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Command List — vectorman_AI.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_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 ;-| Character-Specific Ability |------------------------------------------------------------ [Command] name = "ProjSelector" command = a+c ;-| Abilities |------------------------------------------------------------ [Command] name = "ComboExtender1" command = /F,b+c time = 10 [Command] name = "ComboExtender2" command = /U,b+c time = 10 [Command] name = "ComboExtender3" command = /D,b+c time = 10 [Command] name = "ComboBreaker" command = time = 10 [Command] name = "SuperJump" command = ~D, U time = 10 ;-| Super Motions |-------------------------------------------------------- [command] name = "OverKill" command = D, DF, F, a+b [command] name = "RhinoCharge" command = D, DB, B, a+b [command] name = "Bomb" command = D, D, a+b ;-| Special Motions |------------------------------------------------------ [command] name = "ShootStraight" command = D, DF, F, a time = 15 [command] name = "ShootDiagonally" command = D, DF, F, b time = 15 [command] name = "ShootUp" command = D, DF, F, c time = 15 [command] name = "Tornado" command = D, DB, B, a time = 15 [command] name = "Drill" command = D, DB, B, b time = 15 [command] name = "Missile" command = D, DB, B, c 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 ;-| 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. ; Don't remove the following line. It's required by the CMD standard. [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=750)||(root,stateno=760)||(root,stateno=770) fv = 5 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = Varset triggerall=fvar(34)>0 && fvar(34)-fvar(5) !=[-99,999] triggerall=fvar(33)>0 && fvar(33)-fvar(5) !=[-99,999] triggerall=fvar(32)>0 && fvar(32)-fvar(5) !=[-99,999] triggerall=fvar(31)>0 && fvar(31)-fvar(5) !=[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(20)>0 && root,fvar(20)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(35)>=0 trigger1=fvar(5) >0 fv = 35 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(35)<0 fv = 35 value =-fvar(35) [State -2 , 1] type = Varset triggerall=fvar(34)=0||fvar(34)-fvar(5) =[-99,999] triggerall=fvar(33)>0 && fvar(33)-fvar(5) !=[-99,999] triggerall=fvar(32)>0 && fvar(32)-fvar(5) !=[-99,999] triggerall=fvar(31)>0 && fvar(31)-fvar(5) !=[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(20)>0 && root,fvar(20)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(34)>=0 trigger1=fvar(5) >0 fv = 34 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(34)<0 fv = 34 value =-fvar(34) [State -2 , 1] type = Varset triggerall=fvar(33)=0||fvar(33)-fvar(5) =[-99,999] triggerall=fvar(32)>0 && fvar(32)-fvar(5) !=[-99,999] triggerall=fvar(31)>0 && fvar(31)-fvar(5) !=[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(20)>0 && root,fvar(20)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(33)>=0 trigger1=fvar(5) >0 fv = 33 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(33)<0 fv = 33 value =-fvar(33) [State -2 , 1] type = Varset triggerall=fvar(32)=0||fvar(32)-fvar(5) =[-99,999] triggerall=fvar(31)>0 && fvar(31)-fvar(5) !=[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(20)>0 && root,fvar(20)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(32)>=0 trigger1=fvar(5) >0 fv = 32 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(32)<0 fv = 32 value =-fvar(32) [State -2 , 1] type = Varset triggerall=fvar(31)=0||fvar(31)-fvar(5) =[-99,999] triggerall=fvar(30)>0 && fvar(30)-fvar(5) !=[-99,999] triggerall=root,fvar(20)>0 && root,fvar(20)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(31)>=0 trigger1=fvar(5) >0 fv = 31 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(31)<0 fv = 31 value =-fvar(31) [State -2 , 1] type = Varset triggerall=fvar(30)=0||fvar(30)-fvar(5) =[-99,999] triggerall=root,fvar(20)>0 && root,fvar(20)-fvar(5) !=[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=fvar(30)>=0 trigger1=fvar(5) >0 fv = 30 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = varset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=fvar(30)<0 fv = 30 value =-fvar(30) [State -2 , 1] type = parentVarset triggerall=root,fvar(20)=0||root,fvar(20)-fvar(5) =[-99,999] triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(20)>=0 trigger1=fvar(5) >0 fv = 20 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(20)<0 fv = 20 value =-root,fvar(20) [State -2 , 1] type = parentVarset triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-99,999] triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT 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) =[-99,999] triggerall=root,fvar(39)>0 && root,fvar(39)-fvar(5) !=[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT 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(39)=0||root,fvar(39)-fvar(5) =[-99,999] triggerall=root,fvar(38)>0 && root,fvar(38)-fvar(5) !=[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(39)>=0 trigger1=fvar(5) >0 fv = 39 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(39)<0 fv = 39 value =-root,fvar(39) [State -2 , 1] type = parentVarset triggerall=root,fvar(38)=0||root,fvar(38)-fvar(5) =[-99,999] triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT trigger1=root,fvar(38)>=0 trigger1=fvar(5) >0 fv = 38 value =-fvar(5) Ignorehitpause=1 [State -2 , 1] type = parentvarset triggerall=enemynear(Var(36)),stateno !=var(13) trigger1=root,fvar(38)<0 fv = 38 value =-root,fvar(38) [State -2 , 1] type = parentVarset triggerall=root,fvar(37)=0||root,fvar(37)-fvar(5) =[-99,999] triggerall=root,fvar(36)>0 && root,fvar(36)-fvar(5) !=[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT 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) =[-99,999] triggerall=root,fvar(35)>0 && root,fvar(35)-fvar(5) !=[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT 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) =[-99,999] triggerall=root,fvar(34)>0 && root,fvar(34)-fvar(5) !=[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT 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) =[-99,999] triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT 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) =[-99,999] ;triggerall=enemynear(Var(36)),HitDefAttr =SCA,AA,AT 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=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 = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(19)>1 && root,fvar(19)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(25)=0 && var(14)<2 fv = 25 value =1 [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=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 = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(19)>1 && root,fvar(19)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(24)=0 && var(14)<2 fv = 24 value =1 [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=root,fvar(19)=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 = 19 value =0 [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 !=[0,999] triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(19)=0 && var(14)<2 fv = 19 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(19)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 19 value =(var(13)*1000)+ifelse(var(14)>999,999,var(14)) [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 = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[0,999] triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(26)=0 && var(14)<2 fv = 26 value =1 [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=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 = enemynear(Var(36)),movetype=A && numenemy=1 triggerall=root,fvar(8)>1 && root,fvar(8)-enemynear(Var(36)),stateno*1000 !=[0,999] trigger1=root,fvar(27)=0 && var(14)<2 fv = 27 value =1 [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=root,fvar(8)=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 = 8 value =0 [State -2 , 1] type = parentVarset triggerall = enemynear(Var(36)),movetype=A && numenemy=1 trigger1=root,fvar(8)=0 && var(14)<2 fv = 8 value =1 [State -2 , 1] type = parentVarset triggerall=root,fvar(8)=1 triggerall=var(14)>=10;||inguarddist trigger1=enemynear(Var(36)),stateno !=var(13) fv = 8 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=900||root,stateno=902) trigger1=var(13)>0 trigger1=var(13) =enemynear(Var(36)),stateno fv = 5 value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14)+ifelse((root,teamside=1),0,-1)+ifelse((root,stateno=901),-1,0)) Ignorehitpause=1 [State -2: VarSet] type = VarSet triggerall=var(50)=[0,999999] trigger1=(root,stateno=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[200,499])||(root,stateno=[800,899]);;||(root,stateno=10550)||(root,stateno=[500,599]) 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=[1100,1199]) 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=[1100,1199]) 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=[1100,1199]) 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=[1100,1199]) 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=[1100,1199]) 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=[1100,1199]) 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=[2000,3999])||(root,stateno=[5900,6199]) 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=[2000,3999])||(root,stateno=[5900,6199]) 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=[2000,3999])||(root,stateno=[5900,6199]) 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]))&&var(35)!=[1,9])||(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=[2000,3999])||(root,stateno=[5900,6199]) 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=[2000,3999])||(root,stateno=[5900,6199]) 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=[2000,3999])||(root,stateno=[5900,6199]) 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]))&&var(35)!=[1,9])||(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=[42,44])||(root,stateno=[47,48])||(root,stateno=7000) 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=[42,44])||(root,stateno=[47,48])||(root,stateno=7000) 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=[42,44])||(root,stateno=[47,48])||(root,stateno=7000) 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])&&(root,statetype!=A))||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200) 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=[42,44])||(root,stateno=[47,48])||(root,stateno=7000) 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=[42,44])||(root,stateno=[47,48])||(root,stateno=7000) 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=[42,44])||(root,stateno=[47,48])||(root,stateno=7000) 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])&&(root,statetype!=A))||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200) 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,fvar(17)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT fv = 17 value =-root,fvar(17)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(17)=0 trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT fv = 17 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(17)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) fv = 17 value =-root,fvar(17) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(17)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno fv = 17 value =root,fvar(17)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(17)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,fvar(17)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,fvar(17)-(ceil(root,fvar(17)/1000)-ifelse(root,fvar(17)-(ceil(root,fvar(17)/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) fv = 17 value =root,fvar(17)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)=[1,999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT fv = 18 value =-root,fvar(18)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)=0 && root,fvar(17)=[999,999999] trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT fv = 18 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)=[-1999999,-1] trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) fv = 18 value =-root,fvar(18) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno fv = 18 value =root,fvar(18)-2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(18)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(root,fvar(18)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(root,fvar(18)-(ceil(root,fvar(18)/1000)-ifelse(root,fvar(18)-(ceil(root,fvar(18)/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) fv = 18 value =root,fvar(18)+2000000 [State -2: VarSet] type = VarSet triggerall=var(44)=[0,999999] triggerall=(root,stateno=[710,720]) 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=[710,720]) 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=[710,720]) 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&&var(35)!=[1,9])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)||(enemynear(Var(36)),stateno=[720,729]) 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=[710,720]) 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=[710,720]) 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=[710,720]) 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&&var(35)!=[1,9])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)||(enemynear(Var(36)),stateno=[720,729]) 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 = VarSet triggerall=var(42)=[0,999999] triggerall=(root,stateno=1500) trigger1=(var(13)=0)||root,stateno=198 v = 42 value =var(42)+1000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 42 value =var(42)-1000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1,999] triggerall=(root,stateno=1500) trigger1=var(13)>0 v = 42 value =-var(42)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(42)=0 triggerall=(root,stateno=1500) trigger1=var(13)>0 v = 42 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(42)=[-1999999,-1] trigger1=(root,ctrl&&var(35)!=[1,9])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)||(enemynear(Var(36)),stateno=[720,729]) v = 42 value =ifelse(var(42)<=-1000000,-var(42)-1000000,ifelse(var(42)>=-999,0,-Var(42)-(ceil(-Var(42)/1000)-ifelse(-Var(42)-(ceil(-Var(42)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(42)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]) v = 42 value =-var(42) [State -2: VarSet] type = VarSet triggerall=var(42)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 42 value =var(42)-2000000 [State -2: VarSet] type = VarSet triggerall=var(42)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(42)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(42)-(ceil(Var(42)/1000)-ifelse(Var(42)-(ceil(Var(42)/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 = 42 value =var(42)+2000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[0,999999] triggerall=(root,stateno=1500) trigger1=(var(13)=0) v = 43 value =var(43)+1000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1000000,1999999] trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159])) v = 43 value =var(43)-1000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1,999] triggerall=(root,stateno=1500) trigger1=var(13)>0 v = 43 value =-var(43)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000) [State -2: VarSet] type = VarSet triggerall=var(43)=0 && var(42)=[999,999999] triggerall=(root,stateno=1500) trigger1=var(13)>0 v = 43 value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0)) [State -2: VarSet] type = VarSet triggerall=var(43)=[-1999999,-1] trigger1=(root,ctrl&&var(35)!=[1,9])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)||(enemynear(Var(36)),stateno=[720,729]) v = 43 value =ifelse(var(43)<=-1000000,-var(43)-1000000,ifelse(var(43)>=-999,0,-Var(43)-(ceil(-Var(43)/1000)-ifelse(-Var(43)-(ceil(-Var(43)/1000)*1000)<0,1,0))*1000)) [State -2: VarSet] type = VarSet triggerall=var(43)=[-1999999,-1] trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl v = 43 value =-var(43) [State -2: VarSet] type = VarSet triggerall=var(43)>=2000000 trigger1=var(13) !=enemynear(Var(36)),stateno v = 43 value =var(43)-2000000 [State -2: VarSet] type = VarSet triggerall=var(43)=[1,999999] triggerall=enemynear(Var(36)),movetype=A && numenemy=1 trigger1=(var(43)-(enemynear(Var(36)),stateno*100) =[-999,999]) trigger2=(Var(43)-(ceil(Var(43)/1000)-ifelse(Var(43)-(ceil(Var(43)/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 = 43 value =var(43)+2000000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-99999,0] triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] fv = 16 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-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 fv = 16 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-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]) fv = 16 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H fv = 16 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-199999,-100000] trigger1=1 fv = 16 value =-root,fvar(16)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(16)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) fv = 16 value =root,fvar(16)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)=[-99999,0] triggerall=root,fvar(16)>0&&root,fvar(16)!=var(13) triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153]) trigger1=var(13)=[1,99999] fv = 15 value =-var(13) [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)=[-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,fvar(16)<=0||root,fvar(16)=-root,fvar(15) fv = 15 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)=[-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]) fv = 15 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)<-99999 trigger1=(root,stateno=[120,159])||root,movetype !=H fv = 15 value =0 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)=[-199999,-100000] trigger1=1 fv = 15 value =-root,fvar(15)-100000 [State -2: VarSet] type = parentVarSet triggerall=root,fvar(15)=[-99999,-1] trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H)) fv = 15 value =root,fvar(15)-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]) trigger6=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999] trigger6=(enemynear(Var(36)),pos x<=root,pos x) trigger6=enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=A && root,inguarddist=0 trigger7=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999] trigger7=(enemynear(Var(36)),pos x>=root,pos x) trigger7=enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=A && root,inguarddist=0 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(20)>999 && root,fvar(20)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger1=root,fvar(20)>999 && root,fvar(20)-((ceil(root,fvar(20)/1000)-ifelse(root,fvar(20)-(ceil(root,fvar(20)/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(39)>999 && root,fvar(39)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger4=root,fvar(39)>999 && root,fvar(39)-((ceil(root,fvar(39)/1000)-ifelse(root,fvar(39)-(ceil(root,fvar(39)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2] trigger5=root,fvar(38)>999 && root,fvar(38)-(enemynear(Var(36)),stateno*1000)=[-2,999] trigger5=root,fvar(38)>999 && root,fvar(38)-((ceil(root,fvar(38)/1000)-ifelse(root,fvar(38)-(ceil(root,fvar(38)/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)=[10000,19999])||(-var(21)=[10000,19999]) triggerall=(var(21)>0&&var(21)-10000-enemynear(Var(36)),pos x!