; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_ xza or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
[command]
name = ""
command = D,DF
time = 15
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
[command]
name = ""
command = D,DF,x,y
time = 15
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "firepower"
command = DF, F, a
time = 10
[Command]
name = "firepower"
command = DF, F, a
time = 10
[Command]
name = "rampage"
command = a+b ;D,DB,y
time = 10
[Command]
name = "rampage"
command = a+b ;D,DB,x
time = 10
[command]
name = "maximenpointe"
command = x+y ;D, DB, B, a
time = 10
[command]
name = "maximenpointe"
command = x+y ;D, DB, B, b
time = 10
[command]
name = "maximspin"
command = c+z ;DF, F, a
time = 10
[command]
name = "maximspin"
command = c+z ;DF, F, b
time = 10
;[command]
;name = "DAISY RACKET RUCKUS"
;command = B,a+b
;time = 10
[command]
name = "DAISY DASH"
command = DB, B, a
time = 20
[command]
name = "DAISY DASH"
command = DB, B, b
time = 20
;[command]
;name = "DAISY SMASH"
;command = ~F, DF, D, DB, B, a
;time = 20
;-| Special Motions |------------------------------------------------------
[command]
name = "veggies"
command = D,D,U
time = 60
[command]
name = "BITE ME"
command = x,x,x,x ;D,D,a
time = 40
[command]
name = "THWOMP"
command = F,x
time = 15
[command]
name = "Bobombdrop"
command = F,a
time = 15
[command]
name = "koopa kick"
command = D,U
time = 15
[command]
name = "Turnip_power"
command = ~D, DF, F, x ;~60$B, F, y ;x+y
time = 15
[command]
name = "Turnip_power"
command = ~D, DF, F, y ;~60$B, F, y ;x+y
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
;--------------------------------------------------
;PUSHthrow
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "back_x"
command = /$B,x
time = 1
;--------------------------------------------------
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
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
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State -2: VarSet];■AI設定+攻撃密度(AIlevel)■
type = Varset
triggerall = Var(59)=0
triggerall=(RoundState =2)
trigger1 = alive && ctrl
v = 59
value = 1 ;(1以上でon、0でoff。レベルは1~9)
[State -2: VarSet];■立ち回り設定(movement)■
type = Varadd
triggerall = Var(59)=[1,9]
triggerall=(RoundState =2)
trigger1 = alive && ctrl
v = 59
value =10* 1 ;(AIの立ち回り。レベルは1~3)
[State -2: VarSet];■コンボ?設定(combo)■
type = Varadd
triggerall = Var(59)=[1,99]
triggerall=(RoundState =2)
trigger1 = alive && ctrl
v = 59
value =100* 0 ;(AIのコンボというか追撃の設定。レベルは0~2)
[State -2: VarSet];■ガード(guard)設定■
type = VarSet
triggerall = alive
trigger1=var(56) !=100
trigger2=(fvar(34)>0 && fvar(33) !=enemynear(Var(38)),stateno)||(fvar(34)=0 && fvar(33) !=enemynear(Var(38)),stateno)
trigger3=enemynear(Var(38)),movetype !=A
trigger4=(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = fvar(33) &&fvar(34)>2 )
v = 56
value = 8 ;(0~11、数字を上げるほど硬く。11で超反応で投げに対応)
[State -2: VarSet];■超反応(counterattack)設定■
type = VarSet
triggerall = alive
trigger1=var(57) !=100
trigger2=(fvar(34)>0 && fvar(33) !=enemynear(Var(38)),stateno)||(fvar(34)=0 && fvar(33) !=enemynear(Var(38)),stateno)
trigger3=enemynear(Var(38)),movetype !=A
trigger4=(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = fvar(33) &&fvar(34)>2 )
v = 57
value = 1 ;(0~10、超反応設定。数字が高いほど攻撃に対する反撃が厳しくなる)
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(1) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(3) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(4) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(5) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(10) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(15) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(16) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(17) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(18) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(21) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(22) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(31) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
var(32) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =1;TeamMode = turns
fvar(1) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(10) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(11) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(12) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(13) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(14) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(15) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(21) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(19) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(37) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(39) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(50) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(51) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(52) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(53) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(54) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(55) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(2) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(3) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(4) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(5) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(6) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(7) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(8) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(9) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(10) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(11) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(12) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(13) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(14) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(15) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(16) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(17) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(18) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(19) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(20) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(21) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(22) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(23) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(24) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(25) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(26) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(27) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(28) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(29) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(30) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(31) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(32) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(33) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(34) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(35) = 0
[State -3: VarSet]
type = VarSet
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(36) = 0
[State -2: VarSet]
type = VarSet
triggerall = RoundState = 2 && Alive
trigger1 = var(59)
trigger1=random>var(56)*100;((var(58)+ifelse((var(55)-((ceil(var(55)/1000)-ifelse(var(55)-(ceil(var(55)/1000)*1000)<0,1,0))*1000)=[100,299]),3,0))*100)
trigger1=p2movetype=A
trigger1 = (fvar(34)>0 && fvar(33) !=enemynear(Var(38)),stateno)||(fvar(34)=0 && fvar(33) !=enemynear(Var(38)),stateno)||(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = fvar(33) &&fvar(34)>2 )
v = 56
value =100
[State -2: VarSet]
type = VarSet
triggerall = RoundState = 2 && Alive
trigger1 = var(59)
trigger1=random>var(57)*100;((var(58)+ifelse((var(55)-((ceil(var(55)/1000)-ifelse(var(55)-(ceil(var(55)/1000)*1000)<0,1,0))*1000)=[100,299]),3,0))*100)
trigger1=p2movetype=A
trigger1 = (fvar(34)>0 && fvar(33) !=enemynear(Var(38)),stateno)||(fvar(34)=0 && fvar(33) !=enemynear(Var(38)),stateno)||(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = fvar(33) &&fvar(34)>2 )
v = 57
value =100
[State -2: VarSet]
type = VarSet
trigger1=var(59)>0
trigger1=RoundState !=2
v = 59
value =0;-var(59)
[State -2: VarSet]
type = VarSet
trigger1=var(59)<0
trigger1=RoundState=2 && ctrl
v = 59
value =-var(59)
[State -2, タッグ用生死判別];
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, タッグ用生死判別];
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
trigger1=fvar(36)<=-1
trigger1=fvar(36) !=-99999
trigger1=movetype=H||stateno=[150,159]
fv = 36
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(28)>0 && fvar(28)-fvar(36) !=[-999,999]
triggerall=fvar(27)>0 && fvar(27)-fvar(36) !=[-999,999]
triggerall=fvar(26)>0 && fvar(26)-fvar(36) !=[-999,999]
triggerall=fvar(25)>0 && fvar(25)-fvar(36) !=[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(36) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(36) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(36) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(36) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(29)>=0
trigger1=fvar(36) >0
fv = 29
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
trigger1=fvar(29)<0
fv = 29
value =-fvar(29)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(28)=0||fvar(28)-fvar(36) =[-999,999]
triggerall=fvar(27)>0 && fvar(27)-fvar(36) !=[-999,999]
triggerall=fvar(26)>0 && fvar(26)-fvar(36) !=[-999,999]
triggerall=fvar(25)>0 && fvar(25)-fvar(36) !=[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(36) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(36) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(36) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(36) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(28)>=0
trigger1=fvar(36) >0
fv = 28
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
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(36) =[-999,999]
triggerall=fvar(26)>0 && fvar(26)-fvar(36) !=[-999,999]
triggerall=fvar(25)>0 && fvar(25)-fvar(36) !=[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(36) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(36) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(36) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(36) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(27)>=0
trigger1=fvar(36) >0
fv = 27
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
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(36) =[-999,999]
triggerall=fvar(25)>0 && fvar(25)-fvar(36) !=[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(36) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(36) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(36) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(36) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(26)>=0
trigger1=fvar(36) >0
fv = 26
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
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(36) =[-999,999]
triggerall=fvar(24)>0 && fvar(24)-fvar(36) !=[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(36) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(36) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(36) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(25)>=0
trigger1=fvar(36) >0
fv = 25
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
trigger1=fvar(25)<0
fv = 25
value =-fvar(25)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(24)=0||fvar(24)-fvar(36) =[-999,999]
triggerall=fvar(23)>0 && fvar(23)-fvar(36) !=[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(36) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(36) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(24)>=0
