;-----------------------------------------------------------------------------
[Statedef -2];常時監視ステート(相手に行動を制御されても関係無く常に実行される)

;The var(10) values can be changed, as long as it's between 1 and 9999 (also avoid using random outside of 6/12p it will fuck up the intro info)
[State lag init]
type = Null
triggerall = !ishelper && roundstate>=0
trigger1  = palno%6=1
trigger1  = var(10):=30  || 1
trigger2  = palno%6=2
trigger2  = var(10):=60  || 1
trigger3  = palno%6=3
trigger3  = var(10):=120 || 1
trigger4  = palno%6=4
trigger4  = var(10):=240 || 1
trigger5  = palno%6=5
trigger5  = var(10):=480 || 1
trigger6  = palno%6=0
trigger6  = var(10):=5+random%596 || 1
ignorehitpause=1

[State AI]
Type = varset
trigger1 = !ishelper && alive && roundstate=2
var(58)=1 ;0 off - 1 on
ignorehitpause=1

;============ CONFIG END =============
[State ]
type = AttackDist
trigger1 = ishelper(44444)
value = 0
ignorehitpause = 1

[State ]
type = PlayerPush
trigger1 = !ishelper || ishelper
value = 0

[State ]
type = AssertSpecial
trigger1 = !ishelper
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard
ignorehitpause= 1 

[State ]
type = DisplayToClipboard
trigger1 = !ishelper
text = "life=%4d, lag=%4d, dist X=%4d, dist Y=%4d"
params= sysvar(3),var(10),floor(p2bodydist X),floor(p2bodydist Y)

[State -2, 残像]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = P2Movetype = H
trigger1 = P2Stateno = 850
trigger1 = P2Statetype = A
trigger1 = enemy, Pos Y >= 0
trigger1 = enemy, Vel Y > 0
value = s12,10

[State -2,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 7

[State -2,]
type = StopSnd
trigger1 = Anim != 1300
channel = 8

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 9

[State -2,]
type = StopSnd
trigger1 = Anim != 2000
channel = 10

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = Projhit1000 = 1
trigger2 = Projhit1200 = 1
trigger3 = Projhit1060 = 1
trigger4 = Projhit3300 = 70
name = "Slow"
stateno = 4900
ID = 4900
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Projhit1060 = 1
value = s12,7

[state armor]
type = Helper
trigger1 = numhelper(44444) = 0
id = 44444
name = "Armor"
sprpriority = -3
pos = 0,0
postype = p1
stateno = 44444
helpertype = player
keyctrl = 0 
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
Type=varset
trigger1 = !IsHelper && var(10)<5
var(10) = 5
ignorehitpause=1
[State ]
Type = varset
trigger1 = !IsHelper && var(10)>9999
var(10) = 9999
ignorehitpause=1

[State ]
Type = varset
trigger1 = ishelper || !alive || roundstate!=2
var(59)=0
ignorehitpause=1

[State ]
Type=lifeset
trigger1 = !IsHelper && roundstate>=1
value = sysvar(3)
ignorehitpause=1

[State ]
Type=varset
trigger1 = !IsHelper && (roundstate=[0,1])
sysvar(3) = lifemax
ignorehitpause=1

