;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;===========================================================================
;                       AIxeݒpLq
;===========================================================================
[State -2,AI Level]
type = varset
trigger1 = var(59)=-1
trigger2 = palno = [7,12]
;trigger3 = roundstate = 2 && ctrl

var(59) = 10;ݒ

; var(59)̐l̕ύXAIxω܂B
; x̕1`10B10ōxłB0AIȂB
; trigger3̑Óu;vAI펞NɂȂ܂B


;===========================================================================
;                         tFCNXCb`
;===========================================================================
;ٶ
[State -2,0]
type = VarSet
triggerall = var(59)>0
trigger1 = 1

var(49) = 0       ; 1:ŏtFCN/ 0:CttFCN


;===========================================================================
;                             {̐ݒ
;===========================================================================
;ύXڂ
;Value = 
;̐̕l𔼊ppŏCĂB
;ύXOɂ̃t@C̃obNAbv
;ĂƂ߂܂B

;v[s[Vbg܂ł̕
[State -2]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = !Win
V = 52
Value = 1
;Value̐l̉񐔕ƔA-1ŔB
;ݒ胉Ehɍ킹ĂgB
;0̏ꍇ̓`[vCiTurnsjł܂B


;v[s[Vbĝ߂̏
[State -2]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = !Win
V = 56
Value = 0
;0Ȃ
;1ȂzCg1xĂȂƂ̂
;2ȂzCg1xĂƂ̂


;v[s[Vbg
[State -2]
type = VarSet
trigger1 = RoundsExisted = 0
V = 57
Value = 0
;0Ȃ畉xɔ
;1Ȃ1̂


;v[s[p|[Y̐ݒ
[State -2]
type = VarSet
trigger1 = RoundsExisted = 0
V = 18
Value = 1
;0Ȃv[s[p
;1Ȃʏ폟ɂ_Ŕ



;===========================================================================
;牺̍ڂ͕ύXȂłB


[State -2]
type = VarRandom
trigger1 = 1
V = 5
Range = 0,4

[State -2]
type = VarRandom
trigger1 = 1
V = 11
Range = 0,2

[State -2]
type = VarRandom
trigger1 = 1
V = 12
Range = 0,1

;_[W{CX
[State -2, 6]
type = PlaySnd
triggerall = Var(31) != 1
triggerall = GetHitVar(AnimType) <= 1
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Random <= 300
trigger1 = StateNo = 5000
trigger2 = StateNo = 5010
trigger3 = StateNo = 5020
value = 410, Var(11)

[State -2, 6]
type = PlaySnd
triggerall = Var(31) != 1
triggerall = GetHitVar(AnimType) >= 2
triggerall = GetHitVar(AnimType) < 4
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Random <= 400
trigger1 = StateNo = 5000
trigger2 = StateNo = 5010
trigger3 = StateNo = 5020
trigger4 = StateNo = 5030
value = 410, 3+Var(12)

[State -2, 6]
type = PlaySnd
triggerall = Var(31) != 1
triggerall = GetHitVar(AnimType) >= 4
triggerall = Alive = 1
triggerall = Time = 1
;triggerall = Random <= 500
trigger1 = StateNo = 5030
value = 410, 5+Var(12)

[State 1000, 3]
type = VarSet
trigger1 = Var(15) > 0
trigger1 = MoveType != H
V = 15
value = 0

[State 1000, 3]
type = VarSet
trigger1 = Var(20) > 0
trigger1 = Ctrl
V = 20
value = 0

[State 1000, 3]
type = NotHitBy
trigger1 = Var(15) > 0
value = SCA

[State 210, 3]
type = PlayerPush
trigger1 = Var(15) > 0
value = 0

[State 1000, 3]
type = RemoveExplod
trigger1 = StateNo != [1200,1210]
trigger2 = MoveType = H
id = 1200

[State 3000, 0]
type = RemoveExplod
trigger1 = StateNo != 3000
trigger2 = MoveType = H
id = 3000

[State 1000, 3]
type = RemoveExplod
trigger1 = StateNo != [3300,3310]
trigger2 = MoveType = H
id = 3300

[State 1000, 3]
type = AttackMulSet
trigger1 = Var(10) > 0
value = 1.3

[State 1000, 3]
type = AttackMulSet
trigger1 = Var(10) <= 0
value = 1

[State 1000, 3]
type = VarAdd
trigger1 = Var(10) > 0
V = 10
value = -1
persistent = 1

[State 1000, 3]
type = VarSet
trigger1 = Var(10) <= 0
V = 9
value = 0

[State 1000, 3]
type = AssertSpecial
trigger1 = Var(46) = 1
flag = Invisible
flag2 = NoShadow

[State 1000, 3]
type = AfterImage
trigger1 = Var(46) = 1
Time = 0
ignorehitpause = 1

[State 1000, 3]
type = VarAdd
trigger1 = Var(47) > 0
V = 47
value = -1

[State 1000, 3]
type = NotHitBy
trigger1 = Var(47) > 0
value = SCA

[State 1000, 3]
type = AssertSpecial
trigger1 = Var(47) > 0
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard

[State 210, 5]
type = TargetState
trigger1 = Numtarget
trigger1 = Target,StateNo != [4000,4200]
trigger1 = Target,PrevStateNo != [4000,4200]
trigger1 = ProjHit1000 = 1
value = 4000


;v[s[p
[State -2]
type = VarSet
trigger1 = Win
trigger1 = Var(56) = 1
V = 52
Value = -1


[State -2]
type = VarSet
trigger1 = Win
trigger1 = Var(56) = 2
V = 56
Value = 0


[State -2,0]
type = VarSet
triggerall = Var(56) != 2
triggerall = Var(57) != 2
triggerall = GetHitVar(fall.kill) = 1
triggerall = Var(36) = 0
triggerall = (RoundsExisted - Var(50) - Var(51)) = Var(52)
;triggerall = !NumPartner
triggerall = StateNo != 4520 && PrevStateNo != 4520
trigger1 = Life <= 0
trigger2 = Life-GetHitVar(Damage) <= 0
V = 30
Value = 1
ignorehitpause = 1

[State 1074, 0]
type = PlaySnd
trigger1 = Var(30) = 1
trigger1 = Var(31) = 0
trigger1 = Alive
Value = 140,0

[State -2,0]
type = VarSet
trigger1 = Var(30) = 1
trigger1 = Var(57) = 1
V = 57
Value = 2
ignorehitpause = 1

[State -2,0]
type = VarSet
triggerall = Var(43) = 0
triggerall = (RoundsExisted - Var(50) - Var(51) - 1) = Var(52)
triggerall = Var(13) = 1
trigger1 = Life <= 0
trigger2 = Life-GetHitVar(Damage) <= 0
V = 40
Value = 1
ignorehitpause = 1

[State -2,0]
type = Null;helper
trigger1 = Var(30)  = 1
trigger1 = NumHelper(4500) = 0
ID = 4500
ignorehitpause = 1
persistent = 0
pos = 0,0
postype = left
priority = 2
stateno = 4600
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1.25
size.yscale = 1.25

[State -2,0]
type = VarSet
trigger1 = Var(30) = 1
V = 31
Value = 1
ignorehitpause = 1

[State -2,0]
type = VarSet
trigger1 = Var(40) = 1
V = 41
Value = 1
ignorehitpause = 0

[State -2,0]
type = VarAdd
trigger1 = Var(40) = 0
trigger1 = Var(41) = 1
V = 42
Value = 1
ignorehitpause = 1

[State -2,0]
type = ChangeState
triggerall = StateNo = 5040
trigger1 = Var(31) = 1
trigger2 = Var(41) = 1
Value = 5050

[State -2,0]
type = LifeSet
triggerall = Var(36) = 0
triggerall = GetHitVar(fall.kill) = 1
trigger1 = Var(30) = 1
trigger2 = Var(40) = 1
Value = 1+GetHitVar(Damage)
ignorehitpause = 1

[State -2,0]
type = VelSet
trigger1 = Var(40) = 1
X = -3
Y = -6
ignorehitpause = 0

[State -2,0]
type = VarSet
triggerall = Var(30) = 1
trigger1 = Life = 1
V = 30
Value = 0
ignorehitpause = 0

[State -2,0]
type = VarSet
trigger1 = Var(31) = 1
V = 34
Value = 1
ignorehitpause = 0

;ύX
[State 1074, 0]
type = Pause
triggerall = Alive
triggerall = Time%2
triggerall = StateNo != [0,4999]
triggerall = StateNo != 5120
trigger1 = Var(31) = 1
time = 3

;ύX
[State 1074, 0]
type = ChangeState
triggerall = Alive
triggerall = Ctrl && Pos Y >= 0
trigger1 = Var(31) = 1
value = 4700

[State 1074, 0]
type = Pause
triggerall = Alive
trigger1 = Var(30) = 0
trigger1 = Var(40) = 1
trigger2 = Var(30) = 1
;trigger2 = Var(30) = 1
time = 10
persistent = 0

[State -2,0]
type = VarSet
trigger1 = Var(40) = 1
;trigger1 = Life = 1
V = 40
Value = 0
ignorehitpause = 0

[State 210, 3]
type = Null;ScreenBound
trigger1 = Var(42) > 0
;trigger1 = Helper(4500),StateNo = 4620
Value = 0
movecamera = 0,0

[State 1074, 0]
type = AssertSpecial
trigger1 = Var(30) = 0
trigger1 = Var(42) >= 1
trigger2 = Var(30) = 1
trigger2 = Var(42) >= 30
;trigger1 = Helper(4500),StateNo = 4620
flag = nokosnd
flag2 = noshadow
flag3 = invisible

[State 1074, 0]
type = AssertSpecial
trigger1 = StateNo = 4500
trigger2 = Var(43) = 1
flag = nokosnd

[State 210, 3]
type = PosFreeze
trigger1 = Var(30) = 0
trigger1 = Var(41) = 1
trigger2 = Var(30) = 1
trigger2 = Var(42) >= 30
;trigger1 = Helper(4500),StateNo = 4620
Value = 1

[State 810, 1]
type = Pause
trigger1 = Var(30) = 0
trigger1 = Var(42) = 1
trigger2 = Var(30) = 1
trigger2 = Var(42) = 30
Time = IfElse(Var(31) = 0,300,350)

[State 1074, 0]
type = LifeSet
trigger1 = NumHelper(4500)
trigger1 = Helper(4500),StateNo = 4620
Value = 0

[State -2,0]
type = VarSet
trigger1 = NumHelper(4500) = 1
trigger1 = Helper(4500),StateNo != 4620
trigger1 = !Alive
V = 43
Value = 1

[State 1074, 0]
type = ChangeState
trigger1 = NumHelper(4500)
trigger1 = Helper(4500),StateNo = 4620
Value = 5150

[State -2,0]
type = ChangeState
triggerall = Var(34) = 1
trigger1 = StateNo = 5110 && Time = 10
trigger2 = StateNo = 5120
Value = 4500

[State -2,0]
type = VarAdd
trigger1 = Var(43) = 1
V = 44
Value = 1

[State 3000, 0]
type = Null;BGPalFx
trigger1 = Var(43) = 1
trigger1 = Var(44) <= 63
time = 99999
add = -255+Var(44)*4,-255+Var(44)*4,-255+Var(44)*4
color = 1
invertall = 0
ignorehitpause = 1

[State 3000, 0]
type = Null;BGPalFx
trigger1 = Var(43) = 1
trigger1 = Var(44) > 63
time = 1
add = 0,0,0
color = 1
invertall = 0
ignorehitpause = 1

[State -2,0]
type = VarSet
trigger1 = 1
V = 30
Value = 0

[State -2,0]
type = VarSet
trigger1 = StateNo = 5100
trigger2 = StateNo = 4500
V = 31
Value = 0

[State -2,0]
type = VarSet
trigger1 = StateNo = 4500
V = 34
Value = 0

[State -2,0]
type = VarSet
trigger1 = StateNo = 4520
V = 35
Value = 1

[State 1074, 0]
type = AssertSpecial
trigger1 = Var(35) = 1
flag = nokosnd

[State -2,0]
type = StopSnd
trigger1 = Var(35) = 1
trigger1 = !Alive
trigger1 = StateNo != 5150
channel = 3

[State -2,0]
type = PlaySnd
triggerall = GetHitVar(fall.kill) = 1
trigger1 = Var(35) = 1
trigger1 = !Alive
trigger1 = StateNo != 5150
Value = 270,2

[State -2,0]
type = VarSet
trigger1 = !Alive
trigger1 = StateNo != 5150
V = 35
Value = 0

;---------------------------------------------------------------------------
;AIpd͉xv
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(58)),const(movement.yaccel)
trigger1 = enemynear(var(58)),stateno != [5000,5210]
trigger1 = enemynear(var(58)),vel y != 0
fv = 20
value = enemynear(var(58)),const(movement.yaccel)
ignorehitpause = 1

[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(58)),gethitvar(yaccel)
trigger1 = enemynear(var(58)),stateno = [5000,5210]
fv = 20
value = enemynear(var(58)),gethitvar(yaccel);(ŌĂyaccell)
ignorehitpause = 1

;G󒆂Ȃ
[state -2, yaccel]
type = varset
trigger1 = fvar(20) != 0
trigger1 = enemynear(var(58)),vel y = 0
fv = 20
value = 0;(ŌĂyaccell)
ignorehitpause = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
[Statedef -3]

[State -3,AINpwp[]
type=helper
trigger1 = !numhelper(70000+id) && !ishelper && alive && (roundstate=1 || roundstate=2 && ctrl)
helpertype=normal
name="AI"
ID = 70000+id
pos=0,524288
stateno=70000
keyctrl=1
ownpal = 0
pausemovetime=524288
supermovetime=524288
persistent = 0
IgnoreHitPause = 1

[State -3,]vȂƂȂ悤]
type=changestate
trigger1= ishelper
trigger1= ishelper(70000+root,id) && (stateno !=70000)
value=70000


;===========================================================================
;                                 AIݒLq
;===========================================================================
;AI
[State -3,AI]
type = varset
triggerall = var(59)<=0
triggerall = roundstate = 2
trigger1 = Command = "AI0"||Command = "AI1"||Command = "AI2"||Command = "AI3"
trigger2 = Command = "AI4"||Command = "AI5"||Command = "AI6"||Command = "AI7"
trigger3 = Command = "AI8"||Command = "AI9"||Command = "AI10"||Command = "AI11"
trigger4 = Command = "AI12"||Command = "AI13"||Command = "AI14"||Command = "AI15"
trigger5 = Command = "AI16"||Command = "AI17"||Command = "AI18"||Command = "AI19"
trigger6 = Command = "AI20"||Command = "AI21"||Command = "AI22"||Command = "AI23"
trigger7 = Command = "AI24"||Command = "AI25"||Command = "AI26"||Command = "AI27"
trigger8 = Command = "AI28"||Command = "AI29"||Command = "AI30"||Command = "AI31"
trigger9 = Command = "AI32"||Command = "AI33"||Command = "AI34"||Command = "AI35"
trigger10 = Command = "AI36"||Command = "AI37"||Command = "AI38"||Command = "AI39"
trigger11 = Command = "AI40"||Command = "AI41"||Command = "AI42"||Command = "AI43"
trigger12 = Command = "AI44"||Command = "AI45"||Command = "AI46"||Command = "AI47"
trigger13 = Command = "AI48"||Command = "AI49"
trigger14 = numhelper(70000+id)
trigger14 = helper(70000+id),var(59)>=2
trigger15 = ishometeam && roundstate = 0 && (teamside = 2 || matchno > 1)
var(59) = -1
ignorehitpause = 1



