Pre To recently updated his gloria so I of course downloaded the new version. The first thing I did was go into the Gloria_-3.cns file to change the value required to unlock her sophia mode like I always do except this time when I try to use her sophia mode the game crashes and gives me an error message saying
Error message: Invalid trigger: Trigger1
Error parsing trigger1, 3
Error parsing [State -3, ɇ̒nі̝]
Error in [Statedef -3]
Error in Gloria_-3.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Gloria/Gloria.def
Error loading p1
Library error message: Died parsing Random<=var(57)*2Trigger1 = NumEnemy = 1
this is everything that is in the Gloria_-3.cns (click spoiler to view)
Spoiler, click to toggle visibilty
;Var(5)
;Var(6)
;Var(7)ƒJƒbƒgƒCƒ“
;Var(8)펞AI
;Var(10)‘“‹â‚̘B‹àpŽt
;Var(11)‘“‹â‚̘B‹àpŽt‚ÌŠm—§
;Var(12)
;Var(13)
;Var(55)¶Ž€”»•Ê
;Var(56)’´”½‰ž
;Var(57)ƒ‰ƒ“ƒ_ƒ€
;Var(58)“G‚̃wƒ‹ƒp[Šm”F
;Var(59)AI”»’è
;===========================================================================
; €íŽžŠÄŽ‹ƒXƒe[ƒgi|‚Rj
;===========================================================================
[Statedef -3]
;===========================================================================
;ƒRƒ“ƒtƒBƒO
;===========================================================================
[State -3, 펞AI];1‚¾‚Æ펞‹N“® 0‚¾‚Æ–³‚µƒfƒtƒH‚Í0
type = VarSet
TriggerAll =! isHelper
TriggerAll = RoundState = 2
Trigger1 = ctrl
V = 8
Value = 0
[State -3, ];ƒJƒbƒgƒCƒ“•ÏX
Type = VarSet
TriggerAll =! isHelper
Trigger1 = 1
V = 7
Value = 0
IgnoreHitPause = 1
;moikyŽ 1
;’Êí 0
[State -3, ‘“‹â‚̘B‹àpŽtŠm—§];퓬ŠJŽn‚ɃOƒ[ƒŠƒA‚ª‘“‹â‚̘B‹àpŽt‚É‚È‚éŠm—¦
type = VarSet ;1Pê—p
triggerAll = palno = 1 ;0‚¾‚Æ–³ŒøA999‚¾‚ÆŠmŽÀ‚É‚È‚éB1`999‚ÅŠm—§‚ðã‚°‚鎖‚ªo—ˆ‚é
TriggerAll =! isHelper ;‚‚¢‚Ù‚Ç‚È‚è‚â‚·‚¢
Trigger1 = 1
V = 11
Value = 999
[State -2, ‘“‹â‚̘B‹àpŽtƒpƒ[ƒQ[ƒW‰ñ•œ]
type = poweradd
triggerAll = palno = 1 ;‘“‹â‚̘B‹àpŽtó‘Ô‚¾‚ÆUŒ‚‚ªƒqƒbƒg‚µ‚Ä‚àƒpƒ[ƒQ[ƒW‚ª‚Ü‚Á‚½‚㸂µ‚È‚¢
TriggerAll = Var(10) = 1 ;‚±‚±‚ʼnñ•œ—Ê‚ðŒˆ‚ß‚é‚±‚Æ‚Å’´•KŽE‹Z‚Ì•p“x‚ð•Ï‚¦‚鎖‚ªo—ˆ‚é
Trigger1 = RoundState = 2 ;ƒfƒtƒHƒ‹ƒg‚Í3A‚±‚Ì—Ê‚¾‚ƃ^ƒbƒO‚Å‚È‚¢‚©‚¬‚è‚RƒQ[ƒW‚Í–Å‘½‚ÉŽg‚í‚È‚¢
Trigger1 = 1
value = 3
[State -3, ‘“‹â‚̘B‹àpŽtƒ_ƒ[ƒWŽž–³“G•t—^]
type = VarSet ;ƒ_ƒ[ƒWƒ‚[ƒVƒ‡ƒ“‚ɈÚs‚µ‚½Žž‚É–³“GƒtƒŒ[ƒ€‚ð•t—^‚·‚éA
triggerAll = palno = 1 ;ƒtƒŒ[ƒ€‚ªØ‚ê‚é‚Ü‚Å‚ÍUŒ‚‚ª“–‚½‚ç‚È‚‚È‚éB
TriggerAll =! isHelper ;‚±‚̃‚[ƒh‚͘A‘±UŒ‚‚ÉŽã‚¢‚Ì‚ÅA‚±‚ê‚ð’ljÁ‚·‚邱‚Æ‚Å‚»‚ê‚ðŽ•ž‚·‚邱‚Æ‚ªo—ˆ‚éB
TriggerAll = Var(10) = 1 ;ƒfƒtƒHƒ‹ƒg‚Í0
Trigger1 = helper(120000),Stateno = 25000
Trigger1 = helper(120000),time = 1
V = 13
Value = 0
ignorehitpause=1
[State -3, ‘“‹â‚̘B‹àpŽt”ñƒ_ƒ[ƒW‘Œ¸]
type = VarSet ;Žó‚¯‚éƒ_ƒ[ƒW‚𑌸‚·‚é
triggerAll = palno = 1 ;ݒ肵‚½’l‚ª”{—¦‚Æ‚µ‚ă_ƒ[ƒW‚É“ü‚éBƒfƒtƒHƒ‹ƒg1‚ŕⳂȂµ
TriggerAll =! isHelper ;—á1@ƒ_ƒ[ƒW50 ’l‚ª2¨@50~2 = ÅIƒ_ƒ[ƒW100
TriggerAll = Var(10) = 1 ;—á2@ƒ_ƒ[ƒW50 ’l‚ª0.5¨@50~0.5 = ÅIƒ_ƒ[ƒW50
Trigger1 = 1
FV = 36
Value = 1
[State -2, ‘“‹â‚̘B‹àpŽt˜B¬ŠíUŒ‚—Í”{—¦]
type = Varset
TriggerAll = palno = 1 ;¬”“_‰ÂAƒfƒtƒHƒ‹ƒg‚Í0.6
TriggerAll = Var(10) = 1 ;”Žš‚É‚æ‚Á‚ĘB¬Ší‚̈З͂ª•Ï‰»‚·‚éA‘å‚«‚¢‚قLjЗ͂ªã‚ª‚é
TriggerAll =! isHelper
Trigger1 = 1
FV = 35
Value = 0.6
;===========================================================================
; Šî–{
;===========================================================================
[State -3, ‰¹‚ð–‚炷];uƒWƒƒƒ“ƒvv‚©uƒoƒbƒNƒXƒeƒbƒvv
type = PlaySnd
TriggerAll =! isHelper
TriggerAll = Time = 5
Trigger1 = stateno = 52 ;’…’nƒXƒe[ƒg
Trigger2 = stateno = 106 ;ƒoƒbƒNƒXƒeƒbƒvŒã‚Ì’…’nƒXƒe[ƒg
value = 0, 2
[State -3, ‰¹‚ð–‚炷];ƒWƒƒƒ“ƒv
type = PlaySnd
TriggerAll =! isHelper
TriggerAll = Time = 1
Trigger1 = stateno = 40
Trigger2 = stateno = 45
value = 100, 90
;---------------------------------------------------------------------------
;ŽŽŒ±—pƒXƒe”²‚¯
;---------------------------------------------------------------------------
[State -3, ]
Type = VarSet
Trigger1 = 1
V = 19
Value = Random
IgnoreHitPause = 1
[State -3, ]
Type = VarSet
Trigger1 = 1
V = 20
Value = root,Random+2
IgnoreHitPause = 1
[State -3]
type = varset
Trigger1 = 1
v = 15
value = gametime+gametime+Var(20)
ignorehitpause = 1
[State -3, ]
Type = VarSet
Trigger1 = 1
V = 18
Value = Gametime+Var(19)
IgnoreHitPause = 1
[State -3, ]
Type = VarSet
Trigger1 = 1
V = 17
Value = Gametime+200000000000
IgnoreHitPause = 1
[State -3, ƒwƒ‹ƒp[‰æ–ʌŒè]
type = screenbound
Trigger1 = NumHelper(120000) != 0
Trigger1 = RoundState = 2
Trigger1 =! isHelper
value = 0
movecamera = 0,0
IgnoreHitPause = 1
[State -3, ƒwƒ‹ƒp[s“®•s‰Â]
type = Ctrlset
Trigger1 =! isHelper(106000)
Trigger1 =! isHelper(120000)
Trigger1 = isHelper
value = 0
IgnoreHitPause = 1
[State -3, –{‘Ìs“®•s‰Â]
type = Ctrlset
TriggerAll = RoundState = 2
TriggerAll = Var(59) != 0
TriggerAll = NumHelper(120000) != 0
Trigger1 =! isHelper
value = 0
IgnoreHitPause = 1
[State -3, –{‘Ìs“®•s‰Â]
type = Ctrlset
TriggerAll = RoundState > 2
TriggerAll = NumHelper(120000) != 0
Trigger1 =! isHelper
value = 1
IgnoreHitPause = 1
[State -3, ƒwƒ‹ƒp[‰æ–ʌŒè]
type = screenbound
TriggerAll =! isHelper(106000)
