&(stateno=[220,221]),70,40)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = var(1) && movehit && p2movetype=H && p2stateno>200
ttiggerall = ((stateno!=200)&&(stateno!=430))||p2bodydist x>10
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<ifelse(life>=500,3,2)||(stateno>=ifelse(frontedgebodydist<110,221,220))||var(7)!=11
trigger1=p2statetype!=A
[State -1, h¶AoXg]
type = ChangeState
value = 1340
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
;triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1 = stateno = 740 && movecontact>5 && (p2stateno<200||p2movetype!=H)
trigger1 = statetype = A
[State -1, GNXL
[V];Q[WxP
type = ChangeState
value = ifelse(stateno=1340&&(p2bodydist y>=0 && p2bodydist x-p2bodydist y=[-40,40]),3000,3100)
triggerall = !IsHelper
triggerall = var(59)
triggerall = power>=1000
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>2
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
;triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (helper(1341),movehit||helper(1351),movehit) && p2movetype=H && p2stateno>200
trigger1 =stateno = 1350
trigger2 =stateno=1340 && ((pos y>-50 && p2statetype!=A)||(p2bodydist y=[-40,40])||(p2bodydist y>=0 && p2bodydist x-p2bodydist y=[-40,40]))
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=430,ifelse(p2bodydist x<=40&&(p2statetype!=A),430,440),ifelse(movehit && p2movetype=H && p2stateno>200 && power>=1000 && random<=500,201,ifelse(p2statetype=A||p2bodydist x>40,210,430)))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(movehit && p2movetype=H)||(p2bodydist x<=40&&p2statetype!=A);||stateno=430
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (power<3000||p2statetype=A)
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=200||(stateno=430&&(p2bodydist x<=40||random<=500))) && movecontact;movehit && p2movetype=H && p2stateno>200
trigger1=((p2movetype!=H)||p2stateno<200) && p2statetype!=A
[State -1, Stand]
type = ChangeState
value =ifelse(stateno=430,440,210)
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(movehit && p2movetype=H)||stateno!=430
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=110
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=200||stateno=430||stateno=440) && movecontact;movehit && p2movetype=H && p2stateno>200
trigger1=1;p2movetype=H && p2stateno>200 && p2statetype=A
[State -1, Stand]
type = ChangeState
value =3200
triggerall = !IsHelper
triggerall = var(59)
triggerall = power>=3000
triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<4||p2life<=300
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<ifelse(life>=500,3,2)||(stateno=221&&movehit&&var(7)=11&&frontedgebodydist>=80)||(stateno=221&&movehit&&frontedgebodydist<80)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=ifelse((stateno=221&&movehit&&var(7)=11&&frontedgebodydist>=80)||(stateno=221&&movehit&&frontedgebodydist<80),90,60)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno = 211&&movehit)||(stateno=221&&movehit&&var(7)=11&&frontedgebodydist>=80)||(stateno=221&&movehit&&frontedgebodydist<80)
trigger1=p2movetype=H && p2stateno>200 && movehit && p2statetype!=A
[State -1, Stand]
type = ChangeState
value =211
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=ifelse(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3)||life<300,150,100)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno=210&&movecontact && time > 11);||(stateno=440&& time > 22)) && movecontact;movehit && p2movetype=H && p2stateno>200
trigger1=p2movetype=H && p2stateno>200 && movehit
[State -1, Stand]
type = ChangeState
value =221
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = (stateno = 220&&movehit)||(stateno = 220&&moveguarded&&time>13)
trigger1=p2movetype=H && p2stateno>200 && movehit
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x>100,ifelse(p2bodydist x>120,1000,ifelse((stateno=[220,221]),1250,1240)),ifelse(stateno=440,ifelse((movehit && p2movetype=H && p2stateno>200)||random<=500,210,450),211))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(movehit && p2movetype=H)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=ifelse(movehit && p2movetype=H && p2stateno>200,200,100)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = ((stateno=210&&movecontact && time > 11)||(stateno=440&& time > 22)) && movecontact;movehit && p2movetype=H && p2stateno>200
trigger1=1;p2movetype=H && p2stateno>200 && p2statetype=A
[State -1, Stand]
type = ChangeState
value =700
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<500,2,3) && random<=500 ;&& (frontedgebodydist<=70)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
;triggerall=p2bodydist x<=0
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = movehit && (stateno=220) && time>17 && p2bodydist x<=80
trigger1=p2movetype=H && p2stateno>200
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x>100,ifelse(p2bodydist x>120,1000,ifelse((stateno=[430,440]),1240,1250)),ifelse(stateno=220,221,220))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(movehit && p2movetype=H);||stateno!=430
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=ifelse(movehit && p2movetype=H && p2stateno>200,200,70)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
;;triggerall = (stateno= 210&&((movehit && time > 14)||(moveguarded && time > 17)))||(stateno=430&&movecontact&&time>1)||(stateno=230&&time>6)||(stateno=211&&movecontact&&time>11)||(stateno = 220&&movecontact&&time>17)
