; 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_a 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.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Fatal Motion |--------------------------------------------------------
[command]
name = "Poniko&Uboa"
command = D, DB, B, D, DB, B, c
time = 30
;-| Super Motions |--------------------------------------------------------
[command]
name = "KnifeSlash"
command = D, DF, F, a+b
time = 15
[command]
name = "Flute"
command = D, DF, F, x+y
time = 15
[command]
name = "Umbrella&Demon"
command = D, DF, F, c+z
time = 15
;-| Special Motions |------------------------------------------------------
[Command]
name = "DodgeTwirlFwd"
command = /F, a+b
time = 10
[Command]
name = "DodgeTwirlBack"
command = /B, a+b
time = 10
[Command]
name = "SuperJump"
command = ~D, U
time = 10
[command]
name = "Bicycle"
command = D, DF, F, a
time = 15
[command]
name = "Stoplight"
command = D, DF, F, b
time = 15
[command]
name = "Yuki-onna"
command = D, DF, F, c
time = 15
[command]
name = "Cat"
command = D, DF, F, x
time = 15
[command]
name = "Nazu"
command = D, DF, F, y
time = 15
[command]
name = "Ghost"
command = D, DF, F, z
time = 15
;-| Helpers |--------------------------------------------------------
[command]
name = "Yomika"
command = D, DB, B, a
time = 15
[command]
name = "Yomika"
command = D, DB, B, b
time = 15
[command]
name = "Yomika"
command = D, DB, B, c
time = 15
[command]
name = "IB"
command = D, DB, B, x
time = 15
[command]
name = "IB"
command = D, DB, B, y
time = 15
[command]
name = "IB"
command = D, DB, B, z
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_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$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
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$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.
[Statedef 10218]
type = S
physics = S
anim=20218
ctrl = 0
[State 218 , 1]
type = posset
trigger1=1
x=root,pos x+ifelse((root,facing>0),-100,100)
y=root,pos y
[State 66]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
[State -2, タッグ用生死判別];
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
var(36) = 0
IgnoreHitPause = 1
[State -2, タッグ用生死判別];
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 2
trigger1 = EnemyNear,life <= 0
var(36) = 1
IgnoreHitPause = 1
[State -2: VarSet]
type = VarSet
trigger1=fvar(5)<=-1
trigger1=fvar(5) !=-99999
trigger1=root,movetype=H||(root,stateno=[150,159])||(root,stateno=1301)||(root,stateno=1311)
fv = 5
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-999,999]
triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
triggerall=root,fvar(19)>0 && root,fvar(19)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(30)>=0
trigger1=fvar(5) >0
fv = 30
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(30)<0
fv = 30
value =-root,fvar(30)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-999,999]
triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
triggerall=root,fvar(19)>0 && root,fvar(19)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(33)>=0
trigger1=fvar(5) >0
fv = 33
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(33)<0
fv = 33
value =-root,fvar(33)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(32)=0||root,fvar(32)-fvar(5) =[-999,999]
triggerall=root,fvar(19)>0 && root,fvar(19)-fvar(5) !=[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(32)>=0
trigger1=fvar(5) >0
fv = 32
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(32)<0
fv = 32
value =-root,fvar(32)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(19)=0||root,fvar(19)-fvar(5) =[-999,999]
triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(19)>=0
trigger1=fvar(5) >0
fv = 19
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(19)<0
fv = 19
value =-root,fvar(19)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(18)=0||root,fvar(18)-fvar(5) =[-999,999]
triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(18)>=0
trigger1=fvar(5) >0
fv = 18
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(18)<0
fv = 18
value =-root,fvar(18)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(37)=0||root,fvar(37)-fvar(5) =[-999,999]
triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(37)>=0
trigger1=fvar(5) >0
fv = 37
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(37)<0
fv = 37
value =-root,fvar(37)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(36)=0||root,fvar(36)-fvar(5) =[-999,999]
triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(36)>=0
trigger1=fvar(5) >0
fv = 36
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(36)<0
fv = 36
value =-root,fvar(36)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(35)=0||root,fvar(35)-fvar(5) =[-999,999]
triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(35)>=0
trigger1=fvar(5) >0
fv = 35
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(35)<0
fv = 35
value =-root,fvar(35)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(34)=0||root,fvar(34)-fvar(5) =[-999,999]
triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
trigger1=root,fvar(34)>=0
trigger1=fvar(5) >0
fv = 34
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(34)<0
fv = 34
value =-root,fvar(34)
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(31)=0||root,fvar(31)-fvar(5) =[-999,999]
trigger1=root,fvar(31)>=0
trigger1=fvar(5) >0
fv = 31
value =-fvar(5)
Ignorehitpause=1
[State -2 , 1]
type = parentvarset
triggerall=enemynear(Var(36)),stateno !=var(13)
trigger1=root,fvar(31)<0
fv = 31
value =-root,fvar(31)
[State -2 , 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(25)=0 && var(14)<2
fv = 25
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(25)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 25
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(25)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 25
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))
[State -2 , 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(24)=0 && var(14)<2
fv = 24
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(24)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 24
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(24)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 24
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))
[State -2 , 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(29)=0 && var(14)<2
fv = 29
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(29)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 29
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(29)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 29
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))
[State -2 , 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(26)=0 && var(14)<2
fv = 26
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(26)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 26
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(26)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 26
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))
[State -2 , 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
trigger1=root,fvar(27)=0 && var(14)<2
fv = 27
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(27)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 27
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(27)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 27
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))
[State -2 , 1]
type = parentVarset
triggerall = enemynear(Var(36)),movetype=A && numenemy=1
trigger1=root,fvar(28)=0 && var(14)<2
fv = 28
value =1
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(28)=1
trigger1=enemynear(Var(36)),movetype=H
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
fv = 28
value =0
[State -2 , 1]
type = parentVarset
triggerall=root,fvar(28)=1
triggerall=var(14)>=10;||inguarddist
trigger1=enemynear(Var(36)),stateno !=var(13)
fv = 28
value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))
[State -2: VarSet]
type = VarSet
trigger1=fvar(5)>0
fv = 5
value =-99999
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall=fvar(5) =-99999
trigger1=var(13) !=enemynear(Var(36)),stateno
fv = 5
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varset
triggerall=fvar(5) !=-99999
triggerall=((root,movetype =H) ||root,stateno !=[800,899])
trigger1=1
fv = 5
value =0
Ignorehitpause=1
[State -2: VarSet]
type = VarSet
triggerall=fvar(5)<=0
triggerall=fvar(5) !=-99999
triggerall=root,movetype!=H
triggerall=root,stateno<200||root,movetype=A||(root,stateno=[4000,4099])
trigger1=var(13)>0
trigger1=var(13) =enemynear(Var(36)),stateno
fv = 5
value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14))
Ignorehitpause=1
[State -2: VarSet]
type = VarSet
triggerall=var(50)=[0,999999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099]);;;;;&&(root,stateno!=[206,209])(root,stateno!=[206,209])
trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 50
value =var(50)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(50)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 50
value =var(50)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(50)=[1,999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=var(13)>0
v = 50
value =-var(50)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(50)=0
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=var(13)>0
v = 50
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(50)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 50
value =ifelse(var(50)<=-1000000,-var(50)-1000000,ifelse(var(50)>=-999,0,-Var(50)-(ceil(-Var(50)/1000)-ifelse(-Var(50)-(ceil(-Var(50)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(50)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 50
value =-var(50)
[State -2: VarSet]
type = VarSet
triggerall=var(50)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 50
value =var(50)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(50)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(50)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(50)-(ceil(Var(50)/1000)-ifelse(Var(50)-(ceil(Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 50
value =var(50)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(51)=[0,999999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 51
value =var(51)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(51)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 51
value =var(51)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(51)=[1,999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=var(13)>0
v = 51
value =-var(51)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(51)=0 && var(50)=[999,999999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=var(13)>0
v = 51
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(51)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 51
value =ifelse(var(51)<=-1000000,-var(51)-1000000,ifelse(var(51)>=-999,0,-Var(51)-(ceil(-Var(51)/1000)-ifelse(-Var(51)-(ceil(-Var(51)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(51)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 51
value =-var(51)
[State -2: VarSet]
type = VarSet
triggerall=var(51)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 51
value =var(51)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(51)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(51)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(51)-(ceil(Var(51)/1000)-ifelse(Var(51)-(ceil(Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 51
value =var(51)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(52)=[0,999999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105)
v = 52
value =var(52)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(52)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 52
value =var(52)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(52)=[1,999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=var(13)>0
v = 52
value =-var(52)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(52)=0
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=var(13)>0
v = 52
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(52)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 52
value =ifelse(var(52)<=-1000000,-var(52)-1000000,ifelse(var(52)>=-999,0,-Var(52)-(ceil(-Var(52)/1000)-ifelse(-Var(52)-(ceil(-Var(52)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(52)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 52
value =-var(52)
[State -2: VarSet]
type = VarSet
triggerall=var(52)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 52
value =var(52)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(52)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(52)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(52)-(ceil(Var(52)/1000)-ifelse(Var(52)-(ceil(Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 52
value =var(52)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(53)=[0,999999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105);||numhelper(4010)
v = 53
value =var(53)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(53)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 53
value =var(53)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(53)=[1,999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=var(13)>0
v = 53
value =-var(53)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(53)=0 && var(52)=[999,999999]
trigger1=(root,stateno=800)||(root,stateno=[200,499])||(stateno=[1000,1099])
trigger1=var(13)>0
v = 53
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(53)=[-1999999,-1]
trigger1=(root,stateno=[120,159])||(root,movetype!=H)
trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 53
value =ifelse(var(53)<=-1000000,-var(53)-1000000,ifelse(var(53)>=-999,0,-Var(53)-(ceil(-Var(53)/1000)-ifelse(-Var(53)-(ceil(-Var(53)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(53)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 53
value =-var(53)
[State -2: VarSet]
type = VarSet
triggerall=var(53)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 53
value =var(53)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(53)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(53)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(53)-(ceil(Var(53)/1000)-ifelse(Var(53)-(ceil(Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 53
value =var(53)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(54)=[0,999999]
trigger1=(root,stateno=[1300,1399]);;||(root,stateno=[1200,1299]))&&(root,stateno!=[206,209])(root,stateno!=[206,209])
trigger1=(var(13)=0);;||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 54
value =var(54)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(54)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 54
value =var(54)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(54)=[1,999]
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 54
value =-var(54)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(54)=0
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 54
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(54)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&var(35)!=[1,8])
v = 54
value =ifelse(var(54)<=-1000000,-var(54)-1000000,ifelse(var(54)>=-999,0,-Var(54)-(ceil(-Var(54)/1000)-ifelse(-Var(54)-(ceil(-Var(54)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(54)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 54
value =-var(54)
[State -2: VarSet]
type = VarSet
triggerall=var(54)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 54
value =var(54)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(54)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(54)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(54)-(ceil(Var(54)/1000)-ifelse(Var(54)-(ceil(Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 54
value =var(54)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(55)=[0,999999]
trigger1=(root,stateno=[1300,1399])
trigger1=(var(13)=0);||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
v = 55
value =var(55)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(55)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 55
value =var(55)-1000000
[State -2: VarSet]
type = VarSet
triggerall=(var(55)=[1,999])
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 55
value =-var(55)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(55)=0 && (var(54)=[999,999999])
trigger1=(root,stateno=[1300,1399])
trigger1=var(13)>0
v = 55
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(55)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&var(35)!=[1,8])
v = 55
value =ifelse(var(55)<=-1000000,-var(55)-1000000,ifelse(var(55)>=-999,0,-Var(55)-(ceil(-Var(55)/1000)-ifelse(-Var(55)-(ceil(-Var(55)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(55)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 55
value =-var(55)
[State -2: VarSet]
type = VarSet
triggerall=var(55)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 55
value =var(55)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(55)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(55)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(55)-(ceil(Var(55)/1000)-ifelse(Var(55)-(ceil(Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 55
value =var(55)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(57)=[0,999999]
trigger1=(root,stateno=[3000,3999])||(root,stateno=[9000,9999]);;;||root,stateno=1250
trigger1=(var(13)=0)
v = 57
value =var(57)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(57)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 57
value =var(57)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(57)=[1,999]
trigger1=(root,stateno=[3000,3999])||(root,stateno=[9000,9999]);;;||root,stateno=1250
trigger1=var(13)>0
v = 57
value =-var(57)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(57)=0 ;;&& var(5)=[999,999999]
trigger1=(root,stateno=[3000,3999])||(root,stateno=[9000,9999]);;;||root,stateno=1250
trigger1=var(13)>0
v = 57
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(57)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
v = 57
value =ifelse(var(57)<=-1000000,-var(57)-1000000,ifelse(var(57)>=-999,0,-Var(57)-(ceil(-Var(57)/1000)-ifelse(-Var(57)-(ceil(-Var(57)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(57)=[-1999999,-1]