=[-80,80])||(var(21)<0&&var(21)+10000-enemynear(Var(36)),pos x!=[-80,80]) trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 21 value =20000 [State -2 , 1] type = Varset triggerall=(var(21)=[10000,19999])||(-var(21)=[10000,19999]) trigger1=enemynear(Var(36)),stateno =[0,199] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),stateno=[120,159] v = 21 value =0 [State -2 , 1] type = Varset trigger1=(var(21)=[10000,19999])||(-var(21)=[10000,19999]) trigger1=(enemynear(Var(36)),stateno =[5000,5059]) v = 21 value =0 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),life>0 trigger1=var(21)=0 && enemynear(Var(36)),stateno=[5100,5120] v = 21 value =ifelse((enemynear(Var(36)),pos x>=0),(enemynear(Var(36)),pos x+10000),(enemynear(Var(36)),pos x-10000)) [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=enemynear(Var(36)),stateno =[5000,5059] v = 18 value =((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*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])||(root,stateno=[700,719])||(root,stateno=3020) 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=[-200,200] 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=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999] triggerall=enemynear(Var(36)),stateno>200 && enemynear(Var(36)),movetype=H trigger1=root,movetype!=H 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 ;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)>0,20000,10000) [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)=7||var(35)=[4,5] trigger1=var(13)!=enemynear(Var(36)),stateno v = 35 value =ifelse((var(35)=[4,5]),95,3) [State -2 , 1] type = Varset ;;trigger1=var(35)!=[10,39] trigger1=(root,stateno=10047) v = 35 value =99 [State -2 , 1] type = Varset trigger1=var(35)!=[13,15] trigger1=(root,stateno=[20130,20132]) v = 35 value =98 [State -2 , 1] type = Varset trigger1=0;(root,stateno=6000) && 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 =2 [State -2 , 1] type = Varset trigger1=var(35)!=95 trigger1=var(35)!=5 trigger1=var(35)!=[7,9] trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||root,fvar(16)>=2000000||root,fvar(17)>=2000000 v = 35 value =4 [State -2 , 1] type = Varset triggerall=((var(35)!=[5,40])&&(var(35)!=[95,300]));||var(35)=8 trigger1=(root,stateno=5121||root,stateno=[740,749]) && var(13)>0 v = 35 value =7 [State -2 , 1] type = Varset triggerall=((var(35)!=[5,40])&&(var(35)!=[95,300]));||var(35)=8 trigger1=(root,stateno=108)||(root,stateno=105)||(root,stateno=[41,49])||(root,stateno=[750,779])||(root,stateno=690)||(root,stateno=710)||(root,stateno=720) v = 35 value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2)) [State -2 , 1] type = Varset trigger1=(root,stateno=990) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200;;; && enemynear(Var(36)),statetype=A v = 35 value =13 [State -2 , 1] type = Varset triggerall=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<2 trigger1=(root,stateno=[800,899]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 ;;trigger2=var(35)!=[13,15] trigger2=(root,stateno=[200,499]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger3=var(35)!=14 trigger3=(root,stateno=[1000,1599]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 && enemynear(Var(36)),statetype=A trigger4=(root,stateno=[2000,3999]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 && enemynear(Var(36)),statetype=A trigger5=(root,stateno=[5900,6999]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 trigger6=(root,stateno=[500,599]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200 v = 35 value =11 [State -2 , 1] type = Varset trigger1=(root,stateno=[600,699]) && enemynear(Var(36)),movetype=H && (enemynear(Var(36)),stateno>200) && enemynear(Var(36)),statetype!=A v = 35 value =ifelse((root,stateno=[3000,3001]),16,12) [State -2 , 1] type = Varset trigger1=(root,stateno=1510)&&(root,prevstateno=[600,699])&& enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200;;; && enemynear(Var(36)),statetype=A v = 35 value =14 [State -2 , 1] type = Varset trigger1=((root,stateno=[780,789])||(root,stateno=[3000,3099])) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200;;; && enemynear(Var(36)),statetype=A v = 35 value =15 [State -2 , 1] type = Varset trigger1=(var(35)=[2,3])||(var(35)=98)||(var(35)=95) 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)=[9,39]);||(var(35)=[100,199]) trigger2=(var(35)!=11)||root,movetype=H||enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno<200||enemynear(Var(36)),ctrl trigger2=(var(35)!=13)||root,movetype=H||enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno<200||enemynear(Var(36)),ctrl 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]) trigger3=(var(35)=99) trigger3=(root,movetype=A)||(root,movetype=H)||(root,stateno<200&&root,statetype!=A);;&&(root,stateno!=410) trigger4=(var(35)=13) trigger4=0;(root,stateno=320) v = 35 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(20)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) fv = 20 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(20)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 20 value =-fvar(20) [State -2: VarSet] type = VarSet trigger1=fvar(20)<=0 && enemynear(Var(36)),statetype!=A fv = 20 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(20)>0 && enemynear(Var(36)),stateno=fvar(20) && (root,stateno=430) fv = 20 value =fvar(20)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(20)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 20 value =ifelse((root,movetype=H),fvar(20)+100000,fvar(20)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(21)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(20)=enemynear(Var(36)),stateno||fvar(20)-100000=enemynear(Var(36)),stateno||fvar(20)-200000=enemynear(Var(36)),stateno fv = 21 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(21)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 21 value =-fvar(21) [State -2: VarSet] type = VarSet trigger1=fvar(21)<=0 && fvar(20)>0 && enemynear(Var(36)),statetype!=A fv = 21 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(21)>0 && enemynear(Var(36)),stateno=fvar(21) && (root,stateno=430) fv = 21 value =fvar(21)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(21)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 21 value =ifelse((root,movetype=H),fvar(21)+100000,fvar(21)-100000) [State -2: VarSet] type = VarSet trigger1=fvar(22)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H) trigger2=fvar(20)=enemynear(Var(36)),stateno||fvar(20)-100000=enemynear(Var(36)),stateno||fvar(20)-200000=enemynear(Var(36)),stateno trigger3=fvar(21)=enemynear(Var(36)),stateno||fvar(21)-100000=enemynear(Var(36)),stateno||fvar(21)-200000=enemynear(Var(36)),stateno fv = 22 value =0 [State -2: VarSet] type = VarSet trigger1=fvar(22)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A) fv = 22 value =-fvar(22) [State -2: VarSet] type = VarSet trigger1=fvar(22)<=0 && fvar(20)>0 && fvar(21)>0 && enemynear(Var(36)),statetype!=A fv = 22 value =-enemynear(Var(36)),stateno [State -2: VarSet] type = VarSet trigger1=fvar(22)>0 && enemynear(Var(36)),stateno=fvar(22) && (root,stateno=430) fv = 22 value =fvar(22)+100000 [State -2: VarSet] type = VarSet trigger1=(fvar(22)=[100000,199999]) && (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H) fv = 22 value =ifelse((root,movetype=H),fvar(22)+100000,fvar(22)-100000) [State -2 , 1] type = Varadd triggerall=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)<998 trigger1=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)=0 trigger1=enemynear(Var(36)),stateno=13311 trigger2=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)>0 v = 1 value =1 [State -2 , 1] type = Varset triggerall=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)>0 triggerall=enemynear(Var(36)),stateno!=13311 trigger1=enemynear(Var(36)),ctrl||enemynear(Var(36)),stateno<200 v = 1 value =(var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000))*1000 [State -2 , 1] type = Varset triggerall=var(1)-((ceil(var(1)/1000)-ifelse(var(1)-(ceil(var(1)/1000)*1000)<0,1,0))*1000)>0 triggerall=enemynear(Var(36)),stateno!=13311 trigger1=enemynear(Var(36)),vel x!=[-1,1] trigger2=enemynear(Var(36)),movetype=A trigger3=enemynear(Var(36)),statetype=A v = 1 value =1000 [State -2 , 1] type = Varadd triggerall=var(2)=1 trigger1=(root,stateno!=[40,49])&&root,statetype!=A trigger2=root,movetype=H||root,movetype=A v = 2 value =0 [State -2 , 1] type = Varadd triggerall=var(2)=0 trigger1=root,stateno=[43,44] v = 2 value =1 [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 = Varadd triggerall=var(12)-((ceil(var(12)/100000)-ifelse(var(12)-(ceil(var(12)/100000)*100000)<0,1,0))*100000)=[0,9999] triggerall=enemynear(Var(36)),movetype=H&&random<=500 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=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<20000||random<=400 trigger1=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<40000||random<=400 trigger1=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=400 trigger1=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=400 trigger2=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)=[20,29] trigger2=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<20000||random<=500||enemynear(Var(36)),life<root,life trigger2=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<40000||random<=500;;||enemynear(Var(36)),life<root,life trigger2=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500 trigger2=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500 trigger3=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)=[0,19] trigger3=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<60000||random<=500||enemynear(Var(36)),life<root,life trigger3=root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)<80000||random<=500||enemynear(Var(36)),life<root,life v = 12 value =10000 [State -2 , 1] type = Varadd trigger1=var(12)-((ceil(var(12)/100000)-ifelse(var(12)-(ceil(var(12)/100000)*100000)<0,1,0))*100000)=[0,9999] trigger1=enemynear(Var(36)),movetype=H v = 12 value =20000 [State -2 , 1] type = Varset trigger1=var(12)-((ceil(var(12)/100000)-ifelse(var(12)-(ceil(var(12)/100000)*100000)<0,1,0))*100000)=[10000,29999] trigger1=(enemynear(Var(36)),movetype!=H)&&(enemynear(Var(36)),statetype!=L) v = 12 value =var(12)-((ceil(var(12)/10000)-ifelse(var(12)-(ceil(var(12)/10000)*10000)<0,1,0))*10000)+((ceil(var(12)/100000)-ifelse(var(12)-(ceil(var(12)/100000)*100000)<0,1,0))*100000) [State -2 , 1] type = Varset trigger1=var(13) !=enemynear(Var(36)),stateno v = 11 value =0 [State -2 , 1] type = Varset trigger1=(var(11)>=1) v = 11 value =ifelse(var(11)=5,-6,1) [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 = Varset triggerall= root,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 v = 10 value =((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10) [State -2 , 1] type = Varadd ;triggerall=root,var(59)-((ceil(root,var(59)/10)-ifelse(root,var(59)-(ceil(root,var(59)/10)*10)<0,1,0))*10)<3 triggerall= ((root,stateno=[210,230])||(root,stateno=[400,499])) && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H && enemynear(helper(218),Var(36)),statetype=A 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!=[200,499]) 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 = Varset triggerall= ((root,statetype!=A)&&(root,stateno!=[200,499])&&enemynear(helper(218),Var(36)),movetype!=H)&&enemynear(helper(218),Var(36)),statetype!=A trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)>=10 v = 10 value =var(10)-((ceil(var(10)/10)-ifelse(var(10)-(ceil(var(10)/10)*10)<0,1,0))*10)+((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100) [State -2 , 1] type = Varadd triggerall= (root,stateno=430) && 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] trigger2=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[20,29] trigger3=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[40,49] trigger4=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[60,69] v = 10 value =10 [State -2 , 1] type = Varadd triggerall= (root,stateno!=430) trigger1=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[10,19] trigger2=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[30,39] trigger3=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[50,59] trigger4=var(10)-((ceil(var(10)/100)-ifelse(var(10)-(ceil(var(10)/100)*100)<0,1,0))*100)=[70,79] v = 10 value =10 [State -2 , 1] type = Varadd triggerall= (root,stateno=280||root,stateno=230||root,stateno=[1500,1600]);;;; && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[0,99] trigger2=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[200,299] v = 10 value =100 [State -2 , 1] type = Varadd triggerall= (root,stateno!=[200,1699]);;;; && enemynear(helper(218),Var(36)),stateno>200 && enemynear(helper(218),Var(36)),movetype=H trigger1=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[100,199] trigger2=var(10)-((ceil(var(10)/1000)-ifelse(var(10)-(ceil(var(10)/1000)*1000)<0,1,0))*1000)=[300,399] v = 10 value =ifelse((root,movetype=H),100,-100) [State -2 , 1] type = Varadd triggerall= (root,stateno=[280,290]);;;; && enemynear(helper(218),Var(36)),stateno>200 && 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)=[0,999] v = 10 value =1000 [State -2 , 1] type = Varadd ;;triggerall=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 triggerall= (root,stateno=[1000,1299]);;;||root,stateno=6000 ;;triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)<=0&&(enemynear(Var(36)),stateno!=[5000,5550]) trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)<10000 v = 10 value =10000 [State -2 , 1] type = Varadd triggerall= (root,stateno!=[700,1999]) trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[10000,19999] v = 10 value =ifelse((root,movetype=H)&&(root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=20),20000,10000) [State -2 , 1] type = Varadd triggerall= random<=8 trigger1=var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[20000,29999] v = 10 value =-20000 [State -2 , 1] type = Varadd triggerall= var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)=[30000,39999] triggerall=(root,stateno<200||root,movetype!=H) trigger1=random<=4 && 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<=6 && root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)<30 v = 10 value =-30000 [State -2 , 1] type = Varadd triggerall=enemynear(Var(36)),statetype=A trigger1=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)<100000 v = 10 value =ifelse((root,facing>0),100000,200000) [State -2 , 1] type = Varset triggerall=root,movetype=H||root,movetype=A||enemynear(helper(218),Var(36)),statetype!=A trigger1=var(10)-((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000)>=100000 v = 10 value =var(10)-((ceil(var(10)/100000)-ifelse(var(10)-(ceil(var(10)/100000)*100000)<0,1,0))*100000)+((ceil(var(10)/1000000)-ifelse(var(10)-(ceil(var(10)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varadd triggerall=var(10)<1000000 trigger1=roundstate=[3,4] trigger1=root,stateno=195;;[1390,1392] v = 10 value =1000000 [State -2 , 1] type = Varset trigger1=root,movetype=H trigger1=fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=100000 trigger2=random<=2 trigger2=fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999] fv = 10 value =fvar(10)-((ceil(fvar(10)/100000)-ifelse(fvar(10)-(ceil(fvar(10)/100000)*100000)<0,1,0))*100000)+((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000) [State -2 , 1] type = Varadd triggerall=root,movetype=H triggerall=fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000)<100000 trigger1=random<=700 ;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=(root,var(59)-((ceil(root,var(59)/10000)-ifelse(root,var(59)-(ceil(root,var(59)/10000)*10000)<0,1,0))*10000)>=2000) ;trigger3=root,var(59)-((ceil(root,var(59)/100)-ifelse(root,var(59)-(ceil(root,var(59)/100)*100)<0,1,0))*100)>=30 ;trigger3=(root,var(59)-((ceil(root,var(59)/100000)-ifelse(root,var(59)-(ceil(root,var(59)/100000)*100000)<0,1,0))*100000)>=20000) fv = 10 value =100000 [State -2 , 1] type = Varadd triggerall=root,movetype=H trigger1=fvar(10)-((ceil(fvar(10)/1000000)-ifelse(fvar(10)-(ceil(fvar(10)/1000000)*1000000)<0,1,0))*1000000)<100000 fv = 10 value =200000 [State -2 , 1] type = Varadd triggerall=random<=2&&root,stateno!=990 trigger1=fvar(10)>=1000000 fv = 10 value =-1000000 [State -2 , 1] type = Varadd triggerall=root,stateno=990 trigger1=fvar(10)<1000000 fv = 10 value =1000000 [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 = Varset trigger1=var(13) !=enemynear(Var(36)),stateno trigger2=enemynear(Var(36)),movetype!=A v = 20 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=var(20)<0 trigger1=enemynear(Var(36)),movetype=A trigger1=enemynear(Var(36)),animtime<var(20) trigger1=enemynear(Var(36)),anim=var(22) v = 20 value =99999 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),movetype=A trigger1=var(20)!=99999 v = 20 value =enemynear(Var(36)),animtime 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(22) !=enemynear(Var(36)),anim v = 22 value =0 Ignorehitpause=1 [State -2 , 1] type = Varset trigger1=enemynear(Var(36)),movetype=A trigger1=var(22)>=0 v = 22 value =enemynear(Var(36)),anim 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 ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;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 = [200,220]) || (stateno = [400,420]) 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 = 431) || (stateno = [600,611]) || (stateno = [630,640]) trigger2 = movecontact var(2) = 1 ;-------------------------■AI設定■-------------------------------------------------------- [State -2: VarSet];■AI+コンボ設定(combo)■ type = Varadd triggerall=!ishelper triggerall = var(59)=0 ;;;&& (palno!=1) && (palno!=7) 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。0~4) [State -2: VarSet];■食らい抜け設定(combo breaker)■ type = Varadd triggerall=!ishelper triggerall = var(59)=[1,99] triggerall=(RoundState =2) trigger1 = (alive && ctrl)||var(59)>0 v = 59 value =100* 1 ;(食らい抜け設定。