trigger1=fvar(36) >0
fv = 24
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
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(36) =[-999,999]
triggerall=fvar(22)>0 && fvar(22)-fvar(36) !=[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(36) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(23)>=0
trigger1=fvar(36) >0
fv = 23
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
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(36) =[-999,999]
triggerall=fvar(21)>0 && fvar(21)-fvar(36) !=[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(22)>=0
trigger1=fvar(36) >0
fv = 22
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
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(36) =[-999,999]
triggerall=fvar(20)>0 && fvar(20)-fvar(36) !=[-999,999]
trigger1=fvar(21)>=0
trigger1=fvar(36) >0
fv = 21
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
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(36) =[-999,999]
trigger1=fvar(20)>=0
trigger1=fvar(36) >0
fv = 20
value =-fvar(36)
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2stateno !=fvar(33)
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 && fvar(34)<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 !=fvar(33)
fv = 18
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(18)=1
triggerall=fvar(34)>=20||(p2bodydist x<=100 && fvar(34)>10)||inguarddist
trigger1=p2stateno !=fvar(33)
fv = 18
value =(fvar(33)*1000)+ifelse(fvar(34)>999,999,fvar(34))
[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 && fvar(34)<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 !=fvar(33)
fv = 17
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(17)=1
triggerall=fvar(34)>=20||(p2bodydist x<=100 && fvar(34)>10)||inguarddist
trigger1=p2stateno !=fvar(33)
fv = 17
value =(fvar(33)*1000)+ifelse(fvar(34)>999,999,fvar(34))
[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 && fvar(34)<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 !=fvar(33)
fv = 16
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(16)=1
triggerall=fvar(34)>=20||(p2bodydist x<=100 && fvar(34)>10)||inguarddist
trigger1=p2stateno !=fvar(33)
fv = 16
value =(fvar(33)*1000)+ifelse(fvar(34)>999,999,fvar(34))
[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 && fvar(34)<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 !=fvar(33)
fv = 19
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(19)=1
triggerall=fvar(34)>=20||(p2bodydist x<=100 && fvar(34)>10)||inguarddist
trigger1=p2stateno !=fvar(33)
fv = 19
value =(fvar(33)*1000)+ifelse(fvar(34)>999,999,fvar(34))
[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 && fvar(34)<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 !=fvar(33)
fv = 14
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(14)=1
triggerall=fvar(34)>=20||(p2bodydist x<=100 && fvar(34)>10)||inguarddist
trigger1=p2stateno !=fvar(33)
fv = 14
value =(fvar(33)*1000)+ifelse(fvar(34)>999,999,fvar(34))
[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 && fvar(34)<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 !=fvar(33)
fv = 13
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(13)=1
triggerall=fvar(34)>=20||(p2bodydist x<=100 && fvar(34)>10)||inguarddist
trigger1=p2stateno !=fvar(33)
fv = 13
value =(fvar(33)*1000)+ifelse(fvar(34)>999,999,fvar(34))
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=p2movetype=A && numenemy=1
trigger1=fvar(12)=0 && fvar(34)<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 !=fvar(33)
fv = 12
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=fvar(12)=1
triggerall=fvar(34)>=20||(p2bodydist x<=100 && fvar(34)>10)||inguarddist
trigger1=p2stateno !=fvar(33)
fv = 12
value =(fvar(33)*1000)+ifelse(fvar(34)>999,999,fvar(34))
[State -2: VarSet]
type = VarSet
triggerall = RoundState = 2 && Alive
triggerall = var(59)
trigger1=fvar(36)>0
fv = 36
value =-99999
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall=fvar(36) =-99999
trigger1=fvar(33) !=enemynear(Var(38)),stateno
fv = 36
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall=fvar(36) !=-99999
triggerall=((movetype =H) ||stateno !=[800,899])
trigger1=fvar(33) !=enemynear(Var(38)),stateno
trigger2=(Ctrl=0&&(StateNo !=[100,149])&& (StateNo != [0,39]))
trigger3=1
fv = 36
value =0
Ignorehitpause=1
[State -2: VarSet]
type = VarSet
triggerall = RoundState = 2 && Alive
triggerall = var(59)
triggerall=fvar(36)<=0
triggerall=fvar(36) !=-99999
triggerall=(Ctrl||(StateNo = [100,104])||(StateNo = [0,39])||(StateNo =[120,149])||stateno=730||((movetype !=H) &&stateno=[1250,1259]))
trigger1=fvar(33)>0
trigger1=fvar(33) =enemynear(Var(38)),stateno
fv = 36
value =-(fvar(33)*1000)-ifelse(fvar(34)>999,999,fvar(34))
Ignorehitpause=1
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(6)=[0,999999]
trigger1=stateno=[200,499]
trigger1=(fvar(33)=0);||var(18)=10
fv = 6
value =fvar(6)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(6)=[1000000,1999999]
trigger1=ctrl
fv = 6
value =fvar(6)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(6)=[1,999]
trigger1=fvar(33)>0 && stateno=[200,499]
fv = 6
value =-fvar(6)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(6)=0
trigger1=fvar(33)>0 && stateno=[200,499]
fv = 6
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(6)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(movehit && p2stateno=[5000,5059])
fv = 6
value =ifelse(fvar(6)<=-1000000,-fvar(6)-1000000,ifelse(fvar(6)>=-999,0,-fVar(6)-(ceil(-fVar(6)/1000)-ifelse(-fVar(6)-(ceil(-fVar(6)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(6)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 && NumHelper(765)=0
fv = 6
value =-fvar(6)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(6)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
fv = 6
value =fvar(6)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(6)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(6)-(p2stateno*100) =[-999,999])
trigger2=(fVar(6)-(ceil(fVar(6)/1000)-ifelse(fVar(6)-(ceil(fVar(6)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 6
value =fvar(6)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(7)=[0,999999]
trigger1=stateno=[200,499]
trigger1=(fvar(33)=0);||var(18)=10
fv = 7
value =fvar(7)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(7)=[1000000,1999999]
trigger1=ctrl
fv = 7
value =fvar(7)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(7)=[1,999]
trigger1=fvar(33)>0 && stateno=[200,499]
fv = 7
value =-fvar(7)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(7)=0 && fvar(6)>999
trigger1=fvar(33)>0 && stateno=[200,499]
fv = 7
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(7)=[-1999999,-1]
trigger1=(Ctrl)||(StateNo =[120,149])||(movehit && p2stateno=[5000,5059])
fv = 7
value =ifelse(fvar(7)<=-1000000,-fvar(7)-1000000,ifelse(fvar(7)>=-999,0,-fVar(7)-(ceil(-fVar(7)/1000)-ifelse(-fVar(7)-(ceil(-fVar(7)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(7)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 && NumHelper(765)=0
fv = 7
value =-fvar(7)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(7)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
fv = 7
value =fvar(7)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(7)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(7)-(p2stateno*100) =[-999,999])
trigger2=(fVar(7)-(ceil(fVar(7)/1000)-ifelse(fVar(7)-(ceil(fVar(7)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 7
value =fvar(7)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(8)=[0,999999]
trigger1=stateno=42||prevstateno=42
trigger1=(fvar(33)=0)||fvar(35)>=2000000;||var(18)=10
fv = 8
value =fvar(8)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(8)=[1000000,1999999]
trigger1=ctrl && statetype !=A
fv = 8
value =fvar(8)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(8)=[1,999]
trigger1=fvar(33)>0 && (stateno=42||prevstateno=42)
fv = 8
value =-fvar(8)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(8)=0
trigger1=fvar(33)>0 && (stateno=42||prevstateno=42)
fv = 8
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(8)=[-1999999,-1]
trigger1=(Ctrl && statetype !=A)||(movehit && p2stateno=[5000,5059])
fv = 8
value =ifelse(fvar(8)<=-1000000,-fvar(8)-1000000,ifelse(fvar(8)>=-999,0,-fVar(8)-(ceil(-fVar(8)/1000)-ifelse(-fVar(8)-(ceil(-fVar(8)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(8)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 ;&& NumHelper(765)=0
fv = 8
value =-fvar(8)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(8)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
fv = 8
value =fvar(8)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(8)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(8)-(p2stateno*100) =[-999,999])
trigger2=(fVar(8)-(ceil(fVar(8)/1000)-ifelse(fVar(8)-(ceil(fVar(8)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 8
value =fvar(8)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(9)=[0,999999]
trigger1=(stateno=42||prevstateno=42)
trigger1=(fvar(33)=0)||fvar(35)>=2000000;||var(18)=10
fv = 9
value =fvar(9)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(9)=[1000000,1999999]
trigger1=ctrl && statetype !=A
fv = 9
value =fvar(9)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(9)=[1,999]
trigger1=fvar(33)>0 && (stateno=42||prevstateno=42)
fv = 9
value =-fvar(9)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(9)=0 && fvar(8)>999
trigger1=fvar(33)>0 && (stateno=42||prevstateno=42)
fv = 9
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(9)=[-1999999,-1]
trigger1=(Ctrl && statetype !=A)||(movehit && p2stateno=[5000,5059])
fv = 9
value =ifelse(fvar(9)<=-1000000,-fvar(9)-1000000,ifelse(fvar(9)>=-999,0,-fVar(9)-(ceil(-fVar(9)/1000)-ifelse(-fVar(9)-(ceil(-fVar(9)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(9)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 ;&& NumHelper(765)=0
fv = 9
value =-fvar(9)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(9)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
fv = 9
value =fvar(9)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(9)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(9)-(p2stateno*100) =[-999,999])
trigger2=(fVar(9)-(ceil(fVar(9)/1000)-ifelse(fVar(9)-(ceil(fVar(9)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 9
value =fvar(9)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(30)=[1,999]
trigger1=fvar(33)>0 && stateno=700
fv = 30
value =-fvar(30)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(30)=0 ;&& fvar(8)>999
trigger1=fvar(33)>0 && stateno=700
fv = 30
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(30)=[-1999999,-1]
trigger1=(Ctrl && stateno !=700)||(movehit && p2stateno=[5000,5059])
fv = 30
value =ifelse(fvar(30)<=-1000000,-fvar(30)-1000000,ifelse(fvar(30)>=-999,0,-fVar(30)-(ceil(-fVar(30)/1000)-ifelse(-fVar(30)-(ceil(-fVar(30)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(30)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 && NumHelper(765)=0
fv = 30
value =-fvar(30)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(30)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
fv = 30
value =fvar(30)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(30)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(fvar(30)-(p2stateno*100) =[-999,999])
trigger2=(fVar(30)-(ceil(fVar(30)/1000)-ifelse(fVar(30)-(ceil(fVar(30)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
fv = 30
value =fvar(30)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[1,999]
trigger1=fvar(33)>0 && stateno=700
fv = 31
value =-fvar(31)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=0 && fvar(30)>999