[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(0)>0 && helper(44444),var(1)=1
sysvar(3) = -(floor(helper(44444),var(0)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(2)>0 && helper(44444),var(3)=1
sysvar(3) = -(floor(helper(44444),var(2)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(4)>0 && helper(44444),var(5)=1
sysvar(3) = -(floor(helper(44444),var(4)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(6)>0 && helper(44444),var(7)=1
sysvar(3) = -(floor(helper(44444),var(6)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(8)>0 && helper(44444),var(9)=1
sysvar(3) = -(floor(helper(44444),var(8)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(10)>0 && helper(44444),var(11)=1
sysvar(3) = -(floor(helper(44444),var(10)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(12)>0 && helper(44444),var(13)=1
sysvar(3) = -(floor(helper(44444),var(12)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(14)>0 && helper(44444),var(15)=1
sysvar(3) = -(floor(helper(44444),var(14)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(16)>0 && helper(44444),var(17)=1
sysvar(3) = -(floor(helper(44444),var(16)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(18)>0 && helper(44444),var(19)=1
sysvar(3) = -(floor(helper(44444),var(18)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(20)>0 && helper(44444),var(21)=1
sysvar(3) = -(floor(helper(44444),var(20)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(22)>0 && helper(44444),var(23)=1
sysvar(3) = -(floor(helper(44444),var(22)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(24)>0 && helper(44444),var(25)=1
sysvar(3) = -(floor(helper(44444),var(24)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(26)>0 && helper(44444),var(27)=1
sysvar(3) = -(floor(helper(44444),var(26)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(28)>0 && helper(44444),var(29)=1
sysvar(3) = -(floor(helper(44444),var(28)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(30)>0 && helper(44444),var(31)=1
sysvar(3) = -(floor(helper(44444),var(30)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(32)>0 && helper(44444),var(33)=1
sysvar(3) = -(floor(helper(44444),var(32)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(34)>0 && helper(44444),var(35)=1
sysvar(3) = -(floor(helper(44444),var(34)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(36)>0 && helper(44444),var(37)=1
sysvar(3) = -(floor(helper(44444),var(36)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(38)>0 && helper(44444),var(39)=1
sysvar(3) = -(floor(helper(44444),var(38)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(40)>0 && helper(44444),var(41)=1
sysvar(3) = -(floor(helper(44444),var(40)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(42)>0 && helper(44444),var(43)=1
sysvar(3) = -(floor(helper(44444),var(42)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(44)>0 && helper(44444),var(45)=1
sysvar(3) = -(floor(helper(44444),var(44)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(46)>0 && helper(44444),var(47)=1
sysvar(3) = -(floor(helper(44444),var(46)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(48)>0 && helper(44444),var(49)=1
sysvar(3) = -(floor(helper(44444),var(48)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(50)>0 && helper(44444),var(51)=1
sysvar(3) = -(floor(helper(44444),var(50)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(52)>0 && helper(44444),var(53)=1
sysvar(3) = -(floor(helper(44444),var(52)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(54)>0 && helper(44444),var(55)=1
sysvar(3) = -(floor(helper(44444),var(54)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(56)>0 && helper(44444),var(57)=1
sysvar(3) = -(floor(helper(44444),var(56)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),var(58)>0 && helper(44444),var(59)=1
sysvar(3) = -(floor(helper(44444),var(58)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(0)>0 && helper(44444),fvar(1)=1
sysvar(3) = -(floor(helper(44444),fvar(0)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(2)>0 && helper(44444),fvar(3)=1
sysvar(3) = -(floor(helper(44444),fvar(2)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(4)>0 && helper(44444),fvar(5)=1
sysvar(3) = -(floor(helper(44444),fvar(4)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(6)>0 && helper(44444),fvar(7)=1
sysvar(3) = -(floor(helper(44444),fvar(6)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(8)>0 && helper(44444),fvar(9)=1
sysvar(3) = -(floor(helper(44444),fvar(8)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(10)>0 && helper(44444),fvar(11)=1
sysvar(3) = -(floor(helper(44444),fvar(10)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(12)>0 && helper(44444),fvar(13)=1
sysvar(3) = -(floor(helper(44444),fvar(12)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(14)>0 && helper(44444),fvar(15)=1
sysvar(3) = -(floor(helper(44444),fvar(14)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(16)>0 && helper(44444),fvar(17)=1
sysvar(3) = -(floor(helper(44444),fvar(16)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(18)>0 && helper(44444),fvar(19)=1
sysvar(3) = -(floor(helper(44444),fvar(18)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(20)>0 && helper(44444),fvar(21)=1
sysvar(3) = -(floor(helper(44444),fvar(20)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(22)>0 && helper(44444),fvar(23)=1
sysvar(3) = -(floor(helper(44444),fvar(22)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(24)>0 && helper(44444),fvar(25)=1
sysvar(3) = -(floor(helper(44444),fvar(24)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(26)>0 && helper(44444),fvar(27)=1
sysvar(3) = -(floor(helper(44444),fvar(26)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(28)>0 && helper(44444),fvar(29)=1
sysvar(3) = -(floor(helper(44444),fvar(28)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(30)>0 && helper(44444),fvar(31)=1
sysvar(3) = -(floor(helper(44444),fvar(30)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(32)>0 && helper(44444),fvar(33)=1
sysvar(3) = -(floor(helper(44444),fvar(32)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(34)>0 && helper(44444),fvar(35)=1
sysvar(3) = -(floor(helper(44444),fvar(34)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(36)>0 && helper(44444),fvar(37)=1
sysvar(3) = -(floor(helper(44444),fvar(36)))
ignorehitpause=1
[State ]
Type=varadd
triggerall = numhelper(44444)
trigger1 = helper(44444),fvar(38)>0 && helper(44444),fvar(39)=1
sysvar(3) = -(floor(helper(44444),fvar(38)))
ignorehitpause=1