trigger1=(((root,Ctrl)||(root,StateNo =[120,149]))&&root,statetype!=A)||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 57
value =-var(57)
[State -2: VarSet]
type = VarSet
triggerall=var(57)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 57
value =var(57)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(57)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(57)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(57)-(ceil(Var(57)/1000)-ifelse(Var(57)-(ceil(Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 57
value =var(57)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(58)=[0,999999]
trigger1=(root,stateno=[3000,3999])||(root,stateno=[9000,9999]);;;||root,stateno=1250
trigger1=(var(13)=0)
v = 58
value =var(58)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(58)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 58
value =var(58)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(58)=[1,999]
trigger1=(root,stateno=[3000,3999])||(root,stateno=[9000,9999]);;;||root,stateno=1250
trigger1=var(13)>0
v = 58
value =-var(58)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(58)=0 && var(57)=[999,999999]
trigger1=(root,stateno=[3000,3999])||(root,stateno=[9000,9999]);;;||root,stateno=1250
trigger1=var(13)>0
v = 58
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(58)=[-1999999,-1]
trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
v = 58
value =ifelse(var(58)<=-1000000,-var(58)-1000000,ifelse(var(58)>=-999,0,-Var(58)-(ceil(-Var(58)/1000)-ifelse(-Var(58)-(ceil(-Var(58)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(58)=[-1999999,-1]
trigger1=(((root,Ctrl)||(root,StateNo =[120,149]))&&root,statetype!=A)||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 58
value =-var(58)
[State -2: VarSet]
type = VarSet
triggerall=var(58)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 58
value =var(58)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(58)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(58)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(58)-(ceil(Var(58)/1000)-ifelse(Var(58)-(ceil(Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 58
value =var(58)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(56)=[0,999999]
triggerall=(root,stateno=710)
trigger1=(var(13)=0)
v = 56
value =var(56)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(56)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 56
value =var(56)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(56)=[1,999]
triggerall=(root,stateno=710)
trigger1=var(13)>0
v = 56
value =-var(56)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(56)=0
triggerall=(root,stateno=710)
trigger1=var(13)>0
v = 56
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(56)=[-1999999,-1]
trigger1=(root,ctrl&&helper(218),var(35)!=[1,9])
v = 56
value =ifelse(var(56)<=-1000000,-var(56)-1000000,ifelse(var(56)>=-999,0,-Var(56)-(ceil(-Var(56)/1000)-ifelse(-Var(56)-(ceil(-Var(56)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(56)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]);||(root,ctrl&&helper(218),var(35)!=[1,9])
v = 56
value =-var(56)
[State -2: VarSet]
type = VarSet
triggerall=var(56)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 56
value =var(56)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(56)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(56)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(56)-(ceil(Var(56)/1000)-ifelse(Var(56)-(ceil(Var(56)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 56
value =var(56)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(59)=[0,999999]
triggerall=(root,stateno=710)
trigger1=(var(13)=0)
v = 59
value =var(59)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(59)=[1000000,1999999]
trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 59
value =var(59)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(59)=[1,999]
triggerall=(root,stateno=710)
trigger1=var(13)>0
v = 59
value =-var(59)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(59)=0 && var(56)=[999,999999]
triggerall=(root,stateno=710)
trigger1=var(13)>0
v = 59
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(59)=[-1999999,-1]
trigger1=(root,ctrl&&helper(218),var(35)!=[1,9])
v = 59
value =ifelse(var(59)<=-1000000,-var(59)-1000000,ifelse(var(59)>=-999,0,-Var(59)-(ceil(-Var(59)/1000)-ifelse(-Var(59)-(ceil(-Var(59)/1000)*1000)<0,1,0))*1000))
[State -2: VarSet]
type = VarSet
triggerall=var(59)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]);||(root,ctrl&&helper(218),var(35)!=[1,9])
v = 59
value =-var(59)
[State -2: VarSet]
type = VarSet
triggerall=var(59)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 59
value =var(59)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(59)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(59)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(59)-(ceil(Var(59)/1000)-ifelse(Var(59)-(ceil(Var(59)/1000)*1000)<0,1,0))*1000)-(ceil(p2stateno/10)-ifelse(p2stateno-(ceil(p2stateno/10)*10)<0,1,0)) =0
v = 59
value =var(59)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(46)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 46
value =-root,var(46)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(46)=0
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 46
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(46)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 46
value =-root,var(46)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(46)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 46
value =root,var(46)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(46)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(46)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(46)-(ceil(root,Var(46)/1000)-ifelse(root,Var(46)-(ceil(root,Var(46)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 46
value =root,var(46)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(47)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 47
value =-root,var(47)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(47)=0 && var(46)=[999,999999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
v = 47
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(47)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 47
value =-root,var(47)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(47)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 47
value =root,var(47)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(47)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(47)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(47)-(ceil(root,Var(47)/1000)-ifelse(root,Var(47)-(ceil(root,Var(47)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 47
value =root,var(47)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(44)=[0,999999]
triggerall=(root,stateno=[12000,12999])
trigger1=(var(13)=0)||root,stateno=198
v = 44
value =var(44)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(44)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 44
value =var(44)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(44)=[1,999]
triggerall=(root,stateno=[12000,12999])
trigger1=var(13)>0
v = 44
value =-var(44)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(44)=0
triggerall=(root,stateno=[12000,12999])
trigger1=var(13)>0
v = 44
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(44)=[-1999999,-1]
trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
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(44)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 44
value =-var(44)
[State -2: VarSet]
type = VarSet
triggerall=var(44)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 44
value =var(44)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(44)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(44)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(44)-(ceil(Var(44)/1000)-ifelse(Var(44)-(ceil(Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 44
value =var(44)+2000000
[State -2: VarSet]
type = VarSet
triggerall=var(45)=[0,999999]
triggerall=(root,stateno=[12000,12999])
trigger1=(var(13)=0)
v = 45
value =var(45)+1000000
[State -2: VarSet]
type = VarSet
triggerall=var(45)=[1000000,1999999]
trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
v = 45
value =var(45)-1000000
[State -2: VarSet]
type = VarSet
triggerall=var(45)=[1,999]
triggerall=(root,stateno=[12000,12999])
trigger1=var(13)>0
v = 45
value =-var(45)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = VarSet
triggerall=var(45)=0 && var(44)=[999,999999]
triggerall=(root,stateno=[12000,12999])
trigger1=var(13)>0
v = 45
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = VarSet
triggerall=var(45)=[-1999999,-1]
trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
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(45)=[-1999999,-1]
trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
v = 45
value =-var(45)
[State -2: VarSet]
type = VarSet
triggerall=var(45)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 45
value =var(45)-2000000
[State -2: VarSet]
type = VarSet
triggerall=var(45)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(var(45)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(Var(45)-(ceil(Var(45)/1000)-ifelse(Var(45)-(ceil(Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
v = 45
value =var(45)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(36)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 36
value =-root,var(36)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(36)=0
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 36
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(36)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 36
value =-root,var(36)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(36)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 36
value =root,var(36)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(36)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(36)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(36)-(ceil(root,Var(36)/1000)-ifelse(root,Var(36)-(ceil(root,Var(36)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 36
value =root,var(36)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(37)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 37
value =-root,var(37)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(37)=0 && var(36)=[999,999999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 37
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(37)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 37
value =-root,var(37)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(37)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 37
value =root,var(37)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(37)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(37)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(37)-(ceil(root,Var(37)/1000)-ifelse(root,Var(37)-(ceil(root,Var(37)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 37
value =root,var(37)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(38)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 38
value =-root,var(38)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(38)=0 && var(37)=[999,999999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 38
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(38)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 38
value =-root,var(38)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(38)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 38
value =root,var(38)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(38)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(38)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(38)-(ceil(root,Var(38)/1000)-ifelse(root,Var(38)-(ceil(root,Var(38)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 38
value =root,var(38)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(39)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 39
value =-root,var(39)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(39)=0 && var(38)=[999,999999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 39
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(39)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 39
value =-root,var(39)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(39)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 39
value =root,var(39)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(39)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(39)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(39)-(ceil(root,Var(39)/1000)-ifelse(root,Var(39)-(ceil(root,Var(39)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 39
value =root,var(39)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(35)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 35
value =-root,var(35)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(35)=0 && var(39)=[999,999999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 35
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(35)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 35
value =-root,var(35)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(35)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 35
value =root,var(35)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(35)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(35)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(35)-(ceil(root,Var(35)/1000)-ifelse(root,Var(35)-(ceil(root,Var(35)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 35
value =root,var(35)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(34)=[1,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 34
value =-root,var(34)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(34)=0 && var(35)=[999,999999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP
v = 34
value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(34)=[-1999999,-1]
trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 34
value =-root,var(34)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(34)>=2000000
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 34
value =root,var(34)-2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(34)=[1,999999]
triggerall=enemynear(Var(36)),movetype=A && numenemy=1
trigger1=(root,var(34)-(enemynear(Var(36)),stateno*100) =[-999,999])
trigger2=(root,Var(34)-(ceil(root,Var(34)/1000)-ifelse(root,Var(34)-(ceil(root,Var(34)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
v = 34
value =root,var(34)+2000000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(48)=[-99999,0]
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 48
value =-var(13)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(48)=[-99999,-1]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger2=root,life<=0
trigger3=enemynear(Var(36)),movetype !=A
trigger4=root,stateno=[800,899]
trigger5=root,movetype=A
trigger6=root,stateno=[2100,2199]
trigger7=root,stateno=140
v = 48
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(48)=[-99999,-1]
triggerall=(root,movetype !=H)||(root,stateno=[120,159])
trigger1=root,statetype !=C
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=root,stateno !=[130,159]
trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
v = 48
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(48)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 48
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(48)=[-199999,-100000]
trigger1=1
v = 48
value =-root,var(48)-100000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(48)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 48
value =root,var(48)-100000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(49)=[-99999,0]
triggerall=root,var(48)>0&&root,var(48)!=var(13)
triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
trigger1=var(13)=[1,99999]
v = 49
value =-var(13)
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(49)=[-99999,-1]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger2=root,life<=0
trigger3=enemynear(Var(36)),movetype !=A
trigger4=root,stateno=[800,899]
trigger5=root,movetype=A
trigger6=root,stateno=[2100,2199]
trigger7=root,stateno=140
trigger8=root,var(48)<=0||root,var(48)=-root,var(49)
v = 49
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(49)=[-99999,-1]
triggerall=(root,movetype !=H)||(root,stateno=[120,159])
trigger1=root,statetype !=C
trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
trigger3=root,stateno !=[130,159]
trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
v = 49
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(49)<-99999
trigger1=(root,stateno=[120,159])||root,movetype !=H
v = 49
value =0
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(49)=[-199999,-100000]
trigger1=1
v = 49
value =-root,var(49)-100000
[State -2: VarSet]
type = parentVarSet
triggerall=root,var(49)=[-99999,-1]
trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
v = 49
value =root,var(49)-100000
[State -2: VarSet, Damage]
type = VarSet
triggerall = enemynear(Var(36)),movetype=A
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1 =enemynear(Var(36)),HitDefAttr =SCA,HA
trigger2=var(15) - (enemynear(Var(36)),power*100)>=100000
v = 15
value =var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+100
[State -2: VarSet, Damage]
type = VarSet
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
v = 15
value = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(36)),power/10)-ifelse(enemynear(Var(36)),power-(ceil(enemynear(Var(36)),power/10)*10)<0,1,0))*1000)
[State -2: VarSet, Damage]
type = VarSet
triggerall=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000)=[100,299]
trigger1 = enemynear(Var(36)),movetype !=A
v = 15
value = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)
[State -2: VarSet]
type = varset
trigger1=root,stateno=131||(root,stateno=130&&root,time<=1&&prevstateno=131)
;trigger1=root,inguarddist=0
;trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0
trigger2=root,statetype=L||root,stateno=[18300,18399]
trigger2=numpartner=0
trigger2=enemynear(Var(36)),movetype=A||root,stateno=[18300,18399]
trigger2=var(14)<=10||root,stateno=[18300,18399]