TriggerAll =! isHelper(120000)
Trigger1 = isHelper
value = 0
movecamera = 0,0
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;•s‹ï‡@C³
;---------------------------------------------------------------------------
[State -3, ƒXƒe[ƒg•ÏX]
type = ChangeState
TriggerAll =!isHelper
TriggerAll = Var(10) = 0
TriggerAll = Var(59) != 0
TriggerAll = pos Y < -5
Trigger1 = StateNo = 120
Trigger2 = StateNo = 130
Trigger3 = StateNo = 131
value = 132
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -3, ƒXƒe[ƒg•ÏX]
type = ChangeState
TriggerAll =!isHelper
TriggerAll = Var(10) = 0
TriggerAll = Statetype != A
TriggerAll = Statetype != L
TriggerAll = movetype != H
TriggerAll = movetype != A
TriggerAll = pos Y < -5
TriggerAll = RoundState = 2
TriggerAll = StateNo != [120,155]
Trigger1 = 1
value = 50
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -1,]
type = PosSet
TriggerAll =!isHelper
TriggerAll = Var(10) = 0
TriggerAll = Statetype != A
TriggerAll = Statetype != L
TriggerAll = movetype != H
TriggerAll = movetype != A
TriggerAll = RoundState = 2
TriggerAll = StateNo != [120,155]
Trigger1 = pos Y > 10
y = 0
[State -1,]
type = PosSet
TriggerAll =!isHelper
TriggerAll = var(59) = 1 && Fvar(5) = 1
TriggerAll = StateNo = [43,50]
Trigger1 = pos Y < 0
y = 0
[State -3, ƒXƒe[ƒg•ÏX]
type = ChangeState
TriggerAll =!isHelper
TriggerAll = var(59) = 1 && Fvar(5) = 1
Trigger1 = StateNo = [43,50]
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AI
;---------------------------------------------------------------------------
[State -3, 펞AI]
type = VarSet
Trigger1 = RoundState = [3,4]
Trigger2 = Life = 0
Trigger3 = RoundState = [0,1]
V = 8
Value = 0
[State -3, AI]
type = VarSet
TriggerAll = Var(59) = 0
TriggerAll =! isHelper
TriggerAll = RoundState = 2
Trigger1 = ctrl
Trigger1 = Var(8) != 0
V = 59
Value = 1
[State -3, AI]
type = VarSet
TriggerAll = Var(59) = 0
TriggerAll =! isHelper
TriggerAll = RoundState = [1,2]
TriggerAll = ctrl
Trigger1 = command = "AI_0"
Trigger2 = command = "AI_1"
Trigger3 = command = "AI_2"
Trigger4 = command = "AI_3"
Trigger5 = command = "AI_4"
Trigger6 = command = "AI_5"
Trigger7 = command = "AI_6"
Trigger8 = command = "AI_7"
Trigger9 = command = "AI_8"
Trigger10 = command = "AI_9"
Trigger11 = command = "AI_10"
Trigger12 = command = "AI_11"
Trigger13 = command = "AI_12"
Trigger14 = command = "AI_13"
Trigger15 = command = "AI_14"
Trigger16 = command = "AI_15"
Trigger17 = command = "AI_16"
Trigger18 = command = "AI_17"
Trigger19 = command = "AI_18"
Trigger20 = command = "AI_19"
Trigger21 = command = "AI_20"
Trigger22 = command = "AI_21"
Trigger23 = command = "AI_22"
Trigger24 = command = "AI_23"
Trigger25 = command = "AI_24"
Trigger26 = command = "AI_25"
Trigger27 = command = "AI_26"
Trigger28 = command = "AI_27"
Trigger29 = command = "AI_28"
Trigger30 = command = "AI_29"
Trigger31 = command = "AI_30"
Trigger32 = command = "AI_31"
Trigger33 = command = "AI_32"
Trigger34 = command = "AI_33"
Trigger35 = command = "AI_34"
Trigger36 = command = "AI_35"
Trigger37 = command = "AI_36"
Trigger38 = command = "AI_37"
Trigger39 = command = "AI_38"
Trigger40 = command = "AI_39"
Trigger41 = command = "AI_40"
Trigger42 = command = "AI_41"
Trigger43 = command = "AI_42"
Trigger44 = command = "AI_43"
Trigger45 = command = "AI_44"
Trigger46 = command = "AI_45"
Trigger47 = command = "AI_46"
Trigger48 = command = "AI_47"
Trigger49 = command = "AI_48"
Trigger50 = command = "AI_49"
Trigger51 = command = "AI_50"
Trigger52 = command = "AI_51"
Trigger53 = command = "AI_52"
Trigger54 = command = "AI_53"
Trigger55 = command = "AI_54"
Trigger56 = command = "AI_55"
Trigger57 = command = "AI_56"
Trigger58 = command = "AI_57"
Trigger59 = command = "AI_58"
Trigger60 = command = "AI_59"
Trigger61 = command = "AI_60"
Trigger62 = Var(3) = 1
V = 59
Value = 1
[State -3, AI]
type = VarSet
TriggerAll = Var(59) >= 1
TriggerAll =! isHelper
Trigger1 = RoundState >= 3
Trigger2 = Life = 0
Trigger3 = RoundState = [0,1]
V = 59
Value = 0
[State -3, 3~4P—pAI]
type = VarSet
TriggerAll = Var(6) = 0
TriggerAll = isHelper(106000)
TriggerAll = RoundState = 2
Trigger1 = root,Var(59) != 0
Trigger1 = root,Life != 1000
Trigger2 = time > 620
V = 6
Value = 1
[State -3, 3~4P—pAI]
type = VarSet
TriggerAll = isHelper(106000)
TriggerAll = RoundState != 2
Trigger1 = 0
V = 6
Value = 0
[State -3, AI]
type = VarSet
TriggerAll = palno != [3,4]
TriggerAll = Var(59) != 0
Trigger1 = 1
V = 3
Value = 1
[State -3, ]
type = VarSet
TriggerAll = Var(58) = 0
TriggerAll =!isHelper
Trigger1 = EnemyNear, NumHelper > 0
Trigger1 = RoundState < 2
V = 58
Value = EnemyNear,NumHelper
[State -3, AI]
type = VarRandom
TriggerAll = Var(59) = 1
TriggerAll =! isHelper
Trigger1 = Time = 1
Trigger2 = Time%60 = 1
Trigger2 = MoveType != I
Trigger3 = Time%1 = 1
Trigger3 = MoveType = I
Trigger4 = stateno = 1010
Trigger5 = stateno = 1080
v = 57
Range = 0,99
IgnoreHitPause = 1
[State -3, AI];’´”½‰ž2
type = VarSet
TriggerAll = Var(56) = 1