;=====================================================================
; Statedef -3̋Lq@_
;=====================================================================
[State -3];AILqǉ
type = StopSnd
trigger1 = StateNo != 100
trigger2 = var(59)>0
trigger2 = stateno != 99
channel = 5

[State 40, 0];AILqǉ
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = stateno = 40
trigger2 = var(59)>0
trigger2 = stateno = [41,44]
Value = 40,0

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106
value = 50, 0

[State -2,0]
type = NotHitBy
triggerall = Var(35) != 1
trigger1 = Var(34) = 1
trigger1 = StateNo != 4520
Value = SCA

;=====================================================================
; CPU Function
;=====================================================================
[State -3,ah];ʏZ󒆃qbg
type = varset
triggerall = var(59)>0
triggerall = enemynear(var(58)),statetype = A
triggerall = (stateno = [200,205]) || stateno = 230 || stateno = 400 || stateno = 430 || (stateno = [600,640])
trigger1 = movehit && enemynear(var(58)),movetype = H
var(23) = 1

[State -3,ahr];Zbg
type = varset
triggerall = var(23)>0
trigger1 = stateno = [120,159]
trigger2 = stateno = 215 || stateno = 410
trigger3 = stateno = [1000,5270]
trigger4 = enemynear(var(58)),stateno = [996,999]
trigger5 = enemynear(var(58)),movetype = A || inguarddist
trigger6 = (p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM" || p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin"
trigger7 = p2bodydist y >= 0
trigger8 = roundstate != 2
var(23) = 0

[State -3,ch];Lp
type = varset
triggerall = var(59)>0
triggerall = enemynear(var(58)),statetype = C
trigger1 = stateno = 200 && movehit && enemynear(var(58)),movetype = H
var(24) = 1

[State -3,chr];Zbg
type = varset
triggerall = var(24)>0
triggerall = enemynear(var(58)),statetype = C
trigger1 = stateno = 200 && movecontact=0
var(24) = 0

[State -3,Wv]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 44
var(6) = 1

[State -3,Wv2]
type = varset
triggerall = var(59)>0
trigger1 = stateno = [42,43]
var(6) = 0

[State -3,Wv]
type = varset
triggerall = var(59)>0
trigger1 = stateno = [42,43]
var(7) = 1

[State -3,Wv2]
type = varset
triggerall = var(59)>0
trigger1 = stateno = 44
var(7) = 0

[State -3,tag];ގmF
type = varset
trigger1 = var(59)>0
var(58) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)

;
;peBbNibv̒ǌ
;
;Oi
[State -3,wm]
type = ChangeState
value = 21
ctrl = 0
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = [4000,4200]
triggerall = !inguarddist
triggerall = p2bodydist x = [7,320]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || stateno = 22

;
[State -3,wu]
type = ChangeState
value = 22
ctrl = 0
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = [4000,4200]
triggerall = !inguarddist
triggerall = p2bodydist x = [-15,6]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || stateno = 21

;ړXgbv
[State -3,0]
type = null;ChangeState
value = 0
ctrl = 1
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = (stateno = [21,22])
trigger1 = enemynear(var(58)),stateno != [4000,4200]
trigger2 = inguarddist

;max
[State -3,ltobimax]
type = ChangeState
value = 3500
triggerall = var(59)>8
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = (100*life/const(data.life)) > 50 && power >= 3000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = 4200
triggerall = enemynear(var(58)),backedgedist > 20
triggerall = p2bodydist x = [0,60]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;fYVF[
[State -3,ds]
type = ChangeState
value = 3000
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = 4200
triggerall = p2bodydist x = [-20,15]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;
[State -3,ran]
type = ChangeState
value = 3600
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = 4200
triggerall = !inguarddist
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x = [-20,15]
trigger1 = random <= (var(59))*25 || p2life <= 250 && random <= (var(59))*100
trigger2 = p2bodydist x = [16,90]
trigger2 = random <= (var(59))*100
trigger3 = TeamMode = simul
trigger3 = p2bodydist x = [16,90]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;ߋLbN
[State -3,hk]
type = ChangeState
value = 235
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = 4200
triggerall = !inguarddist
triggerall = p2bodydist x = [-20,15]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;pve
[State -3,ppt]
type = ChangeState
value = 3800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = p2life != 0
triggerall = TeamMode = single || TeamMode = turns
triggerall = (100*life/const(data.life)) <= 30
triggerall = p2life > 500
triggerall = power >= 2000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno = [4000,4200]
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [60,999]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;
[State -3,htobi]
type = ChangeState
value = 1620
triggerall = var(59)>0
triggerall = TeamMode = simul
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = 4200
triggerall = !inguarddist
triggerall = p2bodydist x = [16,400]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;
;ډ&Ag
;
;ႪݎLbN
[State -3,clk]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno = 420 && animtime = 0 && time > 0
triggerall = p2bodydist x = [-15,30]
triggerall = p2bodydist y >= 0
trigger1 = movehit && enemynear(var(58)),movetype = H
trigger1 = random <= (var(59))*120
trigger2 = moveguarded
trigger2 = random <= (var(59))*50
ignorehitpause = 0

;
[State -3,ran]
type = ChangeState
value = 3600
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = animtime = 0 && time > 0
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist y >= 0
trigger1 = TeamMode = single || TeamMode = turns
trigger1 = enemynear(var(58)),movetype != H
trigger1 = stateno = 1600 || stateno = 1620
trigger1 = enemynear(var(58)),stateno = [120,159]
trigger1 = p2bodydist x = [30,90]
trigger1 = random <= (var(59))*15
trigger2 = var(59)>8
trigger2 = stateno = 3500
trigger2 = enemynear(var(58)),stateno = 4200
trigger2 = p2bodydist x = [-10,90]
trigger2 = random <= (var(59))*100
ignorehitpause = 0

;Ⴊݎp`
[State -3,clp]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = animtime = 0 && time > 0
triggerall = !inguarddist
triggerall = p2bodydist x = [30,90]
triggerall = p2bodydist y >= 0
trigger1 = stateno = 420 && movehit && enemynear(var(58)),movetype = H
trigger1 = random <= (var(59))*100
trigger2 = stateno = 420 && moveguarded
trigger2 = random <= (var(59))*30
trigger2 = !enemynear(var(58)),numproj
trigger3 = enemynear(var(58)),movetype != A
trigger3 = enemynear(var(58)),movetype != H
trigger3 = stateno = 1600 || stateno = 1620
trigger3 = enemynear(var(58)),stateno = [120,159]
trigger3 = random <= (var(59))*25
ignorehitpause = 0

;
[State -3,tati]
type = ChangeState
value = 1510
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),movetype != H
triggerall = (stateno = 1600 || stateno = 1620) && animtime = 0 && time > 0
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [70,110]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(59))*50
ignorehitpause = 0

;
[State -3,hda]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),movetype != H
triggerall = (stateno = 1600 || stateno = 1620) && animtime = 0 && time > 0
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [60,90]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(59))*25
ignorehitpause = 0

;
[State -3,ltuki]
type = ChangeState
value = 1400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),movetype != H
triggerall = (stateno = 1600 || stateno = 1620) && animtime = 0 && time > 0
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [80,140]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(59))*30
ignorehitpause = 0

;
[State -3,ltuki]
type = ChangeState
value = 1420
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = animtime = 0 && time > 0
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist y >= 0
trigger1 = stateno = 1600 || stateno = 1620
trigger1 = enemynear(var(58)),movetype != H
trigger1 = p2bodydist x = [90,180]
trigger1 = random <= (var(59))*40
trigger2 = stateno = 3320
trigger2 = enemynear(var(58)),stateno = [120,159]
trigger2 = p2bodydist x = [120,400]
trigger2 = random <= (var(59))*100
ignorehitpause = 0

;˃tFCg
[State -3,tf]
type = ChangeState
value = 1450
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),movetype != H
triggerall = animtime = 0 && time > 0
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist y >= 0
trigger1 = stateno = 200 || stateno = 400
trigger1 = p2bodydist x = [60,130]
trigger1 = random <= (var(59))*20
trigger2 = stateno = 1600 || stateno = 1620 || stateno = 3500 || stateno = 3520
trigger2 = p2bodydist x = [60,400]
trigger2 = random <= (var(59))*50
ignorehitpause = 0

;5
[State -3,mu5]
type = ChangeState
value = 1740
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),movetype != H
triggerall = (stateno = 1600 || stateno = 1620) && animtime = 0 && time > 0
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [140,240]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(59))*25
ignorehitpause = 0

;ړ
[State -3,idou]
type = ChangeState
value = 1300
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),movetype != H
triggerall = (stateno = 1600 || stateno = 1620) && animtime = 0 && time > 0
triggerall = frontedgebodydist >= 90
triggerall = p2bodydist x = [-10,90]
triggerall = p2bodydist y >= 0
trigger1 = random <= (var(59))*25
ignorehitpause = 0

;
;
;
;ߋLbN
[State -3,hk]
type = ChangeState
value = Ifelse(p2bodydist x <=15,235,230)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -10
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [-10,15]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;ႪݎLbN
[State -3,clk]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -5
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [-10,45]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;fYVF[
[State -3,ds]
type = ChangeState
value = 3000
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -17
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [-30,30]
triggerall = p2bodydist y = [-60-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),0-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;
[State -3,hda]
type = ChangeState
value = 1110
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -13
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [-15,40]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;
[State -3,hda]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -13
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [0,90]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;
[State -3,ran]
type = ChangeState
value = 3600
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -25
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [-10,15]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;uX
[State -3,bs]
type = ChangeState
value = 3900
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = power >= 2000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -2
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [35,55]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;Ⴊ݋p`
[State -3,chp]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -12
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [-10,30]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;ߋp`(΋)
[State -3,hp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,215,210)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -6
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [-10,15]
triggerall = p2bodydist y = [-45-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)),-11-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;LbN(΋)
[State -3,ehk]
type = ChangeState
value = 230
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -12
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [16,40]
triggerall = p2bodydist y = [-60-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)),-45-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;Ⴊ݋LbN
[State -3,chk]
type = ChangeState
value = 430
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -13
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [0,75]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;
[State -3,throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -1
triggerall = enemynear(var(58)),ctrl = 0
triggerall = p2bodydist x < 5
triggerall = p2bodydist x = [-15,5]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22])
ignorehitpause = 0

;Ⴊݎp`
[State -3,clp]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -6
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [45,101]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;p_CXp`
[State -3,pehp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,215,303)
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || var(24)=1 && enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),animtime <= -13
trigger1 = p2bodydist x = [16,30]
trigger1 = p2bodydist y >= 0
trigger2 = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || var(24)=1 && enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),animtime <= -20
trigger2 = p2bodydist x = [16,108]
trigger2 = p2bodydist y >= 0
trigger3 = enemynear(var(58)),statetype = A
trigger3 = enemynear(var(58)),animtime <= -13
trigger3 = p2bodydist x = [16,30]
trigger3 = p2bodydist y = [-40-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)),-16-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20))]
ignorehitpause = 0

;p`
[State -3,ehp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,215,210)
triggerall = var(59)>0
triggerall = !var(9)
triggerall = !var(55)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || var(24)=1 && enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(58)),animtime <= -10
trigger1 = p2bodydist x = [16,30]
trigger2 = enemynear(var(58)),animtime <= -16
trigger2 = p2bodydist x = [16,70]
ignorehitpause = 0

;p`
[State -3,elp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,205,200)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || var(24)=1 && enemynear(var(58)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [700,750]) || (prevstateno = [1700,1790]) || (prevstateno = [1800,1810]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -8
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),numproj = 0
triggerall = p2bodydist x = [31,100]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;WvLbN
[State -3,jhk]
type = ChangeState
value = 630
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0) || enemynear(var(58)),statetype = A
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -13
triggerall = enemynear(var(58)),ctrl = 0
triggerall = !enemynear(var(58)),numproj
triggerall = p2bodydist x = [-10+floor(13*(enemynear(var(58)),vel x)+floor(13*vel x)),30+floor(13*(enemynear(var(58)),vel x)+floor(13*vel x))]
triggerall = p2bodydist y = [-30-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-floor(13*vel y)-(13*(13+1)/2)*0.47),30-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-floor(13*vel y)-(13*(13+1)/2)*0.47)]
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;Wvp`
[State -3,jhp]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0) || enemynear(var(58)),statetype = A
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(58)),animtime <= -11
triggerall = enemynear(var(58)),ctrl = 0
triggerall = !enemynear(var(58)),numproj
triggerall = p2bodydist x = [-30+floor(11*(enemynear(var(58)),vel x)+floor(11*vel x)),45+floor(11*(enemynear(var(58)),vel x)+floor(11*vel x))]
triggerall = p2bodydist y = [-11-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-floor(11*vel y)-(11*(11+1)/2)*0.47),55-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-floor(11*vel y)-(11*(11+1)/2)*0.47)]
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;
;؂ւ
;
;Wvij
[State -3,j]
type = ChangeState
value = 41
triggerall = var(59)>7
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),movetype = A
trigger1 = enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
trigger1 = p2bodydist x <= 90
trigger2 = enemynear(var(58)),stateno != [0,999]
trigger2 = enemynear(var(58)),hitdefattr = SCA,AT
trigger2 = enemynear(var(58)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger2 = enemynear(var(58)),time >=50 || (var(59)>9)
trigger2 = p2bodydist x <= 30
ignorehitpause = 0

;Wvij2
[State -3,j2]
type = ChangeState
value = 41
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(58)),time >= 10*(9-var(59)) || (prevstateno = [150,155]) || (prevstateno = [5000,5270])
triggerall = ctrl || (stateno = [10,12]) || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = p2bodydist x = [-20,90]
trigger1 = enemynear(var(58)),hitdefattr = SCA,AT
trigger1 = p2dist x > 0
trigger1 = !p2dist y && !enemynear(var(58)),vel y
trigger2 = enemynear(var(58)),statetype != L
trigger2 = enemynear(var(58)),movetype = A
trigger2 = enemynear(var(58)),movetype != H
trigger2 = enemynear(var(58)),stateno > 199
trigger2 = (enemynear(var(58)),stateno != [5100,5270]) || enemynear(var(58)),ctrl
trigger2 = enemynear(var(58)),pos y >= 0 && !enemynear(var(58)),vel y && enemynear(var(58)),hitdefattr = SCA,AT
trigger2 = enemynear(var(58)),time < 12 || enemynear(var(58)),hitdefattr = SCA,HT || enemynear(var(58)),vel x > 2
ignorehitpause = 0

;Wvij
[State -3,sj]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*30 || var(59)>8
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),hitdefattr = SCA,AT
triggerall = enemynear(var(58)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,149])
triggerall = p2bodydist x = [-20,90]
trigger1 = enemynear(var(58)),time >=50 || (var(59)>9)
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;WviJE^[j
[State -3,sj c]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = var(59)+random < 100*(1+0*(enemynear(var(58)),hitdefattr=SCA,HA||(enemynear(var(58)),stateno=[3000,3999]))+1*(prevstateno=52||(prevstateno=[150,155])||(prevstateno=[5000,5270])))
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = C
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno > 199
triggerall = (enemynear(var(58)),stateno != [5100,5270]) || enemynear(var(58)),ctrl
triggerall = ctrl || (stateno = [10,12]) || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = enemynear(var(58)),animtime < -30 || (var(59)=[1,9]) && enemynear(var(58)),animtime = [-30,-30+2*(9-var(59))]
triggerall = (enemynear(var(58)),time >= 9*(10-var(59)) || var(59)>9) && enemynear(var(58)),pos y >= 0 && !enemynear(var(58)),vel y
triggerall = p2dist x > 0
trigger1 = p2bodydist x+floor(3*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)*(enemynear(var(58)),statetype=A) = [80,5*(28+10-var(59))]
trigger2 = (enemynear(var(58)),backedgebodydist <= 35-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist <= 35-enemynear(var(58)),const(size.ground.front)) && p2bodydist x = [85,5*(30+10-var(59))]
ignorehitpause = 0

