[Statedef 39110];Xe[W[p
type=A
movetype=I
physics=N
ctrl=0
anim=15000
SprPriority = -5
velset=-10, 0

















;σ[hpVar
;Helper(39110),Var(1);1łƉσ[h
[State 39110, Ɖσ[hp]
type = varset
Trigger1 = 1
var(1) = 1;1łƉσ[h









;Helper(39110),Var(5);킭킭̓G̎AI
;``````````킭킭̕ǁ```````````
;˕
;i(ьĂ)
;(m)
;CA
;˕(En)
;oNXe
[State -2, (lq)]
type = NULL
;triggerall = 0
triggerall = var(5) < 1

trigger1 = 0
trigger1 = var(5) := 1;˕

trigger2 = 0
trigger2 = var(5) := 2;i(ь
                      
trigger3 = 0          
trigger3 = var(5) := 3;(m)
                      
trigger4 = 0          
trigger4 = var(5) := 4;CA
                      
trigger5 = 0          
trigger5 = var(5) := 5;˕(E
                      
trigger6 = 0          
trigger6 = var(5) := 6;oNXe

trigger7 = 0
trigger7 = var(5) := 7

trigger8 = 0
trigger8 = var(5) := 8

trigger9 = 0
trigger9 = var(5) := 9

;trigger10= var(5) := random/100
ignorehitpause	= 1


[State -2, (lq) Reset xyz]
type = varset
;triggerall = 0
triggerall = var(5) < 1

trigger1 = 0
trigger1 = var(5) := 1;˕

trigger2 = 0
trigger2 = var(5) := 2;i(ь
                      
trigger3 = 0          
trigger3 = var(5) := 3;(m)
                      
trigger4 = 0          
trigger4 = var(5) := 4;CA
                      
trigger5 = 0          
trigger5 = var(5) := 5;˕(E
                      
trigger6 = 0          
trigger6 = var(5) := 6;oNXe

trigger7 = 0
trigger7 = var(5) := 7

trigger8 = 0
trigger8 = var(5) := 8

trigger9 = 0
trigger9 = var(5) := 9

trigger10= random/100
var(5) = -1
ignorehitpause	= 1
[State -2, (lq) Reset xyz]
type = varset
trigger1 = parent,movehit
trigger2 =  EnemyNear(parent,Var(58)),movetype = H
trigger3 =  EnemyNear(parent,Var(58)),stateno = [5000,5150]
trigger4 =  parent,var(56) >= 1
trigger5 =  var(6) >= 1
trigger6 =  var(7) >= 1
var(5) = 0
ignorehitpause	= 1





;Helper(39110),Var(6);킭킭ȏ̓G̎AI
;``````````}WM̕ǁ```````````
;ˌӂ(ȋ󒆔тɑ΂)
;K[h
;
;z[~O
;OK[L
;t5A(animI)
;󒆕
;n㌎ӂ
;Xebv5A
;Xebv2C
;QiWv(ǏR)Ăor󒆃_bVorC
;Ƃ(Ԃ)
;˕g
;HJJB(΋)
;hDG(XebvXebv)
[State -2, (킭킭)]
type = NULL
;triggerall = 0
triggerall = EnemyNear(parent,Var(58)),stateno != [5000,5150]
;triggerall = EnemyNear(parent,Var(58)),ctrl
;triggerall = parent,ctrl
triggerall =(parent,stateno != [100,105])
triggerall = Helper(39100),Var(25) != 280; || EnemyNear(parent,Var(58)),time < 0
triggerall = var(6) < 1

trigger1 = 0
trigger1 = var(6) := 1;ˌӂ(ȋ󒆔тɑ΂)

trigger2 = 0
trigger2 = var(6) := 2;K[h

trigger3 = 0
trigger3 = var(6) := 3;

trigger4 = 0
trigger4 = var(6) := 4;z[~O

trigger5 = 0
trigger5 = var(6) := 5;OK[L

trigger6 = 0
trigger6 = var(6) := 6;t5A(animI)

trigger7 = 0
trigger7 = var(6) := 7;󒆕

trigger8 = 0
trigger8 = var(6) := 8;n㌎ӂ

;trigger9 = Helper(39100),Var(22) != 200
trigger9 = EnemyNear(parent,Var(58)),statetype != A
trigger9 = Helper(39100),Var(22)=225 || random <= 500 || EnemyNear(parent,Var(58)),movetype = A
trigger9 = var(6) := 9;Xebv5A