triggerall = (stateno= 210 &&(movecontact && time > 5))||(stateno=430&&movecontact&&time>1)||(stateno=230&&time>6)||(stateno=211&&movecontact&&time>11)||(stateno = 220&&movecontact&&time>17)
trigger1=1;p2movetype=H && p2stateno>200 && p2statetype=A
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x>120,1000,ifelse((stateno=[220,221]),ifelse(p2bodydist x<=60,1200,1250),1240))
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
;triggerall=p2bodydist x<=0
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall = movehit && (stateno=221||stateno=250)
trigger1=p2movetype=H && p2stateno>200
[State -1, ãR1]
type = ChangeState
value = 201
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(7)!=[6,7]
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1 = (stateno = 200)
trigger1 = movecontact
[State -1, ãR2]
type = ChangeState
value = 203
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1 = (stateno = 201)
trigger1 = movecontact
trigger1 = time > 18
[State -1, ãR3]
type = ChangeState
value = 205
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1 = (stateno = 203)
trigger1 = movecontact
trigger1 = time > 12
[State -1, ãR4]
type = ChangeState
value = 1260
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
trigger1 = (stateno = 205)
trigger1 = movecontact
trigger1 = time > 15
[State -1, ãR5]
type = ChangeState
value = 3000
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(9)-((ceil(var(9)/1000)-ifelse(var(9)-(ceil(var(9)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x<=80
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall = power >= 1000
trigger1 = (stateno = 1261)
trigger1 = time > 44
[State -1]
type = ChangeState
value = 110
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive && stateno!=[110,119]
triggerall = statetype = A && var(11)<=1
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=p2bodydist x<=100 && pos y<=-50;random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
;trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1, Stand]
type = ChangeState
value =ifelse((enemynear(Var(38)),vel x>=2 && p2stateno !=[5100,5110]),ifelse(frontedgebodydist>100,41,105),ifelse(backedgebodydist<40,41,105))
triggerall = !IsHelper
triggerall = var(59)
triggerall = numProjID(1002)=0
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
;triggerall=p2bodydist x>=100
triggerall=(p2statetype!=A)||p2stateno=[5100,5110]
;Triggerall = var(38) < 3 && time > 5 && time < 15
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1=p2bodydist x<=40
trigger1=enemynear(Var(38)),vel x>=0||p2stateno=[5100,5110]
trigger2=enemynear(Var(38)),vel x>=2 && p2stateno !=[5100,5110]
trigger2=p2bodydist x-enemynear(Var(38)),vel x*10<=60
[State -1, Stand]
type = ChangeState
value =1020
triggerall = !IsHelper
triggerall = var(59)
triggerall = numProjID(1002)=0
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x>=100
;Triggerall = var(38) < 3 && time > 5 && time < 15
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000||enemynear(Var(38)),facing*facing>0||p2bodydist x-enemynear(Var(38)),vel x*20>150
triggerall=partner,life>0
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1=var(30)<1000||var(30)>3000
trigger1=enemynear(Var(38)),vel x<=0||p2stateno=[5100,5110]
trigger1=var(30)-(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000))*1000>40000||p2bodydist x>200
trigger2=var(30)<1000||var(30)>3000
trigger2=var(7)=30 && p2bodydist x>150
trigger3=(enemynear(Var(38)),facing*facing>0||p2bodydist x-enemynear(Var(38)),vel x*20>150) && (p2bodydist y>-60||p2statetype!=A)
trigger3=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse((partner,movetype=H),10,ifelse((partner,movetype=H||life>p2life),20,30))
trigger4=(p2bodydist x-enemynear(Var(38)),vel x*20>150) && (p2bodydist y>-60||p2statetype!=A)
trigger4=random<=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)
[State -1, Stand]
type = ChangeState
value =1020;ifelse(random<=500,1000,1010)
triggerall = !IsHelper
triggerall = var(59)
triggerall = numProjID(1002)=0
triggerall = RoundState = 2 && Alive && random<=500
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x>=100
;Triggerall = var(38) < 3 && time > 5 && time < 15
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1=var(30)<1000||var(30)>3000
trigger1=enemynear(Var(38)),vel x<=0||p2stateno=[5100,5110]
trigger1=var(30)-(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000))*1000<=60000
trigger1=var(30)-(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000))*1000>40000||p2bodydist x>200
trigger2=var(30)<1000||var(30)>3000
trigger2=var(7)=30 && frontedgebodydist>100
[State -1, Stand]
type = ChangeState
value =ifelse(random<=500&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20,1010,1000)
triggerall = !IsHelper
triggerall = var(59)
triggerall = numProjID(1002)=0
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x>=100
;Triggerall = var(38) < 3 && time > 5 && time < 15
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1=var(30)<1000||var(30)>3000
trigger1=enemynear(Var(38)),vel x<=0||p2stateno=[5100,5110]
trigger1=var(30)-(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000))*1000>40000||p2bodydist x>200
trigger2=var(30)<1000||var(30)>3000
trigger2=var(7)=30 && frontedgebodydist>100
[State -1, Stand]
type = ChangeState
value =43
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x<100
;Triggerall = var(38) < 3 && time > 5 && time < 15