;nCWviJE^[j
[State -3,hj c]
type = ChangeState
value = 44
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = var(59)+random < 120*(1+0*(enemynear(var(58)),hitdefattr=SCA,HA||(enemynear(var(58)),stateno=[3000,3999]))+1*(prevstateno=52||(prevstateno=[150,155])||(prevstateno=[5000,5270])))
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno > 199
triggerall = (enemynear(var(58)),stateno != [5100,5270]) || enemynear(var(58)),ctrl
triggerall = ctrl || (stateno = [10,12]) || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = enemynear(var(58)),animtime < -33 || (var(59)=[1,9]) && enemynear(var(58)),animtime = [-33,-33+2*(9-var(59))]
triggerall = (enemynear(var(58)),time >= 9*(10-var(59)) || var(59)>9) && enemynear(var(58)),pos y >= 0 && !enemynear(var(58)),vel y
trigger1 = p2bodydist x+floor(3*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)*(enemynear(var(58)),statetype=A) > 140
trigger2 = (enemynear(var(58)),backedgebodydist <= 35-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist <= 35-enemynear(var(58)),const(size.ground.front)) && p2bodydist x > 140
ignorehitpause = 0

;fYVF[
[State -3,ds]
type = ChangeState
value = 3000
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 3000
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = p2bodydist x = [-50+floor(17*(enemynear(var(58)),vel x)),60+floor(17*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [-50-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),30-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]
triggerall = enemynear(var(58)),animtime <= -17 || var(59)<6
triggerall = enemynear(var(58)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),time >= 50 || var(59) > 8
trigger1 = random <= var(59)*80
trigger2 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
trigger2 = random <= var(59)*80
trigger3 = var(59)>9
trigger3 = (stateno = 205 || stateno = 225 || stateno = 235 || stateno = 301 || stateno = 305 || stateno = 410 || stateno = 420) && movecontact
trigger3 = random <= var(59)*100
ignorehitpause = 0

;fYVF[(΋)
[State -3,ds]
type = ChangeState
value = 3000
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 3000
triggerall = random <= var(59)*80
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = p2bodydist x = [-45+floor(17*(enemynear(var(58)),vel x)),45+floor(17*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [-60-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),-18-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
ignorehitpause = 0

;
[State -3,ran]
type = ChangeState
value = 3600
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = random <= var(59)*75
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I && enemynear(var(58)),movetype != H || var(23)=1
triggerall = enemynear(var(58)),stateno != [0,22]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [0+floor(25*(enemynear(var(58)),vel x)),60+floor(25*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [0-floor(25*(enemynear(var(58)),vel y)+(25*(25+1)/2)*fvar(20)),60-floor(25*(enemynear(var(58)),vel y)+(25*(25+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
ignorehitpause = 0

;(^bOp)
[State -3,rant]
type = ChangeState
value = 3600
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = random <= var(59)*80
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = enemynear(var(58)),stateno != 5120
triggerall = enemynear(var(58)),stateno != 5201
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numenemy > 1
triggerall = enemynear(var(58)),alive
triggerall = !(!enemy,alive)
triggerall = enemynear(var(58)),gethitvar(hittime) >= 15
triggerall = !numtarget && !enemynear(var(58)),numproj
triggerall = !(enemy,pos x - pos x < 0 && facing = 1 || enemy,pos x - pos x > 0 && facing = -1)
triggerall = p2bodydist x <= 90
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
ignorehitpause = 0

;uX
[State -3,bs]
type = ChangeState
value = 3900
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = enemynear(var(58)),power >= 2000
triggerall = random <= var(59)*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno = [200,649]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = p2bodydist x = [40,55]
triggerall = enemynear(var(58)),animtime <= -2 || var(59)<6
triggerall = enemynear(var(58)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(58)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;CmZgMeB[
[State -3,ig]
type = varset
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = alive
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 1000
triggerall = random <= var(59)*80
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = stateno = 5110 || stateno = 5120
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),stateno != [5000,5270]
trigger1 = p2bodydist x = [-30,15]
trigger2 = (enemynear(var(58)),numproj>0 || enemynear(var(58)),hitdefattr = SCA,AP)
v = 20
value = 1

[State -3,0]
type = ChangeState
value = 3200
triggerall = var(59)>0
triggerall = var(20) = 1
triggerall = power >= 1000
trigger1 = stateno = 5120 && animtime = 0
ignorehitpause = 0

;peBbNibvmax
[State -3,pnmax]
type = ChangeState
value = 3550
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = (power = [1000,2999]) && random <= var(59)*10 || power >= 3000 && random <= var(59)*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = p2bodydist x = [0+floor(36*(enemynear(var(58)),vel x)),130+floor(36*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [-30-floor(36*(enemynear(var(58)),vel y)+(36*(36+1)/2)*fvar(20)),0-floor(36*(enemynear(var(58)),vel y)+(36*(36+1)/2)*fvar(20))]
triggerall = enemynear(var(58)),animtime <= -36 || var(59)<6
triggerall = enemynear(var(58)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(58)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;peBbNibvmax(^bOp)
[State -3,tobimaxt]
type = ChangeState
value = 3550
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = random <= var(59)*80
triggerall = statetype != A
triggerall = partner,movetype = H
triggerall = partner,statetype != L 
triggerall = partner,stateno != 5120
triggerall = partner,stateno != 5201
triggerall = (partner,stateno = [150,155]) || (partner,stateno = [5000,5099])
triggerall = !numtarget
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = facing = 1 && partner,pos x - pos x > 0 && !(enemy,pos x - partner,pos x < 0) || facing = -1 && partner,pos x - pos x < 0 && !(enemy,pos x - partner,pos x > 0)
trigger1 = abs(partner,pos x - pos x) >= 40
trigger1 = p2bodydist x = [60,210]
trigger2 = numenemy = 2
trigger2 = enemynear(var(58)),alive && enemynear(var(58)),facing = facing
trigger2 = !(enemynear(1),pos x - pos x < 0 && facing = 1) && !(enemynear(1),pos x - pos x > 0 && facing = -1)
trigger2 = abs(partner,pos x - pos x) >= 40
trigger2 = p2bodydist x = [60,210]
ignorehitpause = 0

;
[State -3,kagami]
type = ChangeState
value = 3300
triggerall = var(59)>5
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 1000
triggerall = (100*life/const(data.life)) > 50 && random <= var(59)*30 || (100*life/const(data.life)) <= 50 && random <= var(59)*75
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),numproj > 0 || enemynear(var(58)),hitdefattr = SCA,AP
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = inguarddist
trigger1 = p2bodydist x = [0,90]
trigger2 = !inguarddist
trigger2 = p2bodydist x = [90,220]
ignorehitpause = 0

;ˎ(JE^[)
[State -3,lhansya]
type = ChangeState
value = 1200
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = inguarddist
triggerall = p2bodydist x = [-10+floor(7*(enemynear(var(58)),vel x)),20+floor(7*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [-50-floor(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(20)),0-floor(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(20))]
triggerall = enemynear(var(58)),animtime <= -7 || var(59)<6
triggerall = enemynear(var(58)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),time >= 50 || var(59) > 8
trigger1 = random <= var(59)*75
trigger2 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
trigger2 = random <= var(59)*75
trigger3 = var(59)>9
trigger3 = (stateno = 205 || stateno = 225 || stateno = 235 || stateno = 301 || stateno = 305 || stateno = 410 || stateno = 420) && movecontact
trigger3 = random <= var(59)*100
ignorehitpause = 0

;ˎ(Δѓ)
[State -3,lhansyat]
type = ChangeState
value = 1200
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = inguarddist
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = p2bodydist x = [0,190]
trigger1 = enemynear(var(58)),numproj > 0
trigger2 = enemynear(var(58)),hitdefattr = SCA,AP
ignorehitpause = 0

;ˋ(Δѓ)
[State -3,hhansyat]
type = ChangeState
value = 1210
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),numproj > 0 || enemynear(var(58)),hitdefattr = SCA,AP
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [180,220]
trigger1 = random <= var(59)*30
trigger2 = enemynear(var(58)),statetype = A
trigger2 = inguarddist
trigger2 = p2bodydist x = [0,180]
trigger2 = random <= var(59)*50
ignorehitpause = 0

;(^bOp)
[State -3,htobit]
type = ChangeState
value = 1620
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = random <= (var(59))*80
triggerall = TeamMode = simul
triggerall = numpartner
triggerall = partner,alive
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !numtarget
triggerall = partner,movetype = H
triggerall = partner,statetype != L 
triggerall = partner,stateno != 5120
triggerall = partner,stateno != 5201
triggerall = (partner,stateno = [150,155]) || (partner,stateno = [5000,5099])
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = facing = 1 && partner,pos x - pos x > 0 && !(enemy,pos x - partner,pos x < 0) || facing = -1 && partner,pos x - pos x < 0 && !(enemy,pos x - partner,pos x > 0)
trigger1 = abs(partner,pos x - pos x) >= 50
trigger1 = p2bodydist x = [120,400]
trigger2 = numenemy = 2
trigger2 = enemynear(var(58)),alive && enemynear(var(58)),facing = facing
trigger2 = !(enemynear(1),pos x - pos x < 0 && facing = 1) && !(enemynear(1),pos x - pos x > 0 && facing = -1)
trigger2 = abs(partner,pos x - pos x) >= 50
trigger2 = p2bodydist x = [120,400]
ignorehitpause = 0

;ړ
[State -3,idou]
type = ChangeState
value = 1300
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= (var(59))*1
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = inguarddist
triggerall = p2bodydist x = [-10,90]
triggerall = frontedgebodydist >= 90
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger2 = var(59)>9
trigger2 = (stateno = 205 || stateno = 225 || stateno = 235 || stateno = 301 || stateno = 305 || stateno = 410 || stateno = 420) && movecontact
ignorehitpause = 0

;ړ2(߂΍)
[State -3,idou2]
type = ChangeState
value = 1300
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = !enemynear(var(58)),hitdefattr = SCA,AT
triggerall = enemynear(var(58)),stateno = [0,999]
triggerall = enemynear(var(58)),stateno != [5100,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = p2dist x > 0
triggerall = p2bodydist x <= -15
triggerall = p2dist y < -15*(2+8-ifelse(var(59)>8,8,var(59)))
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || stateno = 101 || (stateno = [120,149])
trigger1 = (enemynear(var(58)),movetype = I || enemynear(var(58)),movetype = A && enemynear(var(58)),time >= 10*(10-var(59))) && enemynear(var(58)),vel x*ifelse(enemynear(var(58)),facing*(pos x - enemynear(var(58)),pos x)>=0,1,-1) > 0
ignorehitpause = 0

;
[State -3,hkuu]
type = ChangeState
value = 1520
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I && enemynear(var(58)),movetype != H || var(23)=1
triggerall = !enemynear(var(58)),hitdefattr = SCA,NT,ST,HT
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [40+floor(13*(enemynear(var(58)),vel x)),70+floor(13*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [-90-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)),-50-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
ignorehitpause = 0

;LbN(΋)
[State -3,ehk]
type = ChangeState
value = Ifelse(p2bodydist x <=15,235,230)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= (var(59))*75
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I && enemynear(var(58)),movetype != H || var(23)=1
triggerall = !enemynear(var(58)),hitdefattr = SCA,NT,ST,HT
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x >15
triggerall = p2bodydist x = [20+floor(12*(enemynear(var(58)),vel x)),40+floor(12*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [-60-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)),-45-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
ignorehitpause = 0

;Ⴊ݋p`
[State -3,chp]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [0,30]
triggerall = enemynear(var(58)),stateno != [98,109]
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
;΋
trigger1 = enemynear(var(58)),movetype = I && enemynear(var(58)),movetype != H || var(23)=1
trigger1 = !enemynear(var(58)),hitdefattr = SCA,NT,ST,HT
trigger1 = p2bodydist x = [60+floor(18*(enemynear(var(58)),vel x)),80+floor(18*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-60-floor(18*(enemynear(var(58)),vel y)+(18*(18+1)/2)*fvar(20)),-40-floor(18*(enemynear(var(58)),vel y)+(18*(18+1)/2)*fvar(20))]
trigger1 = random <= (var(59))*50
;n_
trigger2 = enemynear(var(58)),movetype = I && enemynear(var(58)),movetype != H
trigger2 = p2bodydist x = [-10,15]
trigger2 = p2bodydist y = [0-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)),40-floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20))]
trigger2 = random <= (var(59))*30
ignorehitpause = 0

;ߋLbN(n_)
[State -3,hk]
type = ChangeState
value = Ifelse(p2bodydist x <=15,235,230)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*40
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x = [-5,15]
triggerall = p2bodydist y = [0-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(20)),50-floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
ignorehitpause = 0

;ႪݎLbN(n_)
[State -3,clk]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x = [-10,30]
triggerall = p2bodydist y = [0-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20)),40-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
ignorehitpause = 0

;Oً}
[State -3,kkm1]
type = ChangeState
value = 700
triggerall = var(59)>9
triggerall = roundstate = 2
triggerall = random <= var(59)*80+10*((100*life/lifemax)<=30)
triggerall = numhelper(70000+id) > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = !enemynear(var(58)),hitdefattr = S,NT
triggerall = !enemynear(var(58)),hitdefattr = SCA,AT
triggerall = !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
triggerall = stateno != [120,159]
triggerall = prevstateno != [120,159]
triggerall = enemynear(var(58)),stateno > 199
triggerall = (enemynear(var(58)),stateno != [5100,5270]) || enemynear(var(58)),ctrl
triggerall = enemynear(var(58)),time >= 6*(enemynear(var(58)),stateno > 999) && (enemynear(var(58)),time >= 10*(10-var(59)) || var(59)>8)
triggerall = p2dist x > 0
triggerall = enemynear(var(58)),facing*(pos x-enemynear(var(58)),pos x) >= 0
triggerall = !enemynear(var(58)),vel y && enemynear(var(58)),pos y >= 0 && (enemynear(var(58)),animtime < -32 || var(59)<8 && enemynear(var(58)),animtime = [-32-random%10,-27+2*(7-var(59))])
triggerall = enemynear(var(58)),animtime > -40-(10-ifelse(var(59)>9,10,var(59)))&&(enemynear(var(58)),hitdefattr = SCA,AA||helper(70000+id),var(29)>0)||p2dist x < 5*(27+10-ifelse(var(59)>9,10,var(59)))&&enemynear(var(58)),backedgebodydist > 0
triggerall = p2bodydist x+floor(27*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1) = [-30,30*(30+10-ifelse(var(59)>9,10,var(59)))]
trigger1 = ctrl || (stateno = [0,12]) || (stateno = [20,22]) || (stateno = [99,101])
ignorehitpause = 0