0~2) [State -2: VarSet];■超反応設定(counter)■ type = VarSet triggerall=!ishelper trigger1=fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] trigger1=fvar(14)<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 ) fv = 14 value = 7 ;(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=fvar(14) <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 ) fv = 14 value =fvar(14)+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 -2: VarSet];■ブロッキング設定(Parry)■ type = VarSet triggerall=!ishelper trigger1=fvar(13)=0 fv = 13 value = 200 ;(0~999、ブロッキングの頻度。) [State -1, Stand] type = ChangeState value =195;ifelse(random<=333,1390,ifelse(random<=666,1391,1392)) triggerall = !IsHelper triggerall = roundstate!=4;;helper(218),var(35)!=16 triggerall = helper(218),var(10)<1000000 triggerall = var(59)!=0 triggerall = win && Alive && statetype!=A triggerall=p2bodydist x>=-20 triggerall=ctrl||stateno=[0,39] trigger1=var(59)>0 ;;&& var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=100 trigger2=-var(59)>0 ;;&& -var(59)-((ceil(-var(59)/1000)-ifelse(-var(59)-(ceil(-var(59)/1000)*1000)<0,1,0))*1000)>=100 [State -2: VarSet] type = Varset triggerall=!ishelper ;;triggerall=fvar(13) trigger1=enemynear(helper(218),Var(36)),movetype!=A trigger1=inguarddist=0 trigger2=stateno=[700,702] fv = 13 value =fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=fvar(13)<1000 triggerall=random>fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) trigger1=enemynear(helper(218),Var(36)),movetype!=A trigger1=inguarddist=0 trigger2=stateno=[700,702] fv = 13 value =2000 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=fvar(13)<1000 trigger1=enemynear(helper(218),Var(36)),movetype!=A trigger1=inguarddist=0 trigger2=stateno=[700,702] fv = 13 value =1000 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)<100 triggerall=random>(fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000))*100 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 ) fv = 14 value =100 [State -2: VarSet] type = Varadd triggerall=!ishelper triggerall=fvar(14)<100000 triggerall=random>((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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 ) fv = 14 value =100000 ;-------------------------------------------------------------------------------------------- [State -1, Standing Parry] type = HitOverride trigger1 = var(59) trigger1 = roundstate = 2 && alive && (statetype = S || stateno = 5120) trigger1 = (fvar(13)<1000&&random<=fvar(13))||fvar(13)=[1000,1999] trigger1 = ctrl || (stateno = [700,701]) || stateno = 5120||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) trigger1 = var(21) := 1 attr = SA,AA,AP stateno = 750 slot = 1 time = 0;8 [State -1, Crouching Parry] type = HitOverride trigger1 = var(59) trigger1 = roundstate = 2 && alive && statetype != A trigger1 = (fvar(13)<1000&&random<=fvar(13))||fvar(13)=[1000,1999] trigger1 = ctrl || (stateno = [700,701]) || stateno = 5120||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) trigger1 = var(21) := 2 attr = C,AA,AP stateno = 760 slot = 2 time = 0;8 [State -1, Air Parry] type = HitOverride trigger1 = var(59) trigger1 = roundstate = 2 && alive && statetype = A trigger1 = (fvar(13)<1000&&random<=fvar(13))||fvar(13)=[1000,1999] trigger1 = ctrl || stateno = 702||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) trigger1 = var(21) := 3 attr = SA,AA,AP stateno = 770 forceair = 1 slot = 3 time = 0;7 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(17) =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(15) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(16) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(39) =0 [State -3: VarSet] type = VarSet triggerall=!ishelper trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns fvar(38) =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(20) =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(8) =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 triggerall = var(52)>0 trigger1 = RoundState = [3,4] trigger1 =TeamMode = turns var(52) = 0 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=210)&&time<=1&&p2movetype=H&&p2stateno>200&&p2statetype=C ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(var(52)-((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)=[0,99]) var(52) = 100 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=210)&&time<=1&&p2movetype=H&&p2stateno>200&&p2statetype=S ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(var(52)-((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)=[0,99]) trigger2=(var(52)-((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)=[200,299]) var(52) = 500 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(movehit&&p2movetype=H)||p2life<=0||p2movetype!=H ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(var(52)-((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)=[100,199]) var(52) = ifelse((movehit&&p2movetype=H)||p2life<=0||p2movetype=A,-100,100) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(movehit&&p2movetype=H)||p2life<=0||p2movetype!=H ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(var(52)-((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)=[500,599]) trigger2=(var(52)-((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)=[700,799]) var(52) = ifelse((movehit&&p2movetype=H)||p2life<=0||p2movetype=A,-500,ifelse((var(52)-((ceil(var(52)/1000)-ifelse(var(52)-(ceil(var(52)/1000)*1000)<0,1,0))*1000)=[700,799]),100,300)) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[1300,1599])||(stateno=900) ;triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger1=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[0,9999]) trigger2=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[20000,29999]) trigger3=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[40000,49999]) trigger4=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[60000,69999]) var(52) = 10000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 triggerall =(stateno<100)||(movetype=H&&stateno>200)||(movehit&&p2movetype=H) trigger1=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[10000,19999]) trigger2=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[30000,39999]) trigger3=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[50000,59999]) trigger4=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)=[70000,79999]) var(52) = ifelse(movetype=H,10000,-10000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(52)<1000000 trigger1 = stateno=3000 var(52) = 1000000 [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)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[1000,1299])||(stateno=6000) triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 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!=[200,1499])&&(stateno!=6000) 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=[10040,10049])||(stateno=[42,49])||(stateno=690)||(stateno=[1300,1599]) triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 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<40)||(movetype=H&&stateno>200)||(movehit&&p2movetype=H) 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 && numenemy=1 && numpartner=0 triggerall =(stateno=[200,220])||(stateno=260)||(stateno=240) triggerall=time<=1 && p2movetype=H && p2stateno>200 && p2statetype=S trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]) trigger2=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]) var(59) = 500000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && numenemy=1 && numpartner=0 triggerall =(stateno=[200,220])||(stateno=260)||(stateno=240) triggerall=time<=1 && p2movetype=H && p2stateno>200 && p2statetype=C trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]) var(59) = 100000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall=movehit||p2life<=0||p2movetype!=H trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]) var(59) = ifelse(p2movetype=A||movehit||p2life<=0,-100000,100000) [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall=movehit||p2life<=0||p2movetype!=H trigger1=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999]) trigger2=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999]) var(59) = ifelse(p2movetype=A||movehit||p2life<=0,-500000,100000) [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 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 triggerall = RoundState = 2 && numenemy=1 && numpartner=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=13311||p2stateno=[5100,5150] trigger1 = var(59)<1000000 && (stateno=[1000,1099]) var(59) = var(59)+1000000 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 && (stateno<200||movetype=H||p2life<=0) trigger1 = var(59)=[1000000,1999999] var(59) = ifelse(stateno<200||p2life<=0,-1000000,1000000) [State -3: VarSet] type = Varset triggerall=!ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<233 trigger1=RoundState !=2 var(59) = var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*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 -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState != 2 trigger1=(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)>=500) var(59) =-500 [State -3: VarSet] type = Varadd triggerall=!ishelper triggerall = var(59)>0 triggerall = RoundState = 2 trigger1=(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[0,99]) trigger2=(var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[100,199]) trigger2=stateno=[780,789] var(59) = 500 [State -1, Stand] type = ChangeState value =ifelse(stateno=5030,781,780) triggerall = !IsHelper triggerall = var(59)>0 triggerall=var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)=[100,299] triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = p2movetype=A triggerall = power >= 750 triggerall = !hitfall triggerall = stateno = 5001||stateno = 5011||stateno = 5030 triggerall=alive trigger1=(p2bodydist x=[-100,100])&&(p2bodydist y=[-100,100]) trigger1=life<300||fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000)=[200,299] trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger2=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 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)),HitDefAttr =SCA,NA) trigger3=(p2bodydist x=[-100,100])&&(p2bodydist y=[-100,100]) trigger4=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger4=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,HA,HT,HP) [State -1] type = ChangeState value = ifelse(p2bodydist x>180||frontedgebodydist-p2bodydist x>100,740,741) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall = stateno=5120 && time=1 trigger1=partner,life<=0 [State -1] type = ChangeState value = ifelse((facing>0&&partner,pos x<pos x)||(facing<0&&partner,pos x>pos x),741,740) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall = stateno=5120 && time=1 trigger1=partner,life>0 [State -1] type = ChangeState value = ifelse((helper(218),var(35)=14),ifelse(random<=250&&power>=1000,3000,1000+var(38)),100) ;;value = ifelse((helper(218),var(35)=14),ifelse(random<=500,1500,1500),100) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=((helper(218),var(35)=15 && frontedgebodydist=[71,100])||(helper(218),var(35)=14 && p2bodydist x>100)) && stateno!=100 ;triggerall=(p2bodydist x<=40&&p2bodydist y-enemynear(helper(218),Var(36)),vel y*13>-100)||(p2bodydist x>40&&stateno!=[100,101]) 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 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) triggerall=p2bodydist x>-30 ;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))||fvar(14)>=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=990 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive ;triggerall=(helper(218),var(35)!=13) triggerall=(helper(218),fvar(10)<1000000) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive ;;;&& random<=500;ifelse(p2stateno=13311,30,500) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;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)<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=p2bodydist x>150;;||(helper(218),var(35)=11&&p2statetype=A);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,120);;[0,120]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =[100,109]) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) trigger1=(helper(218),var(35)=14) trigger1=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 trigger2=(helper(218),var(35)=15) trigger2=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||frontedgebodydist>100 [State -1] type = ChangeState value=700 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive && power<powermax ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive ;;&& random<=500;ifelse(p2stateno=13311,30,500) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;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)<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=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =[100,109]) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) trigger1=(helper(218),var(35)=14) trigger1=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 trigger2=(helper(218),var(35)=15) trigger2=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||frontedgebodydist>100 [State -1] type = ChangeState value =ifelse(backedgebodydist>100&&p2bodydist x>=-50,731,730) triggerall = !ishelper triggerall = var(59)>0 triggerall = var(11) = 1 && (stateno!=[730,749]) && (prevstateno!=[730,749]) triggerall = (stateno!=[690,699]) && (prevstateno!=[690,699]) triggerall = ifelse(vel y < 0,pos y <= -40,1) ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) 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)!=9 ;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 = [108,109]) && time >= 6) triggerall=p2bodydist x=[-150,150] ;;triggerall=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]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1=vel x=0 && vel y>0 && p2movetype!=H trigger1=(p2bodydist x<-30&&frontedgebodydist>100)||(p2bodydist x>=-30&&backedgebodydist>100)||(p2bodydist x<40&&frontedgebodydist>100)||(p2bodydist x>=-50&&backedgebodydist>100) [State -1] type = ChangeState value =730 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive triggerall = var(11) = 1 && (stateno!=[730,749]) && (prevstateno!=[730,749]) triggerall = (stateno!=[690,699]) && (prevstateno!=[690,699]) ;triggerall = ifelse(vel y < 0,pos y <= -40,1) ;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)!=9 ;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 = [108,109]) && time >= 6) triggerall=p2bodydist x<250 ;;&& p2bodydist x!=[30,70] triggerall=p2bodydist x>-30 triggerall=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]) triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1=vel y<0&&vel x>0&&pos y>-50 [State -1] type = ChangeState value =1110+var(38) triggerall = !ishelper triggerall = var(59)>0 triggerall = numhelper(2030) = 0 triggerall = helper(218),var(35)=1 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>100 && p2bodydist x<=200 && vel y<=0 && pos y<-90 ;;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 triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000 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=0;(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(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=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)<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(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)<30 [State -1] type = ChangeState value =1210+var(38) triggerall = !ishelper triggerall = var(59)>0 triggerall = numhelper(2030) = 0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) 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)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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 && random<=333 && pos y>ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20,-200,-150) triggerall = (p2movetype!=A)&&(p2movetype!=H)&&(random<=500||p2statetype=A) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) triggerall=p2bodydist x<=-20 triggerall=p2bodydist x>=-40 triggerall=(pos y<-120 && 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)=5||helper(218),var(35)=8||helper(218),fvar(5)=-99999||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0) ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =830;ifelse(p2bodydist x<=20&&vel x>=0&&p2statetype=A,600,610) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall=((stateno!=105)&&(prevstateno!=105))||backedgebodydist>40||p2bodydist x>50 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 = 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)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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 = ((p2movetype!=A)&&(p2movetype!=H)&&(random<=500||p2statetype=A))||helper(218),var(35)=5 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) triggerall=p2bodydist x<=80+ifelse(vel x=0&&(prevstateno!=49),0,30) triggerall=p2bodydist x>-50 triggerall=(p2statetype=A && p2bodydist y=[-30,40])||(pos y>=-50 && (vel y>0||(stateno=[730,749])||(prevstateno=[730,749])) && 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)=5||helper(218),var(35)=8||helper(218),fvar(5)=-99999||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0) ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =600;ifelse(p2bodydist x<=20&&vel x>=0&&p2statetype=A,600,610) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) 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)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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]) triggerall=p2bodydist x<=80+ifelse(vel x=0&&(prevstateno!=49),0,30) triggerall=p2bodydist x>-50 triggerall=(p2statetype=A && p2bodydist y=[-20,20])||(pos y>=-50 && (vel y>0||(stateno=[730,749])||(prevstateno=[730,749])) && p2statetype!=A) ;triggerall=(stateno!=105)||(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)=5||helper(218),var(35)=8||helper(218),fvar(5)=-99999||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0) ;trigger1=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 trigger2=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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, Stand] type = ChangeState value =ifelse(p2bodydist x<=50-ifelse((helper(218),var(35)=12),10,0),400,ifelse(p2bodydist x<=90-ifelse((helper(218),var(35)=12),10,0),200,210)) triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=stateno!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0 triggerall=(helper(218),var(35)!=[14,15])||partner,life>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||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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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=[-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<=100-ifelse((helper(218),var(35)=12),10,0) triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=ifelse(p2bodydist x<=50,-5,ifelse(p2bodydist x<=90,-5,-9))||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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);;||helper(218),var(35)=13 trigger3=helper(218),var(35)=7 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=ifelse(p2bodydist x<=90,-6,-10)||(enemynear(helper(218),Var(36)),facing*facing>0&&enemynear(helper(218),Var(36)),animtime<-9) trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1, Stand] type = ChangeState value =420 triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=stateno!