trigger1=fvar(33)>0 && stateno=700
fv = 31
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[-1999999,-1]
trigger1=(Ctrl && stateno !=700)||(movehit && p2stateno=[5000,5059])
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 && NumHelper(765)=0
fv = 31
value =-fvar(31)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)>=2000000
trigger1=fvar(33) !=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=fvar(35)=[1,999]
trigger1=p2movetype=A
trigger1=enemynear(Var(38)),HitDefAttr =SCA,AT
fv = 35
value =-fvar(35)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)=0
trigger1=p2movetype=A
trigger1=enemynear(Var(38)),HitDefAttr =SCA,AT
fv = 35
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(31)=[-1999999,-1]
trigger1=(MoveReversed)||(fvar(33)>0 && (p2stateno !=fvar(33)) && movetype !=H)
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=movetype=H||stateno=105
fv = 35
value =-fvar(35)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=fvar(35)>=2000000
trigger1=fvar(33) !=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=var(45)=[0,999999]
trigger1=stateno=42||prevstateno=42
trigger1=(fvar(33)=0);||var(18)=10
v = 45
value =var(45)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(45)=[1000000,1999999]
trigger1=ctrl && statetype !=A
v = 45
value =var(45)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(45)=[1,999]
triggerall=fvar(35)>=2000000
trigger1=fvar(33)>0 && (stateno=42||prevstateno=42)
v = 45
value =-var(45)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(45)=0
triggerall=fvar(35)>=2000000
trigger1=fvar(33)>0 && (stateno=42||prevstateno=42)
v = 45
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(45)=[-1999999,-1]
trigger1=(Ctrl && statetype !=A)||(movehit && p2stateno=[5000,5059])
v = 45
value =ifelse(var(45)<=-1000000,-var(45)-1000000,ifelse(var(45)>=-999,0,-Var(45)-(ceil(-Var(45)/1000)-ifelse(-Var(45)-(ceil(-Var(45)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(45)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 ;&& NumHelper(765)=0
v = 45
value =-var(45)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(45)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
v = 45
value =var(45)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(45)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(45)-(p2stateno*100) =[-999,999])
trigger2=(Var(45)-(ceil(Var(45)/1000)-ifelse(Var(45)-(ceil(Var(45)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 45
value =var(45)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(44)=[1,999]
trigger1=fvar(33)>0 && (prevstateno=[760,769]) && (stateno=[200,499])
v = 44
value =-var(44)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(44)=0
trigger1=fvar(33)>0 && (prevstateno=[760,769]) && (stateno=[200,499])
v = 44
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(44)=[-1999999,-1]
trigger1=(Ctrl && statetype !=A)||(movehit && p2stateno=[5000,5059])
v = 44
value =ifelse(var(44)<=-1000000,-var(44)-1000000,ifelse(var(44)>=-999,0,-Var(44)-(ceil(-Var(44)/1000)-ifelse(-Var(44)-(ceil(-Var(44)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(44)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 ;&& NumHelper(765)=0
v = 44
value =-var(44)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(44)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
v = 44
value =var(44)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(44)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(44)-(p2stateno*100) =[-999,999])
trigger2=(Var(44)-(ceil(Var(44)/1000)-ifelse(Var(44)-(ceil(Var(44)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 44
value =var(44)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(43)=[1,999]
trigger1=fvar(33)>0 && (prevstateno=[760,769]) && (stateno=[200,499])
v = 43
value =-var(43)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(43)=0 && var(44)>999
trigger1=fvar(33)>0 && (prevstateno=[760,769]) && (stateno=[200,499])
v = 43
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(43)=[-1999999,-1]
trigger1=(Ctrl && statetype !=A)||(movehit && p2stateno=[5000,5059])
v = 43
value =ifelse(var(43)<=-1000000,-var(43)-1000000,ifelse(var(43)>=-999,0,-Var(43)-(ceil(-Var(43)/1000)-ifelse(-Var(43)-(ceil(-Var(43)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(43)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 ;&& NumHelper(765)=0
v = 43
value =-var(43)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(43)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
v = 43
value =var(43)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(43)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(43)-(p2stateno*100) =[-999,999])
trigger2=(Var(43)-(ceil(Var(43)/1000)-ifelse(Var(43)-(ceil(Var(43)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 43
value =var(43)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(41)=[0,999999]
trigger1=(stateno=800)
trigger1=(fvar(33)<=0);||var(18)=10
v = 41
value =var(41)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(41)=[1000000,1999999]
trigger1=ctrl && statetype !=A
v = 41
value =var(41)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(41)=[1,999]
trigger1=fvar(33)>0 && (stateno=800) && movetype=H
v = 41
value =-var(41)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(41)=0
trigger1=fvar(33)>0 && (stateno=800) && movetype=H
v = 41
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(41)=[-1999999,-1]
trigger1=(Ctrl && statetype !=A)||(p2movetype=H)
v = 41
value =ifelse(var(41)<=-1000000,-var(41)-1000000,ifelse(var(41)>=-999,0,-Var(41)-(ceil(-Var(41)/1000)-ifelse(-Var(41)-(ceil(-Var(41)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(41)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 ;&& NumHelper(765)=0
v = 41
value =-var(41)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(41)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
v = 41
value =var(41)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(41)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(41)-(p2stateno*100) =[-999,999])
trigger2=(Var(41)-(ceil(Var(41)/1000)-ifelse(Var(41)-(ceil(Var(41)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 41
value =var(41)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(42)=[0,999999]
trigger1=(stateno=800)
trigger1=(fvar(33)<=0);||var(18)=10
v = 42
value =var(42)+1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(42)=[1000000,1999999]
trigger1=ctrl && statetype !=A
v = 42
value =var(42)-1000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(42)=[1,999]
trigger1=fvar(33)>0 && (stateno=800) && movetype=H
v = 42
value =-var(42)-((ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(42)=0 && var(41)=[1000,999999]
trigger1=fvar(33)>0 && (stateno=800) && movetype=H
v = 42
value =-(ceil(fVar(33)/10)-ifelse(fVar(33)-(ceil(fVar(33)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(42)=[-1999999,-1]
trigger1=(Ctrl && statetype !=A)||(p2movetype=H)
v = 42
value =ifelse(var(42)<=-1000000,-var(42)-1000000,ifelse(var(42)>=-999,0,-Var(42)-(ceil(-Var(42)/1000)-ifelse(-Var(42)-(ceil(-Var(42)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(42)=[-1999999,-1]
trigger1=movetype=H && stateno>=200 ;&& NumHelper(765)=0
v = 42
value =-var(42)
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(42)>=2000000
trigger1=fvar(33) !=enemynear(Var(38)),stateno
v = 42
value =var(42)-2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(42)=[1,999999]
triggerall=p2movetype=A && numenemy=1
trigger1=(var(42)-(p2stateno*100) =[-999,999])
trigger2=(Var(42)-(ceil(Var(42)/1000)-ifelse(Var(42)-(ceil(Var(42)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 42
value =var(42)+2000000
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(37)<=0
triggerall=(stateno=131)||(statetype=C&&stateno=[152,153])
trigger1=fvar(33)>0
v = 37
value =-fvar(33)
[State -2: VarSet]
type = VarSet
triggerall=var(37)<0
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=helper(1961),stateno=1962
trigger9=prevstateno=[800,899]
v = 37
value =0
[State -2: VarSet]
type = VarSet
triggerall=var(37)<0
trigger1=(stateno !=[2100,2199])&&(stateno !=[800,899])
trigger1=(stateno=[5000,5150])||(statetype=L);||((stateno >=200) && (movetype=H))
v = 37
value =-Var(37)
[State -2: VarSet]
type = VarSet
triggerall=var(37)<0
triggerall=(movetype !=H)||((statetype !=C)&&stateno=[120,159])
trigger1=statetype !=C
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=stateno !=[130,159]
v = 37
value =0
[State -2: VarSet]
type = VarSet
triggerall = var(59) !=0
triggerall=var(39)<=0
triggerall=(stateno=131)||(statetype=C&&stateno=[152,153])
trigger1=fvar(33)>0
v = 39
value =-fvar(33)
[State -2: VarSet]
type = VarSet
triggerall=var(39)<0
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=var(37)<=0||var(39)=-var(37)
trigger9=helper(1961),stateno=1962
trigger10=prevstateno=[800,899]
v = 39
value =0
[State -2: VarSet]
type = VarSet
triggerall=var(39)<0
trigger1=(stateno !=[2100,2199])&&(stateno !=[800,899])
trigger1=(stateno=[5000,5059])||(statetype=L);||((stateno >=200) && (movetype=H))
v = 39
value =-Var(39)
[State -2: VarSet]
type = VarSet
triggerall=var(39)<0
triggerall=(movetype !=H)||((statetype !=C)&&stateno=[120,159])
trigger1=statetype !=C
trigger2=enemynear(Var(38)),HitDefAttr =SCA,AT
trigger3=stateno !=[130,159]
v = 39
value =0
[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(50) - (enemynear(Var(38)),power*100)>=100000
v = 50
value =var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/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(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
v = 50
value = var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/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(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/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 = 50
value = var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)
[State -2: VarSet]
type = varset
triggerall = var(59) !=0
trigger1=stateno=131
trigger1=inguarddist=0
trigger1=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)=0
trigger2=statetype=L
trigger2=numpartner=0
trigger2=p2movetype=A
trigger2=fvar(34)<=10 && p2stateno>=1000
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 && fvar(34)<=20 && p2movetype =A
v = 50
value =((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/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(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-2,2]
trigger10=fvar(29)>999 && fvar(29)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(29)>999 && fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)=[-2,2]
v = 50
value =10
[State -2: VarSet]
type = varadd
triggerall = var(59) !=0
trigger1=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)=[1,98]
trigger1=movetype !=H
trigger1=statetype !=L
trigger1=stateno !=[5000,5150]
v = 50
value =1
[State -2: VarSet]
type = varset
triggerall = var(59) !=0
trigger1=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)=[3,9]
trigger2=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)>=20
trigger3=stateno=[150,159]
trigger3=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)>1||var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)>10
trigger4=stateno=[5000,5059]
;trigger5=inguarddist
v = 50
value =((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)
[State -2 , 1]
type = Varadd
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)=[1,998]
;trigger1=p2stateno !=5100
v = 53
value =1
[State -2 , 1]
type = Varadd
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)=0
trigger1=p2stateno=[5100,5120]