;Oً}2
[State -3,kkm2]
type = ChangeState
value = 700
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = !enemynear(var(58)),hitdefattr = SCA,AT
triggerall = prevstateno != [700,710]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = A
trigger1 = (enemynear(var(58)),stateno = [200,699]) && enemynear(var(58)),animtime <= -32
trigger1 = inguarddist
trigger1 = p2bodydist x = [-10,90]
trigger1 = random <= (var(59))*50 || var(59)>9
trigger2 = var(59)=[1,9]
trigger2 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),stateno <= 1000 && enemynear(var(58)),animtime <= -32
trigger2 = inguarddist
trigger2 = p2bodydist x = [0,90]
trigger2 = random <= (var(59))*50
trigger3 = var(59)>9
trigger3 = numhelper(70000+id) > 0 && inguarddist && enemynear(var(58)),pos y >= 0 && !enemynear(var(58)),vel y
trigger3 = helper(70000+id),var(29) <= 0 || helper(70000+id),var(18) > 0
trigger3 = helper(70000+id),inguarddist || (time > 3 && stateno = [130,139])
trigger3 = p2bodydist x > 160
trigger3 = random <= (var(59))*20
trigger4 = var(59)>9
trigger4 = numhelper(70000+id) && time > 60 && stateno = [130,139]
trigger4 = helper(70000+id),inguarddist
trigger4 = random <= (var(59))*25
ignorehitpause = 0

;ً}
[State -3,kku]
type = ChangeState
value = 705
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = life >=(enemynear(var(58)),life)
triggerall = p2life > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = !enemynear(var(58)),hitdefattr = SCA,AT
triggerall = prevstateno != [700,710]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !enemynear(var(58)),numproj
triggerall = backedgebodydist >= 60
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = !inguarddist
trigger1 = p2bodydist x = [-10,40]
trigger1 = random <= (var(59))*1
trigger2 = enemynear(var(58)),statetype != A
trigger2 = enemynear(var(58)),animtime > -26
trigger2 = inguarddist
trigger2 = p2bodydist x = [-10,120]
trigger2 = random <= (var(59))*5
ignorehitpause = 0

;
;K[h 
;
;K[h
[State -3,g]
type = ChangeState
value = 120
triggerall = var(59)>0
triggerall = alive
triggerall = roundstate < 3
triggerall = numenemy >= 2
triggerall = enemy(0),life > 0 && enemy(1),life > 0
triggerall = stateno != [120,159]
triggerall = ctrl || stateno = 0 || (stateno = [10,11]) || (stateno = [20,22]) || (stateno = [99,101])
trigger1 = var(20)=0
trigger1 = inguarddist && (enemynear(0),movetype = A && enemynear(0),hitdefattr = SCA, NA, SA, HA || enemynear(1),movetype = A && enemynear(1),hitdefattr = SCA, NA, SA, HA)
trigger1 = random <= (var(59))*60 || var(59)>8
trigger2 = var(20)=0
trigger2 = numhelper(70000+id)
trigger2 = inguarddist && (helper(70000+id),var(29) > 0 || helper(70000+id),var(18) > 0)
trigger2 = random <= (var(59))*60 || var(59)>8
trigger3 = var(20)=0
trigger3 = numhelper(70000+id)
trigger3 = helper(70000+id),inguarddist && !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
trigger3 = random <= (var(59))*75 || var(59)>8
trigger4 = var(20)>0 && inguarddist
trigger4 = random <= (var(59))*80 || var(59)>8
ignorehitpause = 0

;K[h2
[State -3,g2]
type = ChangeState
value = 120
triggerall = var(59)>0
triggerall = alive
triggerall = stateno != [120,159]
triggerall = ctrl || stateno = 0 || (stateno = [10,11]) || (stateno = [20,22]) || (stateno = [99,101])
trigger1 = var(20)=0
trigger1 = inguarddist && facing*(enemynear(var(58)),pos x - pos x) > 0 && enemynear(var(58)),movetype = A && enemynear(var(58)),hitdefattr = SCA, NA, SA, HA
trigger1 = random <= (var(59))*60 || var(59)>8
trigger2 = var(20)=0
trigger2 = numhelper(70000+id)
trigger2 = inguarddist && (helper(70000+id),var(29) > 0 || helper(70000+id),var(18) > 0)
trigger2 = random <= (var(59))*60 || var(59)>8
trigger3 = var(20)=0
trigger3 = numhelper(70000+id)
trigger3 = helper(70000+id),inguarddist && !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
trigger3 = random <= (var(59))*75 || var(59)>8
trigger4 = var(20)>0 && inguarddist
trigger4 = random <= (var(59))*80 || var(59)>8
ignorehitpause = 0

;GCOً}
[State -3,GCkk]
type = ChangeState
value = 710
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = backedgebodydist > 30 && random<=var(59)*30 || backedgebodydist <= 30 && random<=var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [0,110]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = enemynear(var(58)),animtime <= -27
triggerall = enemynear(var(58)),time >= 10*(10-var(59))
triggerall = enemynear(var(58)),ctrl = 0
triggerall = p2bodydist x > 100 || (p2stateno = [3000,3999]) || p2bodydist x > 50 && p2stateno = [0,999]
triggerall = p2bodydist x = [-10,105]
triggerall = p2bodydist y >= 0
trigger1 = stateno = [150,151]
ignorehitpause = 0

;GC΂U
[State -3,gcf]
type = ChangeState
value = 251
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = (100*life/const(data.life)) <= 50
triggerall = power >= 1000
triggerall = random<=var(59)*25 || backedgebodydist <= 20 && random<=var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = (enemynear(var(58)),stateno = [0,999]) || (enemynear(var(58)),stateno = [3000,3999])
triggerall = enemynear(var(58)),stateno <= 2999 || enemynear(var(58)),stateno >= 3000 && enemynear(var(58)),time >= 44
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = enemynear(var(58)),animtime <= -12
triggerall = enemynear(var(58)),time >= 10*(10-var(59))
triggerall = enemynear(var(58)),ctrl = 0
triggerall = p2bodydist x = [-10,50]
triggerall = p2bodydist y >= -50
triggerall = enemynear(var(58)),vel y >= 0
trigger1 = stateno = [150,151]
ignorehitpause = 0

;pybgvC
[State -3,pp]
type = varset
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = alive && var(34) != 1
triggerall = roundstate = 2
triggerall = random <= var(59)*10
triggerall = stateno = 5050 || stateno = 5071
triggerall = p2bodydist x = [30,320]
trigger1 = pos y >= -30 && vel y > 0
v = 15
value = 1

;pybgvC2
[State -3,pp2]
type = ChangeState
value = 1800
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = alive && var(34) != 1
triggerall = var(15) = 0
triggerall = roundstate = 2
triggerall = random <= var(59)*10
triggerall = stateno = 5050 || stateno = 5071
triggerall = p2bodydist x = [30,320]
trigger1 = pos y >= -30 && vel y > 0
ignorehitpause = 0

;pybgvC3
[State -3,pp3]
type = ChangeState
value = 1810
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = alive && var(34) != 1
triggerall = var(15) = 0
triggerall = roundstate = 2
triggerall = random <= var(59)*10
triggerall = stateno = 5050 || stateno = 5071
triggerall = p2bodydist x = [30,320]
trigger1 = pos y >= -30 && vel y > 0
ignorehitpause = 0

;_E󂯐g
[State -3,ukm]
type = ChangeState
value = 750
triggerall = var(59)>0
triggerall = alive && var(34) != 1
triggerall = var(15) = 0
triggerall = roundstate = 2
triggerall = stateno = 5050 || stateno = 5071
triggerall = pos y >= -30 && vel y > 0
trigger1 = (100*life/const(data.life)) > 50
trigger1 = random <= var(59)*50
trigger2 = (100*life/const(data.life)) <= 50
trigger2 = random <= var(59)*25
ignorehitpause = 0

;
;NU
;
;pve
[State -3,ppt]
type = ChangeState
value = 3800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = p2life != 0
triggerall = TeamMode = single || TeamMode = turns
triggerall = (100*life/const(data.life)) <= 30
triggerall = p2life > 500
triggerall = power >= 2000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),stateno = [5030,5210]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [120,999]
triggerall = p2bodydist y >= -60
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;p_CXgbv
[State -3,pt]
type = ChangeState
value = 3100
triggerall = var(59)>0
triggerall = var(10) <= 0
triggerall = !var(9) 
triggerall = !var(55)
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = (power >= 1000 && random <= (var(59))*20) || (power >= 3000 && random <= (var(59))*5)
triggerall = (100*life/const(data.life)) > 25
triggerall = p2life != 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),stateno = [5030,5210]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [90,999]
triggerall = p2bodydist y >= -60
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;peBbNibv
[State -3,pn]
type = ChangeState
value = 1000
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*80
triggerall = p2life != 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = (enemynear(var(58)),stateno = [5100,5110]) || enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime <= -30
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [31,110]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;max
[State -3,ltobimax]
type = ChangeState
value = 3500
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = p2life <= 120 && power >= 1000 || power >= 3000
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = (enemynear(var(58)),stateno = [5100,5110]) || enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime <= -30
trigger1 = p2bodydist x = [140,180]
trigger1 = p2bodydist y >= 0
trigger1 = random <= var(59)*40
trigger2 = enemynear(var(58)),statetype = L
trigger2 = p2bodydist x = [181,999]
trigger2 = p2bodydist y >= 0
trigger2 = random <= var(59)*15
trigger3 = enemynear(var(58)),statetype = A
trigger3 = enemynear(var(58)),stateno = [5030,5210]
trigger3 = p2bodydist x = [180,999]
trigger3 = p2bodydist y >= -30
trigger3 = random <= var(59)*30
ignorehitpause = 0

;max
[State -3,htobimax]
type = ChangeState
value = 3520
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = p2life <= 120 && power >= 1000 || power >= 3000
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = (enemynear(var(58)),stateno = [5100,5110]) || enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime <= -30
trigger1 = p2bodydist x = [60,120]
trigger1 = p2bodydist y >= 0
trigger1 = random <= var(59)*50
trigger2 = enemynear(var(58)),statetype = L
trigger2 = p2bodydist x = [121,999]
trigger2 = p2bodydist y >= 0
trigger2 = random <= var(59)*20
trigger3 = enemynear(var(58)),statetype = A
trigger3 = enemynear(var(58)),stateno = [5030,5210]
trigger3 = p2bodydist x = [90,180]
trigger3 = p2bodydist y >= -30
trigger3 = random <= var(59)*30
ignorehitpause = 0

;
[State -3,ltobi]
type = ChangeState
value = 1600
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = (enemynear(var(58)),stateno = [5100,5110]) || enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime <= -30
trigger1 = p2bodydist x = [60,180]
trigger1 = p2bodydist y >= 0
trigger1 = random <= var(59)*40
trigger2 = enemynear(var(58)),statetype = L
trigger2 = p2bodydist x = [181,999]
trigger2 = p2bodydist y >= 0
trigger2 = random <= var(59)*25
trigger3 = enemynear(var(58)),statetype = A
trigger3 = enemynear(var(58)),stateno = [5030,5210]
trigger3 = p2bodydist x = [180,999]
trigger3 = p2bodydist y >= -30
trigger3 = random <= var(59)*30
;p_CX
trigger4 = var(9)=1 || var(55)=1
trigger4 = enemynear(var(58)),statetype = A
trigger4 = enemynear(var(58)),stateno = [5030,5210]
trigger4 = p2bodydist x = [0,90]
trigger4 = p2bodydist y >= -30
trigger4 = random <= var(59)*10
ignorehitpause = 0

;
[State -3,htobi]
type = ChangeState
value = 1620
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = (enemynear(var(58)),stateno = [5100,5110]) || enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime <= -30
trigger1 = p2bodydist x = [160,999]
trigger1 = p2bodydist y >= 0
trigger1 = random <= var(59)*75
trigger2 = enemynear(var(58)),statetype = L
trigger2 = p2bodydist x = [200,999]
trigger2 = p2bodydist y >= 0
trigger2 = random <= var(59)*40
;p_CX
trigger3 = var(9)=1 || var(55)=1
trigger3 = enemynear(var(58)),statetype = A
trigger3 = enemynear(var(58)),stateno = [5030,5210]
trigger3 = p2bodydist x = [0,90]
trigger3 = p2bodydist y >= -30
trigger3 = random <= var(59)*20
ignorehitpause = 0

;ibcNbJ[ip_CXŁj
[State -3,ncp]
type = ChangeState
value = 304
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = prevstateno != 300
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
;NU
trigger1 = enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -18
trigger1 = p2bodydist x = [41,90]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(59))*80
;_Eǂł
trigger2 = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype = L && enemynear(var(58)),movetype = H
trigger2 = enemynear(var(58)),const(data.liedown.time) >= 20
trigger2 = enemynear(var(58)),gethitvar(recovertime) >= 10
trigger2 = p2bodydist x = [-5,70]
trigger2 = p2bodydist y >= 0
trigger2 = random <= (var(59))*100
trigger3 = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger3 = p2bodydist x = [-5,40]
trigger3 = p2bodydist y = [0-floor(21*(enemynear(var(58)),vel y)+(21*(21+1)/2)*fvar(20)),50-floor(21*(enemynear(var(58)),vel y)+(21*(21+1)/2)*fvar(20))]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;ibcNbJ[iʏŁj
[State -3,ncd]
type = ChangeState
value = 300
triggerall = var(59)>0
triggerall = !var(9) && !var(55)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = prevstateno != 300
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
;NU
trigger1 = enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -14
trigger1 = p2bodydist x = [41,80]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(59))*75
;_Eǂł
trigger2 = enemynear(var(58)),statetype != A && enemynear(var(58)),statetype = L && enemynear(var(58)),movetype = H
trigger2 = enemynear(var(58)),const(data.liedown.time) >= 20
trigger2 = enemynear(var(58)),gethitvar(recovertime) >= 10
trigger2 = p2bodydist x = [-5,60]
trigger2 = p2bodydist y >= 0
trigger2 = random <= (var(59))*100
trigger3 = enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger3 = p2bodydist x = [-5,40]
trigger3 = p2bodydist y = [0-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),50-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;ႪݎLbN
[State -3,clk]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -2
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [-10,40]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;Ⴊ݋LbN
[State -3,chk]
type = ChangeState
value = 430
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -10
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [41,70]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;Ⴊݎp`
[State -3,clp]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -3
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x = [40,90]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;Wv
[State -3,sj]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*75
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -26
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x <= 90
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22])
ignorehitpause = 0

;WvLbN
[State -3,jhk]
type = ChangeState
value = 630
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -10
triggerall = p2bodydist x = [-10,50]
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;Wvp`
[State -3,jhp]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -8
triggerall = p2bodydist x <= 60
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;5
[State -3,mu5]
type = ChangeState
value = 1740
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = p2life != 0
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = p2bodydist x = [150,250]
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = enemynear(var(58)),animtime = -5
trigger2 = enemynear(var(58)),animtime = -8
ignorehitpause = 0

;7
[State -3,mu7]
type = ChangeState
value = 1760
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = p2life != 0
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = p2bodydist x = [100,160]
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = enemynear(var(58)),animtime = -6
trigger2 = enemynear(var(58)),animtime = -9
ignorehitpause = 0

;9
[State -3,mu9]
type = ChangeState
value = 1770
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = p2life != 0
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = p2bodydist x = [140,230]
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = enemynear(var(58)),animtime = -5
trigger2 = enemynear(var(58)),animtime = -7
ignorehitpause = 0

;2
[State -3,mu2]
type = ChangeState
value = 1710
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = p2life != 0
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= (var(59))*60
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = p2bodydist x = [0,150]
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = enemynear(var(58)),animtime = -4
trigger2 = enemynear(var(58)),animtime = -7
ignorehitpause = 0