TriggerAll =! isHelper
Trigger1 = EnemyNear,HitDefAttr != SCA
V = 56
Value = 0
IgnoreHitPause = 1
[State -3, AI];’´”½‰ž
type = VarAdd
TriggerAll = Var(56) = 0
TriggerAll =! isHelper
Trigger1 = EnemyNear,HitDefAttr = SCA
V = 56
Value = 1
IgnoreHitPause = 1
[State -3, ¶Ž€”»•Ê]
Type = VarSet
TriggerAll =! isHelper || isHelper(106000)
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Life > 0
V = 55
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -3, ¶Ž€”»•Ê2]
Type = VarSet
TriggerAll =! isHelper || isHelper(106000)
Trigger1 = NumEnemy > 1
Trigger1 = EnemyNear,Life = 0
V = 55
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -3, ];ŽžŠÔ
Type = Varset
TriggerAll =! isHelper
Trigger1 = RoundState < 2
Trigger2 = RoundState > 2
FV = 7
Value = 0
IgnoreHitPause = 1
[State -3, ];ŽžŠÔ
Type = Varadd
TriggerAll =! isHelper
TriggerAll = RoundState = 2
Trigger1 = 1
FV = 7
Value = 0.3
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;ƒVƒ[ƒ‹
;---------------------------------------------------------------------------
[State -1, ŠJ–‹¬UŒ‚]
type = ChangeState
value = 7200
TriggerAll = var(59) = 1 && Fvar(5) = 1
TriggerAll = StateType != A
TriggerAll = palno = [11,12]
TriggerAll = Fvar(7) = [0,50]
TriggerAll = Random<=var(57)*120
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = (stateno = 100) && time > 15
Trigger3 = stateno = 19
Trigger3 = statetype = S
[State -3, ’²¸—p‹•‹ó‚æ‚è—ˆ‚é•—];’Ê핃Vƒ[ƒ‹‰Â
type = ChangeState
value = 4020
TriggerAll = var(59) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = Fvar(7) = [0,70]
TriggerAll = palno = [11,12]
TriggerAll = Fvar(10) = 0
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*7
[State -3, Ž½•‚̉hŒõ]
type = ChangeState
value = 7330
TriggerAll = var(59) = 1 && Fvar(5) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = [11,12]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*23
Trigger1 = Random = [0,100]
[State -3, ŠO“I’m«‚̉E˜r];’Ê핃Vƒ[ƒ‹‰Â
type = ChangeState
value = 4010
TriggerAll = var(59) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = [11,12]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*23
Trigger1 = Random = [201,400]
[State -3, –œÛŽë‚錌’Ü]
type = ChangeState
value = 7360
TriggerAll = var(59) = 1 && Fvar(5) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = [11,12]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*23
Trigger1 = Random = [400,599]
[State -3, ‹•‹ó‚æ‚è—ˆ‚é•—];’Ê핃Vƒ[ƒ‹‰Â
type = ChangeState
value = 4020
TriggerAll = var(59) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = [11,12]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*230
Trigger1 = Random = [700,999]
[State -1, ¬UŒ‚]
type = ChangeState
value = 7200
TriggerAll = var(59) = 1 && Fvar(5) = 1
TriggerAll = StateType != A
TriggerAll = palno = [11,12]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120
TriggerAll = EnemyNear(var(55)),stateno != [5100,5120]
TriggerAll = Random<=var(57)*30
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = (stateno = 100) && time > 15
Trigger3 = stateno = 19
Trigger3 = statetype = S
[State -3, —Ž‰ºUŒ‚]
type = ChangeState
value = 7300
TriggerAll = var(59) = 1 && Fvar(5) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = [11,12]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*70
Trigger1 = Random = [0,500]
[State -3, “Ëi]
type = ChangeState
value = 7310
TriggerAll = var(59) = 1 && Fvar(5) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = [11,12]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*70
Trigger1 = Random = [501,999]
;---------------------------------------------------------------------------
;12P
;---------------------------------------------------------------------------
[State -3, ƒ”’‚̉hŒõ]
type = ChangeState
value = 4500
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = 12
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*23
Trigger1 = Random = [0,249]
[State -3, ƒMƒˆƒeƒB[ƒk]
type = ChangeState
value = 4000
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = 12
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*23
Trigger1 = Random = [250,499]
[State -3, ŠO“I’m«‚̉E˜r]
type = ChangeState
value = 4010
TriggerAll = var(59) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = [11,12]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*23
Trigger1 = Random = [500,749]
[State -3, ‹•‹ó‚æ‚è—ˆ‚é•—]
type = ChangeState
value = 4020
TriggerAll = var(59) = 1
TriggerAll =! isHelper
TriggerAll = StateType = S
TriggerAll = palno = [11,12]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random<=var(57)*23
Trigger1 = Random = [750,999]
;[State -3, g‚«Û—]
;type = ChangeState
;value = 4030
;TriggerAll = var(59) = 1 && Fvar(5) = 0
;TriggerAll =! isHelper
;TriggerAll = StateType = S
;TriggerAll = palno = 12
;Trigger1 = ctrl || stateno = 19|| stateno = 20
;Trigger1 = Random<=var(57)*999
;---------------------------------------------------------------------------
;5P
;---------------------------------------------------------------------------