v = 53
value =1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>=1
trigger1=p2stateno =[5000,5059]
v = 53
value =((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=p2stateno =[0,20]
trigger2=p2movetype=A
trigger3=p2stateno=[120,159]
v = 53
value =ifelse((var(53)=[1000,1999]),1000,(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000))*1000)
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>=1
trigger1=p2stateno !=[5000,5059]
trigger1=enemynear(Var(38)),vel x>=2
v = 53
value =var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)+1000
[State -2 , 1]
type = Varset
trigger1=var(54)-((ceil(var(54)/100)-ifelse(var(54)-(ceil(var(54)/100)*100)<0,1,0))*100)>=20
v = 54
value =((ceil(var(54)/100)-ifelse(var(54)-(ceil(var(54)/100)*100)<0,1,0))*100)
[State -2 , 1]
type = Varadd
trigger1=var(54)-((ceil(var(54)/100)-ifelse(var(54)-(ceil(var(54)/100)*100)<0,1,0))*100)>1
v = 54
value =1
[State -2 , 1]
type = Varadd
trigger1=var(54)-((ceil(var(54)/100)-ifelse(var(54)-(ceil(var(54)/100)*100)<0,1,0))*100)=0
trigger1=(p2stateno=[5100,5150])||(p2movetype=H && p2stateno=[800,899])
v = 54
value =1
[State -2 , 1]
type = Varadd
trigger1=var(54)-((ceil(var(54)/100)-ifelse(var(54)-(ceil(var(54)/100)*100)<0,1,0))*100)=1
trigger1=p2movetype=A||p2stateno=[0,199]
v = 54
value =1
[State -2 , 1]
type = Varadd
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)=[0,99]
triggerall=inguarddist
trigger1=fvar(33)<=0 && p2movetype !=A
v = 54
value =100
[State -2 , 1]
type = Varadd
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=inguarddist=0
v = 54
value =-100
[State -2 , 1]
type = Varadd
triggerall=var(54)-((ceil(var(54)/10000)-ifelse(var(54)-(ceil(var(54)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=fvar(33)<=0 && movetype =A
v = 54
value =1000
[State -2 , 1]
type = Varadd
triggerall=var(54)-((ceil(var(54)/10000)-ifelse(var(54)-(ceil(var(54)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=ctrl
trigger2=movetype=H
v = 54
value =ifelse(ctrl,-1000,1000)
[State -2 , 1]
type = Varadd
triggerall=var(54)-((ceil(var(54)/10000)-ifelse(var(54)-(ceil(var(54)/10000)*10000)<0,1,0))*10000)=[2000,2999]
trigger1=random<=10||(var(59)<2 && random<=20)
trigger1=(movetype !=H)&&p2bodydist x<=120
v = 54
value =-2000
[State -2 , 1]
type = Varadd
triggerall=ctrl
trigger1=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[30000,39999]
trigger3=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[50000,59999]
trigger4=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 54
value =-10000;ifelse((var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[10000,19999]),-10000,-30000)
[State -2 , 1]
type = Varadd
triggerall=p2movetype=A && ((enemynear(Var(38)),HitDefAttr =SCA,HA,HT,HP)||var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) =[100,299])
trigger1=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[30000,39999]
trigger3=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[50000,59999]
trigger4=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 54
value =10000
[State -2 , 1]
type = Varadd
triggerall=movetype=A && fvar(33)<=0 && numenemy=1 && numpartner=0
trigger1=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[0,9999]
trigger2=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[20000,29999]
trigger3=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[40000,49999]
trigger4=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[60000,69999]
v = 54
value =10000
[State -2 , 1]
type = Varadd
triggerall=ctrl
trigger1=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*10000000)=[100000,199999]
trigger2=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*10000000)=[300000,399999]
trigger3=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*10000000)=[500000,599999]
trigger4=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*10000000)=[700000,799999]
v = 54
value =100000
[State -2 , 1]
type = Varadd
triggerall=stateno=90000 && time=1 && ((p2stateno=[120,159])||p2movetype !=H)
trigger1=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
trigger2=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]
trigger3=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999]
trigger4=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999]
v = 54
value =100000
[State -2 , 1]
type = Varset
trigger1=(movetype=H && stateno>200)||(p2movetype=H && p2stateno>200)
trigger2=p2movetype=A && ((enemynear(Var(38)),HitDefAttr =SCA,HA,HT,HP)||var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) =[100,299])
v = 54
value =((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*1000000)+var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)
[State -2 , 1]
type = Varadd
triggerall=movecontact && (p2stateno !=[5000,5059]) && stateno=[200,499]
trigger1=var(54)-((ceil(var(54)/10000000)-ifelse(var(54)-(ceil(var(54)/10000000)*10000000)<0,1,0))*10000000)=[0,999999]
v = 54
value =1000000
[State -2 , 1]
type = Varadd
triggerall=random<=6
trigger1=var(54)-((ceil(var(54)/10000000)-ifelse(var(54)-(ceil(var(54)/10000000)*10000000)<0,1,0))*10000000)=[1000000,1999999]
v = 54
value =-1000000
[State -2 , 1]
type = Varadd
triggerall=roundstate=2 && alive && numenemy=1 && movetype !=H
trigger1=var(52)-((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)=[0,998]
v = 52
value =1
[State -2 , 1]
type = Varset
trigger1=(movetype=H)||(movetype=A)||(p2movetype=H)||roundstate!=2
v = 52
value =((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varadd
triggerall=(ctrl && statetype !=A)||(movehit && p2movetype=H)
trigger1=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger2=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[3000,3999]
trigger3=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[5000,5999]
trigger4=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[7000,7999]
v = 52
value =-1000;ifelse((var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[10000,19999]),-10000,-30000)
[State -2 , 1]
type = Varadd
triggerall=movetype=H
trigger1=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger2=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[3000,3999]
trigger3=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[5000,5999]
trigger4=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[7000,7999]
v = 52
value =1000
[State -2 , 1]
type = Varadd
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0 && stateno=43 && numenemy=1 && numpartner=0
trigger1=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger2=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[2000,2999]
trigger3=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[4000,4999]
trigger4=var(52)-((ceil(var(52)/10000)-ifelse(var(52)-(ceil(var(52)/10000)*10000)<0,1,0))*10000)=[6000,6999]
v = 52
value =1000
[State -2 , 1]
type = Varadd
triggerall=(ctrl && statetype !=A)
trigger1=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[30000,39999]
trigger3=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[50000,59999]
trigger4=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 52
value =-10000;ifelse((var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[10000,19999]),-10000,-30000)
[State -2 , 1]
type = Varadd
triggerall=movetype=H
trigger1=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[30000,39999]
trigger3=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[50000,59999]
trigger4=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 52
value =10000
[State -2 , 1]
type = Varadd
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0 && (stateno=[1000,1002]) && numenemy=1 && numpartner=0
trigger1=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[0,9999]
trigger2=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[20000,29999]
trigger3=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[40000,49999]
trigger4=var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[60000,69999]
v = 52
value =10000
[State -2 , 1]
type = Varset
trigger1=roundstate!=2
fv = 39
value =0
[State -2 , 1]
type = Varset
trigger1=roundstate=2 && alive && partner,life<=0
fv = 39
value =ifelse(movetype=H,0,ifelse(stateno=42&&time=1,ifelse(fvar(39)>300,fvar(39)-300,0),fvar(39)+1))
[State -2 , 1]
type = Varset
trigger1=p2movetype=A &&(stateno=105)
v = 55
value =ifelse(p2movetype=A && fvar(33)>0,1,-1)
[State -2 , 1]
type = Varset
trigger1=var(55) =1
trigger1=p2stateno !=fvar(33)
v = 55
value =-1
[State -2 , 1]
type = Varset
trigger1=var(55) =2
trigger1=p2stateno !=fvar(33)
v = 55
value =3
[State -2 , 1]
type = Varset
trigger1=var(55) !=[2,3]
trigger1=stateno=42||stateno=104
v = 55
value =ifelse(p2movetype=A && fvar(33)>0,2,3)
[State -2 , 1]
type = Varset
trigger1=movehit && p2stateno=[5000,5059]
trigger1=stateno=[600,699]
trigger2=p2movetype=H && stateno=[3120,3149]
v = 55
value =4
[State -2 , 1]
type = Varset
trigger1=movetype=A
trigger1=stateno=1
v = 55
value =5
[State -2 , 1]
type = Varset
trigger1=var(55)=5 && stateno=90000
v = 55
value =6
[State -2 , 1]
type = Varset
trigger1=p2movetype=H && movehit && stateno=[3120,3149]
v = 55
value =7
[State -2 , 1]
type = Varset
trigger1=p2movetype=H && p2stateno>200 && movetype=A && stateno=[800,899]
v = 55
value =8
[State -2 , 1]
type = Varset
trigger1=p2movetype=H && p2stateno>200 && movetype=A && frontedgebodydist<=100 && stateno=[3000,3099]
v = 55
value =9
[State -2 , 1]
type = Varset
trigger1=p2movetype=H && p2stateno>200 && movehit && stateno=[200,499]
v = 55
value =11
[State -2 , 1]
type = Varset
trigger1=var(55)=-1
trigger1=ctrl||p2movetype=H
trigger2=var(55)=[2,3]
trigger2=(ctrl && statetype!=A);||(var(55)=2 && p2stateno !=fvar(33))
trigger3=var(55)=4||var(55)=6||var(55)=[7,11]
trigger3=(var(55)=6 && stateno=[1000,1009])||(p2movetype !=H)||var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0||p2stateno =[5100,5150]
trigger4=var(55)=[5,6]
trigger4=numhelper(1945)=0
trigger5=var(55)=8
trigger5=stateno=[1200,1299]
v = 55
value =0
[State -1, Stand]
type = ChangeState
value =0;ifelse((enemynear(Var(38)),vel y<=0 && p2bodydist y>=-50),240,270)
triggerall = !IsHelper
;triggerall = var(59)
triggerall=stateno=103
trigger1=fvar(33)>0 && fvar(33) !=p2stateno
trigger1=p2movetype !=H
ctrl=1
[State -2 , 1]
type = Varset
trigger1=var(59) !=0
trigger1=stateno=[2300,2399]
v = 16
value =9999
[State -2 , 1]
type = Varset
trigger1=var(59) !=0
trigger1=var(16) !=0
trigger1=statetype !=A
v = 16
value =0
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=fvar(33) !=enemynear(Var(38)),stateno
trigger2=(enemynear(Var(38)),AnimElemTime(1)=0 && enemynear(Var(38)),stateno = fvar(33) &&fvar(34)>2 )
fv = 34
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varadd
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=enemynear(Var(38)),movetype=A
trigger2=fvar(34)>0
fv = 34
value =1
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=fvar(33) !=enemynear(Var(38)),stateno
fv = 33
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall = !IsHelper
triggerall = var(59) !=0
trigger1=enemynear(Var(38)),movetype=A
trigger1=fvar(33)>=0
fv = 33
value =enemynear(Var(38)),stateno
Ignorehitpause=1
[State -1, ChuugekiHou]
type = ChangeState
value =ifelse(power>=500&&(life<p2life||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[30,39]),90000,105);710
triggerall = !IsHelper
triggerall = var(59)
triggerall = var(55)!=1
triggerall = RoundState = 2 && Alive &&statetype !=A
;triggerall=p2bodydist x=[-20,240]
triggerall=enemynear(Var(38)),facing*facing<0||p2bodydist x<0
triggerall=enemynear(Var(38)),HitDefAttr =SCA,AT
triggerall=p2movetype=A && (numpartner=0||partner,life<=0)
triggerall=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99])