;trigger10= Helper(39100),Var(22) != 420
trigger10= EnemyNear(parent,Var(58)),movetype != A
trigger10= EnemyNear(parent,Var(58)),statetype != A
trigger10= (parent,var(55)&2048)||(parent,var(55)&4096)
trigger10= var(6) := 10;Xebv2C

trigger11= 0
trigger11= var(6) := 11;QiWv(ǏR)Ăor󒆃_bVorC

trigger12= 0
trigger12= var(6) := 12;Ƃ(Ԃ)

trigger13= 0
trigger13= var(6) := 13;˕g

trigger14= 0
trigger14= var(6) := 14;HJJB(΋)

trigger15= EnemyNear(parent,Var(58)),movetype != A
trigger15= parent,movetype != A
trigger15= random <= 500
trigger15= var(6) := 15;hDG(XebvXebv)

trigger16= 0
trigger16= var(6) := 16

trigger17= 0
trigger17= var(6) := 17

trigger18= 0
trigger18= var(6) := 18

trigger19= 0
trigger19= var(6) := 19

trigger20= 0
trigger20= var(6) := 20
                      
trigger21= 0          
trigger21= var(6) := 21
                      
trigger22= 0          
trigger22= var(6) := 22
                      
trigger23= 0          
trigger23= var(6) := 23
                      
trigger24= 0          
trigger24= var(6) := 24
                      
trigger25= 0          
trigger25= var(6) := 25
                      
trigger26= 0          
trigger26= var(6) := 26
                      
trigger27= 0          
trigger27= var(6) := 27
                      
trigger28= 0          
trigger28= var(6) := 28
                      
trigger29= 0          
trigger29= var(6) := 29

trigger30= var(6) :=0
ignorehitpause	= 1


[State -2, (킭킭) Reset xyz]
type = varset
;triggerall = 0
trigger1 = 0
trigger1 = var(6) = 1;ˌӂ(ȋ󒆔тɑ΂)

trigger2 = 0
trigger2 = var(6) = 2;K[h

trigger3 = 0
trigger3 = var(6) = 3;

trigger4 = 0
trigger4 = var(6) = 4;z[~O

trigger5 = 0
trigger5 = var(6) = 5;OK[L

trigger6 = 0
trigger6 = var(6) = 6;t5A(animI)

trigger7 = 0
trigger7 = var(6) = 7;󒆕

trigger8 = 0
trigger8 = var(6) = 8;n㌎ӂ

trigger9 = Helper(39100),Var(22) = 200
trigger9 = var(6) = 9;Xebv5A

trigger10= Helper(39100),Var(22) = 420
trigger10= var(6) = 10;Xebv2C

trigger11= 0
trigger11= var(6) = 11;QiWv(ǏR)Ăor󒆃_bVorC

trigger12= 0
trigger12= var(6) = 12;Ƃ(Ԃ)

trigger13= 0
trigger13= var(6) = 13;˕g

trigger14= 0
trigger14= var(6) = 14;HJJB(΋)

trigger15= EnemyNear(parent,Var(58)),movetype = A || parent,P2BodyDist X <= 10
trigger15= var(6) = 15;hDG(XebvXebv)