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0 triggerall=(helper(218),var(35)!=[14,15])||partner,life>0||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<4||power<1000||var(12)>0||frontedgebodydist>70 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype=A) triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*10=[-20,20]) triggerall=p2bodydist x>=-20 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<=80 triggerall = 0;Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) ;;trigger1=(helper(218),var(35)!=1)||enemynear(helper(218),Var(36)),vel y>0||p2bodydist y>=-10 trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=-ifelse(P2BodyDist X<=35,6,ifelse(p2bodydist x<=70,7,13))||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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);;;||helper(218),var(35)=13||helper(218),var(35)=23 trigger3=0;helper(218),var(35)=7 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=-ifelse(p2bodydist x<=120,5,11)||enemynear(helper(218),Var(36)),facing*facing>0 trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1, Stand] type = ChangeState value =200 triggerall = !IsHelper triggerall =var(59)>0 ;triggerall=stateno!=29 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) ;triggerall=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)<20 triggerall=(helper(218),var(35)!=11)||partner,life>0 triggerall=(helper(218),var(35)!=[14,15])||partner,life>0||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 ;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 =var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<4||power<1000||var(12)>0||frontedgebodydist>70 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=(p2statetype=A) triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*5=[-20,20]) triggerall=p2bodydist x>=-20 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<=80 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(StateNo = [100,101]) ;;trigger1=(helper(218),var(35)!=1)||enemynear(helper(218),Var(36)),vel y>0||p2bodydist y>=-10 trigger1=helper(218),var(35)=1||helper(218),var(35)=5||helper(218),fvar(5)=-99999 trigger1=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger1=enemynear(helper(218),Var(36)),animtime<=-ifelse(P2BodyDist X<=35,6,ifelse(p2bodydist x<=70,7,13))||p2statetype=A 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))||fvar(14)>=100000 trigger2=helper(218),var(35)=13||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);;;||helper(218),var(35)=13||helper(218),var(35)=23 trigger3=0;helper(218),var(35)=7 trigger3=enemynear(helper(218),Var(36)),animtime>=helper(218),var(20)&&helper(218),var(20)!=99999 trigger3=enemynear(helper(218),Var(36)),animtime=-ifelse(p2bodydist x<=120,5,11)||enemynear(helper(218),Var(36)),facing*facing>0 trigger3=helper(218),var(52)<2000000 && helper(218),var(53)<2000000 ;&& (var(52)<20000||p2stateno>=1000) trigger3=(helper(218),var(52)-(p2stateno*100) !=[-999,999]) trigger3=(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] trigger3=(helper(218),var(53)-(p2stateno*100) !=[-999,999]) trigger3=(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] [State -1] type = ChangeState value =ifelse(statetype=A,781,780) triggerall =var(59)=0 trigger1 =Command = "s" ;trigger1 = statetype != A trigger1 =0;ctrl||stateno=[20,29] [State -1, Stand] type = ChangeState value =2000 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall=alive triggerall=power>=1000 triggerall=Stateno=[150,152] triggerall = p2movetype=A && helper(218),var(14)<2 && p2statetype!=A triggerall=0;p2bodydist x=[-20,60] trigger1=backedgebodydist<40 trigger2=(fvar(16)>0 && fvar(16)=p2stateno)||(fvar(15)>0 && fvar(15)=p2stateno) [State -1, Stand] type = ChangeState value =5960 triggerall = !IsHelper triggerall = var(59)>0 triggerall = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive triggerall = var(48) <= 0 triggerall = var(31) <= 0 triggerall = numhelper(8000) triggerall = helper(8000),var(3) <= 0 triggerall = stateno != [120,155] triggerall = stateno != [800,899] triggerall = stateno != [3000,4999] triggerall = statetype != L triggerall=alive triggerall=stateno=[5000,5119] triggerall = 0;p2movetype=A trigger1=(stateno=5000||stateno=5010||stateno=5020)&&time=0 trigger1=life<300 trigger2=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger2=(stateno=5000||stateno=5010||stateno=5020)&&time=0 trigger2=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 trigger3=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger3=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA) trigger3=(p2bodydist x=[-70,70])&&(p2bodydist y=[-40,40]) trigger4=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 trigger4=(stateno=5000||stateno=5010||stateno=5020)&&time=0 trigger4=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,HA,HT,HP) ignorehitpause=1 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x<=50,400,200) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <= ifelse(p2statetype=S,90,80) 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(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 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)>=5 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)>=5 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 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)>=5 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)>=5 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)>=5 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)>=5 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)>=5 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 triggerall=fvar(19)<=999||(fvar(19)-(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(8)<=999||(fvar(8)-(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(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 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 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 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 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 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 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 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 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 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger17=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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)>=5 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=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)>=5 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=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)>=5 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=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)>=5 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=5 [State -1, Stand] type = ChangeState value =210 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X <= 100 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(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 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)>=9 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)>=9 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)>=9 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 triggerall=fvar(19)<=999||(fvar(19)-(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(8)<=999||(fvar(8)-(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(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 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)>=9 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)>=9 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)>=9 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)>=9 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)>=9 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger17=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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)>=9 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=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)>=9 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=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)>=9 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=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)>=9 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=9 [State -1, Stand] type = ChangeState value =ifelse(p2statetype=C,20131,20130) triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98)&&(helper(218),fvar(5)!=-99999) ;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 = fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/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!=123)||(StateNo = 10109)|| (stateno = [100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A)||(p2bodydist x-enemynear(helper(218),Var(36)),vel x*5<=80 && enemynear(helper(218),Var(36)),vel y>=0) triggerall=(p2statetype !=A)||(p2bodydist x>0&&enemynear(helper(218),Var(36)),vel x>=0&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*5<=20) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=0 ;triggerall=p2bodydist x>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=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<2000000 triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=0;(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA) trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,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)=[-1,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)=[-1,ifelse(p2statetype=A,5,1)] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,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)=[-1,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)=[-1,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)=[-1,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)=[-1,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)=[-1,ifelse(p2statetype=A,5,1)] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger17=fvar(20)<=999||(fvar(20)-(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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=[-1,0] trigger17=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger18=fvar(20)<=999||(fvar(20)-(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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 && (helper(218),var(14)=[6,20]) && helper(218),fvar(5)!=-99999 trigger18=(prevstateno=[150,159])||(prevstateno=[5100,5150])||(enemynear(helper(218),Var(36)),vel x>=2&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*5<0)||p2bodydist x<50 trigger19=p2bodydist x<=80&&partner,life>0&&(helper(218),var(14)=[2,10]) [State -1, Stand] type = ChangeState value =20132 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98) ;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 = fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/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!=123)||(StateNo = 109)||(stateno = 100 && time >= 3 || (stateno = [101,102]) && time >= 1) triggerall = p2movetype=A ;triggerall=(p2statetype !=A)||(p2bodydist x>0&&enemynear(helper(218),Var(36)),vel x>=0&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*5<=20) triggerall=p2bodydist x>0 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=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=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<2000000 triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=0;(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NA,SA,HA) trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,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)=[-1,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)=[-1,ifelse(p2statetype=A,5,1)] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,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)=[-1,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)=[-1,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)=[-1,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)=[-1,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)=[-1,ifelse(p2statetype=A,5,1)] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger17=fvar(20)<=999||(fvar(20)-(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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=[-1,0] trigger17=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger18=fvar(20)<=999||(fvar(20)-(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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 && helper(218),var(14)>=4 trigger19=p2bodydist x<=80&&partner,life>0&&(helper(218),var(14)=[2,10]) [State -1, Stand] type = ChangeState value =ifelse(var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=ifelse(life<p2life,2,3)&&var(49)>0,1120,1110) 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||life<p2life||random<=100 triggerall=partner,life<=0||(partner,stateno<200)||(partner,movetype!=H)||(partner,stateno=[5000,5150]) triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]))||stateno=901 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;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 = 10109)||stateno=901 triggerall = p2movetype=A triggerall = (facing>0&&helper(218),var(10)=[100000,199999])||(facing<0&&helper(218),var(10)=[200000,299999])||p2statetype!=A triggerall=p2statetype=A && p2bodydist x>=ifelse(p2bodydist y>=-40,0,0) && enemynear(helper(218),Var(36)),vel x>=0 triggerall=(p2bodydist x/enemynear(helper(218),Var(36)),vel x)>=6||p2bodydist y+enemynear(helper(218),Var(36)),vel y*(p2bodydist x/enemynear(helper(218),Var(36)),vel x)>=-60||enemynear(helper(218),Var(36)),vel x=0 triggerall=(p2bodydist y+enemynear(helper(218),Var(36)),vel y*6=[-60,40])||(p2bodydist y>=-80&&enemynear(helper(218),Var(36)),vel y=[-2,1]);;&&(p2bodydist y>=-60||p2bodydist x-enemynear(helper(218),Var(36)),vel x*5>0) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall=P2bodyDist X -ifelse(p2statetype=A,(enemynear(helper(218),Var(36)),vel x*6),0)<=60 triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AA) triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AA) triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AA) triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AA) triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AA) triggerall=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AA) 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=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=0 [State -1, Stand] type = ChangeState value =1500 triggerall = !IsHelper triggerall = var(59)>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5) ;;triggerall = stateno != [100,105] triggerall = (p2bodydist x=[-40,100]);;&&p2statetype!=A ;triggerall = ((Power <1000) && (Var(33) = 0))||(Var(46)=[1,1000])||p2bodydist x>300||p2statetype=A triggerall = RoundState = 2 && Alive && (statetype !=A) triggerall=enemynear(helper(218),Var(36)),facing*facing>0||p2bodydist x>-40 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<-40;||((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 = 10109)||(stateno=[100,101]) ;;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(fvar(17)>=2000000||fvar(18)>=2000000||fvar(17)=p2stateno||fvar(18)=p2stateno) triggerall=(fvar(14)-((ceil(fvar(14)/100000)-ifelse(fvar(14)-(ceil(fvar(14)/100000)*100000)<0,1,0))*100000)=[11000,11999])||random<=400 triggerall=numpartner=0||partner,life<=0||(partner,movetype !=H)||(partner,stateno-p2stateno !=[-99,99]) triggerall=helper(218),var(42)<2000000 && helper(218),var(43)<2000000 triggerall=(helper(218),var(42)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(42)-(ceil(helper(218),Var(42)/1000)-ifelse(helper(218),Var(42)-(ceil(helper(218),Var(42)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(43)-(p2stateno*100) !=[-999,999]) triggerall=0;(helper(218),Var(43)-(ceil(helper(218),Var(43)/1000)-ifelse(helper(218),Var(43)-(ceil(helper(218),Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] trigger1=fvar(18)>0&&(fvar(18)-(p2stateno*100) =[-999,999]) trigger2=fvar(18)>0&&(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger3=fvar(17)>0&&(fvar(17)-(p2stateno*100) =[-999,999]) trigger4=fvar(17)>0&&(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger5=(fvar(18)!=[0,1999999])||(fvar(17)!=[0,1999999]) trigger6=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT) [State -1, Stand] type = ChangeState value =105;;ifelse(backedgebodydist<80,47,44);;105 triggerall = !IsHelper triggerall = var(59)>0 ;;;&& var(37)=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=enemynear(helper(218),Var(36)),facing*facing>0||p2bodydist x>-40 triggerall=enemynear(helper(218),Var(36)),facing*facing<0||p2bodydist x<-40;||((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 = 10109)||(stateno=[100,101]) ;triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT)||(fvar(17)>=2000000||fvar(18)>=2000000||fvar(17)=p2stateno||fvar(18)=p2stateno) triggerall=(fvar(14)-((ceil(fvar(14)/100000)-ifelse(fvar(14)-(ceil(fvar(14)/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=fvar(18)>0&&(fvar(18)-(p2stateno*100) =[-999,999]) trigger2=fvar(18)>0&&(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger3=fvar(17)>0&&(fvar(17)-(p2stateno*100) =[-999,999]) trigger4=fvar(17)>0&&(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) =0 trigger5=(fvar(18)!=[0,1999999])||(fvar(17)!=[0,1999999]) trigger6=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,NT,ST,HT) [State -1, Stand] type = ChangeState value =720 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98) ;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 = fvar(13)-((ceil(fvar(13)/1000)-ifelse(fvar(13)-(ceil(fvar(13)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype =A) triggerall=(enemynear(helper(218),Var(36)),facing*facing<0&&p2bodydist x>=-30)||(enemynear(helper(218),Var(36)),facing*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=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!=123)||(StateNo = 109)||(stateno = 100 && time >= 3 || (stateno = [101,102]) && time >= 1) triggerall = p2movetype=A ;triggerall=(p2statetype !