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1=var(30)<1000||var(30)>3000
trigger1=enemynear(Var(38)),vel x<=0||p2stateno=[5100,5110]
trigger1=var(30)-(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000))*1000>30000
trigger2=var(30)<1000||var(30)>3000
trigger2=var(7)=30
[State -1]
type = ChangeState
value=740
triggerall = !ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>0
triggerall=p2bodydist x<100
triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 100)
trigger1 =(fvar(3)>0 && fvar(3)=p2stateno)||(fvar(1)>0 && fvar(1)=p2stateno)||(fvar(2)>0 && fvar(2)=p2stateno)
[State -1]
type = ChangeState
value = 115
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && var(11)<=1 &&(stateno!=115) && (prevstateno!=115)
triggerall=p2statetype!=A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x=[-100,-30]
triggerall=pos y<-60
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=1;random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
[State -1]
type = ChangeState
value = ifelse(pos y<-60&&vel y<0,115,110)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && var(11)<=1 && stateno!=[110,119]
triggerall=p2statetype!=A
triggerall=pos y>=-60||backedgebodydist>100
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=200
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=vel y<0 && pos y<=-10;random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
;trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = ifelse(p2bodydist x<=20&&random<=500,200,430)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype!=A
triggerall=var(57)-((ceil(var(57)/10)-ifelse(var(57)-(ceil(var(57)/10)*10)<0,1,0))*10)=0||numpartner
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=60+ifelse(stateno=100&&time>=10,40,0)
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,50,100)||stateno=100||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||stateno=100||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = ifelse(p2bodydist x<=70 && random<=500,42,108)
triggerall = !IsHelper
triggerall = var(59)
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,500,250)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype!=A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = 109
triggerall = !IsHelper
triggerall = var(59)
triggerall = numProjID(1002)=0||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20;||random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,500,250)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype!=A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=100 && p2bodydist x<300
triggerall=p2bodydist x-enemynear(Var(38)),vel x*30>=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,50,100);||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000;||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = 41
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype!=A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2=[100,200]
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = 210
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype!=A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2=[60,120]
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,25,50)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = ifelse(random<=350,440,ifelse(random<=700,220,450))
triggerall = !IsHelper
triggerall = var(59) && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype!=A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2=[70,100]
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
;trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = ifelse(random<=500,440,220)
triggerall = !IsHelper
triggerall = var(59) && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2statetype!=A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2=[70,100]
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
;trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = 650
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype= A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
;triggerall=(p2movetype!=H)||(p2stateno=[120,159])
;triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100||stateno=110
trigger1=prevstateno=42||var(7)=32;random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
;trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = ifelse(p2bodydist y<-40,651,ifelse(p2bodydist x<=50,630,640))
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype= A
triggerall=p2statetype=A && p2bodydist y=[-40,40]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
;triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=1;random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
;trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = ifelse(p2bodydist x<=120 && (p2bodydist y=[-100,60]),1320,1310)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype= A
triggerall=p2statetype=A && enemynear(Var(38)),pos y+enemynear(Var(38)),vel y*20<0 && enemynear(Var(38)),pos y<=-60
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x>=-10
;triggerall=p2bodydist x-enemynear(Var(38)),vel x*2<=100
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(p2movetype!=H)||(p2stateno=[120,159])
;triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=p2bodydist x<=120 && (p2bodydist y=[-100,60]);random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,50,100)||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H