[State ]
type = HitBy
trigger1 = !IsHelper
value =
value2 =
time = 9999999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(38)<0 || roundstate!=2 || root,alive=0 || fvar(39)=1
fvar(38) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(38)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
triggerall = helper(44444),fvar(22)>0
triggerall = helper(44444),fvar(24)>0
triggerall = helper(44444),fvar(26)>0
triggerall = helper(44444),fvar(28)>0
triggerall = helper(44444),fvar(30)>0
triggerall = helper(44444),fvar(32)>0
triggerall = helper(44444),fvar(34)>0
triggerall = helper(44444),fvar(36)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(38) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(38)>0 && helper(44444),fvar(39)=0
fvar(39) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(39)>0
fvar(39) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(36)<0 || roundstate!=2 || root,alive=0 || fvar(37)=1
fvar(36) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(36)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
triggerall = helper(44444),fvar(22)>0
triggerall = helper(44444),fvar(24)>0
triggerall = helper(44444),fvar(26)>0
triggerall = helper(44444),fvar(28)>0
triggerall = helper(44444),fvar(30)>0
triggerall = helper(44444),fvar(32)>0
triggerall = helper(44444),fvar(34)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(36) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(36)>0 && helper(44444),fvar(37)=0
fvar(37) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(37)>0
fvar(37) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(34)<0 || roundstate!=2 || root,alive=0 || fvar(35)=1
fvar(34) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(34)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
triggerall = helper(44444),fvar(22)>0
triggerall = helper(44444),fvar(24)>0
triggerall = helper(44444),fvar(26)>0
triggerall = helper(44444),fvar(28)>0
triggerall = helper(44444),fvar(30)>0
triggerall = helper(44444),fvar(32)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(34) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(34)>0 && helper(44444),fvar(35)=0
fvar(35) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(35)>0
fvar(35) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(32)<0 || roundstate!=2 || root,alive=0 || fvar(33)=1
fvar(32) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(32)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
triggerall = helper(44444),fvar(22)>0
triggerall = helper(44444),fvar(24)>0
triggerall = helper(44444),fvar(26)>0
triggerall = helper(44444),fvar(28)>0
triggerall = helper(44444),fvar(30)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(32) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(32)>0 && helper(44444),fvar(33)=0
fvar(33) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(33)>0
fvar(33) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(30)<0 || roundstate!=2 || root,alive=0 || fvar(31)=1
fvar(30) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(30)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
triggerall = helper(44444),fvar(22)>0
triggerall = helper(44444),fvar(24)>0
triggerall = helper(44444),fvar(26)>0
triggerall = helper(44444),fvar(28)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(30) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(30)>0 && helper(44444),fvar(31)=0
fvar(31) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(31)>0
fvar(31) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(28)<0 || roundstate!=2 || root,alive=0 || fvar(29)=1
fvar(28) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(28)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
triggerall = helper(44444),fvar(22)>0
triggerall = helper(44444),fvar(24)>0
triggerall = helper(44444),fvar(26)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(28) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(28)>0 && helper(44444),fvar(29)=0
fvar(29) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(29)>0
fvar(29) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(26)<0 || roundstate!=2 || root,alive=0 || fvar(26)=1
fvar(26) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(26)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
triggerall = helper(44444),fvar(22)>0
triggerall = helper(44444),fvar(24)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(26) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(26)>0 && helper(44444),fvar(27)=0
fvar(27) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(27)>0
fvar(27) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(24)<0 || roundstate!=2 || root,alive=0 || fvar(25)=1
fvar(24) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(24)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
triggerall = helper(44444),fvar(22)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(24) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(24)>0 && helper(44444),fvar(25)=0
fvar(25) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(25)>0
fvar(25) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(22)<0 || roundstate!=2 || root,alive=0 || fvar(23)=1
fvar(22) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(22)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
triggerall = helper(44444),fvar(20)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(22) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(22)>0 && helper(44444),fvar(23)=0
fvar(23) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(23)>0
fvar(23) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(20)<0 || roundstate!=2 || root,alive=0 || fvar(21)=1
fvar(20) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(20)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
triggerall = helper(44444),fvar(18)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(20) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(20)>0 && helper(44444),fvar(21)=0
fvar(21) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(21)>0
fvar(21) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(18)<0 || roundstate!=2 || root,alive=0 || fvar(19)=1
fvar(18) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(18)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
triggerall = helper(44444),fvar(16)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(18) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(18)>0 && helper(44444),fvar(19)=0
fvar(19) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(19)>0
fvar(19) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(16)<0 || roundstate!=2 || root,alive=0 || fvar(17)=1
fvar(16) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(16)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
triggerall = helper(44444),fvar(14)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(16) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(16)>0 && helper(44444),fvar(17)=0
fvar(17) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(17)>0
fvar(17) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(14)<0 || roundstate!=2 || root,alive=0 || fvar(15)=1
fvar(14) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(14)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
triggerall = helper(44444),fvar(12)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(14) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(14)>0 && helper(44444),fvar(14)=0
fvar(15) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(15)>0
fvar(15) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(12)<0 || roundstate!=2 || root,alive=0 || fvar(13)=1
fvar(12) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(12)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
triggerall = helper(44444),fvar(10)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(12) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(12)>0 && helper(44444),fvar(13)=0
fvar(13) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(13)>0
fvar(13) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(10)<0 || roundstate!=2 || root,alive=0 || fvar(11)=1
fvar(10) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(10)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
