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






[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(10)		qbg
;Var(11)		K[h
;Var(12)		^Cv
;Var(13)		낢JEg

;Helper(39110),Var(10);qbg擾
[State -2, qbg擾]
type = Varset
triggerall = EnemyNear(parent,Var(58)),stateno != [150,155]
trigger1 = EnemyNear(parent,Var(58)),movetype = H
trigger2 = EnemyNear(parent,Var(58)),stateno = [1310,1315]
;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



;Helper(39110),Var(11);K[h񐔎擾
[State -1, K[h񐔊Ď]
type = VarAdd
TriggerAll = var(59)>0 && RoundState=2 && Alive && !Ishelper
Trigger1 = StateNo=151||StateNo=153||StateNo=154
Trigger1 = Time=1
var(11) = 1
ignorehitpause=1

[State -1, K[h񐔃Zbg]
type = VarSet
TriggerAll = var(59)>0 && RoundState=2 && Alive && !Ishelper
TriggerAll = var(11)>=1
Trigger1 = StateNo != [120,155]
var(11) = 0
ignorehitpause=1



;Helper(39110),Var(12);^Cv
[State -2,^Cv]
type = NULL
trigger1 = Var(12) = 6
trigger1 = parent,movehit = 1
trigger1 = EnemyNear(Var(58)),movetype = H || EnemyNear(Var(58)),stateno = [5000,5150]
trigger1 = Var(12) := 1
ignorehitpause = 1

[State -2,^Cv]
type = NULL
TriggerAll = RoundState = 2
trigger1 = parent,movehit = 1
trigger1 = EnemyNear(Var(58)),movetype != H
trigger1 = 0
trigger1 = Var(12) := 6;Lv.EX(΃A[}[p)

trigger2 = parent,TeamMode = simul
trigger2 = Var(12) := 5;Lv.X(^bOp)

trigger3 = Var(12) = [2,5]
;trigger4 = 0
trigger3 = NumHelper(39100)
trigger3 = Helper(39100),Var(28) >= 1
trigger3 = Var(12) := 4;Lv.4(ɂ̌)

trigger4 = Var(12) = [1,5]
;trigger4 = 0
trigger4 = parent,var(54) >= parent,life
trigger4 = parent,var(54) <= 1000
trigger4 = Var(12) := 3;Lv.3(E)

trigger5 = Var(12) = [1,5]
;trigger5 = 0
trigger5 = parent,lifemax - parent,life > time/7||parent,Var(59) < 3&&parent,stateno!=0||parent,var(54) >= 9999||Var(12) = [3,5]
trigger5 = Var(12) := 2;Lv.2(m[})

trigger6 = Var(12) != [1,6]
trigger6 = Var(12) := 1+(parent,power>=3000&&parent,stateno=1310);Lv.1(I,2CNU)
ignorehitpause = 1

[State -2,^Cv(Lp)]
type = NULL
trigger1 = EnemyNear(parent,Var(58)),name = "Weiss"
trigger1 = 0
trigger1 = Var(12) := 1;ߋKU
ignorehitpause = 1
[State -2]
type = NULL
TriggerAll = RoundState = 3
trigger1 = parent,stateno = 410 || parent,stateno = 1360
trigger1 = Var(12) := 1
ignorehitpause = 1



;Helper(39110),Var(13);낢JEg
[State -1, 낢JEg]
type = Varset
TriggerAll = parent,time = 1
trigger1 = EnemyNear(Var(58)),stateno = 5210
trigger1 = parent,stateno = 1350
var(13) = 1;+var(13)%10
[State -1, 낢JEg]
type = Varset
TriggerAll = parent,time = 1
trigger1 = var(13) = 1
trigger1 = parent,stateno = 1360
var(13) = 2;+var(13)%10
[State -1, 낢JEg]
type = Varset
trigger1 = var(13) = 2
trigger1 = EnemyNear(Var(58)),ctrl||EnemyNear(Var(58)),stateno = 5120
var(13) = 0;+var(13)%10

[State -1, 낢JEg]
type = Varset
;trigger1 = EnemyNear(Var(58)),animtime = 0
trigger1 = EnemyNear(Var(58)),stateno = 5120
var(13) = 10;+var(13)%10
[State -1, 낢JEg]
type = Varadd
trigger1 = EnemyNear(Var(58)),stateno != 5120
trigger1 = var(13) >= 10
var(13) = 1
[State -1, 낢JEg]
type = Varset
trigger1 = var(13) >= 21
var(13) = 0;+var(13)%10