[State -3, ŒŽ‰º‹Æ”e¶2]
type = ChangeState
value = 3010
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = power >= 2000
TriggerAll = palno = 5
TriggerAll = statetype != A
TriggerAll = Random = [0,500]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) > -40
triggerAll = pos Y = 0
Trigger1 = (stateno = 2000) && time > 72
[State -3, ‹sŽEƒmn]
type = ChangeState
value = 2020
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = power >= 1000
TriggerAll = palno = 5
TriggerAll = statetype != A
TriggerAll = Random = [301,600]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) > -120
triggerAll = pos Y = 0
Trigger1 = (stateno = 1020) && time > 15
Trigger2 = (stateno = 1050) && time > 16
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;‘“‹â‚̘B‹àpŽt
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, ‰hŒõ‚È‚é‰b’q];ƒQ[ƒWƒŒƒxƒ‹‚R
type = ChangeState
value = 24000
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = power >= 3000
TriggerAll = NumHelper(1027800) = 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
Trigger1 = ctrl || stateno = 20011
Trigger1 = Random = [800,999]
[State -1, ”òãÄŒ••‘];ƒQ[ƒWƒŒƒxƒ‹‚P
type = ChangeState
value = 22020
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = power >= 1000
TriggerAll = NumHelper(1027800) = 0
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-300,-40]
TriggerAll = EnemyNear(root,Var(55)),MoveType = H
TriggerAll = Random = [700,999]
Trigger1 = ctrl || stateno = 20011
Trigger2 = (stateno = 20200) && time > 40
Trigger3 = (stateno = 20210) && time > 40
Trigger4 = (stateno = 20220) && time > 40
[State -1, ‘““V•¢‚¤Œ•];ƒQ[ƒWƒŒƒxƒ‹‚P
type = ChangeState
value = 22000
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = power >= 1000
TriggerAll = NumHelper(1027800) = 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
TriggerAll = EnemyNear(root,Var(55)),MoveType = H
TriggerAll = Random = [700,999]
Trigger1 = ctrl || stateno = 20011
Trigger2 = (stateno = 20200) && time > 40
Trigger3 = (stateno = 20210) && time > 40
Trigger4 = (stateno = 20220) && time > 40
[State -1, Œ•‚ÌŒR¨];ƒQ[ƒWƒŒƒxƒ‹‚P
type = ChangeState
value = 22010
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = power >= 1000
TriggerAll = NumHelper(1027800) = 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
TriggerAll = Random = [700,999]
Trigger1 = ctrl || stateno = 20011
Trigger2 = (stateno = 20200) && time > 40
Trigger3 = (stateno = 20210) && time > 40
Trigger4 = (stateno = 20220) && time > 40
[State -1, _”t•ú—¬];ƒQ[ƒWƒŒƒxƒ‹‚P
type = ChangeState
value = 22030
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = power >= 1000
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) <= 70
TriggerAll = Random = [800,999]
Trigger1 = ctrl || stateno = 20011
[State -1, —û¬Ší@“WŠJ“ËŒ‚]
type = ChangeState
value = 21020
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
TriggerAll = EnemyNear(root,Var(55)),MoveType = A
Trigger1 = ctrl || stateno = 20011
Trigger1 = Random = [800,999]
[State -1, —û¬Ší@‹ó’†”½“]ŽËo]
type = ChangeState
value = 21010
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) <= 50
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
Trigger1 = ctrl || stateno = 20011
Trigger1 = Random = [600,699]
[State -1, —û¬Ší@”š”j—û¬Œ•]
type = ChangeState
value = 21060
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) <= 50
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
Trigger1 = ctrl || stateno = 20011
Trigger1 = Random = [800,999]
[State -1, —û¬Ší@‘“•—Œ‚]
type = ChangeState
value = 21030
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) <= 100
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
Trigger1 = ctrl || stateno = 20011
Trigger1 = Random = [700,999]
[State -3, ’²®ƒ_ƒbƒVƒ…]
type = ChangeState
value= 20100
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = StateType != A
TriggerAll = MoveType != A
TriggerAll = Ctrl || stateno = 20011
Trigger1 = EnemyNear(root,var(55)),P2BodyDist X < 40
Trigger1 = P2MoveType != A
Trigger1 = BackEdgeBodyDist <= 20
Trigger1 = Random<=root,var(57)*60
[State -3, ’²®ƒoƒbƒNƒ_ƒbƒVƒ…]
type = ChangeState
value= 20105
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = BackEdgeBodyDist >= 220
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) = [-50,50]
Trigger1 = (stateno = 21013) && time > 18
[State -3, ƒoƒbƒNƒXƒeƒbƒv]
type = ChangeState
value= 20105
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = StateType = S
TriggerAll = Ctrl || stateno = 20011
TriggerAll = BackEdgeBodyDist >= 70
TriggerAll = stateno != 100
TriggerAll = stateno != 105
TriggerAll =! inguarddist
Trigger1 = EnemyNear,HitDefAttr = ,NT,ST,HT
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 0
Trigger1 = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-30,0]
Trigger1 = Random<=root,var(57)*35
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) < 70
Trigger2 = EnemyNear(root,var(55)),P2StateNo = 5120
Trigger2 = Random<=root,var(57)*60
Trigger3 = root,var(56) > 0