triggerall = helper(44444),fvar(8)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(10) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(10)>0 && helper(44444),fvar(11)=0
fvar(11) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(11)>0
fvar(11) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(8)<0 || roundstate!=2 || root,alive=0 || fvar(9)=1
fvar(8) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(8)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
triggerall = helper(44444),fvar(6)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(8) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(8)>0 && helper(44444),fvar(9)=0
fvar(9) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(9)>0
fvar(9) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(6)<0 || roundstate!=2 || root,alive=0 || fvar(7)=1
fvar(6) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(6)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
triggerall = helper(44444),fvar(4)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(6) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(6)>0 && helper(44444),fvar(7)=0
fvar(7) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(7)>0
fvar(7) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(4)<0 || roundstate!=2 || root,alive=0 || fvar(5)=1
fvar(4) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(4)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
triggerall = helper(44444),fvar(2)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(4) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(4)>0 && helper(44444),fvar(5)=0
fvar(5) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(5)>0
fvar(5) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(2)<0 || roundstate!=2 || root,alive=0 || fvar(3)=1
fvar(2) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(2)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
triggerall = helper(44444),fvar(0)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(2) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(2)>0 && helper(44444),fvar(3)=0
fvar(3) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(3)>0
fvar(3) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = fvar(0)<0 || roundstate!=2 || root,alive=0 || fvar(1)=1
fvar(0) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && fvar(6)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
triggerall = helper(44444),var(58)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
fvar(0) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),fvar(0)>0 && helper(44444),fvar(1)=0
fvar(1) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = fvar(1)>0
fvar(1) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(58)<0 || roundstate!=2 || root,alive=0 || var(59)=1
var(58) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(58)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
triggerall = helper(44444),var(56)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(58) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(58)>0 && helper(44444),var(59)=0
var(59) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(59)>0
var(59) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(56)<0 || roundstate!=2 || root,alive=0 || var(57)=1
var(56) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(56)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
triggerall = helper(44444),var(54)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(56) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(56)>0 && helper(44444),var(57)=0
var(57) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(57)>0
var(57) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(54)<0 || roundstate!=2 || root,alive=0 || var(55)=1
var(54) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(54)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
triggerall = helper(44444),var(52)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(54) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(54)>0 && helper(44444),var(55)=0
var(55) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(55)>0
var(55) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(52)<0 || roundstate!=2 || root,alive=0 || var(53)=1
var(52) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(52)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
triggerall = helper(44444),var(50)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(52) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(52)>0 && helper(44444),var(53)=0
var(53) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(53)>0
var(53) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(50)<0 || roundstate!=2 || root,alive=0 || var(51)=1
var(50) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(50)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
triggerall = helper(44444),var(48)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(50) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(50)>0 && helper(44444),var(51)=0
var(51) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(51)>0
var(51) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(48)<0 || roundstate!=2 || root,alive=0 || var(49)=1
var(48) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(48)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
triggerall = helper(44444),var(46)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(48) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(48)>0 && helper(44444),var(49)=0
var(49) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(49)>0
var(49) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(46)<0 || roundstate!=2 || root,alive=0 || var(47)=1
var(46) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(46)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
triggerall = helper(44444),var(44)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(46) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(46)>0 && helper(44444),var(47)=0
var(47) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(47)>0
var(47) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(44)<0 || roundstate!=2 || root,alive=0 || var(45)=1
var(44) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(44)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
triggerall = helper(44444),var(42)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(44) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(44)>0 && helper(44444),var(45)=0
var(45) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(45)>0
var(45) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(42)<0 || roundstate!=2 || root,alive=0 || var(43)=1
var(42) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(42)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
triggerall = helper(44444),var(40)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(42) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(42)>0 && helper(44444),var(43)=0
var(43) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(43)>0
var(43) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(40)<0 || roundstate!=2 || root,alive=0 || var(41)=1
var(40) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(40)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
triggerall = helper(44444),var(38)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(40) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(40)>0 && helper(44444),var(41)=0
var(41) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(41)>0
var(41) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(38)<0 || roundstate!=2 || root,alive=0 || var(39)=1
var(38) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(38)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
triggerall = helper(44444),var(36)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(38) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(38)>0 && helper(44444),var(39)=0
var(39) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(39)>0
var(39) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(36)<0 || roundstate!=2 || root,alive=0 || var(37)=1
var(36) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(36)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
triggerall = helper(44444),var(34)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(36) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(36)>0 && helper(44444),var(37)=0