trigger16= 0
trigger16= var(6) = 16

trigger17= 0
trigger17= var(6) = 17

trigger18= 0
trigger18= var(6) = 18

trigger19= 0
trigger19= var(6) = 19

trigger20= 0
trigger20= var(6) = 20
                     
trigger21= 0         
trigger21= var(6) = 21
                     
trigger22= 0         
trigger22= var(6) = 22
                     
trigger23= 0         
trigger23= var(6) = 23
                     
trigger24= 0         
trigger24= var(6) = 24
                     
trigger25= 0         
trigger25= var(6) = 25
                     
trigger26= 0         
trigger26= var(6) = 26
                     
trigger27= 0         
trigger27= var(6) = 27
                     
trigger28= 0         
trigger28= var(6) = 28
                     
trigger29= 0         
trigger29= var(6) = 29

;trigger30= random/100
var(6) = -1
ignorehitpause	= 1
[State -2, (킭킭) Reset xyz]
type = varset
triggerall = var(6) = -1
trigger1 = parent,movehit
trigger2 = EnemyNear(parent,Var(58)),movetype = H&&!parent,ctrl
trigger3 = EnemyNear(parent,Var(58)),stateno = [5000,5150]
trigger4 = parent,var(56) >= 1
trigger5 = var(7) >= 1
var(6) = 0
ignorehitpause	= 1





;Helper(39110),Var(7);Ԃȏ̓G̎AI
;(Wv˃obN_bV~Q)
;Ԏʂ
;z[~O
;OK[L
;
;Xebv
;␳؂茎ӂvC
[State -2, (Ԃ)]
type = NULL
;triggerall = 0
triggerall = EnemyNear(parent,Var(58)),movetype != A
triggerall = EnemyNear(parent,Var(58)),stateno != [5000,5150]
triggerall = var(7) < 1

trigger1 = (Helper(39100),Var(21) = [120,155])
trigger1 = parent,movetype = H
trigger1 = var(7) := 1;(Wv˃obN_bV~Q)
                      
trigger2 = 0          
trigger2 = var(7) := 2;Ԏʂ
                      
trigger3 = 0          
trigger3 = var(7) := 3;
                      
trigger4 = 0          
trigger4 = var(7) := 4;Xebv
                      
trigger5 = Helper(39100),Var(21) = 251
;trigger5 = parent,movehit
trigger5 = var(7) := 5;␳؂茎ӂvC

trigger6 = 0
trigger6 = var(7) := 6

trigger7 = 0
trigger7 = var(7) := 7

trigger8 = 0
trigger8 = var(7) := 8

trigger9 = 0
trigger9 = var(7) := 9

;trigger10= var(7) := random/100
ignorehitpause	= 1


[State -2, (Ԃ) Reset xyz]
type = varset
;triggerall = 0
trigger1 = (Helper(39100),Var(21) = [120,155])&&parent,movetype = H&&parent,P2BodyDist X >= 120||Helper(39100),Var(21) = 660;|| parent,statetype!=A&&time >= 5&&Helper(39100),Var(21) != [120,155]
trigger1 = var(7) = 1;(Wv˃obN_bV~Q)
                     
trigger2 = 0         
trigger2 = var(7) = 2;Ԏʂ
                     
trigger3 = 0         
trigger3 = var(7) = 3;
                     
trigger4 = 0         
trigger4 = var(7) = 4;Xebv
                     
trigger5 = EnemyNear(parent,Var(58)),ctrl
trigger5 = var(7) = 5;␳؂茎ӂvC

trigger6 = 0
trigger6 = var(7) = 6

trigger7 = 0
trigger7 = var(7) = 7

trigger8 = 0
trigger8 = var(7) = 8

trigger9 = 0
trigger9 = var(7) = 9

;trigger10= random/100
var(7) = -1
ignorehitpause	= 1

[State -2, (Ԃ) Reset xyz]
type = varset
triggerall = 0
triggerall = var(7) != 5
trigger1 = parent,movehit
trigger2 = EnemyNear(parent,Var(58)),movetype = H
trigger3 = EnemyNear(parent,Var(58)),stateno = [5000,5150]
trigger4 = parent,var(56) >= 1
var(7) = 0
ignorehitpause	= 1



;Helper(39110),Var(8)=2;AIJsp
[State -3]
Type = VarSet
Trigger1 = RoundState = [0,1]
Trigger1 = Var(8) = 0
V = 8
Value = 1