;trigger1=var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000||p2movetype=A||enemynear(Var(38)),facing*facing>0||p2movetype=H||partner,life>0
[State -1]
type = ChangeState
value = 1330
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && pos y<-70
triggerall=(p2stateno=[5100,5199])||(enemynear(Var(38)),vel x=0&&p2statetype!=A)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x=[-30,0]
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno =[5100,5150]
trigger1=var(30)<1000||var(30)-(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000))*1000<30000
trigger2=(p2movetype!=H)||(p2stateno=[120,159])
trigger2=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
[State -1]
type = ChangeState
value = 1340
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && pos y=[-100,-20]
triggerall=(p2stateno=[5100,5199])||(enemynear(Var(38)),vel x=0&&p2statetype!=A)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(41)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0
triggerall=p2bodydist x=[100,ifelse(pos y>=-60,150,250)]
triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||p2movetype=H
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||stateno = 52||stateno=100
trigger1=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||p2stateno =[5100,5150]
trigger1=var(30)<1000||var(30)-(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000))*1000<30000
;trigger2=(p2movetype!=H)||(p2stateno=[120,159])
;trigger2=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000) >=50000||var(4)!=1
triggerall=stateno!=[1110,1119]
triggerall = RoundState = 2 && Alive
triggerall=Var(9) <100000
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=100)||(StateNo =101))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=numenemy=1
;triggerall=statetype !=A
triggerall=inguarddist=0 ;&& helper(218),inguarddist=0
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)>=1
trigger1=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<99
value = ifelse(statetype=A,132,ifelse((enemynear(Var(38)),stateType = A)||(var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)=[1,9]),130,131))
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000) >=50000||var(4)!=1
triggerall=stateno!=[1110,1119]
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=100)||(StateNo =101))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=statetype !=A
triggerall=Var(9) <100000
triggerall=inguarddist||helper(218),inguarddist
trigger1=enemynear(Var(38)),MoveType = A
trigger1=enemynear(Var(38)),statetype=A
trigger2=enemynear(Var(38)),MoveType = A
trigger2=(fvar(38)>0 && fvar(38)=p2stateno)||(fvar(37)>0 && fvar(37)=p2stateno)
value = 130
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000) >=50000||var(4)!=1
triggerall=stateno!=[1110,1119]
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=100)||(StateNo =101))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall=statetype!=A
triggerall=Var(9) <100000
triggerall=inguarddist||helper(218),inguarddist
triggerall=(enemynear(Var(38)),MoveType != A)||(fvar(37)<=0 || fvar(37) !=p2stateno)
triggerall=(enemynear(Var(38)),MoveType != A)||(fvar(38)<=0 || fvar(38) !=p2stateno)
trigger1=enemynear(Var(38)),statetype !=A
trigger1=enemynear(Var(38)),MoveType = A
trigger2=enemynear(Var(38)),movetype !=A
value = 131
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = var(58)-((ceil(var(58)/100000)-ifelse(var(58)-(ceil(var(58)/100000)*100000)<0,1,0))*100000) >=50000||var(4)!=1
triggerall=stateno!=[1110,1119]
triggerall = RoundState = 2 && Alive
triggerall = StateNo != [120, 159]
triggerall = StateNo != 102
triggerall=inguarddist||helper(218),inguarddist
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149]))
triggerall=statetype=A
triggerall=Var(9) <100000
trigger1=1
value = 132
[State -1, Stand1]
type = ChangeState
value =ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(7)=13||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,24,100);22
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive && (var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000||stateno=25);&& (var(31) >= 5000||(p2movetype=H&&p2stateno>200))
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[22,25]))||((time>=10) && stateno=25)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0 && p2bodydist x>=80)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
trigger1 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
trigger1=p2bodydist x>=ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,20);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
trigger2 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
trigger2=p2bodydist x>=ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,50);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
[State -1, Stand1]
type = ChangeState
value =25
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive && (var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000||stateno=24);&& (var(31) >= 5000||(p2movetype=H&&p2stateno>200))
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[22,25]))||((time>=10) && stateno=24)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0 && p2bodydist x>=80)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
trigger1 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
trigger1=p2bodydist x<ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,20);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