;[
;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)
;1͓A2͎㏸A3͋
[State 39100, oNXep]
type = varset
TriggerAll = Alive && RoundState = 2; && parent,Var(59) >= 1;`hŒLq
Triggerall = EnemyNear(parent,Var(58)),MoveType = A
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
trigger11= Floor(Var(39)/1000)= Var(24) && Floor(Var(39)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger12= Floor(Var(38)/1000)= Var(24) && Floor(Var(38)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger13= Floor(Var(37)/1000)= Var(24) && Floor(Var(37)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger14= Floor(Var(36)/1000)= Var(24) && Floor(Var(36)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger15= Floor(Var(35)/1000)= Var(24) && Floor(Var(35)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger16= Floor(Var(34)/1000)= Var(24) && Floor(Var(34)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger17= Floor(Var(33)/1000)= Var(24) && Floor(Var(33)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger18= Floor(Var(32)/1000)= Var(24) && Floor(Var(32)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger19= Floor(Var(31)/1000)= Var(24) && Floor(Var(31)%1000)<= EnemyNear(parent,Var(58)),Time + 2
trigger20= Floor(Var(30)/1000)= Var(24) && Floor(Var(30)%1000)<= 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 = EnemyNear(parent,Var(58)),Time <= 1
Trigger2 = parent,MoveType = H && Parent,Time = 1 ;{̂炢ԂɂȂB
Trigger3 = EnemyNear(parent,Var(58)),MoveType != A
;Trigger4 = 1
var(28) = 0

[State 39100, K[Lp]
type = varset
TriggerAll = Alive && RoundState = 2; && parent,Var(59) >= 1;`hŒLq
TriggerAll = EnemyNear(parent,Var(58)),MoveType = A
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
TriggerAll = EnemyNear(parent,Var(58)),MoveType = A
TriggerAll = EnemyNear(parent,Var(58)),HitDefAttr = SCA, NA, SA;Ō̂
trigger1 = Floor(Var(59)/100) = Var(24) && Floor(Var(59)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger2 = Floor(Var(58)/100) = Var(24) && Floor(Var(58)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger3 = Floor(Var(57)/100) = Var(24) && Floor(Var(57)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger4 = Floor(Var(56)/100) = Var(24) && Floor(Var(56)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger5 = Floor(Var(55)/100) = Var(24) && Floor(Var(55)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger6 = Floor(Var(54)/100) = Var(24) && Floor(Var(54)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger7 = Floor(Var(53)/100) = Var(24) && Floor(Var(53)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger8 = Floor(Var(52)/100) = Var(24) && Floor(Var(52)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger9 = Floor(Var(51)/100) = Var(24) && Floor(Var(51)%100) > EnemyNear(parent,Var(58)),Time + 6
trigger10= Floor(Var(50)/100) = Var(24) && Floor(Var(50)%100) > EnemyNear(parent,Var(58)),Time + 6
var(28) = 2

[State 39100, K[Lp]
type = varset
TriggerAll = Alive && RoundState = 2; && parent,Var(59) >= 1;`hŒLq
TriggerAll = EnemyNear(parent,Var(58)),MoveType = A
TriggerAll = EnemyNear(parent,Var(58)),HitDefAttr = SCA, NA, SA;Ō̂
trigger1 = Floor(Var(59)/100) = Var(24) && Floor(Var(59)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger2 = Floor(Var(58)/100) = Var(24) && Floor(Var(58)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger3 = Floor(Var(57)/100) = Var(24) && Floor(Var(57)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger4 = Floor(Var(56)/100) = Var(24) && Floor(Var(56)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger5 = Floor(Var(55)/100) = Var(24) && Floor(Var(55)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger6 = Floor(Var(54)/100) = Var(24) && Floor(Var(54)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger7 = Floor(Var(53)/100) = Var(24) && Floor(Var(53)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger8 = Floor(Var(52)/100) = Var(24) && Floor(Var(52)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger9 = Floor(Var(51)/100) = Var(24) && Floor(Var(51)%100) > EnemyNear(parent,Var(58)),Time + 9
trigger10= Floor(Var(50)/100) = Var(24) && Floor(Var(50)%100) > EnemyNear(parent,Var(58)),Time + 9
var(28) = 3