[State -3]
Type = VarSet
Triggerall = RoundState = 2
Trigger1 = Var(8) = 1
Trigger2 = parent,StateNo = 0
Trigger2 = parent,Ctrl = 0
V = 8
Value = 2

[State -3]
Type = VarSet
TriggerAll = Var(8) = 2
TriggerAll = RoundState = 2
TriggerAll = parent,StateNo != 0
TriggerAll = parent,StateNo != [2000,2002];AIɂ点sStateNoĂ
Trigger1 = parent,Ctrl
Trigger2 = parent,MoveType != I
V = 8
Value = 0

























[State 39110,  σ[hp]
type = varset
TriggerAll = 0
Trigger1 = Root,PalNo % 2 = 1
Trigger2 = 1
var(1) = 0
[State 39110,  σ[hp]
type = varset
TriggerAll = 0
Trigger1 = Root,PalNo % 2 = 0
Trigger1 = 1
Trigger2 = 1
var(1) = 1








[State 39110, Safety];ꉞ
type=selfstate
trigger1=!ishelper
value=0
[State 39110, AssertSpecial];ꏈ
Type = AssertSpecial
Trigger1 = 1
flag = Invisible ;CBVu@ȂB
flag2 = Noshadow ;m[VhE@e\ȂB
ignorehitpause=1 ;qbg|[YeB
[State 39110, NotHitBy];UɓȂ悤B
Type = NotHitBy
Value = SCA
Trigger1 = 1
IgnoreHitPause = 1

[State 39110];ʂɂƂȂ
type=ScreenBound
trigger1=1
value=0
movecamera=0,0
[State 39110];pѓˏo
type=Projectile
trigger1=time=0
projID=30011
projanim=15000
velocity=10, 0;փp[̏xƓ
projpriority=4
projsprpriority=2
projstagebound=0;0IXX
projedgebound=99999
offset=0, 0
postype=right
supermovetime=99999
pausemovetime=99999
projremovetime=-1
[State 39110];ѓ~B
type=velset
trigger1=!(root,numprojID(30011));wp[oprojectile{̊ǗɂȂ̂ŁAuroot,vYȂ悤
x=0
y=0







;Var(1)			Ɖσ[h
;Var(2)			AI̓ύX
;Var(5)			lq
;Var(6)			킭킭
;Var(7)			Ԃ
;Var(8)			Js
;Var(10)		qbg
;Var(11)		[v֐


;Helper(39110),Var(10);qbg擾
[State -2, qbg擾]
type = Varset
trigger1 = EnemyNear(parent,Var(58)),stateno != [150,155]
trigger1 = EnemyNear(parent,Var(58)),movetype = H
;var(10) = 1
var(10) = enemy,GethitVar(hitcount)
persistent = 1
ignorehitpause = 1

[State -2, qbg]
type = VarSet
triggerall = var(10) != 0
triggerall = EnemyNear(parent,Var(58)),movetype != H
trigger1 = EnemyNear(parent,Var(58)),stateno != [5000,6230]
trigger2 = EnemyNear(parent,Var(58)),stateno = 5120||(EnemyNear(parent,Var(58)),stateno = [5200,5220])
trigger3 = EnemyNear(parent,Var(58)),stateno = 5090
var(10) = 0
ignorehitpause = 1

[State -2, [vR{ xyz]
type = varadd
triggerall = movehit = 1
trigger1 = stateno = 1300
trigger2 = stateno = 3400
trigger2 = var(11) = 0
trigger3 = stateno = 3600
trigger3 = var(11) = 0
trigger4 = stateno = 800
trigger4 = var(11) = 0
trigger4 = EnemyNear(Var(58)),statetype = A
var(11) = 1

[State -2, [vR{ Reset xyz];
type = varset
;trigger1 = 1
trigger1 = EnemyNear(Var(58)),movetype != H
Trigger2 = EnemyNear(Var(58)),statetype = L
;trigger3 = stateno = 3800
;trigger2 = movecontact
var(11) = 0