;11
[State -3,mu11]
type = ChangeState
value = 1780
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = p2life != 0
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= (var(59))*60
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),stateno = 5120
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = p2bodydist x = [0,90]
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = enemynear(var(58)),animtime = -7
trigger2 = enemynear(var(58)),animtime = -10
ignorehitpause = 0

;
;R{1
;
;ߋLbN
[State -3,hk]
type = ChangeState
value = Ifelse(p2bodydist x <=15,235,230)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = (enemynear(var(58)),movetype = I && enemynear(var(58)),stateno = [0,999]) || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999])
trigger1 = enemynear(var(58)),stateno != [5000,5270]
trigger1 = p2bodydist x = [-10,15]
trigger1 = random <= (var(59))*1
trigger2 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger2 = enemynear(var(58)),movetype = I
trigger2 = enemynear(var(58)),animtime <= -10
trigger2 = enemynear(var(58)),stateno = [200,649]
trigger2 = p2bodydist x = [-10,15]
trigger2 = random <= (var(59))*100
trigger3 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger3 = enemynear(var(58)),movetype = H
trigger3 = p2bodydist x = [-15,10]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;Ⴊ݋p`
[State -3,chp]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(58)),statetype != A
trigger1 = (enemynear(var(58)),movetype = I && enemynear(var(58)),stateno = [0,999]) || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999])
trigger1 = !enemynear(var(58)),numproj
trigger1 = p2bodydist x = [0,30]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(59))*1
trigger2 = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = I
trigger2 = enemynear(var(58)),animtime <= -12
trigger2 = enemynear(var(58)),stateno = [200,649]
trigger2 = p2bodydist x = [-10,30]
trigger2 = p2bodydist y >= 0
trigger2 = random <= (var(59))*100
trigger3 = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H
trigger3 = p2bodydist x = [-10,30]
trigger3 = p2bodydist y >= 0
trigger3 = random <= (var(59))*100
trigger4 = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || var(24)=1 && enemynear(var(58)),statetype != A
trigger4 = enemynear(var(58)),movetype = H
trigger4 = p2bodydist x = [0,50]
trigger4 = p2bodydist y >= 0
trigger4 = random <= (var(59))*100
trigger5 = var(47)=1
trigger5 = enemynear(var(58)),statetype = A
trigger5 = p2bodydist x = [-10,30]
trigger5 = p2bodydist y = [-60,-11]
trigger5 = random <= (var(59))*100
trigger6 = var(47)=1
trigger6 = enemynear(var(58)),statetype = A
trigger6 = p2bodydist x = [31,60]
trigger6 = p2bodydist y = [-70,-50]
trigger6 = random <= (var(59))*100
trigger7 = enemynear(var(58)),statetype = A
trigger7 = enemynear(var(58)),movetype = I
trigger7 = enemynear(var(58)),movetype != H
trigger7 = enemynear(var(58)),animtime <= -12
trigger7 = !enemynear(var(58)),ctrl
trigger7 = p2bodydist x = [-10,30]
trigger7 = p2bodydist y = [-50,-11]
trigger7 = random <= (var(59))*100
trigger8 = enemynear(var(58)),statetype = A
trigger8 = enemynear(var(58)),movetype = I
trigger8 = enemynear(var(58)),movetype != H
trigger8 = enemynear(var(58)),animtime <= -18
trigger8 = !enemynear(var(58)),ctrl
trigger8 = p2bodydist x = [0,50]
trigger8 = p2bodydist y = [-90,-51]
trigger8 = random <= (var(59))*100
ignorehitpause = 0

;ߋp`
[State -3,hp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,215,210)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = p2bodydist x = [-15,15]
triggerall = p2bodydist y = [-55,-11]
trigger1 = var(47)=1
trigger2 = !enemynear(var(58)),ctrl
trigger2 = enemynear(var(58)),movetype = I
trigger2 = enemynear(var(58)),movetype != H
trigger2 = enemynear(var(58)),animtime <= -6
ignorehitpause = 0

;ႪݎLbN
[State -3,clk]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999])
trigger1 = enemynear(var(58)),stateno != [120,159]
trigger1 = enemynear(var(58)),stateno != [5000,5270]
trigger1 = !enemynear(var(58)),numproj
trigger1 = p2bodydist x = [-10,45]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(59))*3
trigger2 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger2 = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = I
trigger2 = enemynear(var(58)),animtime <= -5
trigger2 = enemynear(var(58)),stateno = [200,649]
trigger2 = p2bodydist x = [-10,45]
trigger2 = p2bodydist y >= 0
trigger2 = random <= (var(59))*100
trigger3 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger3 = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = H
trigger3 = enemynear(var(58)),stateno != [120,159]
trigger3 = p2bodydist x = [-15,30]
trigger3 = p2bodydist y >= 0
trigger3 = random <= (var(59))*100
trigger4 = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger4 = enemynear(var(58)),statetype != A && enemynear(var(58)),stateno = [120,159]
trigger4 = p2bodydist x = [-10,40]
trigger4 = p2bodydist y >= 0
trigger4 = random <= (var(59))*15
trigger5 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger5 = enemynear(var(58)),movetype != H
trigger5 = !enemynear(var(58)),numproj
trigger5 = p2bodydist x = [-5+floor(5*(enemynear(var(58)),vel x)),15+floor(5*(enemynear(var(58)),vel x))]
trigger5 = p2bodydist y >= 0-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20))
trigger5 = random <= (var(59))*3
trigger6 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger6 = enemynear(var(58)),ctrl || enemynear(var(58)),stateno != [5100,5119]
trigger6 = enemynear(var(58)),pos y >= 0 && !enemynear(var(58)),vel y || var(59)>3 && p2dist y < -15*(10-ifelse(var(59)>9,10,var(59))) && p2dist y+floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20)) = [-5,5*(1+10-ifelse(var(59)>9,10,var(59)))]
trigger6 = enemynear(var(58)),pos y >= 0 && !enemynear(var(58)),vel y && enemynear(var(58)),const(size.mid.pos.y)-20 <= -75 ||  p2dist y < -15*(10-ifelse(var(59)>9,10,var(59)))
trigger6 = enemynear(var(58)),movetype != H && enemynear(var(58)),animtime > -4 || enemynear(var(58)),ctrl
trigger6 = (enemynear(var(58)),backedgebodydist <= 35-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist <= 35-enemynear(var(58)),const(size.ground.front))
trigger6 = p2bodydist x = [-10,10*(3+10-ifelse(var(59)>9,10,var(59)))]
trigger6 = random <= (var(59))*3*(1+3*(enemynear(var(58)),stateno<200)+2*((enemynear(var(58)),stateno!=[120,159])&&(enemynear(var(58)),prevstateno!=[5000,5270])))
ignorehitpause = 0

;LbN
[State -3,elk]
type = ChangeState
value = Ifelse(p2bodydist x <=15,225,220)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x >15
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = (enemynear(var(58)),movetype = I && enemynear(var(58)),stateno = [0,999]) || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999])
trigger1 = enemynear(var(58)),movetype != H
trigger1 = p2bodydist x = [31,55]
trigger1 = random <= (var(59))*2
trigger2 = enemynear(var(58)),stateno = [120,155]
trigger2 = p2bodydist x = [40,55]
trigger2 = random <= (var(59))*8
trigger3 = enemynear(var(58)),movetype = I && enemynear(var(58)),movetype != H
trigger3 = enemynear(var(58)),animtime <= -10
trigger3 = enemynear(var(58)),stateno = [200,649]
trigger3 = p2bodydist x = [35,55]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;p_CXp`
[State -3,pehp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,215,303)
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || var(24)=1 && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),movetype = I
trigger1 = enemynear(var(58)),animtime <= -13
trigger1 = enemynear(var(58)),stateno = [200,649]
trigger1 = p2bodydist x = [16,30]
trigger2 = enemynear(var(58)),movetype = I
trigger2 = enemynear(var(58)),animtime <= -20
trigger2 = enemynear(var(58)),stateno = [200,649]
trigger2 = p2bodydist x = [16,90]
trigger3 = enemynear(var(58)),movetype = H
trigger3 = p2bodydist x = [16,80]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;p`
[State -3,ehp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,215,210)
triggerall = var(59)>0
triggerall = !var(9)
triggerall = !var(55)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || var(24)=1 && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),movetype = I
trigger1 = enemynear(var(58)),animtime <= -10
trigger1 = enemynear(var(58)),stateno = [200,649]
trigger1 = p2bodydist x = [16,30]
trigger2 = enemynear(var(58)),movetype = I
trigger2 = enemynear(var(58)),animtime <= -16
trigger2 = enemynear(var(58)),stateno = [200,649]
trigger2 = p2bodydist x = [16,90]
trigger3 = enemynear(var(58)),movetype = H
trigger3 = p2bodydist x = [16,60]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;p`
[State -3,elp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,205,200)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || var(24)=1 && enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),movetype = I
trigger1 = enemynear(var(58)),animtime <= -8
trigger1 = enemynear(var(58)),stateno = [200,649]
trigger1 = p2bodydist x = [45,95]
trigger2 = enemynear(var(58)),movetype = H
trigger2 = prevstateno != 200
trigger2 = prevstateno != 400
trigger2 = p2bodydist x = [51,90]
trigger2 = random <= (var(59))*100
ignorehitpause = 0

;Ⴊݎp`
[State -3,clp]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = prevstateno != 400
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),movetype = I
trigger1 = enemynear(var(58)),animtime <= -6
trigger1 = enemynear(var(58)),stateno = [200,649]
trigger1 = p2bodydist x = [45,90]
trigger2 = enemynear(var(58)),movetype = H
trigger2 = prevstateno != 200
trigger2 = prevstateno != 400
trigger2 = p2bodydist x = [51,85]
trigger2 = random <= (var(59))*100
ignorehitpause = 0

;Ⴊ݋LbN
[State -3,chk]
type = ChangeState
value = 430
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno = [200,649]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),animtime <= -14
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x = [0,70]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;fYVF[
[State -3,ds]
type = ChangeState
value = 3000
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x = [-30,30]
triggerall = p2bodydist y = [-60-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)),-31-floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20))]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = var(47)=1
trigger2 = !enemynear(var(58)),ctrl
trigger2 = enemynear(var(58)),movetype = I
trigger2 = enemynear(var(58)),movetype != H
trigger2 = enemynear(var(58)),animtime <= -18
ignorehitpause = 0

;WvLbN
[State -3,jhk]
type = ChangeState
value = 630
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0) || enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,106]
triggerall = enemynear(var(58)),stateno != [5040,5049]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || stateno = 50 || (stateno = [120,149])
triggerall = p2bodydist x = [-10+floor(13*(enemynear(var(58)),vel x)+floor(13*vel x)),40+floor(13*(enemynear(var(58)),vel x)+floor(13*vel x))]
triggerall = p2bodydist y = [-40-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-floor(13*vel y)-(13*(13+1)/2)*0.47),30-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-floor(13*vel y)-(13*(13+1)/2)*0.47)]
trigger1 = enemynear(var(58)),movetype = I && enemynear(var(58)),stateno != [120,159]
trigger1 = random <= (var(59))*50
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,649]) && enemynear(var(58)),animtime <= -13
trigger2 = random <= (var(59))*100
trigger3 = enemynear(var(58)),movetype = H && (enemynear(var(58)),stateno != [120,159])
trigger3 = random <= (var(59))*100
trigger4 = enemynear(var(58)),stateno = [120,159]
trigger4 = random <= (var(59))*60
ignorehitpause = 0

;Wvp`
[State -3,jhp]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= 0) || enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,106]
triggerall = enemynear(var(58)),stateno != [5040,5049]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || stateno = 50 || (stateno = [120,149])
triggerall = p2bodydist x = [-60+floor(11*(enemynear(var(58)),vel x)+floor(11*vel x)),30+floor(11*(enemynear(var(58)),vel x)+floor(11*vel x))]
triggerall = p2bodydist y = [-30-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-floor(11*vel y)-(11*(11+1)/2)*0.47),40-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-floor(11*vel y)-(11*(11+1)/2)*0.47)]
trigger1 = enemynear(var(58)),movetype = I && enemynear(var(58)),stateno != [120,159]
trigger1 = random <= (var(59))*55
trigger2 = enemynear(var(58)),movetype = I
trigger2 = (enemynear(var(58)),stateno = [200,649]) && enemynear(var(58)),animtime <= -11
trigger2 = random <= (var(59))*100
trigger3 = enemynear(var(58)),movetype = H && (enemynear(var(58)),stateno != [120,159])
trigger3 = random <= (var(59))*100
trigger4 = enemynear(var(58)),stateno = [120,159]
trigger4 = random <= (var(59))*75
ignorehitpause = 0

;
;R{2`3
;
;ړ
[State -3,idou]
type = ChangeState
value = 1300
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [120,159]
trigger1 = (stateno = 235 || stateno = 301 || stateno = 305 || stateno = 410 || stateno = 420) && movehit && enemynear(var(58)),movetype != H
trigger2 = (stateno = 235 || stateno = 301 || stateno = 305 || stateno = 410 || stateno = 420) && movecontact && enemynear(var(58)),movetype = A
ignorehitpause = 0

;ibcNbJ[p_CXiLZ)
[State -3,nkpc]
type = ChangeState
value = 305
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist y >= 0
trigger1 = stateno = 235 && movehit && enemynear(var(58)),movetype = H
trigger1 = p2bodydist x = [-10+floor(11*(enemynear(var(58)),vel x)),40+floor(11*(enemynear(var(58)),vel x))]
trigger1 = random <= (var(59))*200
trigger2 = stateno = 410 && animelemtime (6) > 0 && movehit && enemynear(var(58)),movetype = H
trigger2 = p2bodydist x = [-10+floor(11*(enemynear(var(58)),vel x)),40+floor(11*(enemynear(var(58)),vel x))]
trigger2 = random <= (var(59))*200
trigger3 = !var(24)
trigger3 = stateno = 410 && movehit && (enemynear(var(58)),statetype = C || enemynear(var(58)),const(size.head.pos.y)+10 > -60) && enemynear(var(58)),movetype = H
trigger3 = p2bodydist x = [-10+floor(11*(enemynear(var(58)),vel x)),40+floor(11*(enemynear(var(58)),vel x))]
trigger3 = random <= (var(59))*200
trigger4 = (stateno = 235 || stateno = 410) && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger4 = p2bodydist x = [-10+floor(11*(enemynear(var(58)),vel x)),40+floor(11*(enemynear(var(58)),vel x))]
trigger4 = random <= (var(59))*100
trigger5 = stateno = 420 && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger5 = p2bodydist x = [31,50]
trigger5 = random <= (var(59))*25
ignorehitpause = 0

;ibcNbJ[iLZŁj
[State -3,nkc]
type = ChangeState
value = 301
triggerall = var(59)>0
triggerall = !var(9) && !var(55)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist y >= 0
trigger1 = stateno = 235 && movehit && enemynear(var(58)),movetype = H
trigger1 = p2bodydist x = [-10+floor(10*(enemynear(var(58)),vel x)),30+floor(10*(enemynear(var(58)),vel x))]
trigger1 = random <= (var(59))*200
trigger2 = stateno = 410 && animelemtime (6) > 0 && movehit && enemynear(var(58)),movetype = H
trigger2 = p2bodydist x = [-10+floor(10*(enemynear(var(58)),vel x)),30+floor(10*(enemynear(var(58)),vel x))]
trigger2 = random <= (var(59))*200
trigger3 = !var(24)
trigger3 = stateno = 410 && movehit && (enemynear(var(58)),statetype = C || enemynear(var(58)),const(size.head.pos.y)+10 > -60) && enemynear(var(58)),movetype = H
trigger3 = p2bodydist x = [-10+floor(10*(enemynear(var(58)),vel x)),30+floor(10*(enemynear(var(58)),vel x))]
trigger3 = random <= (var(59))*200
trigger4 = (stateno = 235 || stateno = 410) && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger4 = p2bodydist x = [-10+floor(10*(enemynear(var(58)),vel x)),30+floor(10*(enemynear(var(58)),vel x))]
trigger4 = random <= (var(59))*100
trigger5 = stateno = 420 && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger5 = p2bodydist x = [30,50]
trigger5 = random <= (var(59))*25
ignorehitpause = 0