Trigger3 = Enemy,NumHelper > 0
Trigger3 = Enemy,NumHelper >root,Var(54)
Trigger3 = Random<=root,var(57)*40
Trigger4 = root,var(56) > 0
Trigger4 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) > 40
Trigger4 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) < 100
Trigger5 = P2stateno = 5120
Trigger5 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) < 40
Trigger6 = EnemyNear,HitDefAttr = C,AA,AP
Trigger6 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) < 50
Trigger7 = root,var(56) > 0
Trigger8 = MoveGuarded
Trigger8 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) > 70
Trigger9 = P2StateType = A
Trigger9 = P2MoveType = A
Trigger9 = EnemyNear(root,var(55)),P2BodyDist X <= 100
Trigger9 = EnemyNear(root,var(55)),P2BodyDist Y <= -40
[State -3, ‘OˆÚ“®]
type = ChangeState
value= 20011
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = statetype = S
Triggerall = MoveType != A
TriggerAll = EnemyNear(root,Var(55)),P2StateType != A
TriggerAll =! inguarddist
Triggerall = EnemyNear(root,var(55)),StateType = L
Triggerall = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) > 0
Triggerall = Ctrl
Triggerall = root,var(56) = 0
Triggerall = Enemy,NumHelper <= root,Var(58)
Triggerall = Enemy,NumProj = 0
TriggerAll = EnemyNear(root,var(55)),stateno != [5100,5120]
Trigger1 = Random <= root,var(57)*300
Trigger1 = P2MoveType != A
[State -3, Œã‚ëˆÚ“®]
type = ChangeState
value= 20011
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = statetype = S
Triggerall = MoveType != A
TriggerAll = EnemyNear(root,Var(55)),P2StateType != A
TriggerAll =! inguarddist
Triggerall = EnemyNear(root,var(55)),StateType = L
Triggerall = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 160
Triggerall = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) <= 200
Triggerall = root,var(56) = 0
Triggerall = Enemy,NumHelper <= root,Var(58)
Triggerall = Enemy,NumProj = 0
TriggerAll = EnemyNear(root,var(55)),stateno != [5100,5120]
Trigger1 = Random <= root,var(57)*10
Trigger1 = ctrl
[State -1, —û¬Ší@’n–ʘA‘±ŽËo]
type = ChangeState
value = 21000
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) > 80
Trigger1 = ctrl
Trigger1 = Random = [0,150]
[State -1, —û¬Ší@’n–ʘA‘±ŽËo]
type = ChangeState
value = 21040
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) > 80
Trigger1 = ctrl
Trigger1 = Random = [151,300]
[State -1, —û¬Ší@Œ•ŽR]
type = ChangeState
value = 21050
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) > 80
Trigger1 = ctrl
Trigger1 = Random = [301,450]
[State -1, —û¬Ší@ŽÎ‚߉ºŽËo]
type = ChangeState
value = 20200
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
Trigger1 = ctrl
Trigger1 = Random = [700,999]
[State -1, —û¬Ší@ŽÎ‚߉ºŽËo]
type = ChangeState
value = 20200
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
Trigger1 = ctrl || stateno = 20011
Trigger1 = Random = [700,999]
[State -1, —û¬Ší@³–ÊŽËo]
type = ChangeState
value = 20210
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
TriggerAll = Random = [200,999]
Trigger1 = ctrl || stateno = 20011
Trigger2 = (stateno = 20200) && time > 40
[State -1, —û¬Ší@‹r‰ºŽËo]
type = ChangeState
value = 20220
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
TriggerAll = Random = [700,999]
Trigger1 = ctrl || stateno = 20011
Trigger2 = (stateno = 20200) && time > 40
Trigger3 = (stateno = 20210) && time > 40
[State -1, —û¬Ší@“WŠJ“ËŒ‚]
type = ChangeState
value = 21010
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
TriggerAll = EnemyNear(root,Var(55)),MoveType = A
Trigger1 = Random = [0,299]
Trigger1 = (stateno = 20210) && time > 40
[State -1, —û¬Ší@‹ó’†”½“]ŽËo]
type = ChangeState
value = 21010
Triggerall = RoundState = 2
TriggerAll = root,Var(10) = 1
TriggerAll = root,Var(59) = 1 && isHelper(120000)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) >= 100
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
Trigger1 = Random = [300,609]
Trigger1 = (stateno = 20210) && time > 40
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;–Ó–Ú‚ÌŒ«ŽÒ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3, ‘¾ŒÃ‚̉b’q]
type = ChangeState
value = 106700
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = 4
TriggerAll = RoundState = 2
TriggerAll = power >= 3000
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) = [-180,180]
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
Trigger1 = ctrl
Trigger1 = Random = [0,249]
[State -3, Œ•¹—•‘]
type = ChangeState
value = 106500
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = 3
TriggerAll = RoundState = 2
TriggerAll = power >= 1000
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) = [-90,90]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-70,0]
Trigger1 = ctrl
Trigger1 = Random = [0,249]
[State -3, ‹•‹ó‚æ‚è—ˆ‚é•—]
type = ChangeState
value = 106510
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
TriggerAll = power >= 1000
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) != [-90,90]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-70,0]