;[
;facing*(helper(39100+(facing=-1)*10),pos x - pos x);O[
;-facing*(helper(39100+(facing=1)*10),pos x - pos x);[
;Xe[WE[p
[Statedef 39100]
type=A
movetype=I
physics=N
ctrl=0
anim=15000;\ȂAnimȂALSGƉeAs͕sv
SprPriority = -5 ;XvCgDx@ꉞ-5
velset=10, 0;xBprojectilê̂Ɠɂ
[State 39100, Safety];ꉞ
type=selfstate
trigger1=!ishelper
value=0
[State 39100, AssertSpecial];ꏈ
Type = AssertSpecial
Trigger1 = 1
flag = Invisible ;CBVu@ȂB
flag2 = Noshadow ;m[VhE@e\ȂB
ignorehitpause=1 ;qbg|[YeB
[State 39100, NotHitBy];UɓȂ悤B
Type = NotHitBy
Value = SCA
Trigger1 = 1
IgnoreHitPause = 1

[State 39100];ʂɂƂȂ
type=ScreenBound
trigger1=1
value=0
movecamera=0,0
[State 39100];pѓˏo
type=Projectile
trigger1=time=0
projID=30001
projanim=15000
velocity=10, 0;փp[̏xƓ
projpriority=4
projsprpriority=2
projstagebound=0;0IXX
projedgebound=99999
offset=0, 0
postype=right
supermovetime=99999
pausemovetime=99999
projremovetime=-1
[State 39100];ѓ~B
type=velset
trigger1=!(root,numprojID(30001));wp[oprojectile{̊ǗɂȂ̂ŁAuroot,vYȂ悤
x=0
y=0



;Ó]Ԃp
[State 39100, JEg]
type = varset
trigger1 = time = 0
var(0) = parent,var(51)
ignorehitpause = 1

[State 39100, JEg]
type = parentvaradd
trigger1 = parent,var(51) != var(0)
var(50) = 1
ignorehitpause = 1

[State 39100, JEg]
type = varadd
trigger1 = roundstate = 2
var(0) = 1
ignorehitpause = 1



;Q`Rȏ̃Xe[gL邱Ɓ{PrevStateNoɗȂ悤ɂׁB
;StateNőLB
;Helper(39100),Var(21) ;O`
;Helper(39100),Var(22) ;O
;Helper(39100),Var(23) ;O
[State 39100, Rec-StateNo]
Type = Null
TriggerAll = Var(22) != Root,StateNo ;d{XV^C~Om
TriggerAll = Root,Time = 1 ;
Trigger1 = 0 && Var(23) := Var(22) ;QԖڂRԖڂ
Trigger2 = 0 && Var(22) := Var(21) ;PԖڂQԖڂ
Trigger3 = 0 && Var(21) := Root,StateNo ;PԖڂ㏑
IgnoreHitPause = 1


;GStateNőLB
;Helper(39100),Var(24) ;O`
;Helper(39100),Var(25) ;O
;Helper(39100),Var(26) ;O
[State 39100, Rec-EnemyStateNo]
Type = Null
TriggerAll = Var(25) != EnemyNear(parent,Var(58)),StateNo ;d{XV^C~Om
TriggerAll = EnemyNear(parent,Var(58)),Time = 1 ;
Trigger1 = 0 && Var(26) := Var(25) ;QԖڂRԖڂ
Trigger2 = 0 && Var(25) := Var(24) ;PԖڂQԖڂ
Trigger3 = 0 && Var(24) := EnemyNear(parent,Var(58)),StateNo ;PԖڂ㏑
IgnoreHitPause = 1



;K[Lp^C~OVar̂P
;Helper(39100),Var(27);1ŃK[L^C~O
[State 39100, JEg]
type = varset
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
Trigger1 = EnemyNear(parent,Var(58)),Time <= 1
var(27) = 0
;persistent = 0

[State 39100, JEg]
type = varadd
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
triggerall = var(27) >= 0
trigger1 = EnemyNear(parent,Var(58)),MoveType = A
var(27) = 1

[State 39100, JEg]
type = varset
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
trigger1 = EnemyNear(parent,Var(58)),MoveType = A
trigger1 = EnemyNear(parent,Var(58)),HitDefAttr = SCA, NA, SA, HA ;Ō̂
var(27) = -1