trigger3=(root,facing=1 && enemynear(Var(36)),pos x<root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>root,pos x)
trigger3=enemynear(Var(36)),movetype=A && root,inguarddist=0
trigger3=numpartner=0 && numenemy=1
trigger4=numpartner=0 && numenemy=1
trigger4=(root,facing=1 && enemynear(Var(36)),pos x<=root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>=root,pos x)||enemynear(Var(36)),vel x !=0
trigger4=enemynear(Var(36)),statetype=A && (var(14)<=20||(enemynear(Var(36)),vel x=0 && enemynear(Var(36)),vel y>0)) && enemynear(Var(36)),movetype =A
trigger5=(var(35)=[100,101])||(var(35)=[200,201])
v = 15
value =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+ifelse(root,stateno=131&& root,inguarddist=0,1,10)
[State -2, Run Back]
type = varadd
triggerall=numpartner=0
triggerall=numenemy=1
triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0
triggerall=enemynear(Var(36)),movetype=A && root,inguarddist=0
trigger1=root,fvar(30)>999 && root,fvar(30)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger1=root,fvar(30)>999 && root,fvar(30)-((ceil(root,fvar(30)/1000)-ifelse(root,fvar(30)-(ceil(root,fvar(30)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger4=root,fvar(19)>999 && root,fvar(19)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger4=root,fvar(19)>999 && root,fvar(19)-((ceil(root,fvar(19)/1000)-ifelse(root,fvar(19)-(ceil(root,fvar(19)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger5=root,fvar(18)>999 && root,fvar(18)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger5=root,fvar(18)>999 && root,fvar(18)-((ceil(root,fvar(18)/1000)-ifelse(root,fvar(18)-(ceil(root,fvar(18)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger6=root,fvar(37)>999 && root,fvar(37)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger6=root,fvar(37)>999 && root,fvar(37)-((ceil(root,fvar(37)/1000)-ifelse(root,fvar(37)-(ceil(root,fvar(37)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger7=root,fvar(36)>999 && root,fvar(36)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger7=root,fvar(36)>999 && root,fvar(36)-((ceil(root,fvar(36)/1000)-ifelse(root,fvar(36)-(ceil(root,fvar(36)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger8=root,fvar(35)>999 && root,fvar(35)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger8=root,fvar(35)>999 && root,fvar(35)-((ceil(root,fvar(35)/1000)-ifelse(root,fvar(35)-(ceil(root,fvar(35)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger9=root,fvar(34)>999 && root,fvar(34)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger9=root,fvar(34)>999 && root,fvar(34)-((ceil(root,fvar(34)/1000)-ifelse(root,fvar(34)-(ceil(root,fvar(34)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
trigger10=root,fvar(31)>999 && root,fvar(31)-(enemynear(Var(36)),stateno*1000)=[-2,999]
trigger10=root,fvar(31)>999 && root,fvar(31)-((ceil(root,fvar(31)/1000)-ifelse(root,fvar(31)-(ceil(root,fvar(31)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
v = 15
value =10
[State -2: VarSet]
type = varadd
trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[1,98]
trigger1=root,movetype !=H
trigger1=root,statetype !=L
trigger1=root,stateno !=[5000,5150]
trigger1=root,stateno !=[8300,8305]
trigger1=root,stateno !=[18300,18305]
v = 15
value =1
[State -2: VarSet]
type = varset
trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[3,9]
trigger2=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>=20
trigger3=root,stateno=[150,159]
trigger3=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>1||var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>10
trigger4=root,stateno=[5000,5059]
;trigger5=inguarddist
v = 15
value =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)
[State -2 , 1]
type = Varset
triggerall=var(21)=[1,2]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 21
value =ifelse(var(21)=2,3,0)
[State -2 , 1]
type = Varset
trigger1=var(21)<3
trigger1=enemynear(Var(36)),stateno =5120
v = 21
value =1
[State -2 , 1]
type = Varset
trigger1=var(21)=1 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=(enemynear(Var(36)),stateno !=[5100,5110])&&(enemynear(Var(36)),stateno !=[0,199])
trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
v = 21
value =3
[State -2 , 1]
type = Varset
trigger1=var(21)=0 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=(enemynear(Var(36)),stateno =5120)&&(enemynear(Var(36)),stateno !=[0,199])
trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
v = 21
value =2
[State -2 , 1]
type = Varadd
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,998]
v = 18
value =1
[State -2 , 1]
type = Varadd
trigger1=enemynear(Var(36)),life>0
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=0
trigger1=enemynear(Var(36)),stateno=[5100,5120]
v = 18
value =1
[State -2 , 1]
type = Varset
trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>=1
trigger1=(root,stateno=1200&&enemynear(Var(36)),stateno!=[5100,5159])||enemynear(Var(36)),stateno =[5000,5059]
v = 18
value =((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varset
triggerall=var(21)=3 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =1000+var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)
[State -2 , 1]
type = Varset
triggerall=var(18)=[1000,1999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =1000
[State -2 , 1]
type = Varset
triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
trigger1=enemynear(Var(36)),stateno =[0,199]
trigger2=enemynear(Var(36)),movetype=A
trigger3=enemynear(Var(36)),stateno=[120,159]
v = 18
value =(var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000))*1000
[State -2 , 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])
v = 19
value =-29
[State -2 , 1]
type = Varset
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=20
trigger2=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
trigger2=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
v = 19
value =((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)
[State -2 , 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)>1
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)<=19
v = 19
value =1
[State -2 , 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=0
trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])||(enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=1000)
v = 19
value =ifelse((enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]),1,30)
[State -2 , 1]
type = Varadd
trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=1
trigger1=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
v = 19
value =1
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[0,99]
triggerall=root,inguarddist
trigger1=var(13)<=0 && enemynear(Var(36)),movetype !=A
v = 19
value =100
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=root,inguarddist=0
v = 19
value =-100
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=var(13)<=0 && root,movetype =A
v = 19
value =1000
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=root,stateno=305
v = 19
value =2000
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=root,ctrl
trigger2=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
v = 19
value =ifelse(root,ctrl,-1000,1000)
[State -2 , 1]
type = Varadd
triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999]
triggerall=enemynear(Var(36)),pos x-root,pos x=[-120,120]
triggerall=(root,stateno=[120,159])||((root,stateno!=[5100,5150])&&(root,movetype !=H))
trigger1=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<30
trigger1=random<=10+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,0)
trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30
trigger2=random<=8;+ifelse((root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<20),20,10)
v = 19
value =-2000
[State -2 , 1]
type = Varadd
triggerall= root,movetype!=A
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 19
value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<20000,-10000,-30000)
[State -2 , 1]
type = Varadd
triggerall= root,movetype!=A
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
v = 19
value =-20000
[State -2 , 1]
type = Varadd
trigger1= enemynear(Var(36)),stateno -var(13)!=[-9,9]
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[60000,69999]
trigger2= enemynear(Var(36)),stateno<160 ||(enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13))||(enemynear(Var(36)),movetype=H)||(root,movetype=H)
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[80000,89999]
v = 19
value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<70000,-60000,-80000)
[State -2 , 1]
type = Varadd
trigger1= enemynear(Var(36)),stateno !=var(13)
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[70000,79999]
v = 19
value =-70000
[State -2 , 1]
type = Varadd
triggerall= root,movetype=A && (var(13)>0||inguarddist=0) && ((root,stateno!=9212)||(enemynear(Var(36)),statetype!=A))
;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19)
triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[0,9999]
v = 19
value =ifelse(var(13)>0,20000,ifelse(var(12)<160 && (enemynear(Var(36)),movetype!=H),30000,10000))
[State -2 , 1]
type = Varadd
trigger1=enemynear(Var(36)),stateno!=var(13)
;trigger1=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19)
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
v = 19
value =ifelse((enemynear(Var(36)),movetype=A),50000,ifelse((enemynear(Var(36)),stateno>=160),60000,10000))
[State -2 , 1]
type = Varadd
;triggerall=((stateno!=[8860,8869])||stateno=[8862,8863])&&((stateno!=[8850,8859])||stateno=8850)&&((stateno!=[1060,1069])||stateno=1060||stateno=1065)||((stateno!=[10,19])||stateno=19)
trigger1= enemynear(Var(36)),movetype=A||inguarddist
trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
trigger2= enemynear(Var(36)),movetype=A||inguarddist||(enemynear(Var(36)),stateno>=160 && enemynear(Var(36)),movetype!=H)
trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
v = 19
value =50000
[State -2 , 1]
type = Varadd
triggerall= var(35)=7 && root,stateno=[1100,1110]
triggerall=partner,life<=0;numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]
trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999]
trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999]
v = 19
value =100000
[State -2 , 1]
type = Varadd
triggerall= root,stateno!=[1100,1110]
trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]
trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[300000,399999]
trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999]
trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999]
v = 19
value =100000
[State -2 , 1]
type = Varset
trigger1= enemynear(Var(36)),movetype=H && root,stateno=1150
trigger2=root,stateno=[1100,1110]
trigger2=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<3
trigger3=root,prevstateno=[1100,1110]
trigger3=root,stateno!=[1100,1199]
trigger3=root,movetype!=H
v = 19
value =800000+var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)
[State -2 , 1]
type = Varset
triggerall= enemynear(Var(36)),movetype!=H
trigger1=1
v = 19
value =var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)
[State -2 , 1]
type = Varadd
triggerall=numenemy=1 && var(17)>0
trigger1=root,inguarddist
v = 17
value =1
[State -2 , 1]
type = Varset
trigger1=root,inguarddist =0
v = 17
value =0
[State -2 , 1]
type = Varadd
triggerall=numenemy=1 && var(17)=0
trigger1=root,inguarddist && enemynear(Var(36)),movetype!=A
v = 17
value =1
[State -2 , 1]
type = Varadd
trigger1=var(16)<999 && root,stateno=[120,159]
trigger2=(var(16)=[1,1000]) && root,stateno!=[120,159]
v = 16
value =ifelse((root,stateno!=[120,159]),-var(16),1)
[State -2 , 1]
type = Varset
trigger1=var(35)=1||var(35)=[4,5]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 35
value =ifelse(var(35)=6,7,ifelse((var(35)=[4,ifelse(statetype=A&&(movetype!=A)&&(movetype!=H),4,5)]),3,3))
[State -2 , 1]
type = Varset
trigger1=root,stateno=710;;; && var(13)>0
v = 35
value =ifelse(var(13)>0,7,2)
[State -2 , 1]
type = Varset
trigger1=var(35)=[7,8]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 35
value =0
[State -2 , 1]
type = Varset
trigger1=var(35)!=5
trigger1=var(35)!=[7,9]
trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||root,var(46)>=2000000||root,var(47)>=2000000
v = 35
value =4
[State -2 , 1]
type = Varset
trigger1=var(35)=6
trigger1=enemynear(Var(36)),movetype!=A
v = 35
value =0
[State -2 , 1]
type = Varset
triggerall=((var(35)!=[5,40])&&(var(35)!=[98,300]));||var(35)=8
trigger1=(root,stateno=108)||(root,stateno=105)||(root,stateno=[41,49])||root,stateno=1301||root,stateno=1311
v = 35
value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2))
[State -2 , 1]
type = Varset
trigger1=(root,stateno=[1000,1009]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =10
[State -2 , 1]
type = Varset
trigger1=(root,stateno=[1300,1399]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
trigger2=(root,stateno=[800,899]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =11
[State -2 , 1]
type = Varset
trigger1=(root,stateno=[3100,3199]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =12
[State -2 , 1]
type = Varadd
trigger1=(var(35)=[100,289])
v = 35
value =1
[State -2 , 1]
type = Varset
trigger1=(var(35)=[100,299])
trigger1=enemynear(Var(36)),stateno!=[303,305]
trigger1=enemynear(Var(36)),movetype!=H
v = 35
value =0
[State -2 , 1]
type = Varset
trigger1=(var(35)!=[100,299])
trigger1=enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[303,305]
v = 35
value =100
[State -2 , 1]
type = Varset
trigger1=(var(35)!=16)
trigger1=(root,stateno=420) && enemynear(Var(36)),statetype!=A
v = 35
value =14
[State -2 , 1]
type = Varset
trigger1=(root,stateno=[620,621]) && (root,prevstateno=650) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
v = 35
value =16
[State -2 , 1]
type = Varset
trigger1=(root,stateno=1100) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[303,304]
v = 35
value =17
[State -2 , 1]
type = Varset
trigger1=(root,stateno=400) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 && enemynear(Var(36)),statetype!=A
v = 35
value =18
[State -2 , 1]
type = Varset
trigger1=(var(35)=[2,3])||(var(35)=7)||(var(35)=9)||(var(35)=60);;||(var(35)=98)
trigger1=(root,statetype!=A)||root,movetype=H||root,movetype=A
trigger1=(root,ctrl && root,stateno!=[100,119])||root,movetype=H||root,movetype=A
trigger2=(var(35)=[10,39]);||(var(35)=[100,199])
trigger2=(var(35)!=11)||(enemynear(Var(36)),ctrl)||enemynear(Var(36)),stateno<200||enemynear(Var(36)),movetype=A
trigger2=(var(35)!=12)||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=A
trigger2=(var(35)!=14)||root,stateno!=420
trigger2=(enemynear(Var(36)),movetype!=H)||var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>0||(enemynear(Var(36)),stateno =[5100,5150])||(enemynear(Var(36)),stateno =[3500,3509])
trigger3=(var(35)=15);;||(var(35)=12);||(enemynear(Var(36)),statetype!=A)||root,movetype=H||enemynear(Var(36)),movetype=A
trigger3=0;root,movetype=A && ((root,stateno=[1500,1599])||(root,stateno=[2000,2999]));;||root,stateno=855;;(enemynear(Var(36)),stateno=[5020,5030]);||(root,stateno=[1200,1299]);;;;||(root,stateno=[1300,1399])||(root,stateno=[11500,11599]);&&(root,stateno!=[550,559])&&(root,movetype=A)
v = 35
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
fv = 30
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 30
value =-fvar(30)
[State -2: VarSet]
type = VarSet
trigger1=fvar(30)<=0 && enemynear(Var(36)),statetype!=A
fv = 30
value =-enemynear(Var(36)),stateno
[State -2: VarSet]
type = VarSet
trigger1=fvar(30)>0 && enemynear(Var(36)),stateno=fvar(30) && (root,stateno=2000)
fv = 30
value =fvar(30)+100000
[State -2: VarSet]
type = VarSet
trigger1=(fvar(30)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 30
value =ifelse((root,movetype=H),fvar(30)+100000,fvar(30)-100000)
[State -2: VarSet]
type = VarSet
trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
fv = 31
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 31
value =-fvar(31)
[State -2: VarSet]
type = VarSet
trigger1=fvar(31)<=0 && fvar(30)>0 && enemynear(Var(36)),statetype!=A
fv = 31
value =-enemynear(Var(36)),stateno
[State -2: VarSet]
type = VarSet
trigger1=fvar(31)>0 && enemynear(Var(36)),stateno=fvar(31) && (root,stateno=2000)
fv = 31
value =fvar(31)+100000
[State -2: VarSet]
type = VarSet
trigger1=(fvar(31)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 31
value =ifelse((root,movetype=H),fvar(31)+100000,fvar(31)-100000)
[State -2: VarSet]
type = VarSet
trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
fv = 31
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno
fv = 32
value =0
[State -2: VarSet]
type = VarSet
trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
fv = 32
value =-fvar(32)
[State -2: VarSet]
type = VarSet
trigger1=fvar(32)<=0 && fvar(30)>0 && fvar(31)>0 && enemynear(Var(36)),statetype!=A
fv = 32
value =-enemynear(Var(36)),stateno
[State -2: VarSet]
type = VarSet
trigger1=fvar(32)>0 && enemynear(Var(36)),stateno=fvar(32) && (root,stateno=2000)
fv = 32
value =fvar(32)+100000
[State -2: VarSet]
type = VarSet
trigger1=(fvar(32)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
fv = 32
value =ifelse((root,movetype=H),fvar(32)+100000,fvar(32)-100000)
[State -2: VarSet]
type = VarSet
trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno
fv = 32
value =0
[State -2: VarSet]
type = VarSet
trigger1=root,movetype=H||root,movetype=A
trigger2=enemynear(Var(36)),movetype=A && fvar(34)!=enemynear(Var(36)),stateno
fv = 33
value =((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)
[State -2: VarSet]
type = VarSet
trigger1=enemynear(Var(36)),movetype=A
trigger1=fvar(34)!=enemynear(Var(36)),stateno
fv = 34
value =enemynear(Var(36)),stateno
[State -2: VarSet]
type = Varadd
trigger1=var(14)=1 && fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)<9
fv = 33
value =1
[State -2: VarSet]
type = Varadd
trigger1=(root,movetype!=H)&&(enemynear(Var(36)),movetype!=H)
trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)<9980
fv = 33
value =10
[State -2: VarSet]
type = Varset
trigger1=(root,movetype!=A)&&(root,movetype!=H)&&(enemynear(Var(36)),movetype=A)
trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)>10
fv = 33
value =fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)+((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)
[State -2: VarSet]
type = Varset