triggerall=var(56)=11||(random<=400)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
trigger1=1
[State -1, ChuugekiHou]
type = ChangeState
value =90000
triggerall = !IsHelper
triggerall = var(59) && (life<p2life||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[30,39]) && power>500
triggerall = var(55)!=1
triggerall = RoundState = 2 && Alive &&statetype !=A
;triggerall=p2bodydist x=[-20,240]
triggerall=enemynear(Var(38)),facing*facing<0||p2bodydist x<0
triggerall=(var(39)>0 && var(39)=p2stateno)||(var(37)>0 && var(37)=p2stateno)||enemynear(Var(38)),HitDefAttr =SCA,HA,HT,HP
triggerall=p2movetype=A && (numpartner=0||partner,life<=0)
triggerall=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99])
triggerall=var(56)=11||(random<=400)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
trigger1=1
[State -1, Stand]
type = ChangeState
value =ifelse((p2bodydist x>=10&&frontedgebodydist>60)||(enemynear(Var(38)),pos y<-100),ifelse(frontedgebodydist<100,24,100),1001)
triggerall = !IsHelper
;triggerall = var(59)
;triggerall = var(57) !=100
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=[100,101]))
;triggerall = p2movetype=A||var(55)=4
triggerall=p2bodydist x>=-10; && enemynear(Var(38)),pos y>=-100 && enemynear(Var(38)),vel y>0
triggerall=((stateno !=[100,101])&&(stateno !=24))||((p2bodydist x<10||frontedgebodydist<=60)&&enemynear(Var(38)),pos y>=-100)
trigger1=0;var(55)=6 && enemynear(Var(38)),vel y>0 && p2bodydist x<=120
trigger2=partner,life>0 && enemynear(Var(38)),pos y+enemynear(Var(38)),vel y*10=[-80,-60]
trigger2=frontedgebodydist<=60 && p2statetype=A && p2movetype=H
trigger2=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=30,400,ifelse(p2statetype=C,430,230))
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(57) !=100
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=[100,101]))
;triggerall = p2movetype=A||var(55)=4
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x<=60
trigger1=0;var(55)=1||var(55)=[4,5]
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=40,ifelse(p2bodydist x<=10,650,ifelse(random<=500,600,640)),620)
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(57) !=100
triggerall = RoundState = 2 && Alive && (statetype =A) && vel y>0
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x<=80
triggerall=var(55)=2
triggerall=fvar(34)<2||fvar(12)<=999 || fvar(12)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(13)<=999 || fvar(13)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(14)<=999 || fvar(14)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(15)<=999 || fvar(15)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(16)<=999 || fvar(16)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(17)<=999 || fvar(17)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(18)<=999 || fvar(18)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||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) - fvar(34)<0
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) - fvar(34)<0
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) - fvar(34)<0
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) - fvar(34)<0
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) - fvar(34)<0
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) - fvar(34)<0
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) - fvar(34)<0
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) - fvar(34)<0
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) - fvar(34)<0
trigger10=fvar(29)>999 && fvar(29)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(29)>999 && fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)<0
trigger11=p2bodydist x<=30 && fvar(35)=[2000000,2999999]
[State -1, Stand]
type = ChangeState
value =610
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(57) !=100
triggerall = RoundState = 2 && Alive && (statetype =A)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x<=80
trigger1=var(55)=1
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=40,ifelse(p2bodydist x<=10,650,ifelse(random<=500,600,640)),610)
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(57) !=100
triggerall = RoundState = 2 && Alive && (statetype =A)
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall=p2bodydist x>=-30
triggerall=p2bodydist x<=100
trigger1=var(55)=2
trigger1=((vel y>0 && pos y>=-80)||p2bodydist x<=10)
trigger2=var(55)=5
trigger2=vel y>0 && pos y>=-80
;trigger2=p2bodydist x<=40 && vel y<=0
[State -1, Stand]
type = ChangeState
value =8000
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall = RoundState = 2 && Alive && power>=1500 && numhelper(8001)=0 && life>200
triggerall = statetype != A && p2statetype!=A
triggerall = stateno != 1098
;triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=100
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2movetype=A && fvar(34)<2)
[State -1, Stand]
type = ChangeState
value =90000
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall = var(57) !=100
triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=500
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=[100,101]))
triggerall = p2movetype=A
triggerall=p2bodydist x>=-10
trigger1=1
[State -1, Stand]
type = ChangeState
value =2700
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(57) !=100
triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=1000
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=[100,101]))
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x=[0,100]
triggerall=var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)!=[100,199]
triggerall=fvar(12)<=999 || fvar(12)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(13)<=999 || fvar(13)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(14)<=999 || fvar(14)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(15)<=999 || fvar(15)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(16)<=999 || fvar(16)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(17)<=999 || fvar(17)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(18)<=999 || fvar(18)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(19)<=999 || fvar(19)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=0;(fvar(6) !=[2000000,2999999]) && (fvar(7) !=[2000000,2999999])
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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-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) - fvar(34)=[-2,2]
trigger10=fvar(29)>999 && fvar(29)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(29)>999 && fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)=[-2,2]
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=10,200,ifelse(p2bodydist x<=30,ifelse(random<=500,400,430),210))
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(57) !=100
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=[100,101]))
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x<=70
triggerall=var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)!=[100,199]
triggerall=fvar(34)<2||fvar(12)<=999 || fvar(12)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(13)<=999 || fvar(13)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(14)<=999 || fvar(14)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(15)<=999 || fvar(15)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(16)<=999 || fvar(16)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(17)<=999 || fvar(17)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(18)<=999 || fvar(18)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
triggerall=fvar(29)<=999|| (fvar(29)-(enemynear(Var(38)),stateno*1000) !=[-2,999]) || fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
triggerall=(fvar(6) !=[2000000,2999999]) && (fvar(7) !=[2000000,2999999])
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
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) - fvar(34)>=3
trigger10=fvar(29)>999 && fvar(29)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(29)>999 && fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11=fvar(34)<2 && fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12=fvar(34)<2 && fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13=fvar(34)<2 && fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14=fvar(34)<2 && fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15=fvar(34)<2 && fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16=fvar(34)<2 && fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17=fvar(34)<2 && fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - fvar(34)>=3
trigger18=var(55)=1
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=20,230,410)
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(57) !=100
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=[100,101]))
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x<=40
triggerall=var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)!=[100,199]
triggerall=fvar(34)<2||fvar(12)<=999 || fvar(12)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(13)<=999 || fvar(13)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(14)<=999 || fvar(14)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(15)<=999 || fvar(15)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(16)<=999 || fvar(16)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(17)<=999 || fvar(17)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(18)<=999 || fvar(18)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
triggerall=fvar(29)<=999|| (fvar(29)-(enemynear(Var(38)),stateno*1000) !=[-2,999]) || fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
triggerall=(fvar(6) !=[2000000,2999999]) && (fvar(7) !=[2000000,2999999])
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
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) - fvar(34)>=0
trigger10=fvar(29)>999 && fvar(29)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(29)>999 && fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11=fvar(34)<2 && fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12=fvar(34)<2 && fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13=fvar(34)<2 && fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14=fvar(34)<2 && fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15=fvar(34)<2 && fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16=fvar(34)<2 && fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17=fvar(34)<2 && fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - fvar(34)>=0
[State -1, Stand]
type = ChangeState
value =1095
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
;triggerall = var(57) !=100
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=[100,101]))
triggerall = p2movetype=A && life>200
triggerall=p2statetype !=A
triggerall=p2bodydist x-enemynear(Var(38)),vel x*30>=60
triggerall=p2bodydist x=[0,160]
triggerall=var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)!=[100,199]
triggerall=fvar(34)<2||fvar(12)<=999 || fvar(12)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(13)<=999 || fvar(13)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(14)<=999 || fvar(14)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(15)<=999 || fvar(15)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(16)<=999 || fvar(16)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(17)<=999 || fvar(17)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<2||fvar(18)<=999 || fvar(18)-(enemynear(Var(38)),stateno*1000) !=[-2,999]
triggerall=fvar(34)<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) - fvar(34)>=1
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) - fvar(34)>=1