;fYVF[
[State -3,ds]
type = ChangeState
value = 3000
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = random <= (var(59))*200
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = (stateno = 235 || stateno = 301 || stateno = 305 && movehit && animelemtime (6) > 0) && movehit
triggerall = p2bodydist y >= 0
trigger1 = enemynear(var(58)),backedgedist <= 20
trigger1 = p2bodydist x = [-30+floor(17*(enemynear(var(58)),vel x)),40+floor(17*(enemynear(var(58)),vel x))]
trigger2 = enemynear(var(58)),backedgedist > 20
trigger2 = p2bodydist x = [-30+floor(17*(enemynear(var(58)),vel x)),20+floor(17*(enemynear(var(58)),vel x))]
ignorehitpause = 0

;
[State -3,ran]
type = ChangeState
value = 3600
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = random <= (var(59))*15 || TeamMode = simul && random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = [120,159]
triggerall = p2bodydist x = [0,90]
triggerall = p2bodydist y >= 0
trigger1 = (stateno = 301 || stateno = 305 && animelemtime (6) > 0 || stateno = 410) && moveguarded
ignorehitpause = 0

;max
[State -3,htobimax]
type = ChangeState
value = 3520
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = p2life <= 150
triggerall = random <= (var(59))*20
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno = [120,159]
triggerall = p2bodydist x = [0,999]
triggerall = p2bodydist y >= 0
trigger1 = (stateno = 301 || stateno = 305 && animelemtime (6) > 0) && moveguarded
ignorehitpause = 0

;
[State -3,lkiri]
type = ChangeState
value = 3700
triggerall = var(59)>0
triggerall = !var(9)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno = 420 && movehit && enemynear(var(58)),movetype = H
triggerall = p2bodydist x = [30,50]
triggerall = p2bodydist y >= 0
trigger1 = (power = [1500,2999]) && random <= (var(59))*15 || power >= 3000 && random <= (var(59))*30 || (var(59)>8 && power >= 1000 && p2life <= 150 && random <= (var(59))*100)
trigger2 = TeamMode = simul
trigger2 = random <= (var(59))*10
ignorehitpause = 0

;
[State -3,hkiri]
type = ChangeState
value = 3750
triggerall = var(59)>0
triggerall = !var(9)
triggerall = roundstate = 2
triggerall = (power = [1500,2999]) && random <= (var(59))*15 || (power >= 3000 && random <= (var(59))*25) || (var(59)>8 && power >= 1000 && p2life <= 150 && random <= (var(59))*100)
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = p2bodydist x = [-10,120]
triggerall = p2bodydist y >= 0
trigger1 = (stateno = 235 || stateno = 301 || stateno = 305 && animelemtime (6) > 0) && movehit
trigger2 = stateno = 410 && movehit && (enemynear(var(58)),statetype = C || enemynear(var(58)),const(size.head.pos.y)+10 > -60)
ignorehitpause = 0

;
[State -3,ltuki]
type = ChangeState
value = 1400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno = 410 && animelemtime (6) > 0
triggerall = p2bodydist x = [-10,120]
triggerall = p2bodydist y >= 0
trigger1 = movehit && enemynear(var(58)),movetype = H && random <= (var(59))*100
trigger2 = moveguarded && (enemynear(var(58)),stateno = [120,159]) && random <= (var(59))*30
ignorehitpause = 0

;n
[State -3,ti]
type = ChangeState
value = 1500
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = (stateno = 235 || stateno = 301 || stateno = 305 && animelemtime (6) > 0 || stateno = 410)
triggerall = p2bodydist x = [-10+floor(19*(enemynear(var(58)),vel x)),80+floor(19*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y >= 0
trigger1 = movehit && enemynear(var(58)),movetype = H && random <= (var(59))*200
trigger2 = moveguarded && (enemynear(var(58)),stateno = [120,159]) && random <= (var(59))*40
ignorehitpause = 0

;
[State -3,hda]
type = ChangeState
value = 1100
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist y = [-30-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)),0-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20))]
trigger1 = (stateno = 235 || stateno = 301 || stateno = 305 && animelemtime (6) > 0 || stateno = 410) && movehit && enemynear(var(58)),movetype = H
trigger1 = p2bodydist x = [-10+floor(13*(enemynear(var(58)),vel x)),70+floor(13*(enemynear(var(58)),vel x))]
trigger1 = random <= (var(59))*200
trigger2 = stateno = 420 && movehit && enemynear(var(58)),movetype = H
trigger2 = (p2bodydist x = [30,60]) || enemynear(var(58)),statetype = A && (p2bodydist x = [-10,70])
trigger2 = random <= (var(59))*200
trigger3 = (stateno = 235 || stateno = 301 || stateno = 305 && animelemtime (6) > 0 || stateno = 410) && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger3 = p2bodydist x = [-10+floor(13*(enemynear(var(58)),vel x)),60+floor(13*(enemynear(var(58)),vel x))]
trigger3 = random <= (var(59))*20
trigger4 = stateno = 420 && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger4 = p2bodydist x = [30,60]
trigger4 = random <= (var(59))*25
ignorehitpause = 0

;
[State -3,hda]
type = ChangeState
value = 1110
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist y = [-45-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)),0-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20))]
trigger1 = (stateno = 235 || stateno = 301 || stateno = 305 && animelemtime (6) > 0 || stateno = 410) && movehit && enemynear(var(58)),statetype = A && enemynear(var(58)),movetype = H
trigger1 = p2bodydist x = [-10+floor(13*(enemynear(var(58)),vel x)),50+floor(13*(enemynear(var(58)),vel x))]
trigger1 = random <= (var(59))*200
trigger2 = stateno = 420 && movehit && enemynear(var(58)),movetype = H
trigger2 = p2bodydist x = [-10,10]
trigger2 = random <= (var(59))*25 || (enemynear(var(58)),statetype = A||enemynear(var(58)),backedgedist <= 20||enemynear(var(58)),frontedgebodydist <= 10) && random <= (var(59))*200
trigger3 = (stateno = 235 || stateno = 301 || stateno = 305 && animelemtime (6) > 0 || stateno = 410) && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger3 = p2bodydist x = [-10+floor(13*(enemynear(var(58)),vel x)),30+floor(13*(enemynear(var(58)),vel x))]
trigger3 = random <= (var(59))*50
trigger4 = stateno = 420 && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger4 = p2bodydist x = [-10,10]
trigger4 = random <= (var(59))*40 || (enemynear(var(58)),backedgedist <= 20 || enemynear(var(58)),frontedgebodydist <= 10) && random <= (var(59))*100
ignorehitpause = 0

;
[State -3,hkuu]
type = ChangeState
value = 1520
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = p2bodydist x = [-5+floor(13*(enemynear(var(58)),vel x)),50+floor(13*(enemynear(var(58)),vel x))]
triggerall = p2bodydist y = [-90-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)),-11-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20))]
trigger1 = (stateno = 235 || stateno = 301 || stateno = 305 && AnimElemTime (6) > 0 || stateno = 410) && movehit
ignorehitpause = 0

;
[State -3,ltobi]
type = ChangeState
value = 1600
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist x = [60,999]
triggerall = p2bodydist y >= 0
trigger1 = (stateno = 235 || stateno = 301 || stateno = 305 && animelemtime (6) > 0) && movehit && enemynear(var(58)),movetype = H
trigger2 = (stateno = 301 || stateno = 305 && animelemtime (6) > 0) && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger3 = stateno = 410 && animelemtime (6) > 0 && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger4 = !var(24)
trigger4 = stateno = 410 && moveguarded && (enemynear(var(58)),stateno = [120,159]) && (enemynear(var(58)),statetype = C || enemynear(var(58)),const(size.head.pos.y)+10 > -60)
ignorehitpause = 0

;
[State -3,htobi]
type = ChangeState
value = 1620
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = random <= (var(59))*40
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist x = [60,999]
triggerall = p2bodydist y >= 0
trigger1 = (stateno = 235 || stateno = 301 || stateno = 305 && AnimElemTime (6) > 0) && movehit && enemynear(var(58)),movetype = H
trigger2 = (stateno = 301 || stateno = 305 && AnimElemTime (6) > 0) && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger3 = stateno = 410 && animelemtime (6) > 0 && moveguarded && (enemynear(var(58)),stateno = [120,159])
trigger4 = !var(24)
trigger4 = stateno = 410 && moveguarded && (enemynear(var(58)),stateno = [120,159]) && (enemynear(var(58)),statetype = C || enemynear(var(58)),const(size.head.pos.y)+10 > -60)
ignorehitpause = 0

;peBbNibv
[State -3,pn]
type = ChangeState
value = 1000
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist x = [60,400]
trigger1 = (stateno = 235 || stateno = 301 || stateno = 305 && animelemtime (6) > 0) && movehit && enemynear(var(58)),movetype = H && enemynear(var(58)),statetype != A
trigger2 = (stateno = 301 || stateno = 305 && animelemtime (6) > 0) && moveguarded && enemynear(var(58)),statetype != A && (enemynear(var(58)),stateno = [120,159])
trigger3 = !var(24)
trigger3 = stateno = 410 && moveguarded && (enemynear(var(58)),statetype = C || enemynear(var(58)),const(size.head.pos.y)+10 > -60) && (enemynear(var(58)),stateno = [120,159])
trigger4 = stateno = 410 && animelemtime (6) > 0 && movecontact && enemynear(var(58)),statetype = A
ignorehitpause = 0

;
;
;
;
[State -3,throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = stateno != [99,100]
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = enemynear(var(58)),prevstateno != [5000,5270]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = !inguarddist
triggerall = p2bodydist x < 5
triggerall = p2bodydist x = [-15,5]
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = enemynear(var(58)),movetype = I && (enemynear(var(58)),stateno != [120,159])
trigger1 = random <= var(59)*25
trigger2 = enemynear(var(58)),stateno = [120,159]
trigger2 = random <= var(59)*75
ignorehitpause = 0

;
[State -3,ran]
type = ChangeState
value = 3600
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5000,5270]
triggerall = enemynear(var(58)),prevstateno != [5000,5270]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x = [60,90]
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = enemynear(var(58)),movetype = I && (enemynear(var(58)),stateno != [120,159])
trigger1 = random <= (var(59))*1
trigger2 = enemynear(var(58)),stateno = [120,155]
trigger2 = random <= (var(59))*5
ignorehitpause = 0

;Wv
[State -3,sJ]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(58)),statetype != A && enemynear(var(58)),movetype = I
trigger1 = !inguarddist
trigger1 = p2bodydist x = [0,60]
trigger1 = random <= 5
trigger2 = enemynear(var(58)),statetype = C && enemynear(var(58)),movetype = A && enemynear(var(58)),hitdefattr = SCA, NA
trigger2 = p2bodydist x = [-10,50]
trigger2 = random <= (var(59))*1
trigger3 = enemynear(var(58)),movetype != H
trigger3 = !inguarddist
trigger3 = p2bodydist x = [61,90]
trigger3 = random <= (var(59))*1
trigger4 = enemynear(var(58)),statetype != A && enemynear(var(58)),stateno = [120,155]
trigger4 = !inguarddist
trigger4 = p2bodydist x = [0,40]
trigger4 = random <= var(59)*4
ignorehitpause = 0

;Wv
[State -3,ssJ]
type = ChangeState
value = 43
triggerall = var(59)>0
triggerall = !var(49)
triggerall = !var(50)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,5270]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x >30
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = p2bodydist x = [80,90]
trigger1 = random <= (var(59))*1
trigger2 = p2bodydist x = [91,100]
trigger2 = random <= (var(59))*2
ignorehitpause = 0

;󒆐΂U
[State -3,jfk]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = stateno = 50 && vel x = 0
triggerall = stateno != [105,109]
triggerall = !inguarddist && !enemynear(var(58)),numproj
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;nCWv
[State -3,hj]
type = ChangeState
value = 44
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !inguarddist
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x = [160,220]
trigger1 = random <= 1
trigger2 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger2 = enemynear(var(58)),numproj
trigger2 = random <= var(59)*1
trigger2 = p2bodydist x >= 160
trigger2 = p2bodydist y >= 0
trigger3 = (stateno = 1600 || stateno = 3500 || stateno = 3520) && animtime = 0 && time > 0
trigger3 = enemynear(var(58)),statetype != A
trigger3 = enemynear(var(58)),statetype != L
trigger3 = enemynear(var(58)),movetype != A
trigger3 = p2bodydist x >= 160
trigger3 = random <= var(59)*25
ignorehitpause = 0

;ެ
[State -3,j]
type = changestate
value = 41
triggerall = (var(59)=[1,7])
triggerall = roundstate = 2
triggerall = random <= var(59)*1
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = prevstateno != [40,52]
triggerall = (TeamMode = single || TeamMode = turns) && enemynear(var(58)),stateno != [4000,4200]
triggerall = !inguarddist
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = p2bodydist x = [80,100]
trigger1 = enemynear(var(58)),statetype = C
trigger1 = backedgebodydist > 5
trigger2 = p2bodydist x = [90,120]
ignorehitpause = 0

;Oi
[State -3,walkm]
type = ChangeState
value = 21
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = frontedgebodydist > 0
triggerall = ctrl || (stateno = 22 && time >= 6)
trigger1 = p2bodydist x = [240,999]
trigger1 = random <= var(59)*35
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= var(59)*25
trigger3 = enemynear(var(58)),statetype != L
trigger3 = enemynear(var(58)),stateno != [5110,5120]
trigger3 = p2bodydist x = [0,120]
trigger3 = random <= var(59)*18
trigger4 = enemynear(var(58)),stateno = [120,155]
trigger4 = p2bodydist x <= 60
trigger4 = random <= var(59)*50
trigger5 = enemynear(var(58)),statetype = L
trigger5 = p2bodydist x = [41,120]
trigger5 = random <= var(59)*40
trigger6 = enemynear(var(58)),statetype != L
trigger6 = enemynear(var(58)),movetype = H
trigger6 = enemynear(var(58)),stateno = [5000,5029]
trigger6 = random <= var(59)*100

;
[State -3,walku]
type = ChangeState
value = 22
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !inguarddist
triggerall = backedgebodydist > 0
triggerall = ctrl || (stateno = 21 && time >= 6)
trigger1 = p2bodydist x = [240,270]
trigger1 = random <= var(59)*3
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= var(59)*2
trigger3 = p2bodydist x = [-5,120]
trigger3 = random <= var(59)*4
trigger4 = enemynear(var(58)),statetype = L
trigger4 = p2bodydist x <= 40
trigger4 = random <= var(59)*100