var(37) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(37)>0
var(37) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(34)<0 || roundstate!=2 || root,alive=0 || var(35)=1
var(34) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(34)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
triggerall = helper(44444),var(32)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(34) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(34)>0 && helper(44444),var(35)=0
var(35) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(35)>0
var(35) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(32)<0 || roundstate!=2 || root,alive=0 || var(33)=1
var(32) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(32)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
triggerall = helper(44444),var(30)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(32) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(32)>0 && helper(44444),var(33)=0
var(33) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(33)>0
var(33)  = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(30)<0 || roundstate!=2 || root,alive=0 || var(31)=1
var(30) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(30)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
triggerall = helper(44444),var(28)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(30) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(30)>0 && helper(44444),var(31)=0
var(31) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(31)>0
var(31) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(28)<0 || roundstate!=2 || root,alive=0 || var(29)=1
var(28) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(28)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
triggerall = helper(44444),var(26)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(28) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(28)>0 && helper(44444),var(29)=0
var(29) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(29)>0
var(29) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(26)<0 || roundstate!=2 || root,alive=0 || var(27)=1
var(26) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(26)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
triggerall = helper(44444),var(24)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(26) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(26)>0 && helper(44444),var(27)=0
var(27) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(27)>0
var(27) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(24)<0 || roundstate!=2 || root,alive=0 || var(25)=1
var(24) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(24)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
triggerall = helper(44444),var(22)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(24) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(24)>0 && helper(44444),var(25)=0
var(25) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(25)>0
var(25) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(22)<0 || roundstate!=2 || root,alive=0 || var(23)=1
var(22) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(22)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
triggerall = helper(44444),var(20)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(22) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(22)>0 && helper(44444),var(23)=0
var(23) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(23)>0
var(23) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(20)<0 || roundstate!=2 || root,alive=0 || var(21)=1
var(20) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(20)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
triggerall = helper(44444),var(18)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(20) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(20)>0 && helper(44444),var(21)=0
var(21) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(21)>0
var(21) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(18)<0 || roundstate!=2 || root,alive=0 || var(19)=1
var(18) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(18)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
triggerall = helper(44444),var(16)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(18) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(18)>0 && helper(44444),var(19)=0
var(19) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(19)>0
var(19) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(16)<0 || roundstate!=2 || root,alive=0 || var(17)=1
var(16) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(16)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
triggerall = helper(44444),var(14)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(16) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(16)>0 && helper(44444),var(17)=0
var(17) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(17)>0
var(17) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(14)<0 || roundstate!=2 || root,alive=0 || var(15)=1
var(14) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(14)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
triggerall = helper(44444),var(12)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(14) =helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(14)>0 && helper(44444),var(15)=0
var(15) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(15)>0
var(15) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(12)<0 || roundstate!=2 || root,alive=0 || var(13)=1
var(12) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(12)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
triggerall = helper(44444),var(10)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(12) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(12)>0 && helper(44444),var(13)=0
var(13) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(13)>0
var(13) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(10)<0 || roundstate!=2 || root,alive=0 || var(11)=1
var(10) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(10)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
triggerall = helper(44444),var(8)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(10) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(10)>0 && helper(44444),var(11)=0
var(11) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(11)>0
var(11) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(8)<0 || roundstate!=2 || root,alive=0 || var(9)=1
var(8) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(8)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
triggerall = helper(44444),var(6)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(8) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(8)>0 && helper(44444),var(9)=0
var(9) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(9)>0
var(9) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(6)<0 || roundstate!=2 || root,alive=0 || var(7)=1
var(6) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(6)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
triggerall = helper(44444),var(4)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(6) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(6)>0 && helper(44444),var(7)=0
var(7) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(7)>0
var(7) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(4)<0 || roundstate!=2 || root,alive=0 || var(5)=1
var(4) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(4)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
triggerall = helper(44444),var(2)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(4) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(4)>0 && helper(44444),var(5)=0
var(5) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(5)>0
var(5) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(0)<0 || roundstate!=2 || root,alive=0 || var(3)=1
var(2) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(2)=0
triggerall = helper(44444),gethitvar(damage)
triggerall = helper(44444),var(0)>0
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(2) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(2)>0 && helper(44444),var(3)=0
var(3) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(3)>0
var(3) = -1

