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Command List — sc_AI.zip ← Back to Overview

;========================================================================== ;ƒRƒ}ƒ“ƒhŠÖ˜Aƒtƒ@ƒCƒ‹ ;========================================================================== ;-| 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 ;-| UŒ‚ƒ{ƒ^ƒ“‰Ÿ‚µ‚Á‚ςȂµ |----------------------------------------------- [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];•KŽE‹Z‚Ì”­¶ðŒƒŠƒZƒbƒg type = VarSet triggerall = var(59) trigger1 = 1 var(1) = 0 [State -1];•KŽE‹Z‚Ì”­¶ðŒ‚ðƒ`ƒFƒbƒN 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 ; ‹ó’†•KŽE‹Z [State -1];•KŽE‹Z‚Ì”­¶ðŒƒŠƒZƒbƒg type = VarSet triggerall = var(59) trigger1 = statetype = A var(1) = 0 [State -1];•KŽE‹Z‚Ì”­¶ðŒ‚ðƒ`ƒFƒbƒN 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+ƒRƒ“ƒ{Ý’聡 type = Varadd triggerall = Var(59)=0 triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value = 2 ;(1ˆÈã‚ÅAIonA0‚ÅoffBƒRƒ“ƒ{ƒŒƒxƒ‹‚Í1~4) [State -2: VarSet];¡—§‚¿‰ñ‚èÝ’聡 type = Varadd triggerall = Var(59)=[1,9] trigger1=1 v = 59 value =10* 1 ;(—§‚¿‰ñ‚è‚̐ݒèBƒŒƒxƒ‹‚Í1~3) [State -2: VarSet];¡’´”½‰žÝ’聡 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 ;(0~10A’´”½‰žÝ’èB”Žš‚ª‚‚¢‚قǍUŒ‚‚ɑ΂·‚锽Œ‚‚ªŒµ‚µ‚­‚È‚é) [State -2: VarSet];¡ƒK[ƒhÝ’聡 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 ;(0~11A”Žš‚ðã‚°‚é‚قǍd‚­B11‚Å’´”½‰ž‚œЂ°‚ɑΉž) [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, ƒ^ƒbƒO—p¶Ž€”»•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, ƒ^ƒbƒO—p¶Ž€”»•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¶ƒAƒ‹ƒoƒŒƒXƒg] 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, ƒGƒNƒXƒLƒ…[ƒVƒ‡ƒ“];ƒQ[ƒWƒŒƒxƒ‹‚P 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¶ƒyƒlƒgƒŒ[ƒVƒ‡ƒ“] 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¶ƒyƒlƒgƒŒ[ƒVƒ‡ƒ“] 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¶ƒ‹ƒ~ƒlƒZƒ“ƒX] 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, ƒ‹ƒ~ƒlƒZƒ“ƒX’ÇŒ‚] 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¶ƒAƒ‹ƒoƒŒƒXƒg] 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, ƒGƒNƒXƒLƒ…[ƒVƒ‡ƒ“];ƒQ[ƒWƒŒƒxƒ‹‚P 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, ŽãƒRƒ“1] 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, ŽãƒRƒ“2] 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, ŽãƒRƒ“3] 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, ŽãƒRƒ“4] 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, ŽãƒRƒ“5] 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" ;============================================================================== ; ’´•KŽE‹Z ;============================================================================== ;------------------------------------------------------------------------------ [State -1, ƒGƒNƒXƒLƒ…[ƒVƒ‡ƒ“];ƒQ[ƒWƒŒƒxƒ‹‚P 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, ƒOƒ‰ƒEƒRƒX‡UEƒtƒ‹ƒo[ƒXƒg];ƒQ[ƒWƒŒƒxƒ‹‚P 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, ƒXƒ[ƒ^[EƒAƒ[];ƒQ[ƒWƒŒƒxƒ‹3 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, ƒAƒOƒŒƒbƒVƒ”ƒlƒX];ƒQ[ƒWƒŒƒxƒ‹3 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 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;============================================================================== ; •KŽE‹Z ;============================================================================== ;------------------------------------------------------------------------------ [State -1];•KŽE‹Z‚Ì”­¶ðŒƒŠƒZƒbƒg type = VarSet trigger1 = 1 var(1) = 0 [State -1];•KŽE‹Z‚Ì”­¶ðŒ‚ðƒ`ƒFƒbƒN type = VarSet trigger1 = ctrl trigger1 = statetype != A trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 450 trigger2 = movecontact var(1) = 1 ;------------------------------------------------------------------------------ [State -1, ƒtƒFƒAƒEƒFƒ‹] type = ChangeState value = 1250 triggerall=var(59)=0 triggerall = command = "gyakuyoga" trigger1 = statetype != A trigger1 = var(1) trigger2 = stateno = 102 [State -1, ƒOƒ‰ƒEƒRƒX2(ŠÑ’Ê)] type = ChangeState value = 1020 triggerall=var(59)=0 triggerall = command = "hado_z" triggerall = numProjID(1002)=0 trigger1 = statetype != A trigger1 = var(1) [State -1, ƒOƒ‰ƒEƒRƒX2(—§‚¿)] type = ChangeState value = 1000 triggerall=var(59)=0 triggerall = command = "hado_x" triggerall = numProjID(1002)=0 trigger1 = statetype != A trigger1 = var(1) [State -1, ƒOƒ‰ƒEƒRƒX2(‚µ‚Ⴊ‚Ý)] 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, ƒhƒ‰ƒbƒMƒ“ƒOƒXƒpƒCƒN] type = ChangeState value = 1230 triggerall=var(59)=0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = (stateno = 1200) && time > 16 trigger1 = statetype != A [State -1, ƒAƒTƒ‹ƒgƒXƒpƒCƒN] type = ChangeState value = 1220 triggerall=var(59)=0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = (stateno = 1200) && time > 16 trigger1 = statetype != A [State -1, ƒWƒƒƒOƒ‰[] type = ChangeState value = 1240 triggerall=var(59)=0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = (stateno = 1200) && time > 16 trigger1 = statetype != A [State -1, ƒOƒ‰ƒ“ƒhƒVƒFƒCƒJ[] type = ChangeState value = 1200 triggerall=var(59)=0 triggerall = command = "gyakuhado" trigger1 = var(1) trigger1 = statetype != A trigger2 = (stateno = 52) [State -1, ƒCƒ“ƒpƒNƒgƒuƒŒƒCƒN‚à‚Ç‚«] type = ChangeState value = 700 triggerall=var(59)=0 triggerall = command = "back_a" trigger1 = var(1) trigger1 = statetype != A trigger2 = (stateno = 52) [State -1, ƒCƒ“ƒpƒNƒgƒXƒLƒ‹‚à‚Ç‚«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, ƒCƒ“ƒpƒNƒgƒXƒLƒ‹‚à‚Ç‚«2] type = ChangeState value = 740 triggerall=var(59)=0 triggerall = command = "a" trigger1 = stateno=102 [State -1, ƒCƒ“ƒpƒNƒgƒXƒLƒ‹‚à‚Ç‚«] type = ChangeState value = 730 triggerall=var(59)=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = var(1) trigger1 = statetype != A trigger2 = (stateno = 52) ;------------------------------------------------------------------------------ ; ‹ó’†•KŽE‹Z [State -1];•KŽE‹Z‚Ì”­¶ðŒƒŠƒZƒbƒg type = VarSet trigger1 = 1 var(1) = 0 [State -1];•KŽE‹Z‚Ì”­¶ðŒ‚ðƒ`ƒFƒbƒN type = VarSet trigger1 = ctrl trigger1 = statetype = A trigger2 = (stateno = [600,699]) trigger2 = stateno != 450 trigger2 = movecontact trigger3 = stateno = 1311 var(1) = 1 ;------------------------------------------------------------------------------ [State -1, ƒ}ƒhƒŠƒ“ƒOƒXƒ‹[] type = ChangeState value = 1300 triggerall=var(59)=0 triggerall = command = "gyakuhado_x" trigger1 = var(1) trigger1 = statetype = A [State -1, ”h¶ƒyƒlƒgƒŒ[ƒVƒ‡ƒ“] 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, ƒyƒlƒgƒŒ[ƒVƒ‡ƒ“] 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¶ƒ‹ƒ~ƒlƒZƒ“ƒX] 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, ƒ‹ƒ~ƒlƒZƒ“ƒX] type = ChangeState value = 1320 triggerall=var(59)=0 triggerall = command = "gyakuhado_z" trigger1 = var(1) trigger1 = statetype = A trigger2 = stateno = 1300 && movecontact [State -1, ƒ‹ƒ~ƒlƒZƒ“ƒX’ÇŒ‚] type = ChangeState value = 1321 triggerall=var(59)=0 triggerall = command = "z" trigger1 = stateno = 1320 && movehit trigger1 = statetype = A trigger1 = time> 28 [State -1, ”h¶ƒAƒ‹ƒoƒŒƒXƒg] type = ChangeState value = 1340 triggerall=var(59)=0 triggerall = command = "x" trigger1 = stateno = 740 && movecontact>5 trigger1 = statetype = A [State -1, ”h¶ƒAƒ‹ƒoƒŒƒXƒg] type = ChangeState value = 1350 triggerall=var(59)=0 triggerall = command = "x" trigger1 = stateno = 1300 && movecontact>5 trigger1 = statetype = A [State -1, ƒAƒ‹ƒoƒŒƒXƒg] type = ChangeState value = 1330 triggerall=var(59)=0 triggerall = command = "hado_x" trigger1 = var(1) trigger1 = statetype = A [State -1, ƒAƒ‹ƒoƒŒƒXƒg] type = ChangeState value = 1340 triggerall=var(59)=0 triggerall = command = "hado_y" trigger1 = var(1) trigger1 = statetype = A [State -1, ƒAƒ‹ƒoƒŒƒXƒg] type = ChangeState value = 1350 triggerall=var(59)=0 triggerall = command = "hado_z" trigger1 = var(1) trigger1 = statetype = A [State -1, ƒCƒ“ƒpƒNƒgƒXƒLƒ‹‚à‚Ç‚«] type = ChangeState value = 750 triggerall=var(59)=0 triggerall = command = "a" trigger1 = var(1) trigger1 = statetype = A ;=========================================================================== ;ƒRƒ}ƒ“ƒhŽÀs•”•ªi—Dæ‡ˆÊ‚ª‚‚¢‚à‚Ì‚ðæ‚É•\‹Lj ;=========================================================================== ;--------------------------------------------------------------------------- ;‘O•ûƒ_ƒbƒVƒ… [State -1] type = ChangeState value = 100 triggerall=var(59)=0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;ƒoƒbƒNƒXƒeƒbƒv [State -1] type = ChangeState value = 105 triggerall=var(59)=0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;‚µ‚Ⴊ‚݃_ƒbƒVƒ… [State -1] type = ChangeState value = 102 triggerall=var(59)=0 triggerall = command = "DFDF" trigger1 = statetype =C trigger1 = stateno != 102 trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;‚µ‚Ⴊ‚݃_ƒbƒVƒ… [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 ;--------------------------------------------------------------------------- ; ƒGƒŠƒAƒ‹ƒWƒƒƒ“ƒv [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 ;=========================================================================== ;@’ʏí‹Z ;=========================================================================== ;;------------------------------------------------------------- [State -1, ‘O“Š‚°‹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, Œã‚듊‚°‹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’†“Š‚°‹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, ‹ó’†Œã‚듊‚°‹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, —§‚¿Žã] 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, ŽãƒRƒ“1] type = ChangeState value = 201 triggerall=var(59)=0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = (stateno = 200) trigger1 = movecontact [State -1, ŽãƒRƒ“2] type = ChangeState value = 203 triggerall=var(59)=0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = (stateno = 201) trigger1 = movecontact trigger1 = time > 18 [State -1, ŽãƒRƒ“3] type = ChangeState value = 205 triggerall=var(59)=0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = (stateno = 203) trigger1 = movecontact trigger1 = time > 12 [State -1, ŽãƒRƒ“4] type = ChangeState value = 1260 triggerall=var(59)=0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = (stateno = 205) trigger1 = movecontact trigger1 = time > 15 [State -1, ŽãƒRƒ“5] 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, ‚µ‚Ⴊ‚ÝŽã] 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, ‚µ‚Ⴊ‚Ý’†] 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, ‚µ‚Ⴊ‚Ý‹­] 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, ‚µ‚Ⴊ‚݃_ƒbƒVƒ…Žã] type = ChangeState value = 430 triggerall=var(59)=0 triggerall = command = "x" trigger1 = statetype = C trigger1 = stateno=102 ;--------------------------------------------------------------------------- [State -1, ‚µ‚Ⴊ‚݃_ƒbƒVƒ…’†] type = ChangeState value = 440 triggerall=var(59)=0 triggerall = command = "y" trigger1 = statetype = C trigger1 = stateno=102 ;--------------------------------------------------------------------------- [State -1, ‚µ‚Ⴊ‚݃_ƒbƒVƒ…‹­] type = ChangeState value = 450 triggerall=var(59)=0 triggerall = command = "z" trigger1 = statetype = C trigger1 = stateno=102 ;------------------------------------------------------------------------------ [State -1, ƒWƒƒƒ“ƒvŽã2] 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, ƒWƒƒƒ“ƒvŽã] 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, ƒWƒƒƒ“ƒv’†] 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, ƒWƒƒƒ“ƒv‹­] 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, ƒWƒƒƒ“ƒv’†2] 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, ƒWƒƒƒ“ƒv’†] 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, ƒWƒƒƒ“ƒv‹­2] 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, ƒWƒƒƒ“ƒv‹­] 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 ;------------------------------------------------------------------------------
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