trigger1=root,movehit && fvar(35)>=0
trigger1=root,stateno=1102||root,stateno=[1330,1339]
fv = 35
value =-fvar(35)-1
[State -2: VarSet]
type = Varset
trigger1=fvar(35)<0
trigger1=root,stateno!=1102
trigger1=root,stateno!=[1330,1339]
fv = 35
value =-fvar(35)
[State -2: VarSet]
type = Varset
trigger1=enemynear(Var(36)),movetype!=H
fv = 35
value =0
[State -2 , 1]
type = Varadd
triggerall=var(3)=[0,999]
trigger1=1
v = 3
value =1
[State -2 , 1]
type = Varset
triggerall=var(3)>0
trigger1=enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>200
v = 3
value =ifelse(var(3)>600,-300,0)
[State -2 , 1]
type = Varset
triggerall=var(3)<0
trigger1=enemynear(Var(36)),movetype!=H;;&&enemynear(Var(36)),stateno>200
v = 3
value =-var(3)
[State -2 , 1]
type = Varset
triggerall=var(5)<0
trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H)
v = 5
value =0
[State -2 , 1]
type = Varset
triggerall=var(5)<0
trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A
v = 5
value =ifelse((-var(5)-root,life>=100),var(13),0)
[State -2 , 1]
type = Varset
trigger1=var(5)=0 && enemynear(Var(36)),movetype=A
trigger1=root,stateno=[120,159]
v = 5
value =-root,life
[State -2 , 1]
type = Varset
triggerall=var(6)<0
trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H)
v = 6
value =0
[State -2 , 1]
type = Varset
triggerall=var(6)<0
trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A
v = 6
value =ifelse((-var(6)-root,life>=100),var(13),0)
[State -2 , 1]
type = Varset
trigger1=var(6)=0 && enemynear(Var(36)),movetype=A
trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99]
trigger1=root,stateno=[120,159]
v = 6
value =-root,life
[State -2 , 1]
type = Varset
triggerall=var(7)<0
trigger1=(root,stateno!=[0,199])&&(root,movetype=A||root,movetype=H)
v = 7
value =0
[State -2 , 1]
type = Varset
triggerall=var(7)<0
trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A
v = 7
value =ifelse((-var(7)-root,life>=100),var(13),0)
[State -2 , 1]
type = Varset
trigger1=var(7)=0 && enemynear(Var(36)),movetype=A
trigger1=var(6)>0&&enemynear(Var(36)),stateno-var(6)!=[-99,99]
trigger1=var(5)>0&&enemynear(Var(36)),stateno-var(5)!=[-99,99]
trigger1=root,stateno=[120,159]
v = 7
value =-root,life
[State -2 , 1]
type = Varadd
trigger1=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=1
trigger1=(enemynear(Var(36)),stateno-var(13)!=[-99,99])||enemynear(Var(36)),movetype!=A
v = 8
value =-1
[State -2 , 1]
type = Varadd
triggerall=var(8)-((ceil(var(8)/10)-ifelse(var(8)-(ceil(var(8)/10)*10)<0,1,0))*10)=0
trigger1=enemynear(Var(36)),movetype=A && var(9)-enemynear(Var(36)),power>=1000
trigger2=enemynear(Var(36)),HitDefAttr =SCA,HA,HP,HT
v = 8
value =1
[State -2 , 1]
type = Varadd
triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[0,9]
trigger1=(root,stateno=200||root,stateno=400) && enemynear(Var(36)),movetype=H
v = 8
value =10
[State -2 , 1]
type = Varadd
triggerall=var(8)-((ceil(var(8)/100)-ifelse(var(8)-(ceil(var(8)/100)*100)<0,1,0))*100)=[10,19]
trigger1=enemynear(Var(36)),movetype!=H
value =-10
[State -2 , 1]
type = Varset
trigger1=1
v = 9
value =enemynear(Var(36)),power
[State -2 , 1]
type = Varadd
trigger1=enemynear(Var(36)),movetype=A && var(14)<2 && var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)=0
v = 12
value =1
[State -2 , 1]
type = Varset
trigger1=enemynear(Var(36)),HitDefAttr =SCA,NA,SA,HA,NT,ST,HT
trigger1=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1
trigger2=helper(4000),stateno=4120
trigger2=var(12)-((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)>=1
v = 12
value =((ceil(var(12)/10)-ifelse(var(12)-(ceil(var(12)/10)*10)<0,1,0))*10)
[State -2 , 1]
type = Varadd
trigger1=root,statetype=L && var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[0,9]
v = 12
value =10
[State -2 , 1]
type = Varadd
trigger1=root,statetype!=L
trigger1=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[10,89]
trigger2=var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99]
v = 12
value =ifelse((var(12)-((ceil(var(12)/100)-ifelse(var(12)-(ceil(var(12)/100)*100)<0,1,0))*100)=[90,99]),-90,10)
[State -2 , 1]
type = Varadd
triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[100,199]
trigger1=var(13)!=enemynear(Var(36)),stateno
v = 12
value =-100
[State -2 , 1]
type = Varadd
triggerall=var(12)-((ceil(var(12)/1000)-ifelse(var(12)-(ceil(var(12)/1000)*1000)<0,1,0))*1000)=[0,99]
trigger1=root,time<=1 && var(14)>6 && (root,stateno=705||root,stateno=715||root,stateno=725)
trigger2=enemynear(Var(36)),HitDefAttr =SCA,SA
v = 12
value =100
[State -2 , 1]
type = Varadd
trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[1000,1999]
trigger1=(var(13)-enemynear(Var(36)),stateno!=[-99,99])
v = 12
value =-1000
[State -2 , 1]
type = Varadd
trigger1=var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)=[0,999]
trigger1=enemynear(Var(36)),HitDefAttr =SCA,SA,SP,HA,HP
v = 12
value =1000
[State -2 , 1]
type = Varset
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 11
value =0
[State -2 , 1]
type = Varset
trigger1=(var(11)=0||var(11)=-2) && p2movetype=A
trigger1=enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
v = 11
value =ifelse(var(11)=-2,1,-1)
[State -2 , 1]
type = Varset
trigger1=var(11)=0 && p2movetype=A
v = 11
value =-2
[State -2 , 1]
type = Varadd
triggerall= (root,stateno=1000||root,stateno=1200) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H
trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=0
trigger2=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=2
trigger3=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=4
trigger4=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=6
trigger5=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=8
v = 10
value =1
[State -2 , 1]
type = Varadd
triggerall= (root,stateno!=1000)&&(root,stateno!=1200)
trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=1
trigger2=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=3
trigger3=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=5
trigger4=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)=7
v = 10
value =1
[State -2 , 1]
type = Varadd
triggerall= enemynear(helper(218),Var(36)),movetype!=H
trigger1=var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)>0
v = 10
value =-1
[State -2 , 1]
type = Varadd
triggerall= (root,stateno=[2100,2399]) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H
trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[0,9]
v = 10
value =10
[State -2 , 1]
type = Varadd
triggerall=(root,stateno<2000&&root,statetype!=A)&&(root,stateno!=[100,119])
trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)>=10
v = 10
value =-10
[State -2 , 1]
type = Varadd
triggerall=root,stateno=12100
trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)<100
v = 10
value =100
[State -2 , 1]
type = Varadd
triggerall=random<=10
trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[100,199]
v = 10
value =100
[State -2 , 1]
type = Varadd
triggerall=random<=3
trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[200,299]
v = 10
value =-200
[State -2 , 1]
type = Varadd
triggerall=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)<1000
trigger1=((root,stateno=[200,499])||(root,stateno=[1000,1399]))&&enemynear(helper(218),Var(36)),movetype=H&&enemynear(helper(218),Var(36)),statetype=A
trigger2=root,numhelper(12100)&&helper(12100),stateno=12111&&enemynear(helper(218),Var(36)),movetype=H&&enemynear(helper(218),Var(36)),statetype=A
v = 10
value =1000
[State -2 , 1]
type = Varadd
triggerall=enemynear(helper(218),Var(36)),movetype!=H
trigger1=var(10)-((ceil(var(10)/10000)-ifelse(var(10)-(ceil(var(10)/10000)*10000)<0,1,0))*10000)>=1000
v = 10
value =-1000
[State -2 , 1]
type = Varadd
triggerall=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)>=30000
trigger1= 1
v = 10
value =-30000
[State -2 , 1]
type = Varadd
trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)<10000
trigger1= (root,stateno=5120)
trigger2=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)>=10000
trigger2= (root,stateno!=[5100,5150])
v = 10
value =10000
[State -2 , 1]
type = Varadd
triggerall=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)<100000
trigger1= (root,stateno=[710,740]) && var(13)>0
v = 10
value =100000
[State -2 , 1]
type = Varadd
triggerall=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000
trigger1= enemynear(helper(218),Var(36)),stateno!=var(13)
v = 10
value =-100000
[State -2 , 1]
type = Varadd
triggerall=var(10)<1000000
trigger1=root,stateno=195
v = 10
value =1000000
[State -2 , 1]
type = Varset
triggerall=var(4)>0
trigger1=enemynear(helper(218),Var(36)),movetype!=H
trigger2=root,stateno=250 && root,movehit=1
trigger3=root,stateno=252 && root,time=1
v = 4
value =0
[State -2 , 1]
type = Varadd
triggerall=var(4)>=0
trigger1=root,numprojid(20219)
v = 4
value =1
[State -2 , 1]
type = Varset
trigger1=var(13) !=enemynear(Var(36)),stateno
trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 )
v = 14
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varadd
trigger1=enemynear(Var(36)),movetype=A
trigger2=var(14)>0
v = 14
value =1
Ignorehitpause=1
[State -2 , 1]
type = Varset
trigger1=var(13) !=enemynear(Var(36)),stateno
v = 13
value =0
Ignorehitpause=1
[State -2 , 1]
type = Varset
trigger1=enemynear(Var(36)),movetype=A
trigger1=var(13)>=0
v = 13
value =enemynear(Var(36)),stateno
Ignorehitpause=1
[Statedef 20219]
type = S
physics = S
anim=20218
ctrl = 0
[State 218 , 1]
type = velset
trigger1=1
x=120
[State -2 , 1]
type = Varadd
trigger1=frontedgebodydist>0
v = 59
value =1
[State 66]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2= NoAutoTurn
[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno!=[230,239]
trigger1 = enemynear(helper(218),Var(36)),movetype!=H
[Statedef -1]
;-------------------------■AI設定■--------------------------------------------------------
[State -2: VarSet];■AI+コンボ設定(combo)■
type = Varadd
triggerall=!ishelper
triggerall = var(59)=0
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v = 59
value = 1 ;(ここを1以上にするとAIが入ります+コンボ設定。0~4)
[State -2: VarSet];■立ち回り設定(movement)■
type = Varadd
triggerall=!ishelper
triggerall = var(59)=[1,9]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v = 59
value =10* 1 ;(立ち回り設定。0~3)
[State -2: VarSet];■超反応設定(counter)■
type = VarSet
triggerall=!ishelper
trigger1=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
trigger1=var(54)<100000
trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger3=enemynear(helper(218),Var(36)),movetype !=A
trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v = 54
value = 8 ;(0~10、超反応設定。数字が高いほど攻撃に対する反撃が厳しくなる)
[State -2: VarSet];■ガード設定(guard)■
type = VarSet
triggerall=!ishelper
trigger1=var(54) <1000
trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger3=enemynear(helper(218),Var(36)),movetype !=A
trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v = 54
value =var(54)+1000* 8 ;(0~11、数字を上げるほど硬く。11で超反応で投げに対応)
[State -1, Stand]
type = ChangeState
value =195
triggerall = !IsHelper
triggerall = helper(218),var(10)<1000000
triggerall = var(59)!=0
triggerall = win && Alive && statetype!=A
triggerall=p2bodydist x>=-20
trigger1=ctrl||stateno=[0,39]
[State -2: VarSet]
type = Varadd
triggerall=!ishelper
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)<100
triggerall=random>(var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000))*100
triggerall=enemynear(helper(218),Var(36)),movetype=A
trigger1=helper(218),var(14)<2
trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v = 54
value =100
[State -2: VarSet]
type = Varadd
triggerall=!ishelper
triggerall=var(54)<100000
triggerall=random>((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)/10
triggerall=enemynear(helper(218),Var(36)),movetype=A
trigger1 = (helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger2=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v = 54
value =100000
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(39) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(38) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(37) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(36) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(35) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(34) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(46) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(47) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(48) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(49) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(42) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(43) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(19) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(18) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(37) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(36) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(35) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(34) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(33) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(32) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(31) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(30) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(29) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(28) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(27) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(26) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(25) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(24) =0
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
fvar(29) =0
[State -3: VarSet]
type = Varset
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState != 2
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*10000)=[20000,29999])
trigger2=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*10000)=[40000,49999])
trigger3=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*10000)=[60000,69999])
trigger4=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*10000)=[80000,89999])
var(59) = -20000
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && helper(218),var(13)<=0
triggerall =(stateno=[1200,1219])||(stateno=[1300,1599])
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999])
trigger2=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[20000,29999])
trigger3=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[40000,49999])
trigger4=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[60000,69999])
var(59) = 10000
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=[1200,1219])&&(stateno=[1300,1599])
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999])
trigger2=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[30000,39999])
trigger3=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[50000,59999])
trigger4=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[70000,79999])
var(59) = ifelse(movetype=H,10000,-10000)
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState != 2
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[8000,8999])
var(59) = -2000
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && helper(218),var(13)<=0
triggerall =(stateno=[1000,1009])||(stateno=[450,459])||(stateno=[250,259])
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999])
var(59) = 1000
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=[1000,1009])&&(stateno!=[450,459])&&(stateno!=[250,259])
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999])
var(59) = ifelse(movetype=H,1000,-1000)
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && numenemy=1 && numpartner=0
triggerall=(stateno=[12000,12999])||(stateno=[1100,1299])
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000)
trigger1=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
var(59) = 100000
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999])
trigger1=(stateno!=[12000,12999])&&(stateno!=[1100,1299])
var(59) = ifelse(movetype=H,100000,-100000)
[State -3: VarSet]
type = Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999])
trigger1=random<=10 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)=[20,29]
trigger1=stateno<200||movetype!=H
trigger2=random<=5 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30
trigger2=stateno<200||movetype!=H
trigger3=roundstate!=2
var(59) = -200000
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
trigger1 = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)<1000000 && win
var(59) = var(59)+1000000
[State -3: VarSet]
type = VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = 0;var(59)>=1000000 && stateno=[3000,3099]
var(59) = var(59)-1000000
[State -2: VarSet]
type = VarSet
triggerall=!ishelper
trigger1=var(59)>0
trigger1=RoundState !=2
v = 59
value =-var(59)
[State -2: VarSet]
type = VarSet
triggerall=!ishelper
trigger1=var(59)<0
trigger1=RoundState=2 && ctrl
v = 59
value =-var(59)
[State -2]
Type = Helper
triggerall=!ishelper
;trigger1=var(59)>0
trigger1 = numhelper(218)=0
StateNo = 10218
ID = 218
Name = "AI1"
Pos = 0,0
PosType = P1
Ownpal = 1
Persistent = 0
IgnoreHitPause =1
[State -2: VarSet]
type = Varadd
triggerall=!ishelper
trigger1=var(55)>=0
trigger1=0;numprojid(20219)
v = 55
value =1
[State -2: VarSet]
type = Varset
triggerall=!ishelper
trigger1=var(55)>0
trigger1=(stateno!=[200,399])
trigger1=0;p2movetype!=H
v = 55
value =0
[State -2, 1]
type = Projectile
triggerall=!ishelper
triggerall=var(59)
triggerall=var(55)=0 && !ishelper
trigger1=0;(stateno=[2300,2399])
projanim = 20218
projid= 20219
projhitanim = 1112
velocity=50,0;120, 0
projpriority=4
projsprpriority=2
projstagebound=0
projedgebound=99999
offset=0, 0
;;postype=right
supermovetime=99999
pausemovetime=99999
projremovetime=20;;-1
[State -1]
type = ChangeState
value = 10200
triggerall = !ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=18||helper(218),var(35)=10)
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=8
triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;;triggerall=p2bodydist x<=5
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H&&p2stateno>200&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = 420
triggerall = !ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=17)
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)=3;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=8
triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall=p2bodydist x<=5