[State ]
type = VarSet
trigger1 = ishelper(44444)
trigger1 = var(0)<0 || roundstate!=2 || root,alive=0 || var(1)=1
var(0) = 0
[State ]
type = VarSet
triggerall = ishelper(44444) && var(0)=0
triggerall = helper(44444),gethitvar(damage)
trigger1 = !numhelper(70000) && !numhelper(71000) && !numhelper(190000)
trigger2 = numhelper(70000)
trigger2 = helper(70000),var(10)<1
trigger3 = numhelper(71000)
trigger3 = helper(71000),var(10)<1
trigger4 = numhelper(190000)
trigger4 = helper(190000),var(10)<-2
var(0) = helper(44444),gethitvar(damage)
[State ]
type = VarSet
triggerall = ishelper(44444)
trigger1 = helper(44444),var(0)>0 && helper(44444),var(1)=0
var(1) = root,var(10)
[State ]
type = VarAdd
trigger1 = ishelper(44444)
trigger1 = var(1)>0
var(1) = -1

;---------------------------------------------------------------------------
;スロー処理
[Statedef 4900]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 4900
sprpriority = 1

[State 1001,]
type = Pause
trigger1 = (GameTime%3) = 0
trigger1 = time = [0,20]
time = 1

[State 1001,]
type = Pause
trigger1 = (GameTime%6) = 0
trigger1 = time = [21,30]
time = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0

;Armor
[StateDef 44444]
Type = S
VelSet = 0,0
Sprpriority = 2

[State ]
type = DisplayToClipboard
trigger1 = ishelper(44444)
text = "v0=%4d, v1=%4d, v58=%4d, v59=%4d, fv38=%4d, fv39=%4d \n"
params=var(0),var(1),var(58),var(59),fvar(38),fvar(39)

[State a]
type = assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[state ];画面外に出られるようになる
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

[State a]
type = turn
trigger1 = facing != root,facing
ignorehitpause = 1

[State a]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y
ignorehitpause = 1

[State a]
type = changeanim
trigger1 = RoundState<=2
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1

[State a]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 44445
time = 1
ignorehitpause = 1

[StateDef 44445]
Type = S
VelSet = 0,0
Sprpriority = 2

[State a]
type = turn
trigger1 = facing != root,facing
ignorehitpause = 1

[State a]
type = assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[state ];画面外に出られるようになる
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

[State a]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y
ignorehitpause = 1

[State a]
type = changeanim
trigger1 = RoundState<=2
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1

[State a]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 44445
time = 1
ignorehitpause = 1

[State ]
type = NotHitBy
triggerall = IsHelper(44444)
trigger1 = !time
value = SCA
time = 1+(root,palno>=7)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State a]
type = ChangeState
trigger1 = time = 1
value = 44444
ctrl = 0

;---------------------------------------------------------------------------------
[Statedef -3];常時監視ステート(p2statenoなどで相手に行動を制御された時は実行しない)
;---------------------------------------------------------------------------------
;※※※※※※※※※※※※※※※※※※※※ハイジャンプ・東方萃夢想風味
;理論は簡単
;ハイジャンプコマンドを入れた「瞬間」、varスイッチを１にする。
;でハイジャンプのコマンドは最後がU、つまりジャンプする。
;そしてジャンプステート５０の時にvarスイッチが１以上ならveladdで加速します。
;varスイッチを０にするトリガーは「ステート５０の２フレーム目」です。

[State -3, コマンドを入れたらVarをON] 
type = VarSet
trigger1 = command = "jump"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = prevstateno = 100
trigger2 = command = "holdfwd"
v = 3
value = 1

[State -3, sysvarを引継ぐ]
type = VarSet
trigger1 = Var(3) = 1
trigger1 = stateno = 40 ;ジャンプする前のステート
trigger1 = AnimTime = 0 ;ジャンプ方向を決めるsysvarがリセットされる寸前
var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4))

[State -3, varをOFFにするステート]
type = VarSet
triggerall = Time = 2
trigger1 = stateno = 50
trigger2 = stateno != [40,59]
v = 3
value = 0

[State -3, 前にボタンを押してたら前にも加速]
type = VelAdd
trigger1 = var(3) = 3
trigger1 = stateno = 50
y = -0.6
x = 1.8

[State -3, 後ろなら後ろに加速]
type = VelAdd
trigger1 = var(3) = 4
trigger1 = stateno = 50
y = -0.6
x = -1.8

[State -3, 垂直ジャンプにveladdを使って上に加速]
type = VelAdd
trigger1 = var(3) = 2
trigger1 = stateno = 50
y = -1.8

[State -3, 成功したときの残像]
type = AfterImage
trigger1 = var(3) >= 1
trigger1 = stateno = 50
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

[State on]
type = VarSet
triggerall = !var(59) && roundstate=2 && !ishelper && alive & ctrl
trigger1 = (Command = "AI00") || (Command = "AI01") || (Command = "AI02") || (Command = "AI03")
trigger2 = (Command = "AI04") || (Command = "AI05") || (Command = "AI06") || (Command = "AI07")
trigger3 = (Command = "AI08") || (Command = "AI09") || (Command = "AI10") || (Command = "AI11")
trigger4 = (Command = "AI12") || (Command = "AI13") || (Command = "AI14") || (Command = "AI15")
trigger5 = (Command = "AI16") || (Command = "AI17") || (Command = "AI18") || (Command = "AI19")
trigger6 = var(58)
var(59) = 1