;_bV
[State -3,d]
type = ChangeState
value = 99
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno != [99,101]
triggerall = prevstateno != [99,101]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !inguarddist
triggerall = ctrl || stateno = 22
triggerall = frontedgebodydist >= 30
trigger1 = p2bodydist x >= 240
trigger1 = random <= (var(59))*25
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= (var(59))*10
trigger3 = p2bodydist x = [50,120]
trigger3 = random <= (var(59))*6
trigger4 = TeamMode = single || TeamMode = turns
trigger4 = enemynear(var(58)),movetype = H
trigger4 = enemynear(var(58)),stateno != [5050,5210]
trigger4 = random <= (var(59))*60
trigger5 = !enemy,numproj
trigger5 = enemynear(var(58)),stateno != [5050,5210]
trigger5 = p2bodydist x = [20,70]
trigger5 = random <= (var(59))*4
trigger6 = enemynear(var(58)),statetype != L
trigger6 = stateno != [20,22]
trigger6 = p2bodydist x >= 30
trigger6 = (enemynear(var(58)),stateno=[120,155])
trigger6 = random <= (var(59))*10
trigger7 = (stateno = 1600 || stateno = 3500 || stateno = 3520) && animtime = 0 && time > 0
trigger7 = enemynear(var(58)),statetype != A
trigger7 = enemynear(var(58)),statetype != L
trigger7 = enemynear(var(58)),movetype != A
trigger7 = p2bodydist x >= 120
trigger7 = random <= var(59)*20
ignorehitpause = 0

;obNXebv
[State -3,bs]
type = ChangeState
value = 102
triggerall = var(59)>0
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != 4200
triggerall = !enemynear(var(58)),numproj
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 90
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22])
trigger1 = p2bodydist x = [90,110]
trigger1 = random <= var(59)*1
trigger2 = p2bodydist x = [111,140]
trigger2 = random <= var(59)*2
trigger3 = p2bodydist x = [141,160]
trigger3 = random <= var(59)*3
ignorehitpause = 0

;
[State -3,tati]
type = ChangeState
value = 1510
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999]) && p2bodydist x > 90
trigger1 = p2bodydist x+floor(18*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)*(enemynear(var(58)),statetype = A) = [95,130]
trigger1 = p2dist y+floor(18*(enemynear(var(58)),vel y)+(18*(18+1)/2)*fvar(20)) = [-30,0]
trigger1 = random <= var(59)*7
trigger2 = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999]) && p2bodydist x > 90
trigger2 = p2bodydist x = [95,130]
trigger2 = p2dist y+floor(18*(enemynear(var(58)),vel y)+(18*(18+1)/2)*fvar(20)) = [-30,0]
trigger2 = enemynear(var(58)),backedgebodydist  < 30-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist < 30-enemynear(var(58)),const(size.ground.front)
trigger2 = random <= var(59)*10
trigger3 = enemynear(var(58)),statetype != A
trigger3 = enemynear(var(58)),movetype = I
trigger3 = (enemynear(var(58)),stateno = [200,649]) && enemynear(var(58)),animtime <= -18
trigger3 = p2bodydist x = [90,130]
trigger3 = p2bodydist y >= 0
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;n
[State -3,ti]
type = ChangeState
value = 1500
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [120,159]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
triggerall = p2bodydist y >= 0
trigger1 = p2bodydist x = [90,120]
trigger1 = random <= (var(59))*2
trigger2 = (enemynear(var(58)),stateno = [200,649]) && enemynear(var(58)),animtime <= -19
trigger2 = p2bodydist x = [90,130]
trigger2 = random <= (var(59))*100
ignorehitpause = 0

;LbN
[State -3,elk]
type = ChangeState
value = Ifelse(p2bodydist x <=15,225,220)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999]) && p2bodydist x > 45
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),stateno != 5120
triggerall = enemynear(var(58)),stateno != 5201
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = enemynear(var(58)),vel x > -3
triggerall = p2dist y+floor(10*(enemynear(var(58)),vel y)+(10*(10+1)/2)*fvar(20)) = [-10,0]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x+floor(10*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)*(enemynear(var(58)),statetype = A) = [30,55]
trigger1 = random <= var(59)*8
trigger2 = p2bodydist x = [30,55]
trigger2 = enemynear(var(58)),backedgebodydist  < 30-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist < 30-enemynear(var(58)),const(size.ground.front)
trigger2 = random <= var(59)*11
ignorehitpause = 0

;Ⴊݎp`
[State -3,clp]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999]) && p2bodydist x > 60
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),stateno != 5120
triggerall = enemynear(var(58)),stateno != 5201
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = enemynear(var(58)),vel x > -3
triggerall = p2dist y+floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)) = [-15,0]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x+floor(6*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)*(enemynear(var(58)),statetype = A) = [56,75]
trigger1 = random <= var(59)*7
trigger2 = p2bodydist x = [56,75]
trigger2 = enemynear(var(58)),backedgebodydist  < 30-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist < 30-enemynear(var(58)),const(size.ground.front)
trigger2 = random <= var(59)*9
ignorehitpause = 0

;p_CXp`
[State -3,pehp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,215,303)
triggerall = var(59)>0
triggerall = var(9)=1 || var(55)=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999]) && p2bodydist x > 80 || var(23)=1
triggerall = enemynear(var(58)),movetype != H || var(23)=1
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),stateno != 5120
triggerall = enemynear(var(58)),stateno != 5201
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2dist x >50
triggerall = enemynear(var(58)),vel x > -3
triggerall = p2dist y+floor(20*(enemynear(var(58)),vel y)+(20*(20+1)/2)*fvar(20)) = [-40,0]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x+floor(20*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)*(enemynear(var(58)),statetype = A) = [40,95]
trigger1 = random <= var(59)*9
trigger2 = p2bodydist x = [40,95]
trigger2 = enemynear(var(58)),backedgebodydist  < 30-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist < 30-enemynear(var(58)),const(size.ground.front)
trigger2 = random <= var(59)*13
ignorehitpause = 0

;p`
[State -3,ehp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,215,210)
triggerall = var(59)>0
triggerall = !var(9) && !var(55)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999]) && p2bodydist x > 80 || var(23)=1
triggerall = enemynear(var(58)),movetype != H || var(23)=1
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),stateno != 5120
triggerall = enemynear(var(58)),stateno != 5201
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2dist x >50
triggerall = enemynear(var(58)),vel x > -3
triggerall = p2dist y+floor(16*(enemynear(var(58)),vel y)+(16*(16+1)/2)*fvar(20)) = [-40,0]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x+floor(16*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)*(enemynear(var(58)),statetype = A) = [40,90]
trigger1 = random <= var(59)*4
trigger2 = p2bodydist x = [40,90]
trigger2 = enemynear(var(58)),backedgebodydist  < 30-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist < 30-enemynear(var(58)),const(size.ground.front)
trigger2 = random <= var(59)*6
ignorehitpause = 0

;p`
[State -3,elp]
type = ChangeState
value = Ifelse(p2bodydist x <=15,205,200)
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H || var(23)=1
triggerall = enemynear(var(58)),stateno != [996,999]
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = enemynear(var(58)),stateno != 5120
triggerall = enemynear(var(58)),stateno != 5201
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x >15
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || enemynear(var(58)),statetype = A
trigger1 = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999]) && p2bodydist x > 80 || var(23)=1
trigger1 = enemynear(var(58)),vel x > -3
trigger1 = p2bodydist x+floor(8*(enemynear(var(58)),vel x))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)*(enemynear(var(58)),statetype = A) = [75,105]
trigger1 = p2dist y+floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)) = [-40,0]
trigger1 = random <= var(59)*6
trigger2 = enemynear(var(58)),statetype = S && enemynear(var(58)),const(size.head.pos.y)+10 <= -60 || enemynear(var(58)),statetype = A
trigger2 = enemynear(var(58)),movetype = I || (enemynear(var(58)),movetype = A && enemynear(var(58)),stateno != [3000,3999]) && p2bodydist x > 80 || var(23)=1
trigger2 = enemynear(var(58)),vel x > -3
trigger2 = p2bodydist x = [75,105]
trigger2 = p2dist y+floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)) = [-40,0]
trigger2 = enemynear(var(58)),backedgebodydist  < 30-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist < 30-enemynear(var(58)),const(size.ground.front)
trigger2 = random <= var(59)*8
trigger3 = enemynear(var(58)),statetype = A
trigger3 = enemynear(var(58)),movetype = I
trigger3 = p2bodydist x = [75+floor(8*(enemynear(var(58)),vel x)),85+floor(8*(enemynear(var(58)),vel x))]
trigger3 = p2bodydist y = [-50-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)),-40-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20))]
trigger3 = random <= (var(59))*20
ignorehitpause = 0

;peBbNibv
[State -3,pn]
type = ChangeState
value = 1000
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist x >90
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(58)),statetype = A
trigger1 = p2bodydist x = [90+floor(43*(enemynear(var(58)),vel x)),140+floor(43*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-120-floor(43*(enemynear(var(58)),vel y)+(43*(43+1)/2)*fvar(20)),-31-floor(43*(enemynear(var(58)),vel y)+(43*(43+1)/2)*fvar(20))]
trigger1 = random <= (var(59))*40
trigger2 = enemynear(var(58)),statetype != A
trigger2 = p2bodydist x = [110,140]
trigger2 = p2bodydist y >= 0
trigger2 = random <= (var(59))*4
trigger3 = enemynear(var(58)),statetype != A
trigger3 = enemynear(var(58)),stateno = [120,159]
trigger3 = p2bodydist x = [90,130]
trigger3 = p2bodydist y >= 0
trigger3 = random <= (var(59))*9
trigger4 = enemynear(var(58)),statetype != A
trigger4 = enemynear(var(58)),stateno != [120,159]
trigger4 = p2bodydist x = [141,210]
trigger4 = p2bodydist y >= 0
trigger4 = random <= (var(59))*3
trigger5 = enemynear(var(58)),statetype != A
trigger5 = enemynear(var(58)),stateno != [120,159]
trigger5 = p2bodydist x = [211,400]
trigger5 = p2bodydist y >= 0
trigger5 = random <= (var(59))*7
ignorehitpause = 0

;9
[State -3,mu9]
type = ChangeState
value = 1770
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 1 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [130,210]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;5
[State -3,mu5]
type = ChangeState
value = 1740
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [140,240]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;6
[State -3,mu6]
type = ChangeState
value = 1750
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [130,160]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;6(^bOp)
[State -3,mu6t]
type = ChangeState
value = 1750
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = simul
triggerall = !partner,alive
triggerall = random <= (var(59))*4
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != A
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = p2bodydist x = [90,130]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;1
[State -3,mu1]
type = ChangeState
value = 1700
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = (p2bodydist x = [130,190]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;1(^bOp)
[State -3,mu1t]
type = ChangeState
value = 1700
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = simul
triggerall = !partner,alive
triggerall = random <= (var(59))*4
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = p2bodydist x = [140,200]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;7
[State -3,mu7]
type = ChangeState
value = 1760
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [120,140]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;2
[State -3,mu2]
type = ChangeState
value = 1710
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [120,150]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;2-2
[State -3,mu2-2]
type = ChangeState
value = 1710
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [120,150]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;8
[State -3,muf8]
type = ChangeState
value = 1765
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [120,140]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;10
[State -3,mu10]
type = ChangeState
value = 1775
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*1) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [130,160]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;12
[State -3,mu12]
type = ChangeState
value = 1785
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*2) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*3
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [130,160]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;4
[State -3,mu4]
type = ChangeState
value = 1780
triggerall = var(59)>0
triggerall = !var(49) && (100*life/const(data.life)) <= 50 || var(49)=1
triggerall = roundstate = 2
triggerall = TeamMode = single || TeamMode = turns
triggerall = random <= 2 || (enemynear(var(58)),ctrl=1 && random <= (var(59))*2) || (enemynear(var(58)),stateno = [0,22]) && random <= (var(59))*3
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = backedgedist > 60
triggerall = (p2bodydist x = [120,160]) && enemynear(var(58)),vel x =0
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,101])
ignorehitpause = 0

;max
[State -3,ltobimax]
type = ChangeState
value = 3500
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = p2life <= 150 && power >= 1000 || power >= 3000
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x = [150,180]
trigger1 = random <= (var(59))*1
trigger2 = p2bodydist x = [181,230]
trigger2 = random <= (var(59))*3
trigger3 = p2bodydist x >= 231
trigger3 = random <= (var(59))*5
ignorehitpause = 0

;max
[State -3,htobimax]
type = ChangeState
value = 3520
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = p2life <= 150 && power >= 1000 || power >= 3000
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = !((p2stateno = [700,710]) && p2movetype = I && enemynear(var(58)),authorname = "Ahuron")
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(58)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(58)),authorname = "jin")
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x = [90,130]
trigger1 = random <= (var(59))*3
trigger2 = p2bodydist x = [131,180]
trigger2 = random <= (var(59))*5
ignorehitpause = 0

;
[State -3,ltobi]
type = ChangeState
value = 1600
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x = [90,110]
trigger1 = random <= (var(59))*1
trigger2 = p2bodydist x = [111,130]
trigger2 = !var(9) && !var(55) && random <= (var(59))*2 || (var(9)=1 || var(55)=1) && random <= (var(59))*3
trigger3 = p2bodydist x = [131,160]
trigger3 = !var(9) && !var(55) && random <= (var(59))*4 || (var(9)=1 || var(55)=1) && random <= (var(59))*7
trigger4 = p2bodydist x = [161,190]
trigger4 = !var(9) && !var(55) && random <= (var(59))*10 || (var(9)=1 || var(55)=1) && random <= (var(59))*15
trigger5 = p2bodydist x >= 191
trigger5 = !var(9) && !var(55) && random <= (var(59))*14 || (var(9)=1 || var(55)=1) && random <= (var(59))*18
ignorehitpause = 0

;
[State -3,htobi]
type = ChangeState
value = 1620
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = NumProjID(1600) = 0 && NumHelper(1600) = 0
triggerall = NumHelper(3500) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = p2bodydist y >= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = p2bodydist x = [90,130]
trigger1 = random <= (var(59))*1
trigger2 = p2bodydist x = [131,170]
trigger2 = !var(9) && !var(55) && random <= (var(59))*3 || (var(9)=1 || var(55)=1) && random <= (var(59))*6
trigger3 = p2bodydist x = [171,200]
trigger3 = !var(9) && !var(55) && random <= (var(59))*12 || (var(9)=1 || var(55)=1) && random <= (var(59))*18
trigger4 = p2bodydist x >= 201
trigger4 = !var(9) && !var(55) && random <= (var(59))*16 || (var(9)=1 || var(55)=1) && random <= (var(59))*20
ignorehitpause = 0