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H&&p2stateno>200;;&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = 1200
triggerall = !ishelper
triggerall = var(59)>0
triggerall = numhelper(1201) = 0
triggerall = RoundState = 2 && Alive
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=17)&&(time>=20||frontedgebodydist<=60)
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall=p2bodydist x<=25
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H&&p2stateno>200;;&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = 1100
triggerall = !ishelper
triggerall = var(59)>0
triggerall = numhelper(1101) = 0
triggerall = RoundState = 2 && Alive
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=177)
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall=p2bodydist x<=25
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H&&p2stateno=303;;&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = 100
triggerall = !ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=stateno!=[100,109]
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;triggerall=p2bodydist x<=25
triggerall=p2bodydist x>-20
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H&&(p2stateno=303||helper(218),var(35)=17);;&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = 1100
triggerall = !ishelper
triggerall = var(59)>0
triggerall = numhelper(1101) = 0
triggerall = RoundState = 2 && Alive
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=[100,170])
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)=2;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall=p2bodydist x<=25
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H&&p2stateno=303;;&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = 250
triggerall = !ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=15)
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall=p2bodydist x<=60
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H&&p2stateno>200;;&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = ifelse(statetype=A,1210,1200)
triggerall = !ishelper
triggerall = var(59)>0
triggerall = p2stateno != 303
triggerall = numhelper(1201) = 0
triggerall = RoundState = 2 && Alive && (frontedgebodydist>100||p2statetype=A)
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=12)
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
;triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;triggerall=p2bodydist x<=40
triggerall=p2bodydist x>130
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=1;p2movetype=H&&p2stateno>200&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = ifelse(statetype=A,1210,ifelse(numhelper(2001)=0&&random<=500&&p2statetype=A&&var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2,2100,1200))
triggerall = !ishelper
triggerall = var(59)>0
triggerall = p2stateno != 303
triggerall = numhelper(1201) = 0
triggerall = numhelper(2001) = 0
triggerall = RoundState = 2 && Alive && (frontedgebodydist>100||(p2statetype=A&&statetype!=A))
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=11)
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
;triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;triggerall=p2bodydist x<=40
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=1;p2movetype=H&&p2stateno>200&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = 2100
triggerall = !ishelper
triggerall = var(59)>0
triggerall = p2stateno != 303
triggerall = numhelper(2001) = 0
triggerall = RoundState = 2 && Alive && p2statetype=A
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall=(helper(218),var(35)=11)
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3;||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;triggerall=p2bodydist x<=40
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=1;p2movetype=H&&p2stateno>200&&p2statetype!=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value = 1110
triggerall = !ishelper
triggerall = var(59)>0
triggerall = numhelper(1101) = 0
triggerall = p2stateno != [5000,5030]
triggerall = RoundState = 2 && Alive && (random<=500||p2bodydist x<0)
;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2stateno!=7012
;triggerall=(helper(218),var(35)!=19)||p2statetype=A
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
triggerall = statetype = A
triggerall = p2statetype != A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall=p2bodydist x<=20
triggerall=p2bodydist x>=-20
triggerall=(pos y>=-150 && p2statetype!=A)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1=helper(218),var(35)=1||helper(218),var(35)=8||helper(218),fvar(5)=-99999
;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||p2statetype!=A
trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110]
[State -1]
type = ChangeState
value = ifelse(p2statetype=A,650,ifelse(random<=500,610,640))
triggerall = !ishelper
triggerall = var(59)>0
triggerall = RoundState = 2 && Alive
;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2stateno!=7012
;triggerall=(helper(218),var(35)!=19)||p2statetype=A
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||p2statetype=A||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
triggerall = statetype = A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall=p2bodydist x<=20+ifelse(vel x=0,0,40)
triggerall=p2bodydist x>=-40
triggerall=(p2statetype=A && p2bodydist y=[-10,20])||(vel y>0 && pos y>=-80 && p2statetype!=A)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1=helper(218),var(35)=1||helper(218),var(35)=8||helper(218),fvar(5)=-99999
;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||p2statetype!=A
trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger2=(p2statetype!=A)||(p2movetype!=H);||p2stateno<=200||p2stateno=[5100,5110]
;trigger3=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
;trigger3=(enemynear(helper(218),Var(36)),facing*facing>0)&&(helper(218),var(10))-((ceil((helper(218),var(10))/10000)-ifelse((helper(218),var(10))-(ceil((helper(218),var(10))/10000)*10000)<0,1,0))*10000)>=1000
[State -1, Stand]
type = ChangeState
value =ifelse(p2statetype=A,420,ifelse(p2bodydist x<=15,400,230))
triggerall = !IsHelper
triggerall =var(59)>0
triggerall=helper(218),var(35)>=180||((p2stateno!=303)&&(helper(218),var(35)!=17))||(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3);;||p2bodydist x<=5
triggerall=((p2stateno!=303)&&(helper(218),var(35)!=17))||(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2)||p2bodydist x<=5
triggerall=(helper(218),var(35)!=10)||(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2&&p2bodydist x<=5)
;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1
triggerall=p2bodydist x<=5||((p2stateno!=303)&&(numhelper(1101)=0||((p2stateno!=5000)&&(p2stateno!=5010))))||p2statetype=A||p2movetype!=H
;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=p2stateno!=5299
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=(p2statetype!=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-20,20])
triggerall=p2bodydist x>=-30
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=30;;ifelse(p2statetype=A,35,60)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),var(35)=6||helper(218),fvar(5)=-99999
trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000)
trigger1=(helper(218),var(52)-(p2stateno*100) !=[-999,999])
trigger1=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=(helper(218),var(53)-(p2stateno*100) !=[-999,999])
trigger1=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
trigger2=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
trigger2=p2movetype=H&&p2stateno>200
trigger3=helper(218),var(50)<2000000 && helper(218),var(51)<2000000 ;&& (var(52)<20000||p2stateno>=1000)
trigger3=(helper(218),var(50)-(p2stateno*100) !=[-999,999])
trigger3=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger3=(helper(218),var(51)-(p2stateno*100) !=[-999,999])
trigger3=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger3=(helper(218),var(10))-((ceil((helper(218),var(10))/1000000)-ifelse((helper(218),var(10))-(ceil((helper(218),var(10))/1000000)*1000000)<0,1,0))*1000000)>=100000&&facing*enemynear(helper(218),Var(36)),facing>0
[State -1, Stand]
type = ChangeState
value =ifelse(p2statetype=A,420,ifelse(p2bodydist x<=15,400,230))
triggerall = !IsHelper
triggerall =var(59)>0
triggerall=helper(218),var(35)=7
;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1
;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=p2stateno!=5299
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=(p2statetype!=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-20,20])
triggerall=p2bodydist x>=-30
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=30
triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<0
[State -1, Stand]
type = ChangeState
value =ifelse(p2statetype=A,420,ifelse(p2bodydist x<=15,400,230))
triggerall = !IsHelper
triggerall =var(59)>0
triggerall=helper(218),var(35)=7
;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1
;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=p2stateno!=5299
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=(p2statetype!=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-20,20])
triggerall=p2bodydist x>=-30
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=30
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<=10
trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<=10
trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<=10
trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<=10
trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<=10
trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<=10
trigger7=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=3
trigger7=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger7=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger7=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger7=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger7=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger7=0;fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
[State -1, Stand]
type = ChangeState
value =1210;;ifelse((helper(218),var(35)=5&&p2bodydist x<=100&&pos y>-30),1010,1210)
triggerall = !IsHelper
triggerall =var(59)>0
triggerall = p2stateno != 303
triggerall = numhelper(1201) = 0
triggerall=helper(218),var(35)=1||helper(218),var(35)=5
;triggerall=(stateno!=[100,101])||p2bodydist x<=10||helper(218),var(35)!=1
;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)
;triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000||helper(218),fvar(5)=-99999||facing*enemynear(helper(218),Var(36)),facing>0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr!=SCA,HA,HP)||(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall=p2stateno!=5299
;triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
;triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive
triggerall = statetype = A && ((vel y<0 && pos y<-80)||helper(218),var(35)=5)
triggerall=(p2statetype!=A);;||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*5=[-40,20])
triggerall=p2bodydist x>=-30
;triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
;triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*4<=ifelse(p2statetype=A,35,60)
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<15
trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<15
trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<15
trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<15
trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<15
trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<15
trigger7=helper(218),var(35)=5 ;;&& ((p2bodydist x<=100&&pos y>-30)||pos y<-80)
[State -1]
type = ChangeState
value = ifelse(statetype=A,1210,1200)
triggerall = !ishelper
triggerall = var(59)>0
triggerall = p2stateno = 5020
triggerall = numhelper(1101)
triggerall = RoundState = 2 && Alive
;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101])
;;triggerall=(p2bodydist x<=180&&stateno!=28)||p2bodydist y>=-120||enemynear(helper(218),Var(36)),vel y>0
triggerall =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||helper(218),var(35)!=17;;;||vel x<0||(stateno=[60,69])||(pos y>=-90&&p2bodydist x>70)
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)>=10000
;triggerall =statetype != A
;triggerall = p2statetype = A
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall=p2bodydist x<=40
triggerall=p2bodydist x>-40
;triggerall=(p2statetype=A && p2bodydist y=[-70,150])||((vel y>0||(stateno=[110,119])||(prevstateno=[110,119])) && pos y>=-300 && p2statetype!=A)||stateno=855
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=p2movetype=H&&p2stateno>200&&p2statetype=A;||p2stateno<=200||p2stateno=[5100,5110]
trigger1=1
[State -1]
type = ChangeState
value=3400
triggerall = !ishelper
triggerall = var(59)>0
triggerall = Life <= 250
triggerall = p2life<500||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = Power >= 3000
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall=var(59)>1000000||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3
triggerall =time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x=[0,100]
;triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
;triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =1;random<=200;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1, Stand]
type = ChangeState
value =400
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0
triggerall=P2bodyDist X <=15
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=4
[State -1, Stand]
type = ChangeState
value =230
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0
triggerall=P2bodyDist X <=30
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
[State -1, Stand]
type = ChangeState
value =ifelse(statetype=A,1310,1300)
triggerall = !IsHelper
triggerall = var(59)>0
triggerall=partner,life<=0||p2bodydist x<=100||(partner,pos x-pos x=[-50,50])||(facing>0&&partner,pos x<pos x)||(facing<0&&partner,pos x>pos x)
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])
;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
;triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive ;;&& (statetype !=A) ;&& random<=500
triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2movetype=A
triggerall=(p2statetype !=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*5<=0 && enemynear(helper(218),Var(36)),vel x>=0)||statetype=A
triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0
;triggerall=P2bodyDist X <=30
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=helper(218),var(54)<2000000 && helper(218),var(55)<2000000
triggerall=(helper(218),var(54)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)-ifelse(helper(218),Var(54)-(ceil(helper(218),Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(55)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)-ifelse(helper(218),Var(55)-(ceil(helper(218),Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA
trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[0,ifelse(p2statetype=A,5,1)]
trigger11=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger11=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger11=helper(218),Var(35)!=6
trigger11=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20||partner,life>0
trigger11=(p2stateno>=1000||(p2bodydist x<70&&helper(218),var(14)>=8)||p2bodydist x<50||(p2bodydist x<=100&&prevstateno=[150,159])||enemynear(helper(218),Var(36)),vel x>=3&&p2statetype!=A)&&helper(218),fvar(5)!=-99999
trigger12=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger12=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger12=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger12=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger12=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger12=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger12=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger12=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30||partner,life>0
trigger12=p2statetype!=A
trigger12=helper(218),Var(35)!=6
trigger12=helper(218),var(12)-((ceil(helper(218),var(12)/10)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/10)*10)<0,1,0))*10)=1
trigger13=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=8
trigger13=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger13=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger13=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger13=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger13=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger13=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger13=helper(218),Var(35)!=6
trigger13=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30||partner,life>0
trigger13=((statetype=A&&helper(218),var(14)>=4)||partner,life>0)&&helper(218),fvar(5)!=-99999
[State -1, Stand]
type = ChangeState
value =3000
triggerall = !IsHelper
triggerall = var(59)>0
triggerall=partner,life<=0||(partner,movetype!=H)||partner,stateno<200||partner,stateno=[5100,5150]
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=1000
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0
triggerall=P2bodyDist X <=150
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=helper(218),var(57)<2000000 && helper(218),var(58)<2000000
triggerall=(helper(218),var(57)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)-ifelse(helper(218),Var(57)-(ceil(helper(218),Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(58)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)-ifelse(helper(218),Var(58)-(ceil(helper(218),Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger1=fvar(30)>999&&(fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger2=fvar(33)>999&&(fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger3=fvar(32)>999&&(fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger4=fvar(19)>999&&(fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger5=fvar(18)>999&&(fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger6=fvar(37)>999&&(fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger7=fvar(36)>999&&(fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger8=fvar(35)>999&&(fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger9=fvar(34)>999&&(fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5
trigger10=fvar(31)>999&&(fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)-4)*30>=p2bodydist x