[State hyper beam]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%3=0
triggerall = p2bodydist X>=0
triggerall = palno>=7 && frontedgebodydist>=60
triggerall = power>=3000 && (stateno!=[2000,3999])
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = 3300

[State shin goku satsu]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%3=0
triggerall = (p2bodydist X=[-10,160]) && (p2bodydist Y=[-90,10])
triggerall = palno>=7 && frontedgebodydist>=80
triggerall = power>=3000 && (stateno!=[2000,3999])
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(7) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(4) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(4) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(5) >= 0 && animelemtime(7) < 0
value = 3400

[State hyper wall slam]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%5=0
triggerall = (p2bodydist X=[-10,120]) && (p2bodydist Y=[-90,10])
triggerall = frontedgebodydist>=80
triggerall = power>=2000 && (stateno!=[2000,3999])
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(7) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(4) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(4) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(5) >= 0 && animelemtime(7) < 0
trigger10 = stateno = 1320 && AnimElemtime(4) >= 8
trigger11 = stateno = 1650 && animelemtime(6) >= 0
trigger11 = animelemtime(16)>=0 || frontedgebodydist<=80
trigger12 = stateno = 1820 && AnimElemtime(1) >= 5
value = 3000+random%2*50

[State hyper combo]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A
triggerall = (p2bodydist X=[-10,90]) && (p2bodydist Y=[-80,10])
triggerall = power>=2000
trigger1 = ctrl
trigger2 = stateno = 2100 && AnimElemtime(10) >= 0
trigger2 = animelemtime(36)>=0 || frontedgebodydist<=50 || p2bodydist X<=20
value = 3100

[State super kaiser spam]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = p2bodydist X>=0
triggerall = palno<=6 && frontedgebodydist>=50
triggerall = power>=2000 && (stateno!=[2000,3999])
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = 3200

[State super wall slam]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = (p2bodydist X=[-10,120]) && (p2bodydist Y=[-90,10])
triggerall = frontedgebodydist>=80
triggerall = power>=1000 && (stateno!=[2000,3999])
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(7) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(4) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(4) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(5) >= 0 && animelemtime(7) < 0
trigger10 = stateno = 1320 && AnimElemtime(4) >= 8
trigger11 = stateno = 1650 && animelemtime(6) >= 0
trigger11 = animelemtime(16)>=0 || frontedgebodydist<=80
trigger12 = stateno = 1820 && AnimElemtime(1) >= 5
value = 2000+random%2*50

[State super combo]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A
triggerall = (p2bodydist X=[-10,90]) && (p2bodydist Y=[-80,10])
triggerall = power>=1000 && (stateno!=[2000,3999])
triggerall = power>=3000 || random%50=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(7) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(4) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(4) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(5) >= 0 && animelemtime(7) < 0
trigger10 = stateno = 1320 && AnimElemtime(4) >= 8
trigger11 = stateno = 1650 && animelemtime(6) >= 0
trigger11 = animelemtime(16)>=0 || frontedgebodydist<=80
trigger12 = stateno = 1820 && AnimElemtime(1) >= 5
value = 2100

[State super grab]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = (p2bodydist X=[-10,120]) && (p2bodydist Y=[-90,10])
triggerall = palno<=6 && frontedgebodydist>=80
triggerall = power>=1000 && (stateno!=[2000,3999])
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(7) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(4) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(4) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(5) >= 0 && animelemtime(7) < 0
trigger10 = stateno = 1320 && AnimElemtime(4) >= 8
trigger11 = stateno = 1650 && animelemtime(6) >= 0
trigger11 = animelemtime(16)>=0 || frontedgebodydist<=80
trigger12 = stateno = 1820 && AnimElemtime(1) >= 5
value = 2200+random%2*50

[State super kaiser spam]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = p2bodydist X>=0
triggerall = palno>=7 && frontedgebodydist>=50
triggerall = power>=1000 && (stateno!=[2000,3999])
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = 2300

[State reppyuken]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = numhelper(100000)+numhelper(105000)+numhelper(106000)+numhelper(108000)=0
triggerall = p2bodydist X>=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = ifelse(palno>=7,1060+random%2*20,1000+random%2*50)

[State genocide cutter]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%5=0
triggerall = (p2bodydist X=[-10,90]) && (p2bodydist Y=[-110,10])
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = ifelse(palno>=7,1160+random%2*20,1100+random%2*50)

[State kaiser wave]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = numhelper(120000)+numhelper(124000)+numhelper(125000)+numhelper(129000)=0
triggerall = p2bodydist X>=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = ifelse(palno>=7,1260+random%2*20,1200+random%2*30)

[State wall slam]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = (p2bodydist X=[-10,130]) && (p2bodydist Y=[-80,10])
triggerall = palno<=6 && frontedgebodydist>=80
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = 1300+random%2*50