;WvLbN
[State -3,jhk]
type = ChangeState
value = 630
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= -2) || enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = pos y+floor(-floor(13*vel y)-(13*(13)/2)*0.52) <= 0
triggerall = p2bodydist x = [-20+floor(13*(enemynear(var(58)),vel x)+13*(vel x)),40+floor(13*(enemynear(var(58)),vel x)+13*(vel x))]
triggerall = p2bodydist y = [-50-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-13*(vel y)-(13*(13+1)/2)*0.55),40-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-13*(vel y)-(13*(13+1)/2)*0.55)]
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;WvLbN2
[State -3,jhk2]
type = ChangeState
value = 630
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = pos y+floor(13*vel y)+(13*(13+1)/2)*.58 <= 0
triggerall = pos y+floor(20*vel y)+(20*(20+1)/2)*.58 > 0-5*(9-ifelse(var(59)>9,9,var(59))) || (enemynear(var(58)),pos y < 0 || enemynear(var(58)),vel y) && (vel y > -1.5)  || vel x < 0
triggerall = (enemynear(var(58)),stateno = [5120,5129]) && enemynear(var(58)),animtime >= -18
triggerall = enemynear(var(58)),ctrl || enemynear(var(58)),anim < 200 || enemynear(var(58)),time < 8*(10-var(59)) || enemynear(var(58)),movetype != A
triggerall = ctrl || stateno = 50 || (stateno = [120,149])
trigger1 = p2bodydist x+floor(14*(enemynear(var(58)),vel x)*(enemynear(var(58)),statetype=A))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)-floor(14*vel x) = [-20,45]
trigger1 = p2dist y+floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-floor(13*vel y)-(13*(13+1)/2)*.58)=[-5,-(enemynear(var(58)),const(size.mid.pos.y)-20)-45]
trigger1 = random <= (var(59))*25
trigger2 = (enemynear(var(58)),backedgebodydist <= 35-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist <= 35-enemynear(var(58)),const(size.ground.front)) && p2bodydist x = [-50,45+floor(14*vel x)]
trigger2 = p2dist y+floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-floor(13*vel y)-(13*(13+1)/2)*.58)=[-5,-(enemynear(var(58)),const(size.mid.pos.y)-20)-45]
trigger2 = random <= (var(59))*25
trigger3 = vel x >= 0 && p2dist y+floor(15*(enemynear(var(58)),vel y)+(15*(15+1)/2)*fvar(20)-floor(15*vel y)-(15*(15+1)/2)*.58)=[-5,40]
trigger3 = p2bodydist x+floor(20*(enemynear(var(58)),vel x)*(enemynear(var(58)),statetype=A))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)-floor(20*vel x) = [10,30]
trigger3 = random <= (var(59))*50
trigger4 = vel x >= 0 && p2dist y+floor(15*(enemynear(var(58)),vel y)+(15*(15+1)/2)*fvar(20)-floor(15*vel y)-(15*(15+1)/2)*.58)=[-5,40]
trigger4 = (enemynear(var(58)),backedgebodydist <= 35-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist <= 35-enemynear(var(58)),const(size.ground.front)) && p2bodydist x = [20,45+floor(20*vel x)]
trigger4 = random <= (var(59))*60
ignorehitpause = 0

;Wvp`
[State -3,jhp]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= -2) || enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = ctrl || (stateno = [120,149])
trigger1 = pos y+floor(-floor(11*vel y)-(11*(11)/2)*0.52) <= 0
trigger1 = p2bodydist x = [-30+floor(11*(enemynear(var(58)),vel x)+11*(vel x)),50+floor(11*(enemynear(var(58)),vel x)+11*(vel x))]
trigger1 = p2bodydist y = [-30-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-11*(vel y)-(11*(11+1)/2)*0.55),45-floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-11*(vel y)-(11*(11+1)/2)*0.55)]
trigger2 = pos y+floor(-floor(14*vel y)-(14*(14)/2)*0.52) <= 0
trigger2 = p2bodydist x = [-60+floor(14*(enemynear(var(58)),vel x)+14*(vel x)),0+floor(14*(enemynear(var(58)),vel x)+14*(vel x))]
trigger2 = p2bodydist y = [-45-floor(14*(enemynear(var(58)),vel y)+(14*(14+1)/2)*fvar(20)-14*(vel y)-(14*(14+1)/2)*0.55),50-floor(14*(enemynear(var(58)),vel y)+(14*(14+1)/2)*fvar(20)-14*(vel y)-(14*(14+1)/2)*0.55)]
ignorehitpause = 0

;Wvp`2
[State -3,jhp2]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = statetype = A
triggerall = enemynear(var(58)),movetype != H
triggerall = pos y+floor(11*vel y)+(11*(11+1)/2)*.58 <= 0
triggerall = pos y+floor(17*vel y)+(17*(17+1)/2)*.58 > 0-5*(9-ifelse(var(59)>9,9,var(59))) || (enemynear(var(58)),pos y < 0 || enemynear(var(58)),vel y) && (vel y > -1.5)
triggerall = (enemynear(var(58)),stateno = [5120,5129]) && enemynear(var(58)),animtime >= -10
triggerall = enemynear(var(58)),ctrl || enemynear(var(58)),anim < 200 || enemynear(var(58)),time < 8*(10-var(59)) || enemynear(var(58)),movetype != A || enemynear(var(58)),pos y >= 0 && !enemynear(var(58)),vel y || enemynear(var(58)),Time > 12
triggerall = ctrl || stateno = 50 || (stateno = [120,149])
trigger1 = vel x >= 0 && p2dist x >= floor(12*vel x) && p2dist y+floor(12*(enemynear(var(58)),vel y)+(12*(12+1)/2)*fvar(20)-floor(12*vel y)-(12*(12+1)/2)*.58) >= -(enemynear(var(58)),const(size.mid.pos.y)-20)-30
trigger1 = p2bodydist x+floor(13*(enemynear(var(58)),vel x)*(enemynear(var(58)),statetype=A))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)-floor(13*vel x) = [-70,10]
trigger1 = p2dist y+floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)-floor(17*vel y)-(17*(17+1)/2)*.58)=[-10,50]
trigger1 = random <= (var(59))*90
trigger2 = vel x >= 0 && p2dist x > 0 && p2dist y+floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-floor(13*vel y)-(13*(13+1)/2)*.58) >= -(enemynear(var(58)),const(size.mid.pos.y)-20)-30
trigger2 = p2dist y+floor(17*(enemynear(var(58)),vel y)+(17*(17+1)/2)*fvar(20)-floor(17*vel y)-(17*(17+1)/2)*.58)=[-10,50]
trigger2 = (enemynear(var(58)),backedgebodydist <= 35-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist <= 35-enemynear(var(58)),const(size.ground.front)) && p2bodydist x = [-70,10+floor(13*vel x)]
trigger2 = random <= (var(59))*90
trigger3 = vel x > 0 && p2dist x < floor(11*vel x) && p2dist y >= -(enemynear(var(58)),const(size.mid.pos.y)-20*(enemynear(var(58)),statetype != C))-30
trigger3 = p2bodydist x+floor(11*(enemynear(var(58)),vel x)*(enemynear(var(58)),statetype=A))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)-floor(11*vel x) = [-70,-40]
trigger3 = p2dist y+floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-floor(11*vel y)-(11*(11+1)/2)*.58)=[-10,-(enemynear(var(58)),const(size.mid.pos.y)-20*(enemynear(var(58)),statetype != C))-30]
trigger3 = random <= (var(59))*90
trigger4 = p2dist x < 0 && p2dist y >= -(enemynear(var(58)),const(size.mid.pos.y)-20*(enemynear(var(58)),statetype != C))-30 && p2bodydist x = [-10,10]
trigger4 = p2dist y+floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-floor(11*vel y)-(11*(11+1)/2)*.58)=[-10,-(enemynear(var(58)),const(size.mid.pos.y)-20*(enemynear(var(58)),statetype != C))-30]
trigger4 = random <= (var(59))*90
trigger5 = p2bodydist x+floor(12*(enemynear(var(58)),vel x)*(enemynear(var(58)),statetype=A))*(enemynear(var(58)),facing)*ifelse((enemynear(var(58)),pos x-pos x)>=0,1,-1)-floor(12*vel x) = [-40,20]
trigger5 = p2dist y+floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-floor(11*vel y)-(11*(11+1)/2)*.58)=[-10,-(enemynear(var(58)),const(size.mid.pos.y)-20)-30]
trigger5 = random <= (var(59))*40
trigger6 = (enemynear(var(58)),backedgebodydist <= 35-enemynear(var(58)),const(size.ground.back) || enemynear(var(58)),frontedgebodydist <= 35-enemynear(var(58)),const(size.ground.front)) && p2bodydist x = [-40,20+floor(12*vel x)]
trigger6 = p2dist y+floor(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(20)-floor(11*vel y)-(11*(11+1)/2)*.58)=[-10,-(enemynear(var(58)),const(size.mid.pos.y)-20)-30]
trigger6 = random <= (var(59))*40
ignorehitpause = 0

;󒆐΂U
[State -3,jfk]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype = A
triggerall = (enemynear(var(58)),statetype != A && vel y >= -2) || enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = pos y+floor(-floor(13*vel y)-(13*(13)/2)*0.52) <= 0
triggerall = p2bodydist x = [0+floor(13*(enemynear(var(58)),vel x)+13*(vel x)),80+floor(13*(enemynear(var(58)),vel x)+13*(vel x))]
triggerall = p2bodydist y = [-13-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-13*(vel y)-(13*(13+1)/2)*0.55),26-floor(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(20)-13*(vel y)-(13*(13+1)/2)*0.55)]
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;XeBbNbJ[
[State -3,sr]
type = ChangeState
value = 640
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*10
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = I
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [4000,4200]
triggerall = numhelper(70000+id) > 0
triggerall = (helper(70000+id),var(29) <= 0 || helper(70000+id),var(29) > 0 && !inguarddist && !helper(70000+id),inguarddist) && (helper(70000+id),var(18) <= 0 || !inguarddist && !helper(70000+id),inguarddist)
triggerall = ctrl || (stateno = [120,149])
trigger1 = p2bodydist x = [80,130]
trigger1 = p2bodydist y = [-40,40]
trigger1 = time > 8
trigger2 = p2bodydist x = [20,60]
trigger2 = vel y > -2
ignorehitpause = 0

;
[State -3]
type = ChangeState
value = 195
triggerall = var(59)>0
triggerall = TeamMode = single
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype != A
triggerall = !inguarddist && !enemynear(var(58)),numproj
triggerall = p2bodydist x > 120
triggerall = ctrl || (stateno = [21,22])
trigger1 = var(59) = 1
trigger1 = random < 100
trigger2 = var(59) = 2
trigger2 = random < 40
trigger3 = var(59) = 1||var(59) = 2
trigger3 = prevstateno = 1520
trigger3 = random < 40





;v[s[oO΍
[Statedef 4700]
type    = L
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 4700

[State 210, 3]
type = NotHitBy
trigger1 = 1
value = SCA

[State 210, 3]
type = VarSet
trigger1 = Time = 0
V = 36
value = 2

[State 210, 3]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 210, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = F7, 0

[State 1074, 0]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4510


;
;AIN&K[hwp[
;
[Statedef 70000]
type = A
ctrl = 0
anim = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State 70000,0];Ă
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 70000,1];G
type = nothitby
value = SCA
trigger1 = 1

[State 70000,2];Ȃ
type = PlayerPush
trigger1 = 1
value = 0

[State 70000,3];ی
type=selfstate
trigger1=!ishelper
value=0

[State 70000,4];vC[F
type = varset
triggerall=var(59)!=1
triggerall=time>0
trigger1=command="a"&&root,command="a"
trigger2=command="b"&&root,command="b"
trigger3=command="c"&&root,command="c"
trigger4=command="x"&&root,command="x"
trigger5=command="y"&&root,command="y"
trigger6=command="z"&&root,command="z"
trigger7=command="start"&&root,command="start"
trigger8=command="fwd"&&root,command="fwd"
trigger9=command="back"&&root,command="back"
trigger10=command="up"&&root,command="up"
trigger11=command="down"&&root,command="down"
var(59)=-1

[State 70000,5];CPUF
type = varset
triggerall=var(59)!=-1
triggerall=time > 0
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

[State 70000,6];AIN
type = varset
triggerall = var(59)=1
trigger1 = roundstate=2 && root,ctrl
var(59) = 2

[State 70000,7]
type = varset
triggerall = roundstate = 2
trigger1 = numenemy <= 1
trigger2 = numenemy >= 2
trigger2 = (enemy(0),life <= 0 || enemy(1),life <= 0) && enemynear(0),life > 0
trigger3 = numenemy >= 2
trigger3 = enemy(0),life > 0 && enemy(1),life > 0
trigger3 = abs(root,pos x - enemynear(0),pos x) <= abs(root,pos x - enemynear(1),pos x)
var(4) = 0
IgnoreHitPause = 1

[State 70000,8]
type = varset
triggerall = roundstate = 2
triggerall = numenemy >= 2
trigger1 = enemynear(0),life <= 0
trigger2 = (enemy(0),life <= 0 || enemy(1),life <= 0) && enemynear(0),life <= 0
trigger3 = enemy(0),life > 0 && enemy(1),life > 0
trigger3 = abs(root,pos x - enemynear(0),pos x) > abs(root,pos x - enemynear(1),pos x)
var(4) = 1
IgnoreHitPause = 1

;
;wɐݒu
;
[state 70000]
type = turn
trigger1 = facing*ifelse((enemynear(var(4)),pos x-pos x)>=0,1,-1) < 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 70000]
type = varset
trigger1 = enemynear(var(4)),facing*ifelse((enemynear(var(4)),pos x-root,pos x)>=0,1,-1)<=0
trigger2 = !enemynear(var(4)),hitdefattr = A,NA,SA,HA
var(8) = 0
IgnoreHitPause = 1

[state 70000]
type = varset
trigger1 = enemynear(var(4)),facing*ifelse((enemynear(var(4)),pos x-root,pos x)>=0,1,-1)>0
trigger1 = enemynear(var(4)),hitdefattr = A,NA,SA,HA
var(8) = 1
IgnoreHitPause = 1

[state 70000]
type = posset
trigger1 = 1
x = root,pos x+ifelse((enemynear(var(4)),pos y<0&&var(8)=1),(enemynear(var(4)),const(size.attack.dist)),(enemynear(var(4)),const(size.proj.attack.dist)))*(enemynear(var(4)),facing)
IgnoreHitPause = 1

;
;G̔ѓ̐v
;
[State 70000]
type = varset
triggerall = roundstate = 2 && numenemy <= 1
trigger1 = !var(13) || var(13) > enemynear(var(4)),numhelper+1
var(13) = enemynear(var(4)),numhelper+1
ignorehitpause = 1

[State 70000]
type = varset
trigger1 = roundstate = 2 && numenemy >= 2
trigger1 = !var(13) || var(13) > (enemy(0),numhelper+enemy(1),numhelper+1)
var(13) = (enemy(0),numhelper+enemy(1),numhelper+1)
ignorehitpause = 1

[State 70000]
type = varset
triggerall = roundstate = 2 && var(13) > 0
trigger1 = numenemy <= 1
var(18) = (enemynear(var(4)),numhelper+1) - var(13)
ignorehitpause = 1

[State 70000]
type = varset
triggerall = roundstate = 2 && var(13) > 0
trigger1 = numenemy >= 2
var(18) = (enemy(0),numhelper+enemy(1),numhelper+1)-var(13)
ignorehitpause = 1

[State 70000]
type = varset
triggerall = roundstate = 2 && numenemy <= 1
trigger1 = !var(19) || var(19) > (enemynear(var(4)),numproj+1)
var(19) = enemynear(var(4)),numproj+1
ignorehitpause = 1

[State 70000]
type = varset
trigger1 = roundstate = 2 && numenemy >= 2
trigger1 = !var(19) || var(19) > (enemy(0),numproj+enemy(1),numproj+1)
var(19) = (enemy(0),numproj+enemy(1),numproj+1)
ignorehitpause = 1

[State 70000]
type = varset
triggerall = roundstate = 2
trigger1 = numenemy <= 1
var(29) = (enemynear(var(4)),numproj+1) - var(19)
ignorehitpause = 1

[State 70000]
type = varset
triggerall = roundstate = 2
trigger1 = numenemy >= 2
var(29) = (enemy(0),numproj+enemy(1),numproj+1) - var(19)
ignorehitpause = 1

[State 70000];I
type = destroyself
trigger1 = ishelper && roundstate > 3