=A)||(p2bodydist x>0&&enemynear(helper(218),Var(36)),vel x>=0&&p2bodydist y+enemynear(helper(218),Var(36)),vel y*5<=20) triggerall=p2bodydist x>0 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=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=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<2000000 triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/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,HA) trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,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)=[-1,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)=[-1,ifelse(p2statetype=A,5,1)] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,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)=[-1,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)=[-1,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)=[-1,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)=[-1,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)=[-1,ifelse(p2statetype=A,5,1)] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,ifelse(p2statetype=A,5,1)] trigger17=fvar(20)<=999||(fvar(20)-(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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=[-1,0] trigger17=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger18=fvar(20)<=999||(fvar(20)-(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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=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)>=16 trigger18=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger18=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger18=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30 && helper(218),var(14)>=4 trigger19=p2bodydist x<=80&&partner,life>0&&(helper(218),var(14)=[2,10]) [State -1, Stand] type = ChangeState value =711 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0||(p2bodydist x<40&&frontedgebodydist-p2bodydist x>40) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98)&&(helper(218),fvar(5)!=-99999) ;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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!=123)||(StateNo = 10109)|| (stateno = [100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A);;;||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*20<0) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=0 ;triggerall=p2bodydist x>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=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<2000000 triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<40&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<40&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<40&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<40&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<40&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<40&&frontedgebodydist-p2bodydist x>40) triggerall=enemynear(helper(218),Var(36)),animtime<=-30 trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] 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)=[-1,7] 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)=[-1,7] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] 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)=[-1,7] 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)=[-1,7] 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)=[-1,7] 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)=[-1,7] 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)=[-1,7] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger17=fvar(20)<=999||(fvar(20)-(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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=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)>=16 trigger17=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999]);||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=16 trigger17=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999]);||helper(218),var(14)<2 trigger17=helper(218),var(11)-((ceil(helper(218),var(11)/10)-ifelse(helper(218),var(11)-(ceil(helper(218),var(11)/10)*10)<0,1,0))*10)!=[-1,0] trigger17=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20 trigger17=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AA) trigger18=p2bodydist x<40&&frontedgebodydist-p2bodydist x>40 trigger19=p2bodydist x<=80&&partner,life>0&&(helper(218),var(14)=[2,10]) [State -1, Stand] type = ChangeState value =711 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0||(p2bodydist x<40&&frontedgebodydist-p2bodydist x>40) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98)&&(helper(218),fvar(5)!=-99999) ;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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!=123)||(StateNo = 10109)|| (stateno = [100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A)||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*18<0) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=0 ;triggerall=p2bodydist x>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=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=helper(218),var(45)<2000000 && helper(218),var(44)<2000000 triggerall=(helper(218),var(44)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)-ifelse(helper(218),Var(44)-(ceil(helper(218),Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0))!=[0,9] triggerall=(helper(218),var(45)-(p2stateno*100) !=[-999,999]) triggerall=(helper(218),Var(45)-(ceil(helper(218),Var(45)/1000)-ifelse(helper(218),Var(45)-(ceil(helper(218),Var(45)/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)),animtime<=-30 && enemynear(helper(218),Var(36)),animtime<=-helper(218),var(14) trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] 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)=[-1,1] 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)=[-1,1] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] 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)=[-1,1] 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)=[-1,1] 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)=[-1,1] 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)=[-1,1] 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)=[-1,1] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,1] [State -1, Stand] type = ChangeState value =712 triggerall = !IsHelper triggerall = var(59)>0 triggerall=partner,life<=0;;||(partner,movetype!=H)||partner,stateno<200;;||(partner,stateno=[5000,5150]) triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8])&&(helper(218),var(35)!=98)&&(helper(218),fvar(5)!=-99999) ;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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!=123)||(StateNo = 10109)|| (stateno = [100,101]) triggerall = p2movetype=A triggerall=(p2statetype !=A);||(p2bodydist y+enemynear(helper(218),Var(36)),vel y*18<0) triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 triggerall =P2BodyDist X < 100||partner,life<=0 ;triggerall=p2bodydist x>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=fvar(18)<=0||(fvar(18)-(p2stateno*100) !=[-999,999]) triggerall=fvar(18)<=0||(fvar(18)-(ceil(fvar(18)/1000)-ifelse(fvar(18)-(ceil(fvar(18)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=fvar(17)<=0||(fvar(17)-(p2stateno*100) !=[-999,999]) triggerall=fvar(17)<=0||(fvar(17)-(ceil(fvar(17)/1000)-ifelse(fvar(17)-(ceil(fvar(17)/1000)*1000)<0,1,0))*1000)-(ceil((p2stateno)/10)-ifelse((p2stateno)-(ceil((p2stateno)/10)*10)<0,1,0)) !=0 triggerall=(fvar(18)=[0,1999999])&&(fvar(17)=[0,1999999]) triggerall=fvar(19)<=999||(fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<50&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(24)<=999||(fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<50&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(25)<=999||(fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<50&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(26)<=999||(fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<50&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(27)<=999||(fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<50&&frontedgebodydist-p2bodydist x>40) triggerall=fvar(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||(p2bodydist x<50&&frontedgebodydist-p2bodydist x>40) ;;triggerall=enemynear(helper(218),Var(36)),animtime<=-25 triggerall=(enemynear(helper(218),Var(36)),HitDefAttr =SCA,AA) triggerall=(fvar(16)>0 && fvar(16)=p2stateno)||(fvar(15)>0 && fvar(15)=p2stateno)||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 trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] 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)=[-1,7] 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)=[-1,7] trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] 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)=[-1,7] 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)=[-1,7] 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)=[-1,7] 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)=[-1,7] 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)=[-1,7] trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)=[-1,7] [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=[5000,5150]) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/1000)*1000)<0,1,0))*1000) !=[100,199] triggerall = RoundState = 2 && Alive && (statetype !=A) && power>=1000 && (p2life<200||(random<=100&&power>=2000)||partner,life>0) ;triggerall = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A ;triggerall=p2statetype !=A ;triggerall=p2bodydist x>=-30 ;&& enemynear(Var(36)),vel x<=0 ;triggerall =P2BodyDist X <= ifelse(p2statetype=S,90,80) 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(20)<=999||(fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 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)>=1 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)>=1 triggerall=fvar(39)<=999||(fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 triggerall=fvar(38)<=999||(fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 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)>=1 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)>=1 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)>=1 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)>=1 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)>=1 triggerall=(helper(218),fvar(30)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 triggerall=(helper(218),fvar(32)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 triggerall=(helper(218),fvar(33)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 triggerall=(helper(218),fvar(35)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 triggerall=(helper(218),fvar(34)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 triggerall=(helper(218),fvar(31)-(p2stateno*1000)!=[-2,999])||helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 triggerall=fvar(19)<=999||(fvar(19)-(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(8)<=999||(fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)!=[-2,999])||helper(218),var(14)<2 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=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]) trigger1=fvar(20)>999&&fvar(20)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=fvar(20)>999&&fvar(20)-((ceil(fvar(20)/1000)-ifelse(fvar(20)-(ceil(fvar(20)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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)>=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)>=1 trigger4=fvar(39)>999&&fvar(39)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger4=fvar(39)>999&&fvar(39)-((ceil(fvar(39)/1000)-ifelse(fvar(39)-(ceil(fvar(39)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger5=fvar(38)>999&&fvar(38)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger5=fvar(38)>999&&fvar(38)-((ceil(fvar(38)/1000)-ifelse(fvar(38)-(ceil(fvar(38)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=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)>=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)>=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)>=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)>=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)>=1 trigger11=helper(218),fvar(30)>999&&helper(218),fvar(30)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger11=helper(218),fvar(30)-((ceil(helper(218),fvar(30)/1000)-ifelse(helper(218),fvar(30)-(ceil(helper(218),fvar(30)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger12=helper(218),fvar(31)>999&&helper(218),fvar(31)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger12=helper(218),fvar(31)-((ceil(helper(218),fvar(31)/1000)-ifelse(helper(218),fvar(31)-(ceil(helper(218),fvar(31)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger13=helper(218),fvar(32)>999&&helper(218),fvar(32)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger13=helper(218),fvar(32)-((ceil(helper(218),fvar(32)/1000)-ifelse(helper(218),fvar(32)-(ceil(helper(218),fvar(32)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger14=helper(218),fvar(33)>999&&helper(218),fvar(33)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger14=helper(218),fvar(33)-((ceil(helper(218),fvar(33)/1000)-ifelse(helper(218),fvar(33)-(ceil(helper(218),fvar(33)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger15=helper(218),fvar(34)>999&&helper(218),fvar(34)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger15=helper(218),fvar(34)-((ceil(helper(218),fvar(34)/1000)-ifelse(helper(218),fvar(34)-(ceil(helper(218),fvar(34)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger16=helper(218),fvar(35)>999&&helper(218),fvar(35)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger16=helper(218),fvar(35)-((ceil(helper(218),fvar(35)/1000)-ifelse(helper(218),fvar(35)-(ceil(helper(218),fvar(35)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger17=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger17=fvar(19)>999&&fvar(19)-((ceil(fvar(19)/1000)-ifelse(fvar(19)-(ceil(fvar(19)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger18=fvar(24)>999&&fvar(24)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger18=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)>=1 trigger19=fvar(25)>999&&fvar(25)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger19=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)>=1 trigger20=fvar(26)>999&&fvar(26)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger20=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)>=1 trigger21=fvar(27)>999&&fvar(27)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger21=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)>=1 trigger22=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger22=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=1 trigger23=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 && helper(218),var(14)<2&&(p2life<200||life<p2life-300||frontedgebodydist<80) trigger24=partner,life>0 [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x>120,10108,47) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-40 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 triggerall=helper(218),var(56)<2000000 && helper(218),var(59)<2000000 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(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=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)>=ifelse(p2bodydist x>200,40,50) 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)>=ifelse(p2bodydist x>200,40,50) 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)>=ifelse(p2bodydist x>200,40,50) 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)>=ifelse(p2bodydist x>200,40,50) 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)>=ifelse(p2bodydist x>200,40,50) trigger6=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x>200,40,50) [State -1, Stand] type = ChangeState value =ifelse(p2bodydist x>120,10108,47) 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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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 = 10109)||(stateno=[100,101]) triggerall = p2movetype=A triggerall=p2statetype !=A triggerall=p2bodydist x>=-40 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 triggerall=helper(218),var(3)>=600 trigger1=fvar(19)>999&&fvar(19)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger1=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)>=ifelse(p2bodydist x>200,40,50) 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)>=ifelse(p2bodydist x>200,40,50) 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)>=ifelse(p2bodydist x>200,40,50) 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)>=ifelse(p2bodydist x>200,40,50) 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)>=ifelse(p2bodydist x>200,40,50) trigger6=fvar(8)>999&&fvar(8)-(enemynear(helper(218),Var(36)),stateno*1000)=[-2,999] trigger6=fvar(8)>999&&fvar(8)-((ceil(fvar(8)/1000)-ifelse(fvar(8)-(ceil(fvar(8)/1000)*1000)<0,1,0))*1000)-helper(218),var(14)>=ifelse(p2bodydist x>200,40,50) [State -1] type = ChangeState value =ifelse(stateno=900,3000,3100) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive && power>=1000 ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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=p2bodydist x>-50 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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) trigger1 = hitdefattr = SC, NA, SA, HA trigger1 = stateno=220||stateno=411 trigger1 = stateno != [3000,3999) trigger1 = movecontact && power>=2000 && (p2life<ifelse(power>=2000,200,100)||random<=150) trigger1 = numhelper(641)||p2life<100||var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3 trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno=900 trigger2 = stateno != [3000,3999) trigger2 = movecontact && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=2 [State -1] type = ChangeState value =47 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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=p2bodydist x>-50 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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);;;&&(stateno=420||random<=250||p2statetype=A) trigger1 = stateno = 420 && movecontact && p2statetype=A [State -1] type = ChangeState value =stateno+1 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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=p2bodydist x>-50;;; && p2bodydist x<50 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1 = (stateno = [200,ifelse(random<=500||p2statetype=A,203,202)]) && movecontact && p2bodydist x<75 && p2statetype!=A trigger1 = var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<2||p2statetype=A||stateno!=203 trigger2 = (stateno = [400,ifelse(p2bodydist x<=50&&(p2statetype!