[State warp]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = (p2bodydist X=[-10,150]) && (p2bodydist Y=[-80,10])
triggerall = palno>=7
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = 1400+random%2*50

[State dark barrier]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = (p2bodydist X=[-10,120]) && (p2bodydist Y=[-90,10])
triggerall = palno<=6
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = 1500+random%2*50

[State barrage]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = (p2bodydist X=[-10,120]) && (p2bodydist Y=[-90,10])
triggerall = palno<=6
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = 1600+random%2*50

[State air]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype=A && random%10=0
triggerall = (p2bodydist X=[-10,120]) && (p2bodydist Y=[-90,10])
triggerall = palno<=6
trigger1 = ctrl
trigger2 = stateno = 600 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 605 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger4 = stateno = 610 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger5 = stateno = 630 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger6 = stateno = 635 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 640 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger8 = stateno = 650 && animelemtime(3) >= 0 && animelemtime(4) < 0
value = 1700+random%2*50

[State grab]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
triggerall = (p2bodydist X=[-10,130]) && (p2bodydist Y=[-80,10])
triggerall = palno>=7 && frontedgebodydist>=80
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger3 = stateno = 210 && animelemtime(8) >= 0 && animelemtime(9) < 0
trigger4 = stateno = 215 && animelemtime(5) >= 0 && animelemtime(6) < 0
trigger5 = stateno = 230 && animelemtime(4) >= 0 && animelemtime(5) < 0
trigger6 = stateno = 235 && animelemtime(3) >= 0 && animelemtime(4) < 0
trigger7 = stateno = 245 && AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger8 = stateno = 400 && animelemtime(2) >= 0 && animelemtime(3) < 0
trigger9 = stateno = 410 && animelemtime(6) >= 0 && animelemtime(7) < 0
value = 1800+random%2*50

[State dodge]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%5=0
triggerall = (p2bodydist X=[-10,70]) && (p2bodydist Y=[-50,10]) && frontedgebodydist>=70
trigger1 = inguarddist || (enemynear,movetype=A)
value = 700+((palno>=7)*1200)
[State dodge]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%5=0
triggerall = (p2bodydist X=[-10,70]) && (p2bodydist Y=[-50,10]) && backedgebodydist>=70
trigger1 = inguarddist || (enemynear,movetype=A)
value = 710+((palno>=7)*1200)
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
trigger1 = (p2bodydist X=[-10,50]) && (p2bodydist Y=[-50,10])
trigger1 = (enemynear,const(size.height)>=30)
value = 200+(5*p2bodydist X<30)
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%20=0
trigger1 = (p2bodydist X=[-10,50]) && (p2bodydist Y=[-50,10])
trigger1 = (enemynear,const(size.height)>=30)
value = 210+(5*p2bodydist X<30)
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
trigger1 = (p2bodydist X=[-10,50]) && (p2bodydist Y=[-50,10])
value = 230+(5*p2bodydist X<20)
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
trigger1 = (p2bodydist X=[-10,50]) && (p2bodydist Y=[-50,10])
trigger1 = (enemynear,const(size.height)>=30)
value = 240+(5*p2bodydist X<30)
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
trigger1 = (p2bodydist X=[-10,40]) && (p2bodydist Y=[-70,10])
trigger1 = (enemynear,const(size.height)>=30)
value = 300
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
trigger1 = (p2bodydist X=[-10,30]) && (p2bodydist Y=[-20,10])
value = 400
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%10=0
trigger1 = (p2bodydist X=[-10,50]) && (p2bodydist Y=[-20,10])
value = 410
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%5=0
trigger1 = (p2bodydist X=[-10,40]) && (p2bodydist Y=[-20,10])
trigger1 = (enemynear,const(size.height)<=30)
value = 430
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%5=0
trigger1 = (p2bodydist X=[-30,90]) && (p2bodydist Y=[-20,10])
trigger1 = (enemynear,const(size.height)<=30)
value = 440
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype=A && random%5=0
trigger1 = 1
value = 600+(random%2*10)+(vel x!=0*5)
[State ]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype=A && random%5=0
trigger1 = 1
value = 630+(random%3*10)
[State throw]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype=A && random%4=0
trigger1 = (p2bodydist X=[-10,10]) && (p2bodydist Y=[-20,10])
value = 800
[State jump]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && random%50=0
trigger1 = 1
value = 40
[State run]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && stateno!=100 &&random%5=0
triggerall = p2bodydist X>=100 && frontedgebodydist>=40
trigger1 = inguarddist || (enemynear,movetype=A)
value = 100
[State run]
type = ChangeState
triggerall = var(59)!=0 && ctrl && statetype!=A && stateno!=105 &&random%15=0
trigger1 = frontedgebodydist<=70
value = 105