;K[Lp^C~OVar̂Q
;Helper(39100),Var(28);1͍U莝A2̓K[L^C~O
[State 39100, K[Lp]
type = varset
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
Trigger1 = EnemyNear(parent,Var(58)),Time <= 1
Trigger2 = parent,MoveType = H && Parent,Time = 1 ;{̂炢ԂɂȂB
var(28) = 0

[State 39100, K[Lp]
type = varset
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
trigger1 = Floor(Var(59)/100) = Var(24) && Floor(Var(59)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger2 = Floor(Var(58)/100) = Var(24) && Floor(Var(58)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger3 = Floor(Var(57)/100) = Var(24) && Floor(Var(57)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger4 = Floor(Var(56)/100) = Var(24) && Floor(Var(56)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger5 = Floor(Var(55)/100) = Var(24) && Floor(Var(55)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger6 = Floor(Var(54)/100) = Var(24) && Floor(Var(54)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger7 = Floor(Var(53)/100) = Var(24) && Floor(Var(53)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger8 = Floor(Var(52)/100) = Var(24) && Floor(Var(52)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger9 = Floor(Var(51)/100) = Var(24) && Floor(Var(51)%100) > EnemyNear(parent,Var(58)),Time + 2
trigger10= Floor(Var(50)/100) = Var(24) && Floor(Var(50)%100) > EnemyNear(parent,Var(58)),Time + 2
var(28) = 1

[State 39100, K[Lp]
type = varset
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
trigger1 = Floor(Var(59)/100) = Var(24) && Floor(Var(59)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger2 = Floor(Var(58)/100) = Var(24) && Floor(Var(58)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger3 = Floor(Var(57)/100) = Var(24) && Floor(Var(57)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger4 = Floor(Var(56)/100) = Var(24) && Floor(Var(56)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger5 = Floor(Var(55)/100) = Var(24) && Floor(Var(55)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger6 = Floor(Var(54)/100) = Var(24) && Floor(Var(54)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger7 = Floor(Var(53)/100) = Var(24) && Floor(Var(53)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger8 = Floor(Var(52)/100) = Var(24) && Floor(Var(52)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger9 = Floor(Var(51)/100) = Var(24) && Floor(Var(51)%100) = EnemyNear(parent,Var(58)),Time + 3
trigger10= Floor(Var(50)/100) = Var(24) && Floor(Var(50)%100) = EnemyNear(parent,Var(58)),Time + 3
var(28) = 2


;iwKpVar
;Helper(39100),Var(29);1Œi
[State 39100, iwKp]
type = varset
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
Trigger1 = EnemyNear(parent,Var(58)),MoveType != A
Trigger2 = parent,MoveType = H && Parent,Time = 1 ;{̂炢ԂɂȂB
var(29) = 0

[State 39100, iwKp]
type = varset
TriggerAll = Alive && RoundState = 2;`hŒLq
TriggerAll = EnemyNear(parent,Var(58)),MoveType = A
trigger1 = Floor(Var(49)/1000) = Var(24) && Floor(Var(49)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger2 = Floor(Var(48)/1000) = Var(24) && Floor(Var(48)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger3 = Floor(Var(47)/1000) = Var(24) && Floor(Var(47)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger4 = Floor(Var(46)/1000) = Var(24) && Floor(Var(46)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger5 = Floor(Var(45)/1000) = Var(24) && Floor(Var(45)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger6 = Floor(Var(44)/1000) = Var(24) && Floor(Var(44)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger7 = Floor(Var(43)/1000) = Var(24) && Floor(Var(43)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger8 = Floor(Var(42)/1000) = Var(24) && Floor(Var(42)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger9 = Floor(Var(41)/1000) = Var(24) && Floor(Var(41)%1000) <= EnemyNear(parent,Var(58)),Time +10
trigger10= Floor(Var(40)/1000) = Var(24) && Floor(Var(40)%1000) <= EnemyNear(parent,Var(58)),Time +10
var(29) = 1