[State 39100, oNXep]
type = varset
TriggerAll = Alive && RoundState = 2; && parent,Var(59) >= 1;`hŒLq
Triggerall = EnemyNear(parent,Var(58)),MoveType = A
TriggerAll = EnemyNear(parent,Var(58)),HitDefAttr = SCA, NA, SA;Ō̂
trigger1 = Floor(Var(59)/100) = Var(24) && Floor(Var(59)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger2 = Floor(Var(58)/100) = Var(24) && Floor(Var(58)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger3 = Floor(Var(57)/100) = Var(24) && Floor(Var(57)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger4 = Floor(Var(56)/100) = Var(24) && Floor(Var(56)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger5 = Floor(Var(55)/100) = Var(24) && Floor(Var(55)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger6 = Floor(Var(54)/100) = Var(24) && Floor(Var(54)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger7 = Floor(Var(53)/100) = Var(24) && Floor(Var(53)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger8 = Floor(Var(52)/100) = Var(24) && Floor(Var(52)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger9 = Floor(Var(51)/100) = Var(24) && Floor(Var(51)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger10= Floor(Var(50)/100) = Var(24) && Floor(Var(50)%100) > EnemyNear(parent,Var(58)),Time + 15
trigger11= Floor(Var(39)/1000)= Var(24) && Floor(Var(39)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger12= Floor(Var(38)/1000)= Var(24) && Floor(Var(38)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger13= Floor(Var(37)/1000)= Var(24) && Floor(Var(37)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger14= Floor(Var(36)/1000)= Var(24) && Floor(Var(36)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger15= Floor(Var(35)/1000)= Var(24) && Floor(Var(35)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger16= Floor(Var(34)/1000)= Var(24) && Floor(Var(34)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger17= Floor(Var(33)/1000)= Var(24) && Floor(Var(33)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger18= Floor(Var(32)/1000)= Var(24) && Floor(Var(32)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger19= Floor(Var(31)/1000)= Var(24) && Floor(Var(31)%1000)> EnemyNear(parent,Var(58)),Time + 15
trigger20= Floor(Var(30)/1000)= Var(24) && Floor(Var(30)%1000)> EnemyNear(parent,Var(58)),Time + 15
var(28) = 5


;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-5, EnemyNear(parent,Var(58)),Time+10]
trigger2 = Floor(Var(48)/1000) = Var(24) && Floor(Var(48)%1000) = [EnemyNear(parent,Var(58)),Time-5, EnemyNear(parent,Var(58)),Time+10]
trigger3 = Floor(Var(47)/1000) = Var(24) && Floor(Var(47)%1000) = [EnemyNear(parent,Var(58)),Time-5, EnemyNear(parent,Var(58)),Time+10]
trigger4 = Floor(Var(46)/1000) = Var(24) && Floor(Var(46)%1000) = [EnemyNear(parent,Var(58)),Time-5, EnemyNear(parent,Var(58)),Time+10]
trigger5 = Floor(Var(45)/1000) = Var(24) && Floor(Var(45)%1000) = [EnemyNear(parent,Var(58)),Time-5, EnemyNear(parent,Var(58)),Time+10]
trigger6 = Floor(Var(44)/1000) = Var(24) && Floor(Var(44)%1000) = [EnemyNear(parent,Var(58)),Time-5, EnemyNear(parent,Var(58)),Time+10]
trigger7 = Floor(Var(43)/1000) = Var(24) && Floor(Var(43)%1000) = [EnemyNear(parent,Var(58)),Time-5, EnemyNear(parent,Var(58)),Time+10]
trigger8 = Floor(Var(42)/1000) = Var(24) && Floor(Var(42)%1000) = [EnemyNear(parent,Var(58)),Time-5, EnemyNear(parent,Var(58)),Time+10]
trigger9 = Floor(Var(41)/1000) = Var(24) && Floor(Var(41)%1000) = [EnemyNear(parent,Var(58)),Time-5, EnemyNear(parent,Var(58)),Time+10]
trigger10= Floor(Var(40)/1000) = Var(24) && Floor(Var(40)%1000) = [EnemyNear(parent,Var(58)),Time-5, 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 = EnemyNear(parent,Var(58)),HitDefAttr = SCA, NA, SA, HA;Ō̂
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) != 0),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) != 0),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) != 0),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) != 0),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) != 0),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) != 0),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) != 0),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) != 0),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) != 0),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) != 0),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


;[3(󒆎oNXep)
;Helper(39100),Var(30`39)
[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
trigger1 = Var(39) = 0 || Floor(var(39)/1000) = Var(24)
trigger1 = Var(39) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger2 = Var(38) = 0 || Floor(var(38)/1000) = Var(24)
trigger2 = Var(38) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger3 = Var(37) = 0 || Floor(var(37)/1000) = Var(24)
trigger3 = Var(37) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger4 = Var(36) = 0 || Floor(var(36)/1000) = Var(24)
trigger4 = Var(36) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger5 = Var(35) = 0 || Floor(var(35)/1000) = Var(24)
trigger5 = Var(35) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger6 = Var(34) = 0 || Floor(var(34)/1000) = Var(24)
trigger6 = Var(34) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger7 = Var(33) = 0 || Floor(var(33)/1000) = Var(24)
trigger7 = Var(33) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger8 = Var(32) = 0 || Floor(var(32)/1000) = Var(24)
trigger8 = Var(32) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger9 = Var(31) = 0 || Floor(var(31)/1000) = Var(24)
trigger9 = Var(31) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time
trigger10= Var(30) = 0 || Floor(var(30)/1000) = Var(24)
trigger10= Var(30) := Var(24)*1000 + EnemyNear(parent,Var(58)),Time