Trigger1 = ctrl
Trigger1 = Random = [0,249]
[State -3, ŠoÁ‹•‹ó‚æ‚è—ˆ‚é•—]
type = ChangeState
value = 106510
TriggerAll = var(6) = 1
TriggerAll = root,FVar(38) != 0
TriggerAll = isHelper(106000)
TriggerAll = root,palno = 4
TriggerAll = RoundState = 2
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
Trigger1 = ctrl
Trigger1 = Random = [500,999]
[State -3, ŠoÁ‹óŠÔˆ³k•û’öŽ®]
type = ChangeState
value = 106530
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = 4
TriggerAll = RoundState = 2
TriggerAll = root,FVar(38) != 0
Trigger1 = ctrl
Trigger1 = Random = [300,500]
[State -3, ˆÃ••¨Ž¿‚Ìù—¥]
type = ChangeState
value = 106520
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
TriggerAll = power >= 1000
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) != [-90,90]
Trigger1 = ctrl
Trigger1 = Random = [300,549]
[State -3, ‹óŠÔˆ³k•û’öŽ®]
type = ChangeState
value = 106530
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
TriggerAll = power >= 2000
TriggerAll = root,FVar(38) = 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) != [-90,90]
Trigger1 = ctrl
Trigger1 = Random = [600,749]
[State -1, Ø‚è—ô‚]
type = ChangeState
value = 106160
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) = [-100,100]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
Trigger1 = ctrl
Trigger1 = Random = [0,300]
[State -1, “Ë‚«Žh‚·]
type = ChangeState
value = 106100
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) = [-110,110]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-90,0]
Trigger1 = ctrl
Trigger1 = Random = [0,300]
[State -1, ˜A‘±“Ë‚«]
type = ChangeState
value = 106140
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) = [-120,120]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-150,0]
Trigger1 = ctrl
Trigger1 = Random = [700,999]
[State -1, ’n–Ê‚ð—h‚ç‚·]
type = ChangeState
value = 106130
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) != [-110,110]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = 0
Trigger1 = ctrl
Trigger1 = Random = [0,500]
[State -1, ‰ñ“]]
type = ChangeState
value = 106110
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
TriggerAll = Helper(19000),Stateno = 19000
TriggerAll = Helper(19500),Stateno = 19500
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(root,Var(55)),Vel X) != [-110,110]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(root,Var(55)),Vel Y) = [-110,0]
Trigger1 = ctrl
Trigger1 = Random = [0,500]
[State -1, •ïˆÍ˜B¬]
type = ChangeState
value = 106120
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
Trigger1 = ctrl
Trigger1 = Random = [495,500]
[State -1, uŠÔˆÚ“®]
type = ChangeState
value = 106150
TriggerAll = var(6) = 1
TriggerAll = isHelper(106000)
TriggerAll = root,palno = [3,4]
TriggerAll = RoundState = 2
Trigger1 = ctrl
Trigger1 = Random = [990,999]
;---------------------------------------------------------------------------
;‰‡ŒìŽn“®Œn
;---------------------------------------------------------------------------
[State -3, ’‡ŠÔ‹~o‰‡Œì’n‘–Œ]
type = ChangeState
value = 1250
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = palno != 12
TriggerAll = Random <= var(57)*500
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 25
TriggerAll = P2BodyDist X < 90
TriggerAll = NumPartner != 0
TriggerAll = Partner,movetype = H
TriggerAll = Partner,life != 0
Trigger1 = ctrl || stateno = 19
[State -3, ‰‡Œì’n‘–Œ]
type = ChangeState
value = 1250
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = palno != 12
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 140
TriggerAll = P2BodyDist Y >= -200
TriggerAll = EnemyNear,StateType != L
TriggerAll = !inguarddist
TriggerAll = stateno != 1050
TriggerAll = NumPartner != 0
TriggerAll = Partner,life != 0
Trigger1 = statetype = S
Trigger1 = ctrl || stateno = 19
Trigger1 = Random<=var(57)*2Trigger1 = NumEnemy = 1
Trigger2 = statetype = S
Trigger2 = ctrl || stateno = 19
Trigger2 = Random<=var(57)*1Trigger2 = NumEnemy = 2
Trigger2 = NumPartner != 0
Trigger2 = Partner,MoveType = A
Trigger2 = Partner,life != 0
Trigger2 = EnemyNear,StateType != A
Trigger3 = ctrl || stateno = 19
Trigger3 = NumPartner != 0
Trigger3 = Partner,movetype = H
;---------------------------------------------------------------------------
;”ò‚Ñ“¹‹ïƒK[ƒh
;---------------------------------------------------------------------------
[state -3,’ÇŒ‚˜B¬]
Type = ChangeState
Value = 1140
TriggerAll =! isHelper
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType != A
TriggerAll = palno != 12
TriggerAll = StateNo != [120,155]
TriggerAll = EnemyNear(Var(55)),P2stateno != [5000,5300]
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = ctrl
TriggerAll = Random <= var(57)*60
TriggerAll = EnemyNear(var(55)),P2BodyDist X > 30
TriggerAll = EnemyNear(var(55)),P2BodyDist X < 200
TriggerAll = Random = [0,499]
Trigger1 = EnemyNear,NumHelper >Var(58)
Trigger2 = EnemyNear,NumProj > 0
Trigger3 = Enemy,NumHelper >Var(58)
Trigger4 = Enemy,NumProj > 0