=A),401,400)]) && movecontact && p2bodydist x<75 trigger3 = (stateno = [210,211]) && movecontact && p2bodydist x<100 trigger4 = (stateno = [410,410]) && movecontact && p2bodydist x<100 [State -1] type = ChangeState value =ifelse((stateno = [200,203])&&p2bodydist x<=50,210,ifelse((stateno = [410,411])||p2bodydist x>70,220,410)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3&&numhelper(433) = 0 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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=p2bodydist x>-50 && p2bodydist x<100 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1 = (stateno = [200,203]) && movecontact trigger2 = (stateno = [400,402]) && movecontact && p2bodydist x<=70 trigger3 = (stateno = [210,212]) && movecontact trigger4 = (stateno = [410,411]) && movecontact && p2bodydist x<=70 [State -1] type = ChangeState value =430 triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3&&numhelper(433) = 0 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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=p2bodydist x>-50 ;;;&& p2bodydist x<100 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1 = var(1) && movecontact [State -1] type = ChangeState value =ifelse((stateno = [200,203])&&p2bodydist x<=50,210,ifelse((stateno = [410,411])||p2bodydist x>70,ifelse(p2bodydist x<=70,420,220),410)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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=p2bodydist x>-50 && p2bodydist x<100 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1 = (stateno = [200,203]) && movecontact trigger2 = (stateno = [400,402]) && movecontact && p2bodydist x<=70 trigger3 = (stateno = [210,212]) && movecontact trigger4 = (stateno = [410,411]) && movecontact && p2bodydist x<=70 [State -1] type = ChangeState value =1500;ifelse(random<=500,1300,1500) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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=p2bodydist x>-50 && p2bodydist x<150 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1 = var(1) && movecontact trigger1 = (stateno != [200,209]) trigger1 = (stateno != [400,409]) trigger1 = (stateno != [210,211]) trigger1 = (stateno != [410,410]) [State -1] type = ChangeState value =1000+var(38) triggerall = !ishelper triggerall = var(59)>0 triggerall = numhelper(2030) = 0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive ;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;triggerall=(helper(218),var(35)!=14);;||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=p2bodydist x>-50 && p2bodydist x<150 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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 trigger1 = var(1) && movecontact [State -1] type = ChangeState value =ifelse(stateno=611,ifelse(numhelper(631)=0,630,640),ifelse(prevstateno=630,45,600)) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=3 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;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=p2bodydist x>-50 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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=(p2statetype=A)&&(p2movetype=H&&p2stateno>200);||p2stateno<=200||p2stateno=[5100,5110] trigger1 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) trigger1=prevstateno=630||prevstateno=45 trigger2=(stateno=611) && movecontact && (numhelper(631)=0||numhelper(641)=0) [State -1] type = ChangeState value =ifelse((stateno=[600,601])||stateno=610,stateno+1,ifelse(stateno=602,610,ifelse(stateno=611,1510,ifelse(stateno=620,1510,600)))) triggerall = !ishelper triggerall = var(59)>0 ;triggerall = (P2StateNo!=[236, 238])||(P2MoveType!=H) triggerall = RoundState = 2 && Alive ;;triggerall=var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)<3 ;triggerall=(helper(218),var(35)!=95)||p2movetype=H||vel x>0 ;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=p2bodydist x>-50 ;triggerall=(p2statetype=A && p2bodydist y=[-10,60])||(pos y>=-80 && (vel y>0||((stateno = [108,109]) && time >= 6)) && p2statetype!=A) ;triggerall=(stateno!=105)||(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))||fvar(14)>=100000;;;||p2statetype!=A 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=(p2statetype=A)&&(p2movetype=H&&p2stateno>200);||p2stateno<=200||p2stateno=[5100,5110] trigger1 = Ctrl||(StateNo = [0,40])||(StateNo =[120,149]) trigger1=p2bodydist x<=80+ifelse(vel x>0,30,0) && p2bodydist y=[ifelse(vel y<0,-60,-20),20] trigger2=(stateno=[600,602]) && movecontact trigger3=(stateno=[610,611]) && movecontact trigger4=stateno=620 && movecontact && var(2) [State -1] type = ChangeState value=3200 triggerall = !ishelper triggerall = var(59)>0 && var(59)-((ceil(var(59)/10)-ifelse(var(59)-(ceil(var(59)/10)*10)<0,1,0))*10)>=4 triggerall = RoundState = 2 && Alive triggerall = statetype!=A triggerall = p2life <= 250 triggerall = power >= 3000 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive ;triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =[100,109]) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) 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] trigger2=p2stateno<200||p2movetype!=H [State -1] type = ChangeState value=ifelse(statetype=A,830,800) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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)&&p2bodydist X <=10)||((statetype = A)&&(p2statetype=A)&&p2bodydist X<=10&&p2bodydist Y=[-20,20]) triggerall=p2bodydist x>=-30 ;triggerall = stateno != 100 triggerall=p2movetype=A;;(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = 10109)||(StateNo = [100,101]) 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=0 [State -1] type = ChangeState value=ifelse(statetype=A,830,800) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = (helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),var(35)!=[7,8]) ;;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 = fvar(14)-((ceil(fvar(14)/1000)-ifelse(fvar(14)-(ceil(fvar(14)/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)&&p2bodydist X <=80)||((statetype = A)&&(p2statetype=A)&&p2bodydist X<=80&&p2bodydist Y=[-30,30]) triggerall=p2bodydist x>=-30 ;triggerall = stateno != 100 triggerall=p2movetype!=A;;(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = 10109)||(StateNo = [100,101]) 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 =random<=50+ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30,-25,0);;;;||(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 =0;((p2stateno=[50,59]) && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20) trigger3 =0;(teamside=2 && var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=30) trigger4 =0; statetype=A [State -1] type = ChangeState value=10109 triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 triggerall=(helper(218),var(35)!=13) triggerall=(p2movetype!=H)||random<=100||partner,life>0 triggerall = RoundState = 2 && Alive && stateno!=3 ;;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(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)<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 <=50 ;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))||fvar(14)>=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)>=20,-50,0);||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 trigger1 =0;(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+ifelse(p2movetype=H,-10,0),400,210) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>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=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(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 = 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+ifelse(p2movetype=H,-10,0) 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))||fvar(14)>=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]) 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)>=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+ifelse(p2movetype=H,-10,0),ifelse(random<=500,410,420),220) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<200000 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 ;triggerall=p2stateno!=80103 ;triggerall=(p2movetype!=H)||random<=100||partner,life>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=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive && stateno!=3 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(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 = 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+ifelse(p2movetype=H,-10,0) 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))||fvar(14)>=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]) 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)>=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=420 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=13) ;triggerall =p2bodydist x<60||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30 triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall=partner,life>0||helper(218),var(35)!=10 triggerall = RoundState = 2 && Alive triggerall = statetype != A triggerall=p2bodydist x>=0 triggerall=p2bodydist x<=50 ;;;&& enemynear(helper(218),Var(36)),animtime<=-4 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))||fvar(14)>=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]) 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(20)>0 && helper(218),fvar(20)=p2stateno)||(helper(218),fvar(21)>0 && helper(218),fvar(21)=p2stateno)||(helper(218),fvar(22)>0 && helper(218),fvar(22)=p2stateno) trigger1 =0;p2stateno!=[105,109] [State -1] type = ChangeState value=ifelse(statetype=A,1410,1400) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive && partner,life<=0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=500,20,30)||p2bodydist x>100 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life>p2life&&life>400,40,30);;;;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/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<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/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<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)<60000)||random<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)<80000)||random<=400 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)<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 =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>-80||statetype != A triggerall=p2bodydist x>0;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall=P2bodyDist X<70;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) 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))||fvar(14)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>100)) 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]) 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(p2bodydist x>400,25,50);||(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(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)<20000)||p2bodydist x<100;;||partner,life>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,ifelse(pos y>-70&&random<=500,1310,1310),ifelse(random<=500,10090,1300)) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive && partner,life<=0 triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life>p2life&&life>400,40,30);;;;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/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<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/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<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)<60000)||random<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)<80000)||random<=400 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)<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 =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>=-70||statetype != A triggerall=p2bodydist x>100;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall=P2bodyDist X<=ifelse(random<=500,300,200);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) 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))||fvar(14)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>100)) 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]) 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<=25;;ifelse(p2bodydist x>400,25,50);||(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(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)<20000)||p2bodydist x<100;;||partner,life>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,ifelse(pos y>-70&&random<=500,1510,1510),ifelse(random<=333,1500,ifelse(random<=666,1500,1500))) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive && partner,life<=0 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life>p2life&&life>400,40,30);;;;||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/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<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/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<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)<60000)||random<=400 triggerall=(var(52)-((ceil(var(52)/100000)-ifelse(var(52)-(ceil(var(52)/100000)*100000)<0,1,0))*100000)<80000)||random<=400 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)<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 =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>=-90||statetype != A triggerall=p2bodydist x>100;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall=P2bodyDist X<=ifelse(random<=500,300,200);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) 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))||fvar(14)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>100)) 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]) 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<=25;;ifelse(p2bodydist x>400,25,50);||(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(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)<20000)||p2bodydist x<100;;||partner,life>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=1000+var(38) triggerall = !ishelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive && partner,life>0 triggerall = numhelper(2030) = 0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=500,20,30)||p2bodydist x>100 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;triggerall =helper(218),var(3)<600||random<=500 triggerall =statetype != A triggerall=p2bodydist x>100 triggerall=P2bodyDist X<300;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall = (p2statetype != A);||p2bodydist y+enemynear(helper(218),Var(36)),vel y*5>=-20 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]) 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=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=100000||(partner,life>0 && facing*enemynear(helper(218),Var(36)),facing>0) trigger2=(facing>0&&partner,pos x>pos x&&enemynear(helper(218),Var(36)),pos x>partner,pos x)||(facing<0&&partner,pos x<pos x&&enemynear(helper(218),Var(36)),pos x<partner,pos x) trigger2=p2bodydist x>=150 [State -1] type = ChangeState value=ifelse(statetype=A,1110+var(38),1000+var(38)) triggerall = !ishelper triggerall = var(59)>0 triggerall = numhelper(2030) = 0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive; && partner,life<=0 ;;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(random<=500,20,30)||p2bodydist x>100 ;triggerall =random<=500||var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 ;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)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30||random<=500 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<8000||random<=400 triggerall =var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)<6000||random<=400 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)<ifelse(life<p2life,10,20)||random<=400 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<=400 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)<40||random<=400 ;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=[-100,-60])&&p2bodydist x=[100,150])||((statetype != A)&&p2bodydist x>100&&p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>100);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall=P2bodyDist X<300;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) 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))||fvar(14)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>100)) 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]) 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;;ifelse(p2bodydist x>400,25,50);||(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(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)<20000)||partner,life>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=700 triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 triggerall = power<powermax ;;;&& (power<500||random<=100) triggerall=(helper(218),var(35)!=24)||partner,life>0 triggerall = RoundState = 2 && Alive && partner,life<=0 ;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 =statetype != A triggerall=p2bodydist x>100 ;;triggerall=p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>100;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) triggerall=P2bodyDist X<300;ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,140) 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))||fvar(14)>=100000||(partner,life>0 && (facing*enemynear(helper(218),Var(36)),facing>0||p2bodydist x>100)) 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]) triggerall = p2stateno<200||p2movetype=A||p2movetype=H||enemynear(helper(218),Var(36)),vel x=0 triggerall=0;;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(p2bodydist x>400,25,50);||(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(10)-((ceil(helper(218),var(10)/100000)-ifelse(helper(218),var(10)-(ceil(helper(218),var(10)/100000)*100000)<0,1,0))*100000)<20000)||partner,life>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=690 triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive; && partner,life<=0;;||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 triggerall =random<=800 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<ifelse(life>p2life,30,20) ;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)<20000)||partner,life>0||random<=500 ;triggerall =var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<233||var(11)=0||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)<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 =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)<40||random<=500 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall =statetype != A triggerall=p2bodydist x=[60,150] 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))||fvar(14)>=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]) 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<=700||(partner,life>0)||(helper(218),var(3)>=600),47,48) triggerall = !ishelper triggerall = var(59)>0 triggerall = time<30||partner,life>0||stateno!=0 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 ;triggerall=partner,life>0||helper(218),var(35)!=10 triggerall=stateno!