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) - fvar(34)>=1
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) - fvar(34)>=1
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) - fvar(34)>=1
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) - fvar(34)>=1
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) - fvar(34)>=1
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) - fvar(34)>=1
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) - fvar(34)>=1
triggerall=fvar(29)<=999|| (fvar(29)-(enemynear(Var(38)),stateno*1000) !=[-2,999]) || fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
triggerall=(fvar(6) !=[2000000,2999999]) && (fvar(7) !=[2000000,2999999])
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) - fvar(34)>=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) - fvar(34)>=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) - fvar(34)>=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) - fvar(34)>=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) - fvar(34)>=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) - fvar(34)>=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) - fvar(34)>=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) - fvar(34)>=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) - fvar(34)>=1
trigger10=fvar(29)>999 && fvar(29)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(29)>999 && fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11=fvar(34)<2 && fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12=fvar(34)<2 && fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13=fvar(34)<2 && fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14=fvar(34)<2 && fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15=fvar(34)<2 && fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16=fvar(34)<2 && fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17=fvar(34)<2 && fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - fvar(34)>=1
[State -1, Stand]
type = ChangeState
value =800;ifelse(var(57)=4,830,800)
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(13) !=100
triggerall = RoundState = 2 && Alive && (statetype !=A)
triggerall=var(54)-((ceil(var(54)/100)-ifelse(var(54)-(ceil(var(54)/100)*100)<0,1,0))*100)<=0
triggerall=var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall=p2movetype !=H
triggerall=p2stateno !=105
triggerall=var(23)-((ceil(var(23)/1000)-ifelse(var(23)-(ceil(var(23)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-30
triggerall = p2bodydist X <= 0
triggerall=(var(41) !=[2000000,2999999]) && (var(42) !=[2000000,2999999])
;triggerall=p2stateno<200||p2movetype=A||enemynear(Var(38)),vel x=0||palno!=[9,12]
trigger1=1
[State -1, Stand]
type = ChangeState
value =90000
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
;triggerall = var(57) !=100
triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=500
;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=[100,101]))
triggerall = p2movetype=A
;triggerall=p2statetype !=A
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x>100||var(57) !=100
;triggerall=var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)!=[100,199]
trigger1=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger1=fvar(34)<2 && fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - fvar(34)>=ifelse((var(57) !=100),0,30)
trigger2=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger2=fvar(34)<2 && fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - fvar(34)>=ifelse((var(57) !=100),0,30)
trigger3=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger3=fvar(34)<2 && fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - fvar(34)>=ifelse((var(57) !=100),0,30)
trigger4=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger4=fvar(34)<2 && fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - fvar(34)>=ifelse((var(57) !=100),0,30)
trigger5=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger5=fvar(34)<2 && fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - fvar(34)>=ifelse((var(57) !=100),0,30)
trigger6=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger6=fvar(34)<2 && fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - fvar(34)>=ifelse((var(57) !=100),0,30)
trigger7=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger7=fvar(34)<2 && fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - fvar(34)>=ifelse((var(57) !=100),0,30)
trigger8=p2bodydist x>100&&var(57) !=100
[State -1, Stand]
type = ChangeState
value =104
triggerall = !IsHelper
triggerall = var(59)
;triggerall = var(57) !=100
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=[100,101]))
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-10
triggerall=p2bodydist x>100
triggerall=var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)!=[100,199]
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
triggerall=fvar(29)<=999|| (fvar(29)-(enemynear(Var(38)),stateno*1000) !=[-2,999]) || fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)>=12
triggerall=(fvar(8) !=[2000000,2999999]) && (fvar(9) !=[2000000,2999999])
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
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) - fvar(34)>=12
trigger10=fvar(29)>999 && fvar(29)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger10=fvar(29)>999 && fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000) - fvar(34)>=12
trigger11=fvar(12)>999 && fvar(12)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger11=fvar(34)<2 && fvar(12)>999 && fvar(12)-((ceil(fvar(12)/1000)-ifelse(fvar(12)-(ceil(fvar(12)/1000)*1000)<0,1,0))*1000) - fvar(34)>=30
trigger12=fvar(13)>999 && fvar(13)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger12=fvar(34)<2 && fvar(13)>999 && fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) - fvar(34)>=30
trigger13=fvar(14)>999 && fvar(14)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger13=fvar(34)<2 && fvar(14)>999 && fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) - fvar(34)>=30
trigger14=fvar(16)>999 && fvar(16)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger14=fvar(34)<2 && fvar(16)>999 && fvar(16)-((ceil(fvar(16)/1000)-ifelse(fvar(16)-(ceil(fvar(16)/1000)*1000)<0,1,0))*1000) - fvar(34)>=30
trigger15=fvar(17)>999 && fvar(17)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger15=fvar(34)<2 && fvar(17)>999 && fvar(17)-((ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000) - fvar(34)>=30
trigger16=fvar(18)>999 && fvar(18)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger16=fvar(34)<2 && fvar(18)>999 && fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000) - fvar(34)>=30
trigger17=fvar(19)>999 && fvar(19)-(enemynear(Var(38)),stateno*1000)=[-2,999]
trigger17=fvar(34)<2 && fvar(19)>999 && fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000) - fvar(34)>=30
[State -1, Stand]
type = ChangeState
value =105
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[20,39]
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=100 && backedgebodydist>60
triggerall=helper(1961),pos x-pos x=[-100,100]
trigger1=numhelper(1961)&&(helper(1961),var(52)=[300,320])
[State -1, Stand]
type = ChangeState
value =90000
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall = RoundState = 2 && Alive && power>=500
triggerall = statetype != A
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[20,39]
;triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=p2bodydist x>=-10 ;&& backedgebodydist>60
trigger1=helper(1961),pos x-pos x=[-100,100]
trigger1=numhelper(1961)&&(helper(1961),stateno=1962||helper(1961),var(52)=[320,350])
trigger2=p2statetype=A && p2movetype=H && p2bodydist x<=200
trigger3=var(54)-((ceil(var(54)/1000000)-ifelse(var(54)-(ceil(var(54)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
trigger3=var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)>=20000
trigger3=p2movetype !=H
trigger3=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger3=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100
trigger3=enemynear(Var(38)),power>=1000 && p2bodydist x<=200 && p2statetype!=A
[State -1, Stand]
type = ChangeState
value =ifelse(power>=1500&&p2life>300,8000,ifelse(p2statetype=A && p2bodydist x<=180,90000,4036))
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
;triggerall=helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=200 && p2stateno>=200
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=numhelper(8001)&& helper(8001),stateno=8050 && p2movetype=H
[State -1, Stand]
type = ChangeState
value =ifelse(p2statetype=A && p2bodydist x<=180,90000,ifelse(p2bodydist x<=140,1095,1002))
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
;triggerall=helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
;triggerall=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=200
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=numhelper(8001)&& helper(8001),stateno=8050 && p2movetype=H
[State -1, Stand]
type = ChangeState
value =90000
triggerall = !IsHelper
triggerall = var(59)
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[30,39]
triggerall = RoundState = 2 && Alive && power>=500
triggerall=p2bodydist x<=300
triggerall = statetype != A
triggerall=inguarddist && p2movetype!=A
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=1
[State -1, Stand]
type = ChangeState
value =1960
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
;triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=stateno=4036 && p2bodydist x<=200 && enemynear(Var(38)),vel x>0 && p2movetype!=H
trigger2=(inguarddist=0 && p2movetype!=A)||stateno !=90000
trigger2=(stateno=5505 && time >= 51)||(stateno=8000 && time>=11)||(stateno=2221 && time>=14)||(stateno=1002 && time>=38)||(stateno=4036 && time>=6)||(stateno=1095 && time>=3)||(stateno=90000 && time>=33)
trigger2=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>100
[State -1, Stand]
type = ChangeState
value =8000
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall=p2life<200 && random<=500
triggerall = RoundState = 2 && Alive && power>=1500
triggerall = statetype != A && p2statetype!=A
triggerall=numhelper(8001)=0
triggerall = stateno != 1098
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=200
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(p2movetype!=H);||(p2movetype=A && fvar(34)<2)
[State -1, Stand]
type = ChangeState
value =ifelse((p2life<life||random<=700)&&(NumHelper(1945)=0||numhelper(4050)=0),ifelse(random<=ifelse(p2life<life,500,350)||numhelper(4050),1,5505),8000)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,19]
triggerall = RoundState = 2 && Alive && power>=1500
triggerall = statetype != A && p2statetype!=A
triggerall=NumHelper(1945)=0||numhelper(8001)=0||numhelper(4050)=0
triggerall = stateno != 1098
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=200
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(p2movetype!=H);||(p2movetype=A && fvar(34)<2)
[State -1, Stand]
type = ChangeState
value =ifelse(p2life<life&&(NumHelper(1945)=0||numhelper(4050)=0),ifelse(random<=500||numhelper(4050),1,5505),8000)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[20,29]
triggerall = RoundState = 2 && Alive && power>=1500
triggerall=NumHelper(1945)=0||numhelper(8001)=0||numhelper(4050)=0
triggerall = statetype != A && p2statetype!=A
triggerall = stateno != 1098
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=200
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(p2movetype!=H);||(p2movetype=A && fvar(34)<2)
[State -1, Stand]
type = ChangeState