;[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


;p2bodydist y+EnemyNear(Var(58)),vel y*(UF)+fvar(0)*(UF)*(UF)/2=[͈]@;d͉x
[state d͉x]
type=null
triggerall=numenemy
trigger1=enemy,movetype=h&&enemy,stateno!=[120,155]
trigger1=fvar(0):=enemy,gethitvar(yaccel)
trigger2=fvar(0):=enemy,const(movement.yaccel)

[state d͌vZ]
type=null
trigger1=numenemy
trigger1=1||fvar(1):=enemy,vel y+fvar(0)/2
trigger1=1||fvar(2):=enemy,vel y*2+fvar(0)*2*2/2
trigger1=1||fvar(3):=enemy,vel y*3+fvar(0)*3*3/2
trigger1=1||fvar(4):=enemy,vel y*4+fvar(0)*4*4/2
trigger1=1||fvar(5):=enemy,vel y*5+fvar(0)*5*5/2
trigger1=1||fvar(6):=enemy,vel y*6+fvar(0)*6*6/2
trigger1=1||fvar(7):=enemy,vel y*7+fvar(0)*7*7/2
trigger1=1||fvar(8):=enemy,vel y*8+fvar(0)*8*8/2
trigger1=1||fvar(9):=enemy,vel y*9+fvar(0)*9*9/2
trigger1=1||fvar(10):=enemy,vel y*10+fvar(0)*10*10/2
trigger1=1||fvar(11):=enemy,vel y*11+fvar(0)*11*11/2
trigger1=1||fvar(12):=enemy,vel y*12+fvar(0)*12*12/2
trigger1=1||fvar(13):=enemy,vel y*13+fvar(0)*13*13/2
trigger1=1||fvar(14):=enemy,vel y*14+fvar(0)*14*14/2
trigger1=1||fvar(15):=enemy,vel y*15+fvar(0)*15*15/2
trigger1=1||fvar(16):=enemy,vel y*16+fvar(0)*16*16/2
trigger1=1||fvar(17):=enemy,vel y*17+fvar(0)*17*17/2
trigger1=1||fvar(18):=enemy,vel y*18+fvar(0)*18*18/2
trigger1=1||fvar(19):=enemy,vel y*19+fvar(0)*19*19/2
trigger1=1||fvar(20):=enemy,vel y*20+fvar(0)*20*20/2
trigger1=1||fvar(21):=enemy,vel y*21+fvar(0)*21*21/2
trigger1=1||fvar(22):=enemy,vel y*22+fvar(0)*22*22/2
trigger1=1||fvar(23):=enemy,vel y*23+fvar(0)*23*23/2
trigger1=1||fvar(24):=enemy,vel y*24+fvar(0)*24*24/2
trigger1=1||fvar(25):=enemy,vel y*25+fvar(0)*25*25/2
trigger1=1||fvar(26):=enemy,vel y*26+fvar(0)*26*26/2
trigger1=1||fvar(27):=enemy,vel y*27+fvar(0)*27*27/2
trigger1=1||fvar(28):=enemy,vel y*28+fvar(0)*28*28/2
trigger1=1||fvar(29):=enemy,vel y*29+fvar(0)*29*29/2
trigger1=1||fvar(30):=enemy,vel y*30+fvar(0)*30*30/2
trigger1=1||fvar(31):=enemy,vel y*31+fvar(0)*31*31/2
trigger1=1||fvar(32):=enemy,vel y*32+fvar(0)*32*32/2
trigger1=1||fvar(33):=enemy,vel y*33+fvar(0)*33*33/2
trigger1=1||fvar(34):=enemy,vel y*34+fvar(0)*34*34/2
trigger1=1||fvar(35):=enemy,vel y*35+fvar(0)*35*35/2
trigger1=1||fvar(36):=enemy,vel y*36+fvar(0)*36*36/2
trigger1=1||fvar(37):=enemy,vel y*37+fvar(0)*37*37/2
trigger1=1||fvar(38):=enemy,vel y*38+fvar(0)*38*38/2
trigger1=1||fvar(39):=enemy,vel y*39+fvar(0)*39*39/2