=103 triggerall = RoundState = 2 && Alive; && partner,life<=0;;||(life>p2life&&life>300)||(p2movetype=H)||p2movetype=A||enemynear(helper(218),Var(36)),facing*facing>0||partner,life>0 triggerall =helper(218),var(3)<600||random<=500 triggerall =time<30||random<=333 triggerall =random<=800 ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=ifelse(life>p2life,30,20) ;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)<20000)||partner,life>0||random<=500 ;triggerall =var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)<233||var(11)=0||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)<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 =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)<40||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))||fvar(14)>=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]) 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=3200 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall = statetype!=A triggerall = p2life <= 250 triggerall = power >= 3000 ;triggerall=(helper(218),var(35)!=13) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =[100,109]) ;triggerall = ((enemynear(helper(218),Var(36)),vel x<=0&&p2statetype!=A)||p2stateno=[5100,5110]) 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] [State -1] type = ChangeState value=990 triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive triggerall=(helper(218),var(35)!=13) triggerall=(helper(218),fvar(10)<1000000) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive ;;;&& random<=500;ifelse(p2stateno=13311,30,500) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;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)<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=p2bodydist x>100;;||(helper(218),var(35)=11&&p2statetype=A);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,120);;[0,120]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =[100,109]) ;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)||partner,life>0 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<30000 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<40000||p2bodydist x>200 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>60000;;||p2bodydist x>150;;;=[22000,ifelse(random<=500,26000,23000)] ;;trigger3=(helper(218),var(35)=11&&p2statetype=A) [State -1] type = ChangeState value=ifelse(statetype=A,1110+var(38),ifelse(p2bodydist x<=100,48,1000+var(38))) triggerall = !ishelper triggerall = var(59)>0 triggerall = RoundState = 2 && Alive; && partner,life<=0 triggerall = numhelper(2030) = 0 triggerall=(helper(218),var(35)!=13) triggerall =(p2bodydist x<=150&&pos y=[-100,-80])||statetype != A ;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)<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=p2bodydist x>100||(backedgebodydist>80&&statetype!=A);;||(helper(218),var(35)=11&&p2statetype=A);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,120);;[0,120]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =[100,109]) ;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)||partner,life>0 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<40000 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>20000||p2bodydist x>150;;;=[22000,ifelse(random<=500,26000,23000)] ;;trigger3=(helper(218),var(35)=11&&p2statetype=A) [State -1] type = ChangeState value=ifelse(p2bodydist x<30,49,42) triggerall = !ishelper triggerall = var(59)>0 triggerall=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 triggerall=(helper(218),var(35)!=9) triggerall=(helper(218),var(35)!=10);||partner,life>0 ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive;ifelse(p2stateno=13311,30,500) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20 ;triggerall =var(59)-((ceil(var(59)/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)<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=(p2bodydist x=[-50,80]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = 0;Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(stateno=100)||(stateno=[101,102]) ;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=0;(helper(218),var(21)<20000&&helper(218),var(18)<1000&&p2stateno!=5120)||partner,life>0 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(21)<20000&&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=[15000,ifelse(random<=100,20000,17000)];;;;=[22000,ifelse(random<=500,26000,23000)] [State -1] type = ChangeState value=ifelse(p2bodydist x<=70,49,47) triggerall = !ishelper triggerall = var(59)>0 triggerall=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 triggerall=(helper(218),var(35)!=9) triggerall=(helper(218),var(35)!=10);||partner,life>0 ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive;ifelse(p2stateno=13311,30,500) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20 ;triggerall =var(59)-((ceil(var(59)/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)<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=(p2bodydist x=[-50,110]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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)||(stateno=[101,102]) ;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=0;(helper(218),var(21)<20000&&helper(218),var(18)<1000&&p2stateno!=5120)||partner,life>0 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(21)<20000&&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=[28000,ifelse(random<=100,40000,30000)];;;;=[22000,ifelse(random<=500,26000,23000)] [State -1] type = ChangeState value=690 triggerall = !ishelper triggerall = var(59)>0 triggerall = numhelper(2030) = 0 triggerall=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 triggerall=(helper(218),var(35)!=9) triggerall=(helper(218),var(35)!=10);||partner,life>0 ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive;ifelse(p2stateno=13311,30,500) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;triggerall =var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20 ;triggerall =var(59)-((ceil(var(59)/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)<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=(p2bodydist x=[-50,110]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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)||(stateno=[101,102]) ;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=0;(helper(218),var(21)<20000&&helper(218),var(18)<1000&&p2stateno!=5120)||partner,life>0 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(21)<20000&&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=[48000,ifelse(random<=100,60000,50000)];;;;=[22000,ifelse(random<=500,26000,23000)] [State -1] type = ChangeState value=700 triggerall = !ishelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=13) triggerall = RoundState = 2 && Alive && (power<1000||(power<powermax&&partner,life>0)) triggerall=(helper(218),var(35)!=14) ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall = RoundState = 2 && Alive ;;&& random<=500;ifelse(p2stateno=13311,30,500) ;;triggerall = p2bodydist x<=150||stateno!=100 triggerall = statetype!=A ;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)<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=p2bodydist x>100&&p2bodydist x<300;;||(helper(218),var(35)=11&&p2statetype=A);ifelse(var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<30,100,120);;[0,120]);;||(p2bodydist x=[100,120]);;; && p2bodydist x<200 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 =[100,109]) ;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)||partner,life>0 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<30000 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>20000||p2bodydist x>150;;;=[22000,ifelse(random<=500,26000,23000)] ;;trigger3=(helper(218),var(35)=11&&p2statetype=A) trigger3=partner,life>0 && p2movetype=H && p2stateno>200 && (p2bodydist y<-80||p2bodydist x>150) [State -1] type = ChangeState value=10108 triggerall = !ishelper triggerall = var(59)>0 triggerall=(helper(218),var(35)!=96) triggerall=(helper(218),var(35)!=13) ;triggerall=(stateno!=1000) && (stateno!=[1340,1349]) && (stateno!=[11120,11129]) && (pos y>=0||((stateno!=[10,19])&&(prevstateno!=[10,19]))) triggerall=(helper(218),var(35)!=11)||(p2movetype!=H)||(p2stateno=[5100,5150]) ;triggerall=p2stateno!=80103 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>=-40 triggerall=(inguarddist=0 && helper(218),inguarddist=0 && (numpartner||p2movetype !=A))||fvar(14)>=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 = 10109) 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-enemynear(helper(218),Var(36)),vel x*10<=50 && enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110] [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] triggerall=fvar(13)!=[1000,1999] 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 = 10109)||(stateno=5120&&AnimTime=0)||(stateno=[100,101]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall = prevStateNo != [110,111] triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=fvar(14)<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=fvar(13)!=[1000,1999] 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 = 10109)||(stateno=5120&&AnimTime=0)||(stateno=[100,101]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall = prevStateNo != [110,111] triggerall=numenemy=1 ;triggerall=statetype !=A triggerall=inguarddist=0 && helper(218),inguarddist=0 triggerall=fvar(14)<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=fvar(13)!=[1000,1999] ;triggerall = p2statetype=A||helper(218),var(35)!=1 triggerall = RoundState = 2 && Alive triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=5120&&AnimTime=0)||(stateno=[100,101]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall = prevStateNo != [110,111] triggerall=statetype !=A triggerall=inguarddist||helper(218),inguarddist triggerall=fvar(14)<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=(fvar(16)>0 && fvar(16)=p2stateno)||(fvar(15)>0 && fvar(15)=p2stateno) value = 130 [State -1: AI Guarding] type = ChangeState triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=var(52)=[-999999,999] triggerall=fvar(13)!=[1000,1999] ;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 = 10109)||(stateno=5120&&AnimTime=0)||(stateno=[100,101]) triggerall = StateNo != [130, 139] triggerall = StateNo != 102 triggerall = StateNo != [100,108] triggerall = prevStateNo != [110,111] triggerall=statetype!=A triggerall=inguarddist||helper(218),inguarddist triggerall=fvar(14)<100000 triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(fvar(16)<=0||fvar(16) !=p2stateno) triggerall=(enemynear(helper(218),Var(36)),MoveType != A)||(fvar(15)<=0 ||fvar(15) !=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=(stateno!=1000) && (stateno!=[1340,1349]) && (stateno!=[11120,11129]) && (pos y>=0||((stateno!=[10,19])&&(prevstateno!=[10,19]))) ;triggerall=var(52)=[-999999,999] triggerall=fvar(13)!=[1000,1999] ;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 != [100,108] triggerall=inguarddist||helper(218),inguarddist triggerall=fvar(14)<100000 triggerall = Ctrl||(StateNo = [0,40])||(StateNo =[120,149])||(StateNo = 10109)||(stateno=5120&&AnimTime=0)||(stateno=[50,51]);;||(stateno=105&&time>=2) triggerall=statetype=A trigger1=1 value = 132 [State -1, Stand1] type = ChangeState value =100 triggerall = !IsHelper triggerall = var(59)>0 ;triggerall=(helper(218),var(35)!=19)||(p2statetype=A)||partner,life>0 triggerall=(helper(218),var(35)!=11) ;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)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)<20||(helper(218),var(35)!=19) ;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))||fvar(14)>=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>250 && p2bodydist x-enemynear(helper(218),Var(36)),vel x*30>250 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=random<=10 && 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 =ifelse(p2bodydist x<10,28,ifelse(p2bodydist x>10,27,0)) triggerall = !IsHelper triggerall = var(59)>0 triggerall=stateno!=29 triggerall = ((helper(218),var(35)=1)||(helper(218),var(35)=5)||(helper(218),fvar(5)=-99999)) ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2movetype!=A ;triggerall=(helper(218),var(35)!=[11,12]) ;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||helper(218),var(35)=20));;||(stateno=28 && (helper(218),var(35)=18||helper(218),var(35)=[20,26])) triggerall=fvar(14)>=100000||fvar(13)=[1000,1999];||(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=[10,20])&&stateno=[27,28] trigger2=p2bodydist x<10&&(time>=10||stateno!=27) trigger3=p2bodydist x>10&&(time>=10||stateno!=28) [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=stateno!=29 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),fvar(5)!=-99999)) ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2movetype!=A ;triggerall=(helper(218),var(35)!=[11,12]) ;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||helper(218),var(35)=20));;||(stateno=28 && (helper(218),var(35)=18||helper(218),var(35)=[20,26])) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||fvar(14)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80)||fvar(13)=[1000,1999];||(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=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger1=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 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||(helper(218),var(35)=11),230,ifelse(p2movetype=H&&p2stateno>200,0,50)) 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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger2=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger2=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 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||(helper(218),var(35)=11),230,ifelse(p2movetype=H&&p2stateno>200,0,50)) 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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger3=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger3=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger3=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,50)) trigger3=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger4=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger4=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger4=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,50)) trigger4=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger5=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger5=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger5=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||(helper(218),var(35)=11),230,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger5=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger6=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger6=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger6=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||(helper(218),var(35)=11),230,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger6=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger7=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger7=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger7=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger7=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger8=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger8=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger8=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger8=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 [State -1, Stand1] type = ChangeState value =28;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=stateno!=29 triggerall = ((helper(218),var(35)!=1)&&(helper(218),var(35)!=5)&&(helper(218),fvar(5)!=-99999)) ;triggerall = var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20&&p2movetype!=A ;triggerall=(helper(218),var(35)!=[11,12]) ;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||helper(218),var(35)=20));;||(stateno=28 && (helper(218),var(35)=18||helper(218),var(35)=[20,26])) triggerall=(inguarddist=0 && helper(218),inguarddist=0&&(numpartner||p2movetype !=A))||fvar(14)>=100000||(partner,life>0&&facing*enemynear(helper(218),Var(36)),facing>0&&p2bodydist x>=80)||fvar(13)=[1000,1999];||(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=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger1=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 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||(helper(218),var(35)=11),230,ifelse(p2movetype=H&&p2stateno>200,0,50)) 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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger2=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger2=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 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||(helper(218),var(35)=11),230,ifelse(p2movetype=H&&p2stateno>200,0,50)) 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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger3=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger3=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger3=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,50)) trigger3=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger4=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)<200000 trigger4=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger4=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,50)) trigger4=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger5=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger5=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger5=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||(helper(218),var(35)=11),230,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger5=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger6=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger6=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)>=20000 trigger6=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||(helper(218),var(35)=11),230,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger6=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger7=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger7=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger7=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger7=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] ;trigger1=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;;&&((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 trigger8=helper(218),fvar(10)-((ceil(helper(218),fvar(10)/1000000)-ifelse(helper(218),fvar(10)-(ceil(helper(218),fvar(10)/1000000)*1000000)<0,1,0))*1000000)>=200000 trigger8=helper(218),var(12)-((ceil(helper(218),var(12)/100000)-ifelse(helper(218),var(12)-(ceil(helper(218),var(12)/100000)*100000)<0,1,0))*100000)<20000 trigger8=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||(helper(218),var(35)=11),30,ifelse(p2movetype=H&&p2stateno>200,0,70)) trigger8=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=(helper(218),var(35)!=[10,11])&&(helper(218),var(35)!=20);;;((p2stateno!=5500)||(p2movetype!