;[(K[Lp)
;Helper(39100),Var(50`59)
[State 39100,x]
type = NULL
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
TriggerAll = EnemyNear(parent,Var(58)),MoveContact
TriggerAll = EnemyNear(parent,Var(58)),MoveType = A
TriggerAll = EnemyNear(parent,Var(58)),StateType != A
Triggerall = parent,MoveType = H && Parent,Time = 1 ;{̂炢ԂɂȂB
Triggerall = EnemyNear(parent,Var(58)),Time < 100 ;TimeL^ׂB
Triggerall = EnemyNear(parent,Var(58)),StateNo < 10000000 ;StetaNolL^\ȒB
;triggerall = Var(21) = 0
trigger1 = Var(59) = 0 || Floor(var(59)/100) = Var(24); && Floor(var(59)%100) >= EnemyNear(parent,Var(58)),Time
trigger1 = Var(59) := Var(24)*100 + ifelse((Floor(var(59)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(59)%100),EnemyNear(parent,Var(58)),Time)
trigger2 = Var(58) = 0 || Floor(var(58)/100) = Var(24); && Floor(var(58)%100) >= EnemyNear(parent,Var(58)),Time
trigger2 = Var(58) := Var(24)*100 + ifelse((Floor(var(58)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(58)%100),EnemyNear(parent,Var(58)),Time)
trigger3 = Var(57) = 0 || Floor(var(57)/100) = Var(24); && Floor(var(57)%100) >= EnemyNear(parent,Var(58)),Time
trigger3 = Var(57) := Var(24)*100 + ifelse((Floor(var(57)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(57)%100),EnemyNear(parent,Var(58)),Time)
trigger4 = Var(56) = 0 || Floor(var(56)/100) = Var(24); && Floor(var(56)%100) >= EnemyNear(parent,Var(58)),Time
trigger4 = Var(56) := Var(24)*100 + ifelse((Floor(var(56)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(56)%100),EnemyNear(parent,Var(58)),Time)
trigger5 = Var(55) = 0 || Floor(var(55)/100) = Var(24); && Floor(var(55)%100) >= EnemyNear(parent,Var(58)),Time
trigger5 = Var(55) := Var(24)*100 + ifelse((Floor(var(55)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(55)%100),EnemyNear(parent,Var(58)),Time)
trigger6 = Var(54) = 0 || Floor(var(54)/100) = Var(24); && Floor(var(54)%100) >= EnemyNear(parent,Var(58)),Time
trigger6 = Var(54) := Var(24)*100 + ifelse((Floor(var(54)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(54)%100),EnemyNear(parent,Var(58)),Time)
trigger7 = Var(53) = 0 || Floor(var(53)/100) = Var(24); && Floor(var(53)%100) >= EnemyNear(parent,Var(58)),Time
trigger7 = Var(53) := Var(24)*100 + ifelse((Floor(var(53)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(53)%100),EnemyNear(parent,Var(58)),Time)
trigger8 = Var(52) = 0 || Floor(var(52)/100) = Var(24); && Floor(var(52)%100) >= EnemyNear(parent,Var(58)),Time
trigger8 = Var(52) := Var(24)*100 + ifelse((Floor(var(52)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(52)%100),EnemyNear(parent,Var(58)),Time)
trigger9 = Var(51) = 0 || Floor(var(51)/100) = Var(24); && Floor(var(51)%100) >= EnemyNear(parent,Var(58)),Time
trigger9 = Var(51) := Var(24)*100 + ifelse((Floor(var(51)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(51)%100),EnemyNear(parent,Var(58)),Time)
trigger10= Var(50) = 0 || Floor(var(50)/100) = Var(24); && Floor(var(50)%100) >= EnemyNear(parent,Var(58)),Time
trigger10= Var(50) := Var(24)*100 + ifelse((Floor(var(50)%100) >= EnemyNear(parent,Var(58)),Time),Floor(var(50)%100),EnemyNear(parent,Var(58)),Time)