trigger2 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
trigger2=p2bodydist x<ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,50);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
[State -1, Stand1]
type = ChangeState
value =ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(7)=13||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,22,100);22
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive ;&& (var(31) >= 5000||(p2movetype=H&&p2stateno>200))
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[22,25]))||((time>=10) && stateno=23)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0 && p2bodydist x>=80)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
trigger1 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
trigger1=p2bodydist x>=ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,20);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
trigger2 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
trigger2=p2bodydist x>=ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,50);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
[State -1, Stand1]
type = ChangeState
value =23
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive ;&& (var(31) >= 5000||(p2movetype=H&&p2stateno>200))
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[22,25]))||((time>=10) && stateno=22)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0 && p2bodydist x>=80)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
trigger1 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
trigger1=p2bodydist x<ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,20);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
trigger2 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
trigger2=p2bodydist x<ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,50);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
[State -1, Stand]
type = ChangeState
value = 0
triggerall = !IsHelper
triggerall = (var(59) !=0)||stateno=[22,25]
;triggerall = RoundState = 2 && Alive
triggerall = statetype != A
trigger1=(time>=10 && stateno=[20,25]);||(stateno=[100,101])
trigger1 = RoundState != 2
trigger2=(stateno=[22,25]);||(stateno=[100,101])
trigger2 = p2bodydist x<-20
ctrl=1
[State -1, Stand1]
type = ChangeState
value =100;ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(7)=13||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,22,100);22
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive ;&& (var(31) >= 5000||(p2movetype=H&&p2stateno>200))
triggerall = statetype != A
triggerall=(stateno=22||stateno=24) && (time>=10||(p2movetype=H&&p2stateno>200))
triggerall=var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)<=0&&(var(7)!=13)&&var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||Var(9)>=100000||(partner,life>0 && facing*enemynear(Var(38)),facing>0 && p2bodydist x>=80)
triggerall=var(22)-((ceil(var(22)/100)-ifelse(var(22)-(ceil(var(22)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
trigger1 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
trigger1=p2bodydist x>=ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,20);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
trigger2 = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
trigger2=p2bodydist x>=ifelse(var(30)-((ceil(var(30)/1000)-ifelse(var(30)-(ceil(var(30)/1000)*1000)<0,1,0))*1000)>0||var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)>=2000,100,50);+ifelse(var(58)-((ceil(var(58)/10000)-ifelse(var(58)-(ceil(var(58)/10000)*10000)<0,1,0))*10000)<2000,0,100)
[State -2]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall=time=0
triggerall = RoundState = 2 && Alive
trigger1=stateno=[5200,5210]
trigger1=numpartner=0
value =5050
[State -1]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive
trigger1=stateno=20
trigger2=stateno=40
trigger3=0;stateno=45
trigger4=stateno=10
value = ifelse(stateno=45,ifelse(vel y >=0,51,50),22)
ctrl=1
[State -1]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)!=0
triggerall=stateno=[20,23]
trigger1=roundstate !=2
trigger2=p2bodydist x<-10
value =0
ctrl=1
;---------------------------------------------------------------------------
;Airborne dash
[State -1, Airborne dash]
type = ChangeState
value = 1300;ifelse(random<=350,651,ifelse(random<=700,641,631));ifelse(random<=350,3000,ifelse(random<=700,3200,3100));ifelse(random<=500,4005,4000);ifelse(random<=250,3500,ifelse(random<=500,4000,ifelse(random<=750,4005,4500)))
Triggerall = !var(59)
Triggerall = alive
;Triggerall = statetype != A
trigger1=ctrl
Trigger1 =0;command = "FF"
;==============================================================================
; ´KEZ
;==============================================================================
;------------------------------------------------------------------------------
[State -1, GNXL
[V];Q[WxP
type = ChangeState
value = 3000
triggerall=var(59)=0
triggerall = command = "gyakuhadoxy"
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3500]
trigger2 = movecontact
trigger3 = (StateNo = 1251) && (Time = [52,120])
trigger4 = stateno = [600,1500]
trigger4 = movecontact
trigger5 =stateno = [1000,1020]
trigger6 = (StateNo = 1261) && (Time = [52,120])
trigger7 = (StateNo = 753)
trigger8 = stateno=102
trigger9 =stateno = [1330,1350]
[State -1, OERXUEto[Xg];Q[WxP
type = ChangeState
value = 3100
triggerall=var(59)=0
triggerall = command = "hado_xy"