=H));;||(p2bodydist y<-60&&p2statetype=A)||partner,life>0 [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<-30||time>=300;||(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 = 10;ifelse(time <= 12, 101, 102) triggerall = !IsHelper triggerall = (var(59) !=0) triggerall =stateno=100 && time>2 && statetype != A trigger1 = RoundState != 2 trigger2 = p2movetype=A||inguarddist||(((p2movetype!=H)||p2stateno<200||p2bodydist x<50)&&time>=30) trigger2 = p2movetype=A||inguarddist||p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<180||p2bodydist x<=180 trigger3 =p2bodydist x<ifelse(p2statetype=A,10,0) ctrl=1 [State -1, Stand] type = ChangeState value = 701 triggerall = !IsHelper triggerall = (var(59) !=0) triggerall =(stateno=700 && time>2) && statetype != A triggerall=partner,life<=0||(p2movetype!=H)||p2stateno<200||(p2bodydist y>=-80&&p2bodydist x<=150)||RoundState!=2 trigger1 = RoundState != 2 trigger2 = p2movetype=A||inguarddist||(helper(218),var(35)!=[14,15]) trigger2 = p2movetype=A||inguarddist||(((p2movetype!=H)||p2stateno<200||p2bodydist x<50)&&time>=30) trigger2 = p2movetype=A||inguarddist||p2bodydist x-enemynear(helper(218),Var(36)),vel x*30<150||p2bodydist x<=150||random<=10 trigger3 =p2bodydist x<ifelse(p2statetype=A,10,0) trigger3 = p2movetype=A||inguarddist||(helper(218),var(35)!=[14,15]) trigger4=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] trigger4=enemynear(helper(218),Var(36)),vel x>=2 && p2stateno!=[5100,5110] 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&&(helper(218),var(35)!=1),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 =4200;;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 =0;var(59)=0 trigger1 = stateno = 230 trigger1 = movecontact && AnimElemTime(8) <= 1 trigger2 = var(58) = [1,2] trigger2 = stateno = 310 trigger2 = movecontact && AnimElemTime(7) <= 3 [State -1] type = ChangeState value =ifelse(random<=333,1100,ifelse(random<=666,1110,1120));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(59)=0 trigger1 =Command = "s" trigger1 = statetype != A trigger1 =0;ctrl||stateno=[20,29] ;trigger2=(stateno = 320) && (Time >= 35) [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=var(59)<=0 trigger1=0;stateno=[3000,3999] v = 59 value =99 [State -2: VarSet] type = VarSet triggerall=!ishelper trigger1=var(59)>0 trigger1=0;stateno!=[3000,3999] v = 59 value =0 ;=========================================================================== ;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 = [200,220]) || (stateno = [400,420]) 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 = 431) || (stateno = [600,611]) || (stateno = [630,640]) trigger2 = movecontact var(2) = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;OverKill [State -1, OverKill] type = ChangeState value = 3000 triggerall = var(59)=0 triggerall = power >= 1000 triggerall = command = "OverKill" triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Rhino Charge [State -1, Rhino Charge] type = ChangeState value = 3100 triggerall = var(59)=0 triggerall = power >= 2000 triggerall = command = "RhinoCharge" triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Bomb [State -1, Bomb] type = ChangeState value = 3200 triggerall = var(59)=0 triggerall = p2life <= 250 triggerall = power >= 3000 triggerall = command = "Bomb" triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3999) trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Shoot Straight [State -1, Shoot Straight] type = ChangeState value = 1000+var(38) triggerall = var(59)=0 triggerall = numhelper(2030) = 0 triggerall = command = "ShootStraight" trigger1 = (statetype = s) && ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- ;Shoot Straight Air [State -1, Shoot Straight Air] type = ChangeState value = 1010+var(38) triggerall = var(59)=0 triggerall = numhelper(2030) = 0 triggerall = command = "ShootStraight" trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;--------------------------------------------------------------------------- ;Shoot Diagonally [State -1, Shoot Diagonally] type = ChangeState value = 1100+var(38) triggerall = var(59)=0 triggerall = numhelper(2030) = 0 triggerall = command = "ShootDiagonally" trigger1 = (statetype = s) && ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- ;Shoot Diagonally Air [State -1, Shoot Diagonally Air] type = ChangeState value = 1110+var(38) triggerall = var(59)=0 triggerall = numhelper(2030) = 0 triggerall = command = "ShootDiagonally" trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;--------------------------------------------------------------------------- ;Shoot Up [State -1, Shoot Up] type = ChangeState value = 1200+var(38) triggerall = var(59)=0 triggerall = numhelper(2030) = 0 triggerall = command = "ShootUp" trigger1 = (statetype = s) && ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- ;Shoot Down [State -1, Shoot Down] type = ChangeState value = 1210+var(38) triggerall = var(59)=0 triggerall = numhelper(2030) = 0 triggerall = command = "ShootUp" trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;--------------------------------------------------------------------------- ;Tornado [State -1, Tornado] type = ChangeState value = 1300 triggerall = var(59)=0 triggerall = command = "Tornado" trigger1 = (statetype = s) && ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- ;Tornado Air [State -1, Tornado Air] type = ChangeState value = 1310 triggerall = var(59)=0 triggerall = command = "Tornado" trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;--------------------------------------------------------------------------- ;Drill [State -1, Drill] type = ChangeState value = 1400 triggerall = var(59)=0 triggerall = command = "Drill" trigger1 = (statetype = s) && ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- ;Drill Air [State -1, Drill Air] type = ChangeState value = 1410 triggerall = var(59)=0 triggerall = command = "Drill" trigger1 = (statetype = a) && ctrl trigger2 = var(2) trigger3 = (stateno = 1301) && movecontact ;--------------------------------------------------------------------------- ;Missile [State -1, Missile] type = ChangeState value = 1500 triggerall = var(59)=0 triggerall = command = "Missile" trigger1 = (statetype = s) && ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- ;Missile Air [State -1, Missile Air] type = ChangeState value = 1510 triggerall = var(59)=0 triggerall = command = "Missile" trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;=========================================================================== ;--------------------------------------------------------------------------- ;Combo Extender 1 [State -1, Combo Extender 1] type = ChangeState value = 430 triggerall = var(59)=0 triggerall = numhelper(433) = 0 triggerall = command = "ComboExtender1" trigger1 = (statetype != a) && ctrl trigger2 = var(1) ;--------------------------------------------------------------------------- ;Combo Extender 2 [State -1, Combo Extender 2] type = ChangeState value = 630 triggerall = var(59)=0 triggerall = numhelper(631) = 0 triggerall = command = "ComboExtender2" trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;--------------------------------------------------------------------------- ;Combo Extender 3 [State -1, Combo Extender 3] type = ChangeState value = 640 triggerall = var(59)=0 triggerall = numhelper(641) = 0 triggerall = command = "ComboExtender3" trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;--------------------------------------------------------------------------- [State -1, Air Jump] type = ChangeState value = 45 triggerall = var(59)=0 triggerall = statetype = A triggerall = var(11) = 1 trigger1 = command = "up" trigger1 = ctrl && vel y > 0 trigger2 = command = "holdup" trigger2 = ctrl && vel y > 0 ;--------------------------------------------------------------------------- ; 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 ;------------------------------------------------------------------------ [State -1, Launcher] type = ChangeState value = 40 triggerall = var(59)=0 trigger1 = stateno = 420 trigger1 = movecontact && command = "holdup" ;------------------------------------------------------------------------ [State -1, Super Jump] type = ChangeState value = 690 triggerall = var(59)=0 trigger1 = Command = "SuperJump" trigger1 = ctrl && statetype != A ;--------------------------------------------------------------------------- ;Power Charge [State -1, Power Charge] type = ChangeState value = 700 triggerall = var(59) = 0 trigger1 = power<const(data.power) || power< powermax trigger1 = command = "hold_x" trigger1 = statetype != A && ctrl ;--------------------------------------------------------------------------- ; Dodge [State -1, Dodge] type = ChangeState value = 710 triggerall = var(59)=0 trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger1 = command = "y" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Dodge Forward [State -1, Dodge Forward] type = ChangeState value = 711 triggerall = var(59)=0 trigger1 = command = "holdfwd" trigger1 = command = "y" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Dodge Backward [State -1, Dodge Backward] type = ChangeState value = 712 triggerall = var(59)=0 trigger1 = command = "holdback" trigger1 = command = "y" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Dodge Air [State -1, Dodge Air] type = ChangeState value = 720 triggerall = var(59)=0 trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger1 = command = "y" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Dodge Forward Air [State -1, Dodge Forward Air] type = ChangeState value = 721 triggerall = var(59)=0 trigger1 = command = "holdfwd" trigger1 = command = "y" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Dodge Backward Air [State -1, Dodge Backward Air] type = ChangeState value = 722 triggerall = var(59)=0 trigger1 = command = "holdback" trigger1 = command = "y" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Air Dash Forward [State -1, Air Dash Forward] type = ChangeState value = 730 triggerall = var(59)=0 triggerall = command = "FF" triggerall = var(11) = 1 trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;--------------------------------------------------------------------------- ;Air Dash Backward [State -1, Air Dash Backward] type = ChangeState value = 731 triggerall = var(59)=0 triggerall = command = "BB" triggerall = var(11) = 1 trigger1 = (statetype = a) && ctrl trigger2 = var(2) ;--------------------------------------------------------------------------- ; Recovery Roll Forward [State -1, Recovery Roll Forward] type = ChangeState value = 740 triggerall = var(59)=0 triggerall = command = "holdfwd" triggerall = time = 1 trigger1 = stateno = 5120 trigger1 = alive = 1 ;--------------------------------------------------------------------------- ; Recovery Roll Forward Backward [State -1, Recovery Roll Forward Backward] type = ChangeState value = 741 triggerall = var(59)=0 triggerall = command = "holdback" triggerall = time = 1 trigger1 = stateno = 5120 trigger1 = alive = 1 ;-------------------------------------------------------------------------------------------- [State -1, Standing Parry] type = HitOverride triggerall = var(59)=0 trigger1 = roundstate = 2 && (statetype = S || stateno = 5120) trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down" trigger1 = ctrl || (stateno = [700,701]) || stateno = 5120 trigger1 = var(21) := 1 attr = SA,AA,AP stateno = 750 slot = 0 time = 8 [State -1, Crouching Parry] type = HitOverride triggerall = var(59)=0 trigger1 = roundstate = 2 && statetype != A trigger1 = command = "down" && command != "fwd" && command != "back" && command != "up" trigger1 = ctrl || (stateno = [700,701]) || stateno = 5120 trigger1 = var(21) := 2 attr = C,AA,AP stateno = 760 slot = 0 time = 8 [State -1, Air Parry] type = HitOverride triggerall = var(59)=0 trigger1 = roundstate = 2 && statetype = A trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down" trigger1 = ctrl || stateno = 702 trigger1 = var(21) := 3 attr = SA,AA,AP stateno = 770 forceair = 1 slot = 0 time = 7 ;------------------------------------------------------------------------ [State -1, Projectile Selector] type = ChangeState value = 990 triggerall = var(59)=0 trigger1 = command = "ProjSelector" trigger1 = ctrl && statetype != A ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = var(59)=0 triggerall = command = "z" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Throw Air [State -1, Throw Air] type = ChangeState value = 830 triggerall = var(59)=0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Combo Breaker [State -1, Combo Breaker] type = ChangeState value = 780 triggerall = var(59)=0 triggerall = roundstate < 3 triggerall = command = "recovery" triggerall = power >= 750 triggerall = !hitfall trigger1 = stateno = 5001 trigger2 = stateno = 5011 ;--------------------------------------------------------------------------- ;Combo Breaker Air [State -1, Combo Breaker Air] type = ChangeState value = 781 triggerall = var(59) = 0 triggerall = roundstate < 3 triggerall = command = "recovery" triggerall = power >= 750 triggerall = !hitfall trigger1 = stateno = 5030 ;--------------------------------------------------------------------------- ;Dash Attack [State -1, Dash Attack] type = ChangeState value = 900 triggerall = var(59)=0 triggerall = (statetype = s) && ctrl triggerall = stateno = 100 trigger1 = command = "a" trigger2 = command = "b" trigger3 = command = "c" ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59)=0 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ; Stand Light Attack 1 [State -1, Stand Light Attack 1] type = ChangeState value = 200 triggerall = var(59)=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Attack 2 [State -1, Stand Light Attack 2] type = ChangeState value = 201 triggerall = var(59)=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact ;--------------------------------------------------------------------------- ; Stand Light Attack 3 [State -1, Stand Light Attack 3] type = ChangeState value = 202 triggerall = var(59)=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 201) && movecontact ;--------------------------------------------------------------------------- ; Stand Light Attack 4 [State -1, Stand Light Attack 4] type = ChangeState value = 203 triggerall = var(59)=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 202) && movecontact ;--------------------------------------------------------------------------- ; Stand Light Attack 5 [State -1, Stand Light Attack 5] type = ChangeState value = 204 triggerall = var(59)=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 203) && movecontact ;--------------------------------------------------------------------------- ; Stand Medium Attack 1 [State -1, Stand Medium Attack 1] type = ChangeState value = 210 triggerall = var(59)=0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,203]) && movecontact ;--------------------------------------------------------------------------- ; Stand Medium Attack 2 [State -1, Stand Medium Attack 2] type = ChangeState value = 211 triggerall = var(59)=0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 210) && movecontact ;--------------------------------------------------------------------------- ; Stand Medium Attack 3 [State -1, Stand Medium Attack 3] type = ChangeState value = 212 triggerall = var(59)=0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 211) && movecontact ;--------------------------------------------------------------------------- ; Stand Strong Attack [State -1, Stand Strong Attack] type = ChangeState value = 220 triggerall = var(59)=0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,203]) && movecontact trigger3 = (stateno = [210,212]) && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Attack 1 [State -1, Crouching Light Attack 1] type = ChangeState value = 400 triggerall = var(59)=0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [200,203]) && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Attack 2 [State -1, Crouching Light Attack 2] type = ChangeState value = 401 triggerall = var(59)=0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Attack 2 [State -1, Crouching Light Attack 3] type = ChangeState value = 402 triggerall = var(59)=0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 401) && movecontact ;--------------------------------------------------------------------------- ; Crouching Medium Attack 1 [State -1, Crouching Medium Attack 1] type = ChangeState value = 410 triggerall = var(59)=0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [200,203]) && movecontact trigger3 = (stateno = [210,212]) && movecontact trigger4 = (stateno = [400,403]) && movecontact ;--------------------------------------------------------------------------- ; Crouching Medium Attack 2 [State -1, Crouching Medium Attack 2] type = ChangeState value = 411 triggerall = var(59)=0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 410) && movecontact ;--------------------------------------------------------------------------- ; Crouching Strong Attack [State -1, Crouching Strong Attack] type = ChangeState value = 420 triggerall = var(59)=0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [200,203]) && movecontact trigger3 = (stateno = [210,212]) && movecontact trigger4 = (stateno = [400,403]) && movecontact trigger5 = (stateno = [410,411]) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Attack 1 [State -1, Jump Light Attack 1] type = ChangeState value = 600 triggerall = var(59)=0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Light Attack 2 [State -1, Jump Light Attack 2] type = ChangeState value = 601 triggerall = var(59)=0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Attack 3 [State -1, Jump Light Attack 3] type = ChangeState value = 602 triggerall = var(59)=0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 601) && movecontact ;--------------------------------------------------------------------------- ;Jump Medium Attack 1 [State -1, Jump Medium Attack 1] type = ChangeState value = 610 triggerall = var(59)=0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,602]) && movecontact ;--------------------------------------------------------------------------- ;Jump Medium Attack 2 [State -1, Jump Medium Attack 2] type = ChangeState value = 611 triggerall = var(59)=0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,602]) && movecontact trigger3 = stateno = 610 && movecontact ;--------------------------------------------------------------------------- ;Jump Strong Attack [State -1, Jump Strong Attack] type = ChangeState value = 620 triggerall = var(59)=0 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,602]) && movecontact trigger3 = (stateno = [610,611]) && movecontact
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