trigger11=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger11=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=17
trigger12=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger12=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=17
trigger13=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger13=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=17
trigger14=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger14=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=17
trigger15=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger15=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=17
trigger16=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger16=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=17
[State -1, Stand]
type = ChangeState
value =105
triggerall = !IsHelper
triggerall = var(59)>0 ;;;&& var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)
triggerall = stateno != [100,105]
;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=p2bodydist x>-30
triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<=0;||((p2bodydist x>=140||p2bodydist x<=50)&&(fvar(4)>2000000||fvar(5)>2000000))
triggerall=p2movetype=A
;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[6000,6999])||p2statetype=S
;triggerall=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[2000,2999])&&(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)!=[9000,9999])
;triggerall=var(48)=11||(random<=400)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(var(46)>=2000000||var(46)=p2stateno||var(47)>=2000000||var(47)=p2stateno)
triggerall=(var(54)-((ceil(var(54)/100000)-ifelse(var(54)-(ceil(var(54)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400
triggerall=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99])
trigger1=1
[State -1, Stand]
type = ChangeState
value =710
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = partner,life>0
;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
;triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
;triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
;triggerall = p2movetype=A
;triggerall=p2statetype !=A
triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0
triggerall=P2bodyDist X <=100 && frontedgebodydist-p2bodydist x>60
triggerall=p2stateno<200||(p2movetype!=H)||p2stateno=[5100,5150]
triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno)
triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=facing>0 && partner,pos x<enemynear(helper(218),Var(36)),pos x
trigger2=facing<0 && partner,pos x>enemynear(helper(218),Var(36)),pos x
[State -1, Stand]
type = ChangeState
value =710
triggerall = !IsHelper
triggerall = var(59)>0 && partner,life<=0
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])
;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) ;&& random<=500
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0
;triggerall=P2bodyDist X <=60
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno)
triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=fvar(30)>999&&fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(30)>999&&fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger2=fvar(33)>999&&fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(33)>999&&fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger3=fvar(32)>999&&fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(32)>999&&fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger4=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger5=fvar(18)>999&&fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(18)>999&&fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger6=fvar(37)>999&&fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(37)>999&&fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger7=fvar(36)>999&&fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger7=fvar(36)>999&&fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger8=fvar(35)>999&&fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger8=fvar(35)>999&&fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger9=fvar(34)>999&&fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger9=fvar(34)>999&&fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
trigger10=fvar(31)>999&&fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger10=fvar(31)>999&&fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[8,15]
[State -1, Stand]
type = ChangeState
value =710
triggerall = !IsHelper
triggerall = var(59)>0 && partner,life<=0
triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])
;;triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A) && random<=500
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000||(p2stateno<700&&inguarddist)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2movetype=A
;triggerall=p2statetype !=A
triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0
;triggerall=P2bodyDist X <=60
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000;;; && (var(46)=[0,999999]) && (var(46)!=p2stateno) && (var(47)=[0,999999]) && (var(47)!=p2stateno)
triggerall=(helper(218),var(56)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)-ifelse(helper(218),Var(56)-(ceil(helper(218),Var(56)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(59)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)-ifelse(helper(218),Var(59)-(ceil(helper(218),Var(59)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=35
[State -1, Stand]
type = ChangeState
value =ifelse(p2bodydist x>150,108,47)
triggerall = !IsHelper
triggerall = var(59)>0
triggerall = helper(218),var(35)!=1
triggerall = helper(218),var(35)!=[7,8]
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
triggerall = RoundState = 2 && Alive && (statetype !=A)
;triggerall=enemynear(helper(218),Var(36)),facing*facing<0
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100000)*100000)<0,1,0))*100000)<50000;||(p2stateno<700&&inguarddist)
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2movetype=A
triggerall=p2statetype !=A
triggerall=p2bodydist x>=-20
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/1000)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
;triggerall=helper(218),var(44)<2000000 && helper(218),var(45)<2000000
trigger1=fvar(29)>999&&fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger1=fvar(29)>999&&fvar(29)-((ceil(fvar(29)/1000)-ifelse(fvar(29)-(ceil(fvar(29)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger2=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger2=fvar(24)>999&&fvar(24)-((ceil(fvar(24)/1000)-ifelse(fvar(24)-(ceil(fvar(24)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger3=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger3=fvar(25)>999&&fvar(25)-((ceil(fvar(25)/1000)-ifelse(fvar(25)-(ceil(fvar(25)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger4=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger4=fvar(26)>999&&fvar(26)-((ceil(fvar(26)/1000)-ifelse(fvar(26)-(ceil(fvar(26)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger5=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger5=fvar(27)>999&&fvar(27)-((ceil(fvar(27)/1000)-ifelse(fvar(27)-(ceil(fvar(27)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
trigger6=fvar(28)>999&&fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999]
trigger6=fvar(28)>999&&fvar(28)-((ceil(fvar(28)/1000)-ifelse(fvar(28)-(ceil(fvar(28)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=30
[State -1, 地上]
type = ChangeState
value = ifelse(power>=1000,3000,1502)
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive && power>=1000
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype = A
triggerall=p2bodydist x>=-40;;||helper(218),var(35)=28 ;;&& p2bodydist x<=70
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =0;p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = stateno = 610 && movecontact && p2bodydist x>=10
trigger2 = stateno = 640 && movecontact
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=650,1010,650)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=helper(218),var(35)=16
triggerall = RoundState = 2 && Alive
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype = A
triggerall=p2bodydist x>-20
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])|| (StateNo = [110,111])
trigger1 = stateno=[7000,7999]
trigger2 = stateno=650 && movehit && frontedgebodydist>150
[State -1, 地上]
type = ChangeState
value = 620
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive
triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype = A
triggerall=p2bodydist x>=-40;;||helper(218),var(35)=28 ;;&& p2bodydist x<=70
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = stateno = 650 && movecontact
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=600,630,ifelse(stateno=630,610,ifelse(stateno=610,640,ifelse(stateno=640,ifelse(random<=500,1010,650),ifelse((helper(218),var(35)=14),600,640)))))
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype = A
triggerall=p2bodydist x>=-40;;||helper(218),var(35)=28 ;;&& p2bodydist x<=70
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = stateno = 600 && movecontact
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 640 && movecontact
trigger5 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])|| (StateNo = [110,111])
trigger5 = p2bodydist x<=ifelse(vel x>0&&(helper(218),var(35)=14),40,20)
trigger5 = (p2bodydist y=[ifelse(vel y<0,-60,-20),60])
trigger6 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])|| (StateNo = [110,111])
trigger6 = (stateno=[7000,7999])&&(p2bodydist x<=20||helper(218),var(35)=14)
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=600,630,ifelse(stateno=630,610,ifelse(stateno=610,640,ifelse(stateno=640,650,ifelse((helper(218),var(35)=14),600,640)))))
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive
triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype = A
triggerall=p2bodydist x>=-40;;||helper(218),var(35)=28 ;;&& p2bodydist x<=70
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2stateno>=200&&p2movetype=H&&p2statetype=A
trigger1 = stateno = 600 && movecontact
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 640 && movecontact
trigger5 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])|| (StateNo = [110,111])
trigger5 = p2bodydist x<=ifelse(vel x>0&&(helper(218),var(35)=14),40,20)
trigger5 = (p2bodydist y=[ifelse(vel y<0,-60,-20),60])
trigger6 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])|| (StateNo = [110,111])
trigger6 = (stateno=[7000,7999])&&(p2bodydist x<=20||helper(218),var(35)=14)
[State -1, 地上]
type = ChangeState
value = 420
triggerall = !ishelper
triggerall = var(59)>0
triggerall=helper(218),var(35)!=[100,299]
triggerall=(stateno!=400)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||p2statetype=A||movehit=0||p2movetype!=H
triggerall=(helper(218),var(35)!=10)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||p2statetype=A
triggerall=helper(218),var(35)=10||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2statetype=A
triggerall = RoundState = 2 && Alive && random<=500
;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype!=A
triggerall=p2bodydist x>=-40
triggerall=p2bodydist x<=10
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2stateno>=200&&p2movetype=H&&movehit;;&&p2statetype=A
trigger1 = (stateno = 200) && movecontact
trigger2 = (stateno = 210) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 240) && movecontact
trigger5 = (stateno = 250) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
trigger10 = (stateno = 450) && movecontact
[State -1, 地上]
type = ChangeState
value = 420
triggerall = !ishelper
triggerall = var(59)>0
triggerall=helper(218),var(35)!=[100,299]
;triggerall=(stateno!=400)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||p2statetype=A||numhelper(1001)=0||movehit=0||p2movetype!=H
triggerall=(helper(218),var(35)=10||helper(218),var(35)=18)
triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)=3
triggerall = RoundState = 2 && Alive && random<=500
;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A
triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)>=8
triggerall = statetype!=A
triggerall=p2bodydist x>=-40
triggerall=p2bodydist x<=10
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2stateno>=200&&p2movetype=H&&movehit;;&&p2statetype=A
trigger1 = (stateno = 200) && movecontact
trigger2 = (stateno = 210) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 240) && movecontact
trigger5 = (stateno = 250) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
trigger10 = (stateno = 450) && movecontact
[State -1, 地上]
type = ChangeState
value = 7000
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype!=A
triggerall=p2bodydist x>=-40 ;;;&& p2bodydist x<=20
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2stateno>=200&&p2movetype=H&&movehit;;&&p2statetype=A
trigger1 = stateno = 420 && movecontact
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=400,210,ifelse(stateno=210,220,250))
triggerall = !ishelper
triggerall = var(59)>0
triggerall=helper(218),var(35)=[100,299]
triggerall=(stateno!=400)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||p2statetype=A||numhelper(1001)=0||movehit=0||p2movetype!=H
triggerall = RoundState = 2 && Alive
;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype!=A
triggerall=p2bodydist x>=-40
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =(p2stateno>=200&&p2movetype=H&&movehit)
trigger1 = stateno = 400 && movecontact
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=200,230,ifelse(stateno=230,400,430))
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive
triggerall=(stateno!=400)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||p2statetype=A||numhelper(1001)=0||movehit=0||p2movetype!=H
;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype!=A
triggerall=p2bodydist x>=-40
triggerall=p2bodydist x<=10
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2statetype!=A;;(p2stateno>=200&&p2movetype=H&&movehit)||p2statetype!=A
trigger1 = stateno = 200 && movecontact && p2bodydist x<=25
trigger2 = stateno = 400 && movecontact && p2bodydist x<10
trigger3 = stateno = 230 && movecontact && p2bodydist x<10
trigger4 = 0;stateno = 430 && movecontact && p2bodydist x<=15
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=210,240,ifelse(stateno=410||stateno=240,440,210))
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive
triggerall=(stateno!=400)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||p2statetype=A||movehit=0||p2movetype!=H
;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype!=A
triggerall=p2bodydist x>=-40
triggerall=p2bodydist x<=40
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2statetype!=A;;(p2stateno>=200&&p2movetype=H&&movehit)||p2statetype!=A
trigger1 = stateno = 200 && movecontact
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 430 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 410 && movecontact && p2bodydist x<10
trigger7 = stateno = 240 && movecontact && p2bodydist x<10
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=210,240,ifelse(stateno=410||stateno=240,440,210))
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive
triggerall=(stateno!=400)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||p2statetype=A||movehit=0||p2movetype!=H
;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype!=A
triggerall=p2bodydist x>=-40
triggerall=p2bodydist x<=40
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =p2statetype!=A;;(p2stateno>=200&&p2movetype=H&&movehit)||p2statetype!=A
trigger1 = stateno = 200 && movecontact
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 430 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 240 && movecontact
;;trigger8 = stateno = 440 && movecontact
[State -1, 地上]
type = ChangeState
value = ifelse(stateno=220,ifelse(numhelper(1001)=0&&(random<=500||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2),1000,ifelse(random<=250,450,250)),220)
triggerall = !ishelper
triggerall = var(59)>0
;;triggerall=helper(218),var(35)!=13
triggerall = RoundState = 2 && Alive
triggerall=(stateno!=400)||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3||p2statetype=A||movehit=0||p2movetype!=H
;triggerall=power<3000||(stateno!=210)||movehit=0||p2stateno<200||(p2movetype!=H)||numhelper(3510)||p2statetype=A
;triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)<2||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4
triggerall = statetype!=A
triggerall=p2bodydist x>=-40
triggerall=p2bodydist x<=ifelse(stateno=220,100,60)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerAll =(p2stateno>=200&&p2movetype=H&&movehit)||p2statetype!=A
trigger1 = stateno = 200 && movecontact
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 430 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 440 && movecontact
trigger9 = stateno = 220 && movecontact
[State -1]
type = ChangeState
value=800
triggerall = !ishelper
triggerall = var(59)>0
triggerall=helper(218),var(35)=7
;;triggerall = var(53)-((ceil(var(53)/100)-ifelse(var(53)-(ceil(var(53)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall = ((statetype != A)&&(p2statetype!=A));;||((statetype = A)&&(p2statetype=A))
triggerall=p2bodydist x>=-30
triggerall = p2bodydist X < 10
triggerall=p2movetype=A;;(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H);||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 109)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=fvar(30)<=999||(fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(30)-((ceil(fvar(30)/1000)-ifelse(fvar(30)-(ceil(fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(33)<=999||(fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(33)-((ceil(fvar(33)/1000)-ifelse(fvar(33)-(ceil(fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(32)<=999||(fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(32)-((ceil(fvar(32)/1000)-ifelse(fvar(32)-(ceil(fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(18)<=999||(fvar(18)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(18)-((ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(37)<=999||(fvar(37)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(37)-((ceil(fvar(37)/1000)-ifelse(fvar(37)-(ceil(fvar(37)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(36)<=999||(fvar(36)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(36)-((ceil(fvar(36)/1000)-ifelse(fvar(36)-(ceil(fvar(36)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(35)<=999||(fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(35)-((ceil(fvar(35)/1000)-ifelse(fvar(35)-(ceil(fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(34)<=999||(fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(34)-((ceil(fvar(34)/1000)-ifelse(fvar(34)-(ceil(fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(31)<=999||(fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(31)-((ceil(fvar(31)/1000)-ifelse(fvar(31)-(ceil(fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=7