Trigger5 = EnemyNear(var(55)),MoveType = A
Trigger6 = EnemyNear,HitDefAttr = SCA,AP,NP,SP,HP
[state -3,”ò‚Ñ“¹‹ïƒK[ƒh]
Type = ChangeState
Value = 120
TriggerAll =! isHelper
TriggerAll = palno != 5
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType != A
TriggerAll = Ctrl
TriggerAll = Pos y = 0
TriggerAll = StateNo != [120,155]
TriggerAll = EnemyNear(Var(55)),P2stateno != [5000,5300]
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = inguarddist
Trigger1 = EnemyNear,NumHelper >Var(58)
Trigger2 = EnemyNear,NumProj > 0
Trigger3 = Enemy,NumHelper >Var(58)
Trigger4 = Enemy,NumProj > 0
Trigger5 = EnemyNear,HitDefAttr = SCA,AP,NP,SP,HP
[state -3,”ò‚Ñ“¹‹ï—§‚¿ƒK[ƒh]
Type = ChangeState
Value = 130
TriggerAll =! isHelper
TriggerAll = palno != 5
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType != A
TriggerAll = Ctrl || stateno = 19 || stateno = 20
TriggerAll = Pos y = 0
TriggerAll = StateNo != [120,155]
TriggerAll = EnemyNear(Var(55)),P2stateno != [5000,5300]
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = inguarddist
Trigger1 = EnemyNear,NumHelper >Var(58)
Trigger2 = EnemyNear,NumProj > 0
Trigger3 = Enemy,NumHelper >Var(58)
Trigger4 = Enemy,NumProj > 0
Trigger5 = EnemyNear,HitDefAttr = SCA,AP,NP,SP,HP
[state -3,”ò‚Ñ“¹‹ï‹ó’†ƒK[ƒh]
Type = ChangeState
Value = 132
TriggerAll =! isHelper
TriggerAll = palno != 5
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType = A
TriggerAll= Ctrl || stateno = 50 || stateno = [40,41]
triggerAll = pos Y = 0
TriggerAll = StateNo != [120,155]
TriggerAll = EnemyNear(Var(55)),P2stateno != [5000,5300]
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = inguarddist
Trigger1 = EnemyNear,NumHelper >Var(58)
Trigger2 = EnemyNear,NumProj > 0
Trigger3 = Enemy,NumHelper >Var(58)
Trigger4 = Enemy,NumProj > 0
Trigger5 = EnemyNear,HitDefAttr = SCA,AP,NP,SP,HP
[State -3, ‰ð•ú˜B¬]
type = ChangeState
value = 2200
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = var(5) != 0
TriggerAll = power >= 1000
TriggerAll = palno <= 5
TriggerAll = statetype != A
TriggerAll = Life < 500
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [-90,90]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) = [-70,0]
Trigger1 = movetype = H
Trigger1 = Stateno = [5000,5070]
ignorehitpause = 1
;---------------------------------------------------------------------------
;Žn“®Œn
;---------------------------------------------------------------------------
[State -3, ŠJ–‹’n‘–Œ]
type = ChangeState
value = 1250
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = palno != 12
TriggerAll =! isHelper
TriggerAll = StateType != A
TriggerAll = Fvar(7) = [0,100]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = EnemyNear(var(55)),P2BodyDist X > 80
Trigger1 = Random<=var(57)*80
[State -3, ’q‚ðŒê‚éb]
type = ChangeState
value = 4320
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll =! isHelper
TriggerAll = palno != 12
TriggerAll = NumHelper(120000) = 0 && !isHelper(120000)
Triggerall = NumHelper(1027800) = 0
TriggerAll = power >= 6000
TriggerAll = StateType = S
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = EnemyNear(var(55)),P2BodyDist X > 10
Trigger1 = Random<=var(57)*33
[State -3, ‰hŒõ‚Ì—·˜H]
type = ChangeState
value = 4900
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll =! isHelper
TriggerAll = palno != 12
Triggerall = NumHelper(17390) = 0
Triggerall = NumHelper(65045) = 0
TriggerAll = power >= 5000
TriggerAll = StateType = S
TriggerAll = Life < 500
triggerAll = roundno > 2
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = EnemyNear(var(55)),P2BodyDist X > 10
Trigger1 = Random<=var(57)*8
[State -3, ƒ”’‚̉hŒõ]
type = ChangeState
value = 4500
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll =! isHelper
TriggerAll = power >= 3000
TriggerAll = StateType = S
TriggerAll = EnemyNear(var(55)),stateno != [120,160]
TriggerAll = EnemyNear(var(55)),movetype != H
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = EnemyNear(var(55)),stateno != [5100,5120]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = EnemyNear(var(55)),P2BodyDist X > 10
Trigger1 = Random<=var(57)*8
[State -3, ˜B¬¹Œ•]
type = ChangeState
value = 4800
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType != A
TriggerAll = p2movetype = A
TriggerAll = palno != 12
TriggerAll = StateType = S
TriggerAll = power >= 3000
TriggerAll = RoundState = 2
TriggerAll = StateNo!=[120,155]
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = life <= 750
TriggerAll = inguarddist
TriggerAll = Pos Y = 0
TriggerAll = P2BodyDist X <= 120
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*50
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
[State -3, ‚ЂƂ݃’‚â‚«‚±‚ª‚·^ŽÀ]
type = ChangeState
value = 3000
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType != A
TriggerAll = p2movetype = A
TriggerAll = palno != 12
TriggerAll = StateType = S
TriggerAll = power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateNo!=[120,155]
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = life <= 750
