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Command List — princesspeach_AI.zip ← Back to Overview

; 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
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