triggerall=fvar(29)<=999||(fvar(29)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
triggerall=fvar(28)<=999||(fvar(28)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2
trigger1 =1
[State -1]
type = ChangeState
value=800
triggerall = !ishelper
triggerall = var(59)>0
triggerall=helper(218),var(35)!=7
;;triggerall = var(53)-((ceil(var(53)/100)-ifelse(var(53)-(ceil(var(53)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall = ((statetype != A)&&(p2statetype!=A));;||((statetype = A)&&(p2statetype=A))
triggerall=p2bodydist x>=-30
triggerall = p2bodydist X < 10
triggerall=p2movetype=A;;(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H);||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 109)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
triggerall=(helper(218),var(50)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)-ifelse(helper(218),Var(50)-(ceil(helper(218),Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(51)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)-ifelse(helper(218),Var(51)-(ceil(helper(218),Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall=(helper(218),var(52)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)-ifelse(helper(218),Var(52)-(ceil(helper(218),Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
triggerall=(helper(218),var(53)-(p2stateno*100) !=[-999,999])
triggerall=(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)-ifelse(helper(218),Var(53)-(ceil(helper(218),Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9]
trigger1 =1
[State -1]
type = ChangeState
value=800
triggerall = !ishelper
triggerall = var(59)>0
;triggerall=helper(218),var(35)!=
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall=helper(218),var(8)-((ceil(helper(218),var(8)/10)-ifelse(helper(218),var(8)-(ceil(helper(218),var(8)/10)*10)<0,1,0))*10)!=1
triggerall=(helper(218),var(19))-((ceil((helper(218),var(19))/100000)-ifelse((helper(218),var(19))-(ceil((helper(218),var(19))/100000)*100000)<0,1,0))*100000)<50000
triggerall = var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall = ((statetype != A)&&(p2statetype!=A));;;||((statetype = A)&&(p2statetype=A))
triggerall=p2bodydist x>=-30
triggerall = p2bodydist X < 10
triggerall=p2movetype!=A;;(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
;triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H);||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0||p2statetype=A
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =1;random<=200;;||p2movetype=A;+ifelse(var(53)-((ceil(var(53)/100)-ifelse(var(53)-(ceil(var(53)/100)*100)<0,1,0))*100)>=30,-100,0);;;;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger2 =((p2stateno=[50,59]) && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20)
trigger3 =(teamside=2 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30)
[State -1]
type = ChangeState
value=109
triggerall = !ishelper
triggerall = var(59)>0
triggerall=stateno!=100
triggerall = RoundState = 2 && Alive && stateno!=3
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall=partner,life>0||helper(218),var(10)-((ceil(helper(218),var(10)/100)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(19)-((ceil(helper(218),var(19)/100)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/100)*100)<0,1,0))*100)<=0
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall = ((statetype != A)&&(p2statetype!=A));;;;;;;||((statetype = A)&&(p2statetype=A)&&p2bodydist y=[-40,40])
triggerall=p2bodydist x>=-20
triggerall = p2bodydist X <=30
;triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-60,0]
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
;triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H);||p2stateno=[120,159]
triggerall=helper(218),var(50)<2000000 && helper(218),var(51)<2000000
triggerall=helper(218),var(52)<2000000 && helper(218),var(53)<2000000
triggerall = (Ctrl||(StateNo = [0,40])||(StateNo =[120,149]))
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=100+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999]);||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500,430,400)
triggerall = !ishelper
triggerall = var(59)>0
;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
triggerall=stateno!=103
;;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11
triggerall = statetype != A
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=15
triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500&&p2bodydist x<20,200,230)
triggerall = !ishelper
triggerall = var(59)>0
;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
triggerall=stateno!=103
;;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11
triggerall = statetype != A
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall=p2bodydist x>=-20
triggerall=p2bodydist x<=30
triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(p2bodydist x<10,410,ifelse(random<=500,210,240))
triggerall = !ishelper
triggerall = var(59)>0
;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
triggerall=stateno!=103
;;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11
triggerall = statetype != A
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall=p2bodydist x>=ifelse(random<=500&&p2bodydist x<10,0,30)
triggerall=p2bodydist x<=50
triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=200+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-100,0)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(p2bodydist x<=60,220,ifelse(random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life<p2life,20,30),250,450))
triggerall = !ishelper
triggerall = var(59)>0
;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
triggerall=stateno!=103
;;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && stateno!=3
;triggerall=partner,life>0||helper(218),var(35)!=10
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=200,30,20)||helper(218),var(35)!=11
triggerall = statetype != A
;triggerall=(helper(218),var(18))-((ceil((helper(218),var(18))/100000)-ifelse((helper(218),var(18))-(ceil((helper(218),var(18))/100000)*100000)<0,1,0))*100000)!=[10000,19999]
triggerall=p2bodydist x>=40
triggerall=p2bodydist x<=100
triggerall = (p2statetype != A);;||(p2bodydist y>=-40 && p2bodydist x>0)
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50;;+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=2000
triggerall = !ishelper
triggerall = var(59)>0
triggerall=stateno!=103
triggerall = numhelper(2001) = 0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive
triggerall = statetype != A
triggerall=p2bodydist x>140
;triggerall=p2bodydist x<=90
triggerall = (p2statetype != A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*8>=-40&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*10<=30)
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =(helper(218),fvar(30)>0 && helper(218),fvar(30)=p2stateno)||(helper(218),fvar(31)>0 && helper(218),fvar(31)=p2stateno)||(helper(218),fvar(32)>0 && helper(218),fvar(32)=p2stateno)
[State -1]
type = ChangeState
value=ifelse(statetype=A,1010,1000)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = numhelper(1001) = 0
triggerall = RoundState = 2 && Alive
triggerall =time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||statetype!=A
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<8000||random<=500
triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<6000||random<=500
triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<4000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500
triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<2000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =pos y>-30||statetype != A
triggerall=p2bodydist x=[80,150]
triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500&&var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<300||life<p2life,20,30),1100,1300)+ifelse(statetype=A,10,0)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = numhelper(1101) = 0
triggerall = RoundState = 2 && Alive
triggerall =partner,life<=0||partner,movetype!=H
triggerall =time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x=[10,200]
triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000;;;||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(statetype=A,1210,1200)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall = p2stateno != 303
triggerall = numhelper(1201) = 0
triggerall =time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
;triggerall =statetype = A
triggerall=p2bodydist x>150
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>150
;triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50||partner,life>0;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=3100
triggerall = !ishelper
triggerall = var(59)>0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && partner,life>0
triggerall = numhelper(3101) = 0
triggerall = numhelper(3201) = 0
triggerall = Power >= 2000
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>ifelse((facing*enemynear(helper(218),Var(36)),facing>0),80,150)
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>ifelse((facing*enemynear(helper(218),Var(36)),facing>0),80,150)
;triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
;triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>200))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =1;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(power>=3000,3200,3100)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive && (life>p2life||var(59)<1000000||random<=100) && partner,life<=0
triggerall = numhelper(3101) = 0
triggerall = numhelper(3201) = 0
triggerall = Power >= 2000
triggerall =time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>150
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>150
;triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(statetype=A,1410,1400)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall =time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =pos y>-30||statetype != A
triggerall=p2bodydist x>130
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>130
;triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=1500
triggerall = !ishelper
triggerall = var(59)>0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall = numhelper(1501) = 0
triggerall =time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x=[80,300]
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>80||partner,life>0
;triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||partner,life>0;;; && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>0))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50||(partner,life>0&&p2movetype=A);;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=2000
triggerall = !ishelper
triggerall = var(59)>0
triggerall = numhelper(2001) = 0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall =time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(frontedgebodydist>130 && p2bodydist x=[90,110])||(movehit&&p2stateno>=200&&p2movetype=H)
;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||time<30||random<=333
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>120
triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>120
triggerall = p2statetype != A
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50;;||(statetype=A && vel y>0);||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
;trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500||(partner,life>0)||(helper(218),var(3)>=600),710,720)
triggerall = !ishelper
triggerall = var(59)>0 && partner,life<=0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall =helper(218),var(3)<600||random<=500
triggerall =time<30||random<=333
;;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>20 && p2bodydist x<=300
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=150
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(random<=500||(partner,life>0)||(helper(218),var(3)>=600),47,48)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=partner,life>0||helper(218),var(35)!=10
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall =helper(218),var(3)<600||random<=500
triggerall =time<30||random<=333
triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||random<=500
triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<40000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,10,20)||random<=500
;;triggerall =var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)<20000||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500
;triggerall=partner,life>0||helper(218),var(35)!=10
triggerall =statetype != A
triggerall=p2bodydist x>60 && p2bodydist x<=300
;;triggerall=P2bodyDist X-enemynear(helper(218),Var(36)),vel x*30>=150
triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20
;triggerall=(p2bodydist x<=70 && p2bodydist y>=-110)||((stateno!=100)&&(stateno!=26))
triggerall=numenemy>1||(enemynear(helper(218),Var(36)),statetype!=A)||helper(218),var(16)-((ceil(helper(218),var(16)/10)-ifelse(helper(218),var(16)-(ceil(helper(218),var(16)/10)*10)<0,1,0))*10)!=2
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150))
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall=((enemynear(helper(218),Var(36)),vel x>=0||random<=500)&&p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno !=[5100,5150]
trigger1 =random<=50;||(partner,life>0&&(p2bodydist x>=170||facing*enemynear(helper(218),Var(36)),facing>0));+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
trigger1 =(helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999])||p2movetype=H||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0
[State -1]
type = ChangeState
value=ifelse(p2bodydist x<80,720,48)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=stateno!=103
triggerall = RoundState = 2 && Alive
triggerall = power>=50 && var(10) != 1
triggerall = statetype!=A
triggerall=p2bodydist x<=130 && backedgebodydist>70
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110])
trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110])
trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1=helper(218),var(18)<1000;; && p2stateno=5120;; && p2bodydist x>130
trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110])
trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger2=helper(218),var(18)>3000;;||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110])
trigger3=helper(218),var(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16))
;;trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000<=200000
;;trigger3=helper(218),var(35)=11||helper(218),var(35)=13;;-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000>=200000
[State -1]
type = ChangeState
value=ifelse(statetype=A,1210,1200)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=stateno!=103
triggerall = p2stateno != 303
triggerall = numhelper(2001) = 0
triggerall = numhelper(1201) = 0
triggerall = RoundState = 2 && Alive
;;triggerall = statetype!=A
triggerall=p2bodydist x>200
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110])
trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110])
trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1=helper(218),var(18)<1000;; && p2stateno=5120;; && p2bodydist x>130
trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110])
trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger2=helper(218),var(18)>3000;;||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110])
;trigger3=helper(218),var(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16))
;;trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000<=200000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=12;;-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000>=200000
[State -1]
type = ChangeState
value=ifelse(frontedgebodydist-p2bodydist x<120,2100,2000)
triggerall = !ishelper
triggerall = var(59)>0
triggerall=stateno!=103
triggerall = numhelper(2001) = 0
triggerall = RoundState = 2 && Alive
triggerall = statetype!=A
triggerall=p2bodydist x>130
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>150) && random<=500)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo=[105,106])||(StateNo = 109)
;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110])
trigger1=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110])
trigger1=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1=helper(218),var(18)<1000;; && p2stateno=5120;; && p2bodydist x>130
trigger2=((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5000,5110])
trigger2=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger2=helper(218),var(18)>3000;;||(enemynear(helper(218),Var(36)),vel x<=0&&p2stateno!=[5100,5110])
;trigger3=helper(218),var(18)>3000 && ((helper(218),var(35)=[13,14])||(helper(218),var(35)=16))
;;trigger2=helper(218),var(18)-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000<=200000
;trigger3=helper(218),var(35)=11||helper(218),var(35)=12;;-(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000))*1000>=200000
[State -1]
type = ChangeState
value=1010
triggerall = !ishelper
triggerall = var(59)>0
triggerall=helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && numenemy=1 && numpartner=0
triggerall = statetype = A && vel x>0
;triggerall=backedgebodydist>60||(p2bodydist x<=60 && enemynear(helper(218),Var(36)),vel x>=3 && p2stateno!=[5100,5110])
triggerall=p2bodydist x<=0 && frontedgebodydist>150
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 109)
;triggerall =(p2statetype!=A);||(helper(218),var(35)=8)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1 =enemynear(helper(218),Var(36)),vel x>=0
[State -1]
type = ChangeState