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3500]
trigger2 = movecontact
trigger3 = (StateNo = 1251) && (Time = [52,120])
trigger4 = stateno = [600,1500]
trigger4 = movecontact
trigger5 =stateno = [1000,1020]
trigger6 = stateno = 1242
trigger7 = (StateNo = 1261) && (Time = [52,120])
trigger8 = (StateNo = 753)
trigger9 =stateno = [1330,1350]
[State -1, X[^[EA[];Q[Wx3
type = ChangeState
value = 3200
triggerall=var(59)=0
triggerall = command = "c"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3500]
trigger2 = movecontact
trigger3 = (StateNo = 1251) && (Time = [52,120])
trigger4 = stateno = [600,1500]
trigger4 = movecontact
trigger5 =stateno = [1000,1020]
trigger6 = (StateNo = 1261) && (Time = [52,120])
trigger7 = (StateNo = 753)
trigger8 = stateno=102
[State -1, AObVlX];Q[Wx3
type = ChangeState
value = 3300
triggerall=var(59)=0
triggerall = command = "b"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3500]
trigger2 = movecontact
trigger3 = (StateNo = 1251) && (Time = [52,120])
trigger4 = stateno = [600,1500]
trigger4 = movecontact
trigger5 =stateno = [1000,1020]
trigger6 = (StateNo = 1261) && (Time = [52,120])
trigger7 = (StateNo = 753)
trigger8 = stateno=102
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;==============================================================================
; KEZ
;==============================================================================
;------------------------------------------------------------------------------
[State -1];KEZ̶ðZbg
type = VarSet
trigger1 = 1
var(1) = 0
[State -1];KEZ̶ðð`FbN
type = VarSet
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 450
trigger2 = movecontact
var(1) = 1
;------------------------------------------------------------------------------
[State -1, tFAEF]
type = ChangeState
value = 1250
triggerall=var(59)=0
triggerall = command = "gyakuyoga"
trigger1 = statetype != A
trigger1 = var(1)
trigger2 = stateno = 102
[State -1, OERX2(ÑÊ)]
type = ChangeState
value = 1020
triggerall=var(59)=0
triggerall = command = "hado_z"
triggerall = numProjID(1002)=0
trigger1 = statetype != A
trigger1 = var(1)
[State -1, OERX2(§¿)]
type = ChangeState
value = 1000
triggerall=var(59)=0
triggerall = command = "hado_x"
triggerall = numProjID(1002)=0
trigger1 = statetype != A
trigger1 = var(1)
[State -1, OERX2(µáªÝ)]
type = ChangeState
value = 1010
triggerall=var(59)=0
triggerall = command = "hado_y"
triggerall = numProjID(1002)=0
trigger1 = statetype != A
trigger1 = var(1)
trigger2 = stateno = 102
[State -1, hbMOXpCN]
type = ChangeState
value = 1230
triggerall=var(59)=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = (stateno = 1200) && time > 16
trigger1 = statetype != A
[State -1, ATgXpCN]
type = ChangeState
value = 1220
triggerall=var(59)=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = (stateno = 1200) && time > 16
trigger1 = statetype != A
[State -1, WO[]
type = ChangeState
value = 1240
triggerall=var(59)=0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = (stateno = 1200) && time > 16
trigger1 = statetype != A
[State -1, OhVFCJ[]
type = ChangeState
value = 1200
triggerall=var(59)=0
triggerall = command = "gyakuhado"
trigger1 = var(1)
trigger1 = statetype != A
trigger2 = (stateno = 52)
[State -1, CpNguCNàÇ«]
type = ChangeState
value = 700
triggerall=var(59)=0
triggerall = command = "back_a"
trigger1 = var(1)
trigger1 = statetype != A
trigger2 = (stateno = 52)
[State -1, CpNgXLàÇ«2]
type = ChangeState
value = 740
triggerall=var(59)=0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = var(1)
trigger1 = statetype != A
trigger2 = (stateno = 52)
[State -1, CpNgXLàÇ«2]
type = ChangeState
value = 740
triggerall=var(59)=0
triggerall = command = "a"
trigger1 = stateno=102
[State -1, CpNgXLàÇ«]
type = ChangeState
value = 730
triggerall=var(59)=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = var(1)
trigger1 = statetype != A
trigger2 = (stateno = 52)
;------------------------------------------------------------------------------
; óKEZ
[State -1];KEZ̶ðZbg
type = VarSet
trigger1 = 1
var(1) = 0
[State -1];KEZ̶ðð`FbN
type = VarSet
trigger1 = ctrl
trigger1 = statetype = A
trigger2 = (stateno = [600,699])
trigger2 = stateno != 450
trigger2 = movecontact
trigger3 = stateno = 1311
var(1) = 1
;------------------------------------------------------------------------------
[State -1, }hOX[]
type = ChangeState
value = 1300
triggerall=var(59)=0
triggerall = command = "gyakuhado_x"
trigger1 = var(1)
trigger1 = statetype = A
[State -1, h¶ylg[V]
type = ChangeState
value = 1311
triggerall=var(59)=0
triggerall = command = "y"
trigger1 = stateno = 1300 && movecontact>5
trigger1 = statetype = A
trigger2 = stateno = 740 && movecontact>5
trigger2 = statetype = A
[State -1, ylg[V]
type = ChangeState
value = 1310
triggerall=var(59)=0
triggerall = command = "gyakuhado_y"
triggerall = stateno != 1311
trigger1 = var(1)
trigger1 = statetype = A
trigger2 = stateno = 1242
[State -1, h¶~lZX]
type = ChangeState
value = 1320
triggerall=var(59)=0
triggerall = command = "z"
trigger1 = stateno = 1300 && movecontact>5
trigger1 = statetype = A
trigger2 = stateno = 740 && movecontact>5
trigger2 = statetype = A
[State -1, ~lZX]
type = ChangeState
value = 1320
triggerall=var(59)=0
triggerall = command = "gyakuhado_z"
trigger1 = var(1)
trigger1 = statetype = A
trigger2 = stateno = 1300 && movecontact
[State -1, ~lZXÇ]
type = ChangeState
value = 1321