value =ifelse(numhelper(8001),ifelse(random<=500||numhelper(4050),1,5505),8000)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[30,39]
triggerall = RoundState = 2 && Alive && power>=1500
triggerall=NumHelper(1945)=0||numhelper(8001)=0||numhelper(4050)=0
triggerall = statetype != A && p2statetype!=A
triggerall = stateno != 1098
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=200
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(p2movetype!=H);||(p2movetype=A && fvar(34)<2)
[State -1, Stand]
type = ChangeState
value =ifelse((Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))&&var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>200,1095,1960)
triggerall = !IsHelper
triggerall = var(59)
;triggerall=p2bodydist x<=300
;triggerall=helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=numhelper(1961)=0 && (stateno !=1960) && (stateno !=90000)&& (stateno !=5505) && (stateno !=8000)&& (stateno !=1)
triggerall=p2bodydist x>=-20 ;&& p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])||(p2bodydist x>=100&&p2movetype=H)
;triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0 && var(53)>=2000
trigger1=p2bodydist x-enemynear(Var(38)),vel x*20>=100
trigger2=p2movetype=H||var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0
[State -1, Stand]
type = ChangeState
value =ifelse(random<=500,1002,4036)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall=random>100+(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10))*100
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(Var(38)),vel x*30>=150 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=p2movetype=H
[State -1, Stand]
type = ChangeState
value =ifelse(numhelper(9010)=0,1095,4036)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall = RoundState = 2 && Alive
triggerall=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=200
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(Var(38)),vel x*30>=100 && (p2movetype=H||p2statetype!=A)
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
triggerall=(random<=20)||p2movetype=H
trigger1=numhelper(9010)=0
;trigger2=numhelper(666)=0 && p2bodydist x-enemynear(Var(38)),vel x*30>=200
[State -1, Stand]
type = ChangeState
value =ifelse(random<=500,ifelse(p2bodydist x>160,2221,1095),1002)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall = RoundState = 2 && Alive
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,19]
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(Var(38)),vel x*30>=150 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(random<=20)||p2movetype=H
[State -1, Stand]
type = ChangeState
value =ifelse(p2life>life||random<=500||(p2movetype!=H),ifelse(p2bodydist x>160,2221,1095),1002)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall = RoundState = 2 && Alive
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[20,29]
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(Var(38)),vel x*30>=150 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(random<=20)||p2movetype=H
[State -1, Stand]
type = ChangeState
value =ifelse(power>=500 && random<=500,90000,ifelse(p2bodydist x>160,2221,1095))
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
triggerall = RoundState = 2 && Alive
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[30,39]
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(Var(38)),vel x*30>=150 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(random<=20)||p2movetype=H
[State -1, Stand]
type = ChangeState
value =90000
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
;triggerall=helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive && power>=500
triggerall = statetype != A
triggerall=p2bodydist x>=0
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=100 ||(enemynear(Var(38)),vel x<=0 && p2statetype=A)||(inguarddist && p2movetype!=A)||var(55)=5
;triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=random<=20+(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10))*20||var(55)=5;(p2stateno=[120,159])||p2movetype!=H
[State -1, Stand]
type = ChangeState
value =ifelse(numhelper(9010)=0,1095,4036)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
;triggerall=helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=200
triggerall = statetype != A
triggerall=(p2bodydist x-enemynear(Var(38)),vel x*20>=100||numhelper(9010)=0) && ((p2stateno=[5100,5110])||p2statetype!=A)
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0
trigger1=0;var(53)-(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000))*1000>=20000
trigger2=numhelper(9010)=0
[State -1, Stand]
type = ChangeState
value =ifelse((var(53)-(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000))*1000=[10000,20000]),1002,2221)
triggerall = !IsHelper
triggerall = var(59)
triggerall=p2bodydist x<=300
;triggerall=helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=100 && ((p2stateno=[5100,5110])||p2statetype!=A)
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0||var(55)=8
trigger1=var(53)-(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000))*1000=[10000,20000]
trigger2=var(53)-(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000))*1000=[20000,30000]
[State -1, Stand]
type = ChangeState
value =90000;ifelse((p2bodydist x-enemynear(Var(38)),vel x*20>=220),4036,90000)
triggerall = !IsHelper
triggerall = var(59)
;triggerall=helper(1961),stateno!=1962
triggerall=p2bodydist x<=300
triggerall = RoundState = 2 && Alive && power>=500
triggerall = statetype != A
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20>=0 && ((p2stateno=[5100,5110])||p2statetype!=A)
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101])
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0||var(55)=8
trigger1=var(53)-(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000))*1000<=20000||var(53)<1999
[State -1, Stand]
type = ChangeState
value =ifelse((p2stateno>200&&p2bodydist x=[20,80]),1095,105)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=200
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && backedgebodydist >40 ;&& p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x-enemynear(Var(38)),vel x*20=[20,150]
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||p2movetype=H
trigger1=numhelper(9010)
[State -1, Stand]
type = ChangeState
value =42
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x>=40
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
triggerall=(p2stateno=[120,159])||p2movetype!=H
trigger1=random<=200 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(fvar(39)>=600,30,20) && fvar(39)>=300
trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 && fvar(39)>=900
[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)>=30||life<p2life),105,42)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x>=40
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||p2movetype!=H
trigger1=random<=50;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,50,20)
[State -1, Stand]
type = ChangeState
value =ifelse(power>=500 && random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20,300,500),90000,1095)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x-enemynear(Var(38)),vel x*10<=100 ;&& p2bodydist y+enemynear(Var(38)),vel y*10>=-40
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||p2movetype!=H
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,50,20)
[State -1, Stand]
type = ChangeState
value =100
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive && stateno!=[100,101]
triggerall = statetype != A
triggerall=var(54)-((ceil(var(54)/100)-ifelse(var(54)-(ceil(var(54)/100)*100)<0,1,0))*100)<=0
triggerall=var(50)-((ceil(var(50)/1000)-ifelse(var(50)-(ceil(var(50)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x-enemynear(Var(38)),vel x*10<=30 ;&& p2bodydist y+enemynear(Var(38)),vel y*10>=-40
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||p2movetype!=H
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,50,20)
[State -1, Stand]
type = ChangeState
value =ifelse(random<=500&&p2bodydist x<=20,200,230)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x<=25
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<200&&random<=300&&var(55)!=11)||p2movetype!=H
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2movetype=H,100,50)||(p2movetype=H&&p2stateno>200)
[State -1, Stand]
type = ChangeState
value =ifelse(random<=500,400,430)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x<=50
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<200&&random<=300&&var(55)!=11)||p2movetype!=H
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2movetype=H,100,50)||(p2movetype=H&&p2stateno>200)
[State -1, Stand]
type = ChangeState
value =ifelse(random<=500,240,440)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=30 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x<=50
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<200&&random<=300&&var(55)!=11)||p2movetype!=H
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2movetype=H,100,50)||(p2movetype=H&&p2stateno>200)
[State -1, Stand]
type = ChangeState
value =450
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=30 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x<=50
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<200&&random<=300&&var(55)!=11)||p2movetype!=H
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2movetype=H,100,50)||(p2movetype=H&&p2stateno>200)
[State -1, Stand]
type = ChangeState
value =410
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=20 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x<=40
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<200&&random<=300&&var(55)!=11)||p2movetype!=H
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2movetype=H,100,50)||(p2movetype=H&&p2stateno>200)
[State -1, Stand]
type = ChangeState
value =ifelse(random<=500&&p2bodydist x<=60,220,210)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x=[50,70]
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<200&&random<=300&&var(55)!=11)||p2movetype!=H
trigger1=random<=ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||p2movetype=H,100,50)||(p2movetype=H&&p2stateno>200)
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x<=20,ifelse(random<=500,630,600),620)
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x-enemynear(Var(38)),vel x*10<=70
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=(p2stateno=[120,159])||p2movetype!=H
[State -1, Stand]
type = ChangeState
value =ifelse(vel x>0,ifelse(p2bodydist x<=20,ifelse(random<=500,650,640),620),ifelse(p2bodydist x<=20,640,620))
triggerall = !IsHelper
triggerall = var(59)
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall=p2bodydist x>=-10 && p2statetype!=A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && (enemynear(Var(38)),facing*facing>0||p2bodydist x>=100))
triggerall = Ctrl||(StateNo = [0,39])||(StateNo =[120,149])
triggerall=p2bodydist x-enemynear(Var(38)),vel x*10<=70
triggerall=var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno!=[5100,5150]
trigger1=vel y>0||(stateno=105&&vel y>=0)
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall=var(55)=2||stateno !=103
triggerall = RoundState = 2 && Alive
triggerall=Var(56) !=100
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
;triggerall=numenemy<2 || var(57) =100
triggerall=numenemy=1
;triggerall=statetype !=A
triggerall=inguarddist=0
trigger1=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)>=1
trigger1=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<99
value = ifelse(statetype=A,132,ifelse((enemynear(Var(38)),stateType = A)||(var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)=[1,9]),130,131))