;[2(K[hLp)
;Helper(39100),Var(40`49)
[State 39100,x]
type = NULL
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
TriggerAll = EnemyNear(parent,Var(58)),MoveContact
TriggerAll = EnemyNear(parent,Var(58)),MoveType = A
TriggerAll = EnemyNear(parent,Var(58)),StateType != A
Triggerall = Var(22) = [120,159] ;O̓삪K[h
TriggerAll = ( Root,MoveType = H && Root,StateNo != [120,159] ) ;K[hȊÔ炢
Triggerall = EnemyNear(parent,Var(58)),Time < 1000 ;TimeL^ׂB
Triggerall = EnemyNear(parent,Var(58)),StateNo < 1000000 ;StetaNolL^\ȒB
;TriggerAll = Root,statetype = C ;Ⴊ
trigger1 = Var(49) = 0 || Floor(var(49)/1000) = Var(24)
trigger1 = Var(49) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger2 = Var(48) = 0 || Floor(var(48)/1000) = Var(24)
trigger2 = Var(48) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger3 = Var(47) = 0 || Floor(var(47)/1000) = Var(24)
trigger3 = Var(47) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger4 = Var(46) = 0 || Floor(var(46)/1000) = Var(24)
trigger4 = Var(46) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger5 = Var(45) = 0 || Floor(var(45)/1000) = Var(24)
trigger5 = Var(45) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger6 = Var(44) = 0 || Floor(var(44)/1000) = Var(24)
trigger6 = Var(44) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger7 = Var(43) = 0 || Floor(var(43)/1000) = Var(24)
trigger7 = Var(43) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger8 = Var(42) = 0 || Floor(var(42)/1000) = Var(24)
trigger8 = Var(42) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger9 = Var(41) = 0 || Floor(var(41)/1000) = Var(24)
trigger9 = Var(41) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger10= Var(40) = 0 || Floor(var(40)/1000) = Var(24)
trigger10= Var(40) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
[State 39100,x]
type = NULL
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
trigger1 = parent,Var(53) != 0
trigger1 = Var(49) = 0
trigger1 = Var(49) := parent,Var(53)%10000*100
trigger2 = parent,Var(53) >= 10000
trigger2 = Var(48) = 0
trigger2 = Var(48) := parent,Var(53)/10000%10000*100
trigger2 = parent,Var(53) >= 100000000
trigger2 = Var(47) = 0
trigger2 = Var(47) := parent,Var(53)/100000000*100



;[4
;Helper(39100),Var(39)/1000000      = ;xxx@U
;Helper(39100),Var(39)%1000000/1000 = ;yyy@NU
;Helper(39100),Var(39)%1000         = ;zzz@
[State 39100,x]
type = NULL
TriggerAll = Alive && RoundState = 2 && parent,Var(59) >= 1;`hŒLq
Triggerall = parent,MoveType = H && Parent,Time = 1 ;{̂炢ԂɂȂB
TriggerAll = EnemyNear(parent,Var(58)),MoveContact
TriggerAll = EnemyNear(parent,Var(58)),MoveType = A
triggerall = time = 0
trigger1 = parent,stateno = 500 || parent,stateno = 3800 || parent,stateno = 4000 || parent,stateno = 10700;5CATA|AˊʂȂ
trigger1 = var(39) := Floor(var(39)/1000) + P2BodyDist X;zzz
trigger2 = parent,stateno = 4000 || parent,stateno = 10700;NU(AeȂ)
trigger2 = P2BodyDist X <= 70;NU
trigger2 = (Var(24) = [5000,5150]) || (Var(25) = [5000,5150]) || (Var(26) = [5000,5150]);NU
trigger2 = var(39) := Floor(var(39)/1000000) * 1000000 + Floor(var(39)%1000) + P2BodyDist X * 1000;yyy
trigger3 = parent,stateno = 1500;
trigger3 = EnemyNear(parent,Var(58)),ctrl || Var(25) = 0;
trigger3 = var(39) := Floor(var(39)%1000000) + P2BodyDist X * 1000000;xxx