triggerall=var(59)=0
triggerall = command = "z"
trigger1 = stateno = 1320 && movehit
trigger1 = statetype = A
trigger1 = time> 28
[State -1, h¶AoXg]
type = ChangeState
value = 1340
triggerall=var(59)=0
triggerall = command = "x"
trigger1 = stateno = 740 && movecontact>5
trigger1 = statetype = A
[State -1, h¶AoXg]
type = ChangeState
value = 1350
triggerall=var(59)=0
triggerall = command = "x"
trigger1 = stateno = 1300 && movecontact>5
trigger1 = statetype = A
[State -1, AoXg]
type = ChangeState
value = 1330
triggerall=var(59)=0
triggerall = command = "hado_x"
trigger1 = var(1)
trigger1 = statetype = A
[State -1, AoXg]
type = ChangeState
value = 1340
triggerall=var(59)=0
triggerall = command = "hado_y"
trigger1 = var(1)
trigger1 = statetype = A
[State -1, AoXg]
type = ChangeState
value = 1350
triggerall=var(59)=0
triggerall = command = "hado_z"
trigger1 = var(1)
trigger1 = statetype = A
[State -1, CpNgXLàÇ«]
type = ChangeState
value = 750
triggerall=var(59)=0
triggerall = command = "a"
trigger1 = var(1)
trigger1 = statetype = A
;===========================================================================
;R}hÀsªiDæÊª¢àÌðæÉ\Lj
;===========================================================================
;---------------------------------------------------------------------------
;Oû_bV
[State -1]
type = ChangeState
value = 100
triggerall=var(59)=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;obNXebv
[State -1]
type = ChangeState
value = 105
triggerall=var(59)=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;µáªÝ_bV
[State -1]
type = ChangeState
value = 102
triggerall=var(59)=0
triggerall = command = "DFDF"
trigger1 = statetype =C
trigger1 = stateno != 102
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;µáªÝ_bV
[State -1]
type = ChangeState
value = 102
triggerall=var(59)=0
triggerall = command = "DFDF"
trigger1 = statetype =S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
[State -1, airrun]
type = ChangeState
value = 110
triggerall=var(59)=0
triggerall = command = "UFF"
triggerall = statetype = A
triggerall = var(11) <=1
trigger1 = ctrl
trigger1 = stateno != 110
trigger1 =(stateno != [600,699])
trigger2 = stateno = 115 && time >=50
[State -1, airrun]
type = ChangeState
value = 110
triggerall=var(59)=0
triggerall = command = "FF"
triggerall = statetype = A
triggerall = var(11) <=1
trigger1 = ctrl
trigger1 = stateno != 110
trigger1 =(stateno != [600,699])
trigger2 = stateno = 115 && time >=50
;---------------------------------------------------------------------------
[State -1, airrun]
type = ChangeState
value = 115
triggerall=var(59)=0
triggerall = command = "UBB"
triggerall = statetype = A
triggerall = var(11) <=1
trigger1 = ctrl
trigger1 = stateno != 115
trigger1 =(stateno != [600,699])
trigger1 = stateno != 110
[State -1, airrun]
type = ChangeState
value = 115
triggerall=var(59)=0
triggerall = command = "BB"
triggerall = statetype = A
triggerall = var(11) <=1
trigger1 = ctrl
trigger1 = stateno != 115
trigger1 =(stateno != [600,699])
trigger1 = stateno != 110
;---------------------------------------------------------------------------
; GAWv
[State -1]
type = ChangeState
value = 40
triggerall=var(59)=0
triggerall = (command = "u") || (command = "uu")
triggerall = var(11) <=1
;triggerall = command = "holddown"
trigger1 = Movehit && time > 8
trigger1 = stateno = 1222
[State -1]
type = ChangeState
value = 45
triggerall=var(59)=0
triggerall = (command = "u") || (command = "uu")
triggerall = var(11) <=1
;triggerall = command = "holddown"
trigger1 = time > 42
trigger1 = stateno = 821
;===========================================================================
;@ÊíZ
;===========================================================================
;;-------------------------------------------------------------
[State -1, O°Z]
type = ChangeState
value = 800
triggerall=var(59)=0
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
[State -1, ãë°Z]
type = ChangeState
value = 810
triggerall=var(59)=0
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdback"
trigger1 = p2bodydist X < 13
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
[State -1, ó°Z]
type = ChangeState
value = 820
triggerall=var(59)=0
triggerall = command = "z"
triggerall = statetype = A
triggerall = ctrl
triggerall = stateno != 110
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 13
trigger1 = (p2statetype = A)
trigger1 = p2movetype != H
[State -1, óãë°Z]
type = ChangeState
value = 824
triggerall=var(59)=0
triggerall = command = "z"
triggerall = statetype = A
triggerall = ctrl
triggerall = stateno != 110
trigger1 = command = "holdback"
trigger1 = p2bodydist X < 13
trigger1 = (p2statetype = A)
trigger1 = p2movetype != H
;-------------------------------------------------------------
[State -1, §¿ã]
type = ChangeState
value = 200
triggerall=var(59)=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 6
trigger3 = (stateno = 52) || (stateno = 430) && (movecontact)
trigger4 = (stateno = 1230) && (moveHIT && time > 20)
[State -1, ãR1]
type = ChangeState
value = 201
triggerall=var(59)=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = (stateno = 200)
trigger1 = movecontact
[State -1, ãR2]
type = ChangeState
value = 203
triggerall=var(59)=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = (stateno = 201)
trigger1 = movecontact
trigger1 = time > 18
[State -1, ãR3]
type = ChangeState
value = 205