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall=var(55)=2||stateno !=103
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
;triggerall=numenemy<2 || var(57) =100
triggerall=statetype !=A
triggerall=Var(56) !=100
triggerall=inguarddist
trigger1=enemynear(Var(38)),MoveType = A
trigger1=enemynear(Var(38)),statetype=A
trigger2=enemynear(Var(38)),MoveType = A
trigger2=(var(39)>0 && var(39)=p2stateno)||(var(37)>0 && var(37)=p2stateno)
value = 130
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall=var(55)=2||stateno !=103
triggerall = RoundState = 2 && Alive
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
;triggerall=numenemy<2 || var(57) =100
triggerall=statetype!=A
triggerall=Var(56) !=100
triggerall=inguarddist
triggerall=(enemynear(Var(38)),MoveType != A)||(var(37)<=0 || var(37) !=p2stateno)
triggerall=(enemynear(Var(38)),MoveType != A)||(var(39)<=0 || var(39) !=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 = RoundState = 2 && Alive
triggerall = StateNo != [120, 159]
triggerall = StateNo != 102
;triggerall=numenemy<2 || var(57) =100
triggerall=inguarddist
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall=statetype=A
triggerall=Var(56) !=100
trigger1=1
value = 132
[State -1, Stand1]
type = ChangeState
value =104
triggerall = !IsHelper
triggerall = var(59)
triggerall=(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,19])||helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
triggerall=(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0||p2stateno =[5100,5150])
trigger1=p2bodydist x<=60 && backedgebodydist<40
trigger2=enemynear(Var(38)),vel x>1 && p2stateno !=[5100,5150]
trigger2=p2bodydist x=[-10,60]
[State -1, Stand1]
type = ChangeState
value =ifelse(p2bodydist x>=200 && random<=200,100,22)
triggerall = !IsHelper
triggerall = var(59)
triggerall=(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,19])||helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,29]
triggerall=stateno !=24
triggerall=((time>=10) && stateno=23 && random<=100)||((time>=20) && stateno=23)||((stateno!=[21,23])&&(stateno!=[100,101]))
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(NumHelper(765)&&Helper(765),var(0)!=1)||(partner,life>0 && enemynear(Var(38)),facing*facing>0 && p2bodydist x>40)
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
trigger1=p2bodydist x>=100&&(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno !=[5100,5150])
trigger2=p2bodydist x>=100
trigger3=(NumHelper(765)&&Helper(765),var(0)!=1)
[State -1, Stand1]
type = ChangeState
value =ifelse((p2bodydist x-enemynear(Var(38)),vel x*20>=60 && random<=200)&&backedgebodydist>60,105,23)
triggerall = !IsHelper
triggerall = var(59)
triggerall=(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,19])||helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,29]
triggerall = statetype != A
triggerall=((time>=10) && (stateno=22||stateno=24||stateno=[100,101]))||((stateno!=[21,23])&&(stateno!=[100,101]))
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && enemynear(Var(38)),facing*facing>0 && p2bodydist x>40)
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
trigger1=p2bodydist x<100
trigger2=p2bodydist x<100&&(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0 || p2stateno =[5100,5150])
[State -1, Stand1]
type = ChangeState
value =ifelse(p2bodydist x>=200 && random<=200,100,22)
triggerall = !IsHelper
triggerall = var(59)
triggerall=(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,19])||helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[30,39]
triggerall=stateno !=24
triggerall=((time>=10) && stateno=23 && random<=100)||((time>=20) && stateno=23)||((stateno!=[21,23])&&(stateno!=[100,101]))
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(NumHelper(765)&&Helper(765),var(0)!=1)||(partner,life>0 && enemynear(Var(38)),facing*facing>0 && p2bodydist x>40)
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
trigger1=p2bodydist x>=200&&(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)<=0 && p2stateno !=[5100,5150])
trigger2=p2bodydist x>=200
trigger3=(NumHelper(765)&&Helper(765),var(0)!=1)
[State -1, Stand1]
type = ChangeState
value =ifelse((p2bodydist x-enemynear(Var(38)),vel x*20>=60 && random<=200)&&backedgebodydist>60,105,23)
triggerall = !IsHelper
triggerall = var(59)
triggerall=(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[10,19])||helper(1961),stateno!=1962
triggerall = RoundState = 2 && Alive
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[30,39]
triggerall = statetype != A
triggerall=((time>=10) && (stateno=22||stateno=24||stateno=[100,101]))||((stateno!=[21,23])&&(stateno!=[100,101]))
triggerall=(inguarddist=0 && (numpartner||p2movetype !=A))||Var(58)=100||(partner,life>0 && enemynear(Var(38)),facing*facing>0 && p2bodydist x>40)
triggerall=var(50)-((ceil(var(50)/100)-ifelse(var(50)-(ceil(var(50)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = (Ctrl||(StateNo = [0,39])||(StateNo =[120,149])||(stateno=[100,101]))
trigger1=p2bodydist x<200
trigger2=p2bodydist x<200&&(var(53)-((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)>0 || p2stateno =[5100,5150])
[State -1, Stand]
type = ChangeState
value = 0
triggerall = !IsHelper
;triggerall = var(59) !=0
;triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=(time>=10 && stateno=[21,23])||(stateno=730)
trigger1 = RoundState != 2
ctrl=1
[State -2]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
triggerall=time=0
triggerall = RoundState = 2 && Alive
trigger1=stateno=[5200,5210]
trigger1=0;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=stateno=45
trigger4=stateno=10
value = ifelse(stateno=45,ifelse(vel y >=0,51,50),ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>30,23,22))
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
[State -1]
type = ChangeState
value =1095;ifelse(random<=350,90000,ifelse(random<=700,8000,5505))
trigger1 = command = "FF"
trigger1 = statetype != A
trigger1 =ctrl
[State -1]
type = ChangeState
value =3050;ifelse(random<=500,3000,3050);ifelse(random<=350,3050,ifelse(random<=700,3150,3110))
;trigger1 = command = "FF"
trigger1 = statetype != A
trigger1 =0;var(6)
;DASIY ATTACK
[State -1, DAISY ATTACK]
type = ChangeState
value = 1
triggerall=var(59)<=0
triggerall = command = "DAISY DASH"
triggerall = stateno != 1098
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact
trigger2 = 1
;DASIY ATTACK
;[State -1, DAISY ASSIST]
;type = ChangeState
;value = 99
;triggerall = command = "DAISY SMASH"
;triggerall = stateno != [1,5000]
;triggerall = stateno != [99,5000]
;triggerall = power >= 1000
;trigger2 = statetype != A
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = movecontact
;trigger1 = (statetype = s) && ctrl
;DASIY ATTACK
;[State -1, DAISY ASSIST]
;triggerall = power >= 1000
;type = ChangeState
;value = 909
;triggerall = command = "DAISY RACKET RUCKUS"
;trigger1 = (statetype = s) && ctrl
;===========================================================================
;---------------------------------------------------------------------------
;FIRE MARIO
[State -1, fire mario]
type = ChangeState
value = 8000
triggerall=var(59)<=0
triggerall = command = "firepower"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact
trigger2 = stateno != 8000
;rampage (uses one super bar)
[State -1, rampage]
type = ChangeState
value = 5505
triggerall=var(59)<=0
triggerall = command = "rampage"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5505,2700]
trigger2 = movecontact
;maximenpointe
[State -1, rage]
type = ChangeState
value = 2500
triggerall=var(59)<=0
triggerall = command = "maximenpointe"
triggerall = power >= 1000
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
;maxiumspin
[State -1, rage]
type = ChangeState
value = 2700
triggerall=var(59)<=0
triggerall = command = "maximspin"
triggerall = power >= 1000
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
;veggie toss
[State -1,vegetables]
type = ChangeState
value = 90000
triggerall=var(59)<=0
triggerall = Command = "veggies"
triggerall = power >= 500
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno = 90000
trigger2 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
;thwomp
[State -1,thwomp drop]
type = ChangeState
value = 4036
triggerall=var(59)<=0
triggerall = Command = "THWOMP"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 240
;Bobomb helper
[State -1, Bobomb]
type = ChangeState
value = 1960
triggerall=var(59)<=0
triggerall = command = "Bobombdrop"
triggerall = numproj = 0
trigger1 = statetype != A
;piranhaattack
[State -1, piranhaattack]
type = ChangeState
value = 1095
triggerall=var(59)<=0
triggerall = command = "BITE ME"
trigger1 = (statetype = s) && ctrl
;kk
[State -1, kk]
type = ChangeState
value = 1002
triggerall=var(59)<=0
triggerall = command = "koopa kick"
trigger1 = (statetype = s) && ctrl
;Turnip_power
[State -1, turnip]
type = ChangeState
value = 2221
triggerall=var(59)<=0
triggerall = command = "Turnip_power"
trigger1 = (statetype = s) && ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall=var(59)<=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall=var(59)<=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
; PUSH throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall=var(59)<=0
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
; elbow Throw
[State -1, elbow Throw]
type = ChangeState
value = 811
triggerall=var(59)<=0
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall=var(59)<=0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall=var(59)<=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall=var(59)<=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall=var(59)<=0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall=var(59)<=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Standing Medium Kick
;[state -1]
;type = changestate
;value = 990
;triggerall = stateno != [101,105]
;triggerall = command = "b"
;triggerall = command = "holdfwd"
;triggerall = command != "holddown"
;trigger1 = statetype = s
;trigger1 = ctrl
[state -1 ,Standing Medium Kick]
type = changestate
value = 240
triggerall=var(59)<=0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = s && command != "holdfwd"
trigger1 = ctrl
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall=var(59)<=0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall=var(59)<=0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall=var(59)<=0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall=var(59)<=0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall=var(59)<=0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall=var(59)<=0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall=var(59)<=0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall=var(59)<=0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall=var(59)<=0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall=var(59)<=0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall=var(59)<=0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
; Jumping forward light kick
[State -1]
type = ChangeState
value = 631
triggerall=var(59)<=0
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = Vel X != 0
trigger1 = ctrl = 1
trigger1 = stateno != 101
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall=var(59)<=0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall=var(59)<=0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Slide Kick
[state -1, slide kick]
type = changestate
value = 710
triggerall=var(59)<=0
triggerall = command = "b"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "FF"
trigger1 = statetype = s
trigger1 = ctrl