TriggerAll = inguarddist
TriggerAll = Pos Y = 0
TriggerAll = P2BodyDist X <= 120
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*50
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
[State -3, •Ç’[‘ΈŠˆ˜H‚ðŒ©‚é]
type = ChangeState
value = 1120
TriggerAll = Var(59) = 1 && Fvar(5) = 0
TriggerAll = palno != 12
TriggerAll = palno != 5
TriggerAll = StateType != A
TriggerAll = p2movetype = A
TriggerAll = StateType = S
TriggerAll = RoundState = 2
TriggerAll = StateNo!=[120,155]
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = inguarddist
TriggerAll = Pos Y = 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 100
TriggerAll = BackEdgeBodyDist <= 40
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*50
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
[State -3, Šˆ˜H‚ðŒ©‚é]
type = ChangeState
value = 1120
TriggerAll = Var(59) = 1 && Fvar(5) = 0
TriggerAll = palno != 12
TriggerAll = palno != 5
TriggerAll = StateType != A
TriggerAll = p2movetype = A
TriggerAll = StateType = S
TriggerAll = RoundState = 2
TriggerAll = StateNo!=[120,155]
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = inguarddist
TriggerAll = Pos Y = 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 100
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*50
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
[State -3, “G‚ªƒK[ƒhŽž‚ɹ\½Ã¨¸ÞÏ°À\]
type = ChangeState
value = 2010
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = power >= 1000
TriggerAll = palno != 12
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [50,120]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) >= -40
TriggerAll = Random<=var(57)*40
TriggerAll = P2MoveType != A
Trigger1 = statetype = S
Trigger1 = ctrl || stateno = 19|| stateno = 20
trigger1 = P2stateno = [120,160]
[State -3, “G‚ªƒK[ƒhŽž‚É”jÓR]
type = ChangeState
value = 1090
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType != A
TriggerAll = palno != 12
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 60
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) >= -40
TriggerAll = Random<=var(57)*40
TriggerAll = P2MoveType != A
Trigger1 = statetype = S
Trigger1 = ctrl || stateno = 19|| stateno = 20
trigger1 = P2stateno = [120,160]
[State -1, UŒ‚”½‰ž–z‘–‚¹‚µŒ•‘M]
type = ChangeState
value = 1050
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = palno != 12
TriggerAll =! isHelper
TriggerAll = StateType != A
Trigger1 = enemynear,StateType = A && enemynear,MoveType != H && (abs(enemynear,Pos X - Pos X) = [0,50]) && abs(enemynear,Pos Y - Pos Y) <= 50 && (Random = [600,900])
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger2 = enemynear,MoveType = A && abs(enemynear,Pos X - Pos X) <= 70 && Random <= 500
Trigger2 = ctrl || stateno = 19|| stateno = 20
[State -3, ‘ŠŽè‚ªH‚ç‚¢ó‘Ԃŋ󒆑“âu“V]
type = ChangeState
value = 1100
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = palno != 12
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(55)),StateType = A
TriggerAll = EnemyNear(Var(55)),movetype= H
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 120
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) <= -80
TriggerAll = EnemyNear(Var(55)),Vel Y < 0
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random <= var(57)*30
[State -3,ƒWƒƒƒ“ƒv]
Type = ChangeState
Value = 39
TriggerAll = var(59)= 1&& Fvar(5) = 0
TriggerAll =!isHelper
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = MoveType != A
TriggerAll = EnemyNear(var(55)),P2BodyDist X > 100
TriggerAll = EnemyNear(Var(55)),P2stateno != [5000,5300]
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = EnemyNear(var(55)),MoveType != H
TriggerAll = ctrl || stateno = 19|| stateno = 20
Trigger1 = EnemyNear,NumHelper >Var(58)
Trigger2 = EnemyNear,NumProj > 0
Trigger3 = Enemy,NumHelper >Var(58)
Trigger4 = Enemy,NumProj > 0
Trigger5 = EnemyNear(Var(55)),HitDefAttr = SCA,AP,NP,SP,HP
[state -3,‹óâ]
Type = ChangeState
Value = 1800
TriggerAll =! isHelper
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType = A
TriggerAll = palno != 12
TriggerAll = StateNo != [120,155]
TriggerAll = EnemyNear(Var(55)),P2stateno != [5000,5300]
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = ctrl
TriggerAll = pos Y < -50
TriggerAll = Random <= var(57)*60
TriggerAll = EnemyNear(var(55)),P2BodyDist X > 20
Trigger1 = EnemyNear,NumHelper >Var(58)
Trigger2 = EnemyNear,NumProj > 0
Trigger3 = Enemy,NumHelper >Var(58)
Trigger4 = Enemy,NumProj > 0
Trigger5 = EnemyNear(var(55)),MoveType = A
Trigger6 = EnemyNear,HitDefAttr = SCA,AP,NP,SP,HP
Trigger7 = pos Y < -220
[State -3, ƒWƒƒƒ“ƒv”½‰žƒe‚̃qƒ‰‚̯]
type = ChangeState
value = 1260
TriggerAll = var(59) = 1 && Fvar(5) = 0
TriggerAll = StateType != A
TriggerAll = palno != 12
TriggerAll = P2BodyDist X <= 300
TriggerAll = NumHelper(17160) = 0
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = P2stateno = [39,50]
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = Random <= var(57)*30
[State -3, ‚¨‚«‚º
[