triggerall=var(59)=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = (stateno = 203)
trigger1 = movecontact
trigger1 = time > 12
[State -1, ãR4]
type = ChangeState
value = 1260
triggerall=var(59)=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = (stateno = 205)
trigger1 = movecontact
trigger1 = time > 15
[State -1, ãR5]
type = ChangeState
value = 3000
triggerall=var(59)=0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = power >= 1000
trigger1 = (stateno = 1261)
trigger1 = time > 44
[State -1, §¿]
type = ChangeState
value = 210
triggerall=var(59)=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 52) ||(stateno = 200) && time > 5 || (stateno = 440) && time > 22
trigger3 = (stateno = 230) && time > 6 || ((stateno = 201) && (movecontact && time > 20) )|| ((stateno = 203) && (movecontact && time > 15) )
[State -1, §¿2]
type = ChangeState
value = 211
triggerall=var(59)=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = (stateno = 210)
trigger1 = movecontact && time > 11
trigger2 = (stateno = 210)
trigger2 = moveguarded && time > 11
[State -1, §¿]
type = ChangeState
value = 220
triggerall=var(59)=0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 =(stateno = 52) || ((stateno = 210) &&(movecontact && time > 5)) || ((stateno = 430) && (movecontact && time > 1) )
trigger3 = (stateno = 230) && time > 6
trigger4 = movecontact >=1
trigger4 = ((stateno = 211) &&(movecontact <=10 && time > 20))
[State -1, §¿2]
type = ChangeState
value = 221
triggerall=var(59)=0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = (stateno = 220)
trigger1 = movecontact && time > 17
;------------------------------------------------------------------------------
[State -1, §]
type = ChangeState
value = 195
triggerall=var(59)=0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, µáªÝã]
type = ChangeState
value = 430
triggerall=var(59)=0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 200)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 430) && (movecontact && time > 6)
;---------------------------------------------------------------------------
[State -1, µáªÝ]
type = ChangeState
value = 440
triggerall=var(59)=0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 210) && (movecontact && time > 6)
;---------------------------------------------------------------------------
[State -1, µáªÝ]
type = ChangeState
value = 450
triggerall=var(59)=0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 440)
trigger3 = ( movecontact && time > 22)
;---------------------------------------------------------------------------
[State -1, µáªÝ_bV
ã]
type = ChangeState
value = 430
triggerall=var(59)=0
triggerall = command = "x"
trigger1 = statetype = C
trigger1 = stateno=102
;---------------------------------------------------------------------------
[State -1, µáªÝ_bV
]
type = ChangeState
value = 440
triggerall=var(59)=0
triggerall = command = "y"
trigger1 = statetype = C
trigger1 = stateno=102
;---------------------------------------------------------------------------
[State -1, µáªÝ_bV
]
type = ChangeState
value = 450
triggerall=var(59)=0
triggerall = command = "z"
trigger1 = statetype = C
trigger1 = stateno=102
;------------------------------------------------------------------------------
[State -1, Wvã2]
type = ChangeState
value = 631
triggerall=var(59)=0
triggerall = command = "f_x"
triggerall =stateno != 1211
triggerall = var(11) <=1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact
[State -1, Wvã]
type = ChangeState
value = 630
triggerall=var(59)=0
triggerall = command = "x"
triggerall =stateno != 1211
triggerall = var(11) <=1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = (time > 7)
[State -1, Wv]
type = ChangeState
value = 640
triggerall=var(59)=0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = stateno = 630 || (stateno = 631 && (time > 20))
trigger1 = movecontact
[State -1, Wv]
type = ChangeState
value = 650
triggerall=var(59)=0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = stateno = 640 || stateno = 630 || (stateno = 641 && (time > 30))
trigger1 = movehit
;------------------------------------------------------------------------------
[State -1, Wv2]
type = ChangeState
value = 641
triggerall=var(59)=0
triggerall = command = "f_y"
triggerall =stateno != 1211
triggerall = var(11) <=1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 640
trigger2 = movehit
;-----------------------------------------------------------------------------
[State -1, Wv]
type = ChangeState
value = 640
triggerall=var(59)=0
triggerall = command = "y"
triggerall = var(11) <=1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630 || (stateno = 631 && (time > 20))
trigger2 = movecontact
;------------------------------------------------------------------------------
[State -1, Wv2]
type = ChangeState
value = 651
triggerall=var(59)=0
triggerall = command = "f_z"
triggerall = var(11) <=1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 650
trigger2 = movehit
;------------------------------------------------------------------------------
[State -1, Wv]
type = ChangeState
value = 650
triggerall=var(59)=0
triggerall = command = "z"
triggerall = var(11) <=1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 640 || stateno = 630
trigger2 = movehit
trigger3 = (stateno = 641 && (time >= 40))
trigger3 = movehit
;------------------------------------------------------------------------------