value=ifelse(frontedgebodydist>120&&(enemynear(helper(218),Var(36)),vel x>=2),108,ifelse(backedgebodydist>60,105,108))
triggerall = !ishelper
triggerall = var(59)>0
triggerall=helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && numenemy=1 && numpartner=0
triggerall = statetype != A
;triggerall=backedgebodydist>60||(p2bodydist x<=60 && enemynear(helper(218),Var(36)),vel x>=3 && p2stateno!=[5100,5110])
triggerall=p2bodydist x>=-60
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=(p2movetype!=H)||p2stateno=[120,159]
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 109)
triggerall =(p2statetype!=A);||(helper(218),var(35)=8)
triggerall=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0||p2stateno=[5100,5150]
trigger1 =backedgebodydist<=50 && p2bodydist x<=60 && (enemynear(helper(218),Var(36)),vel x>=0||p2stateno=[5100,5110])
trigger2 =p2bodydist x<=100 && enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110]
trigger3 = p2bodydist x<=30 ;;;&& helper(218),var(10)-((ceil(helper(218),var(10)/10)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10)*10)<0,1,0))*10)!=[1,2]
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall=var(52)=[-999999,999]
triggerall = (stateno!=50)||var(3)!=[1,2]
triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0)
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall = StateNo != [110,111]
triggerall = prevStateNo != [110,111]
triggerall=numenemy=1
;triggerall=statetype !=A
triggerall=inguarddist=0 && helper(218),inguarddist=0
triggerall=var(54)<100000
trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)=[1,9]
value = ifelse(statetype=A,132,130)
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall=var(52)=[-999999,999]
triggerall = (stateno!=50)||var(3)!=[1,2]
triggerall = helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0)
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall = StateNo != [110,111]
triggerall = prevStateNo != [110,111]
triggerall=numenemy=1
;triggerall=statetype !=A
triggerall=inguarddist=0 && helper(218),inguarddist=0
triggerall=var(54)<100000
trigger1=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)>=1
value = ifelse(statetype=A,132,ifelse((enemynear(helper(218),Var(36)),stateType = A),130,131))
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall=var(52)=[-999999,999]
;triggerall = p2statetype=A||helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0)
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall = StateNo != [110,111]
triggerall = prevStateNo != [110,111]
triggerall=statetype !=A
triggerall=inguarddist||helper(218),inguarddist
triggerall=var(54)<100000
trigger1=enemynear(helper(218),Var(36)),MoveType = A
trigger1=enemynear(helper(218),Var(36)),statetype=A
trigger2=enemynear(helper(218),Var(36)),MoveType = A
trigger2=(var(48)>0 && var(48)=p2stateno)||(var(49)>0 && var(49)=p2stateno)
value = 130
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall=var(52)=[-999999,999]
;triggerall = helper(218),var(52)<2000000 && helper(218),var(53)<2000000||p2statetype=A||helper(218),var(35)!=1
triggerall = RoundState = 2 && Alive
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0)
triggerall = StateNo != [130, 139]
triggerall = StateNo != 102
triggerall = StateNo != [110,111]
triggerall = prevStateNo != [110,111]
triggerall=statetype!=A
triggerall=inguarddist||helper(218),inguarddist
triggerall=var(54)<100000
triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(48)<=0||var(48) !=p2stateno)
triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(var(49)<=0 ||var(49) !=p2stateno)
trigger1=enemynear(helper(218),Var(36)),statetype !=A
trigger1=enemynear(helper(218),Var(36)),MoveType = A
trigger2=enemynear(helper(218),Var(36)),movetype !=A
value = 131
[State -1: AI Guarding]
type = ChangeState
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall=var(52)=[-999999,999]
;triggerall = helper(218),var(35)!=1
;triggerall = helper(218),var(35)!=[100,130]
triggerall = RoundState = 2 && Alive
triggerall = StateNo != [120, 159]
triggerall = StateNo != 102
triggerall = StateNo != [110,111]
triggerall=inguarddist||helper(218),inguarddist
triggerall=var(54)<100000
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo=[100,101])||(StateNo = 109)||((StateNo=1600||stateno=5120)&&AnimTime=0)
triggerall=statetype=A
trigger1=1
value = 132
[State -1, Stand1]
type = ChangeState
value =100
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life<p2life,20,30)||(p2movetype!=H)||(p2statetype!=A)||(helper(218),var(35)=[11,12])||(helper(218),var(35)=[14,16])
triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2||(helper(218),var(35)!=10)
triggerall = (helper(218),var(35)!=[13,14])
triggerall = (helper(218),var(35)!=16)
;triggerall = (helper(218),var(35)!=[12,13])||p2statetype!=A
;triggerall = (helper(218),var(35)!=14)||p2bodydist x>150
;triggerall = (helper(218),var(35)!=18)||helper(218),var(10)-((ceil(helper(218),var(10)/1000000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000
;triggerall = helper(218),var(12)<1000000||partner,life>0||(p2movetype=H&&p2bodydist y<-20)||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30
triggerall = RoundState = 2 && Alive && (stateno!=[100,109]) && stateno!=3
triggerall = statetype != A
triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000;||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0
;triggerall=(p2movetype!=H)||(p2stateno =[120,159])
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])
triggerall=p2bodydist x>20||frontedgebodydist>60
triggerall=helper(218),var(10)-((ceil(helper(218),var(10)/10000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/10000)*10000)<0,1,0))*10000)!=[2000,2999]
trigger1=p2bodydist x>200 && p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>200
;trigger2=helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999]
trigger2=0;random<=8 && p2bodydist x<=150 && p2movetype!=H
trigger3=p2movetype=H && p2stateno>200 && p2bodydist x>100 && ((p2bodydist y>=-60&&p2bodydist x>60)||p2bodydist x>120||p2statetype!=A)
trigger3=helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2stateno!=[5100,5150]
[State -1, Stand1]
type = ChangeState
value =27;ifelse((helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)<=0&&p2bodydist x>ifelse(p2movetype=H,40,100)),100,25)
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && stateno!=3
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=28 && random<=200)||(stateno=28 && (helper(218),var(35)=18||helper(218),var(35)=[20,26]))
triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])
trigger1=p2bodydist x>=ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,180,ifelse(p2movetype=H&&p2stateno>200,10,10))
trigger1=helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999]
trigger2=p2bodydist x>=ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,180,ifelse(p2movetype=H&&p2stateno>200,10,20))
trigger2=helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999]
[State -1, Stand1]
type = ChangeState
value =28
triggerall = !IsHelper
triggerall = var(59)>0
;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||helper(218),var(35)!=10
triggerall = RoundState = 2 && Alive && stateno!=3
triggerall = statetype != A
triggerall=((stateno !=[100,101])&&(stateno !=[27,28]))||(time>=10 && stateno=27 && random<=200)
triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||var(54)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80);||(numhelper(765)>=2&&helper(765),var(0)=0)
triggerall=helper(218),var(15)-((ceil(helper(218),var(15)/100)-ifelse(helper(218),var(15)-(ceil(helper(218),var(15)/100)*100)<0,1,0))*100)<=0||(p2movetype=H &&p2stateno !=[120,159])
triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])
trigger1=p2bodydist x<ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,180,ifelse(p2movetype=H&&p2stateno>200,10,10))
trigger1=helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)!=[2000,2999]
trigger2=p2bodydist x<ifelse(helper(218),var(18)-((ceil(helper(218),var(18)/1000)-ifelse(helper(218),var(18)-(ceil(helper(218),var(18)/1000)*1000)<0,1,0))*1000)>0,180,ifelse(p2movetype=H&&p2stateno>200,10,20))
trigger2=helper(218),var(19)-((ceil(helper(218),var(19)/10000)-ifelse(helper(218),var(19)-(ceil(helper(218),var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999]
[State -1, Stand]
type = ChangeState
value = 0
triggerall = !IsHelper
triggerall = (var(59) !=0)||stateno=[27,28]
;triggerall = RoundState = 2 && Alive && time
triggerall = time>=10 && statetype != A
trigger1=(time>=10 && stateno=[27,28]);||(time>=3 && stateno=[100,101])
trigger1 = RoundState != 2
trigger2=(stateno=[27,28]);||(stateno=[100,101])||(StateNo = 5120 && AnimTime = 0)
trigger2 = p2bodydist x<-60;||(p2bodydist x<0 && facing*enemynear(helper(218),Var(36)),facing>0)
;;trigger3 = helper(218),var(35)=18 && p2bodydist x=[-20,20]
ctrl=1
[State -1, Stand]
type = ChangeState
value = 102
triggerall = !IsHelper
triggerall = (var(59) !=0)
triggerall=(p2stateno!=303)||p2bodydist x<-40||(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2)||numenemy=2
triggerall=(helper(218),var(35)!=17)||p2bodydist x<-40||(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2)||numenemy=2
;triggerall = time>=15
triggerall =stateno=101 && statetype != A
trigger1 = RoundState != 2
trigger2 = p2movetype=A||inguarddist||(((p2movetype!=H)||p2stateno<200||p2bodydist x<20)&&time>=30)
trigger2 = p2movetype=A||inguarddist||p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<120||p2bodydist x<=120
trigger3 =p2bodydist x<0
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=0;stateno=45
trigger4=stateno=10
value = ifelse(stateno=45,ifelse(vel y >=0,51,50),ifelse(p2movetype=A&&(helper(218),var(3)<600)&&p2bodydist x<130,28,27))
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 =4250;;14400;ifelse(random<=500,14500,14600);ifelse(statetype=A,ifelse(random<=350,2150,ifelse(random<=700,2125,2100)),ifelse(random<=350,1500,ifelse(random<=700,2400,2400)));ifelse(random<=350,6000,ifelse(random<=700,4000,4100));ifelse(random<=350,ifelse(numhelper(6061) = 1,6051,6050),ifelse(random<=700,6000,ifelse((var(29)=1),4100,4000)));ifelse(random<=350,3000,ifelse(random<=700,3100,3050));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310)
triggerall =var(53)=0
trigger1 = 0;(StateType != A) && (MoveContact) && stateno<2000
[State -1]
type = ChangeState
value =3400;;ifelse(random<=500,1210,1220);ifelse(random<=333,3000,ifelse(random<=666,3050,3100));ifelse((var(20)=1)||(var(21)=1)||(var(22)=1),ifelse((life>500||(var(20)=6)||(var(21)=6)||(var(22)=6))&&(var(20)!=4)&&(var(21)!=4)&&(var(22)!=4),1370,1390),1310)
triggerall =var(53)=0
trigger1 =Command = "a"
;trigger1 = statetype != A
trigger1 =0;ctrl||stateno=[20,29]
;trigger2=(stateno = 320) && (Time >= 35)
;===========================================================================
;---------------------------------------------------------------------------
;Knife Slash
[State -1, Knife Slash]
type = ChangeState
value = 3000
triggerall=var(59)=0
triggerall = Power >= 1000
triggerall = command = "KnifeSlash"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Flute
[State -1, Flute]
type = ChangeState
value = 3100
triggerall=var(59)=0
triggerall = numhelper(3101) = 0
triggerall = Power >= 2000
triggerall = command = "Flute"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Umbrella & Demon
[State -1, Umbrella & Demon]
type = ChangeState
value = 3200
triggerall=var(59)=0
triggerall = numhelper(3201) = 0
triggerall = Power >= 3000
triggerall = command = "Umbrella&Demon"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Fatal Move - Poniko & Uboa
[State -1, Fatal Move - Poniko & Uboa]
type = ChangeState
value = 3400
triggerall=var(59)=0
triggerall = Life <= 250
triggerall = Power >= 3000
triggerall = command = "Poniko&Uboa"
triggerall = statetype != A
trigger1 = ctrl
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,249]) || (stateno = [400,419]) || (stateno = [430,449])
trigger2 = movecontact
var(1) = 1
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(2) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,619]) || (stateno = [630,699])
trigger2 = movecontact
var(2) = 1
;---------------------------------------------------------------------------
;Bicycle
[State -1, Bicycle]
type = ChangeState
value = 1000
triggerall=var(59)=0
triggerall = numhelper(1001) = 0
triggerall = command = "Bicycle"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Witch
[State -1, Witch]
type = ChangeState
value = 1010
triggerall=var(59)=0
triggerall = command = "Bicycle"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
;Stoplight
[State -1, Stoplight]
type = ChangeState
value = 1100
triggerall=var(59)=0
triggerall = numhelper(1101) = 0
triggerall = p2stateno != [5000,5030]
triggerall = command = "Stoplight"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Stoplight Air
[State -1, Stoplight Air]
type = ChangeState
value = 1110
triggerall=var(59)=0
triggerall = numhelper(1101) = 0
triggerall = p2stateno != [5000,5030]
triggerall = command = "Stoplight"
trigger1 = (statetype = a) && ctrl
;---------------------------------------------------------------------------
;Yuki-onna
[State -1, Yuki-onna]
type = ChangeState
value = 1200
triggerall=var(59)=0
triggerall = p2stateno != 303
triggerall = numhelper(1201) = 0
triggerall = command = "Yuki-onna"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Yuki-onna Air
[State -1, Yuki-onna Air]
type = ChangeState
value = 1210
triggerall=var(59)=0
triggerall = p2stateno != 303
triggerall = numhelper(1201) = 0
triggerall = command = "Yuki-onna"
trigger1 = (statetype = a) && ctrl
;---------------------------------------------------------------------------
;Cat
[State -1, Cat]
type = ChangeState
value = 1300
triggerall=var(59)=0
triggerall = command = "Cat"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Cat Air
[State -1, Cat Air]
type = ChangeState
value = 1310
triggerall=var(59)=0
triggerall = command = "Cat"
trigger1 = (statetype = a) && ctrl
;---------------------------------------------------------------------------
;Nazu
[State -1, Nazu]
type = ChangeState
value = 1400
triggerall=var(59)=0
triggerall = command = "Nazu"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Nazu Air
[State -1, Nazu Air]
type = ChangeState
value = 1410
triggerall=var(59)=0
triggerall = command = "Nazu"
trigger1 = (statetype = a) && ctrl
;---------------------------------------------------------------------------
;Ghost
[State -1, Ghost]
type = ChangeState
value = 1500
triggerall=var(59)=0
triggerall = numhelper(1501) = 0
triggerall = command = "Ghost"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Yomika
[State -1, Yomika]
type = ChangeState
value = 2000
triggerall=var(59)=0
triggerall = numhelper(2001) = 0
triggerall = command = "Yomika"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;IB
[State -1, IB]
type = ChangeState
value = 2100
triggerall=var(59)=0
triggerall = numhelper(2001) = 0
triggerall = command = "IB"
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
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall=var(59)=0
triggerall = command = "y" || 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
;------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall=var(59)=0
trigger1 = Command = "SuperJump"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 420
trigger2 = (movecontact) && (command = "holdup")
;---------------------------------------------------------------------------
;Dodge Twirl Forward
[State -1, Dodge Twirl Forward]
type = ChangeState
value = 710
triggerall=var(59)=0
triggerall = command = "DodgeTwirlFwd"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Dodge Twirl Backward
[State -1, Dodge Twirl Backward]
type = ChangeState
value = 720
triggerall=var(59)=0
triggerall = command = "DodgeTwirlBack"
trigger1 = (statetype = s) && 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall=var(59)=0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 400) && movecontact
trigger6 = (stateno = 410) && movecontact
trigger7 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 220) && movecontact
trigger5 = (stateno = 230) && movecontact
trigger6 = (stateno = 240) && movecontact
trigger7 = (stateno = 400) && movecontact
trigger8 = (stateno = 410) && movecontact
trigger9 = (stateno = 430) && movecontact
trigger10 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 400) && movecontact
trigger6 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 250) && movecontact
trigger7 = (stateno = 400) && movecontact
trigger8 = (stateno = 410) && movecontact
trigger9 = (stateno = 430) && movecontact
trigger10 = (stateno = 440) && movecontact
trigger11 = (stateno = 450) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 220) && movecontact
trigger5 = (stateno = 230) && movecontact
trigger6 = (stateno = 240) && movecontact
trigger7 = (stateno = 400) && movecontact
trigger8 = (stateno = 410) && movecontact
trigger9 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; 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
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
;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
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall=var(59)=0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 650) && movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall=var(59)=0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall=var(59)=0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
;---------------------------------------------------------------------------
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall=var(59)=0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 620) && movecontact
trigger5 = (stateno = 630) && movecontact
trigger6 = (stateno = 640) && movecontact
;----------------------[ LIE DOWN RECOVERY ROLL]----------------------------------
[State -1, Lie Down Forward Recovery Roll]
type = ChangeState
value = 730
triggerall=var(59)=0
triggerall = Var(59) != 2
triggerall = command = "holdfwd"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
[State -1, Lie Down Backward Recovery Roll]
type = ChangeState
value = 740
triggerall=var(59)=0
triggerall = Var(59) != 2
triggerall = command = "holdback"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1